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Trapped Statue
Topic Started: Dec 21 2016, 04:57 AM (848 Views)
Rob Allen
Markata
So in my current game, I am teamed up with one other player and an AI disciple. I teleported my Pretender (Statue of War) into the AI disciple's territory to claim a throne and now have no way to get him back as the statue is immobile and cannot cast spells from the ally's lab. Anyone know of a way to retrieve my statue? If the AI were human controlled I could have him transfer the province to me temporarily, but since it's AI controlled I don't know of a way to do that. I am currently looking at Wind Ride but I feel it won't be effective since the statue is probably too heavy for the spell to work. I am also considering items, but I can't think of any that allow teleportation or would give an immobile unit the ability to move.
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LDiCesare
*Spicy* Crew
You're stuck. Your best bet is to hope that the AI will come and take that province, your pretender will die and you can call him back.
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Rob Allen
Markata
The other option I could think of was to give him the Gift of Kurgi... But it's going to be a while before I can build that, and there are consequences.
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alexsa2015sa
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Twiceborn Abodai
Rob Allen,Dec 21 2016
04:57 AM
I am also considering items, but I can't think of any that allow teleportation or would give an immobile unit the ability to move.

Gate Stone artifact. It's ridiculously expensive and difficult to forge, but IIRC it allows to cast Astral Travel regardless of lab present.
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Telos
Tartarian
One option is to get indies to take the province from your AI ally's PD. Then if your Statue can beat the indies, you'll end up in control of the province, so can use the lab (though may want to reclaim throne first after having briefly lost it to the indies). Alternatively, if you don't want your Statue to fight the indies, you could instead script it to cast Returning, and get the heck out of there.

How to get indies to take the province? Probably the easiest way is to have either you or your human ally cast horrors at the province, if either of you has access to blood+astral. Since horrors may not be much fun to fight, the Returning option may be advisable.

If there's a fort in the province that cuts down your options. I *think* (but haven't tested) that, if indies/horrors defeat your AI ally's PD and lay siege to the fort, then your Statue would immediately attempt to break siege, and if he wins, then control will revert back to your ally without you getting a chance to use the lab, but at least you would have a chance to cast Returning during the battle.

Another untested thing that matters is whether horrors stick around for a second battle in the magic phase, or whether they instead disappear right after their first battle like gladiators do. If horrors won't stick around for a second battle, then you probably won't be able to use returning, but you would be able to switch ownership of an unforted province to your Statue, without even needing to get him horror marked. If there is a fort, and horrors don't stick around for round two, then you'd need to use different indies than horrors -- which would stick you with much more esoteric or unreliable options.
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Rob Allen
Markata
Telos,Dec 23 2016
09:01 PM
One option is to get indies to take the province from your AI ally's PD. Then if your Statue can beat the indies, you'll end up in control of the province, so can use the lab (though may want to reclaim throne first after having briefly lost it to the indies). Alternatively, if you don't want your Statue to fight the indies, you could instead script it to cast Returning, and get the heck out of there.

How to get indies to take the province? Probably the easiest way is to have either you or your human ally cast horrors at the province, if either of you has access to blood+astral. Since horrors may not be much fun to fight, the Returning option may be advisable.

If there's a fort in the province that cuts down your options. I *think* (but haven't tested) that, if indies/horrors defeat your AI ally's PD and lay siege to the fort, then your Statue would immediately attempt to break siege, and if he wins, then control will revert back to your ally without you getting a chance to use the lab, but at least you would have a chance to cast Returning during the battle.

Another untested thing that matters is whether horrors stick around for a second battle in the magic phase, or whether they instead disappear right after their first battle like gladiators do. If horrors won't stick around for a second battle, then you probably won't be able to use returning, but you would be able to switch ownership of an unforted province to your Statue, without even needing to get him horror marked. If there is a fort, and horrors don't stick around for round two, then you'd need to use different indies than horrors -- which would stick you with much more esoteric or unreliable options.

Very good ideas! Thank you for these. I will give them a try. I'll let you all know when/if these work.
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Rob Allen
Markata
Ok, so Gate Stone did not work. "The target is too immobile to use this item", or something to that effect. Summoning horrors might work but so far they have been getting killed by the province defenses. Will need something stronger.

If there was something like Boots of the Planes but would work in a misc slot, I think that might do it. I'm not aware of any such item. I think I did see some kind of item in the past that would allow you to attack a commander across provinces and bring him to you, but I can't find it. Maybe it was a spell, but i seem to remember it was some sort of weapon, like a spear or javelin. If I can find that I might try it, though it's probably beyond my current magic.
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Glimbur
Guy who should know better
Wind Ride is a spell that might help. It supposedly has trouble with large or earth mages though.
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Ethorin
Tartarian
Astral Harpoon, pretty sure it only works on enemies though and you need something with a LOT of strength in order to pull something like a statue through
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