Dousing...

Onionsoilder

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Mar 19, 2007
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Is there something special you need to do to get this to work? I rarely build it because I think the hammers could be better used elsewhere, but in my current game there was no copper anywhere nearby - the closest unclaimed one was around 15 tiles away from my empire. I build Dousing to see if I really needed to go for that, or if there was some Iron nearby that I could use instead, but after building Dousing I saw no new resources anywhere. Not just no iron, no new anything. Do you have to activate it somehow, or should the resources just showup after building?
 
They don't actually show up graphically for me, but if you turn on the resource indicators (ctrl-r) they will show up.
 
Yeah sometimes you also just get really unlucky :(
 
Unless you save and reload, the graphics won't update. Just click the 'show all resources' option.
They don't actually show up graphically for me, but if you turn on the resource indicators (ctrl-r) they will show up.
Ah, that helps. Thanks.

Bunch of Patrican Artifacts(But I'm not Scions), found Iron and Gunpowder nearby as well. Another source of Iron and Mithril(!!!) just north of me, in Clan territory. I'll have to invade at some point.
 
The pedia is kinda vague, and I haven't tried it out - can you build improvements/access a resource after completing the Dousing? They're usually mine resources/hills anyway, but at least it doesn't seem that you get access to the resource. I would definitely continually complete it if you could access mithril early or something, if not it's a minimally useful, one time thing to see where you might need to get to for some resources later (since you can just make tags forever where they are).
 
I think you can use dowsing to gain access to resources, that is something I read in a post around here a looooong time ago. Otherwise you are right, tag up where you see the resources...though I am pretty sure players were encouraged to keep casting the dowsing ritual for some reason.
 
Well, my current game seems somewhat of a bust. As Lanun, my power relies in the sea - The sea becomes nearly useless when 17 of the 18 civilizations in the game are on a single landmass. The land isn't even pangea-like, it's more snakey... To make things worse, Fellowship of Leaves seems to have been the only religion founded early, and as most of the world is on a single landmass, at least 70% of the world follows it...

Anyone know of a good mapscript with 4-7 forced continents that still had has some element of randomness(unlike the Continents scripts that has everything all square/rigid/uniform)
 
I had written it initially planning to let you get access to resources (mostly Pearls), but we since tweaked it so that all resources require their normal revealing tech to connect them. So you can still get better tile yields, but you cannot get a tradeable resource.
 
Yeah i thought I remembered it being able to get you resources early. Still useful for settling purposes.
 
very good for planning stages, here is what I usually do:

Build Dousing, then put a sign over every resource so when it goes away you still know where the resources are, muahahahaha
 
We'll be capable of adding unlimited number of resources shortly (possibly) so at that point more "needs a tech to reveal it" type of resources may wind up being added, probably mostly things which can NEVER connect, but make the tile pretty sweet for yields once properly improved (then we don't have to worry about too many health/happy bonuses in the world), that will make seeing what the land REALLY looks like more valuable, and make game progression in general a tad more interesting.
 
that sounds cool and will definitely make dousing worth it :)
BTW Orbis has added kelp (but as a feature like forest), I think it should add 2:food:, and 1 health with harbor
 
I almost always build a Dowsing; between that and God-King, Mysticism is a great early beeline target.
 
that sounds cool and will definitely make dousing worth it :)
BTW Orbis has added kelp (but as a feature like forest), I think it should add 2:food:, and 1 health with harbor

Hey, that gives me an idea. What if instead of spells being the only arcane abilities, there were potions too? It could be a new technology tree branch, focused not on damaging spells but on troop support and stuff. Reagents, Kelp, Razorweed and Toads could be alchemical ingredients, in addition to some new resources. These could then be used to build potions in your cities, which could be equipped onto your units like items. Some possible potions:

Healing Potion(Heals unit health, weak ones could be only 30%, strong ones up to 100%)
Mana Potion(Can be used to cast a second spell on a turn)
Agility Potion(Adds +1 First Strike)
Speed Potion(Adds +1 Movement Range)
Power Potion(Adds +10% Strength)
Blight Poison(Adds +1 poison damage to unit when used)
Corrosive Poison(Removes Bronze/Iron weapons promotion from target)
Antidote(Removes Poisoned promotion)
Expulsor(Removes Withered/Disease promotions)
 
Hey, that gives me an idea. What if instead of spells being the only arcane abilities, there were potions too? It could be a new technology tree branch, focused not on damaging spells but on troop support and stuff. Reagents, Kelp, Razorweed and Toads could be alchemical ingredients, in addition to some new resources. These could then be used to build potions in your cities, which could be equipped onto your units like items. Some possible potions:

Healing Potion(Heals unit health, weak ones could be only 30%, strong ones up to 100%)
Mana Potion(Can be used to cast a second spell on a turn)
Agility Potion(Adds +1 First Strike)
Speed Potion(Adds +1 Movement Range)
Power Potion(Adds +10% Strength)
Blight Poison(Adds +1 poison damage to unit when used)
Corrosive Poison(Removes Bronze/Iron weapons promotion from target)
Antidote(Removes Poisoned promotion)
Expulsor(Removes Withered/Disease promotions)

I could see these as equip able items a la the Master crafters buildings. Isn't someone working on a Mage based Master Crafter? I think it is Valkrionn or Vehem.
 
Yes, it would definitively be fun to have a Master Alchemist that could sell potions like those mentioned.
But why stop there, make potions that induce diferent effects on the user. Kind of like spells do now. But let them be a payable alternative to mages.
 
Yes, it would definitively be fun to have a Master Alchemist that could sell potions like those mentioned.
But why stop there, make potions that induce diferent effects on the user. Kind of like spells do now. But let them be a payable alternative to mages.

Certainly could help those poor (err rich?) Esus bastards who can't heal :shifty:
 
Hmmmm. These new resources (been dying to see more since I discovered Dousing!) don't even necessarily all have to be ingredients. I think that's a fantastic idea, but perhaps there could be other buildings/units that had specific resource requirements. So you link them to the city, and they show in the resource list, but just like Marble, they don't provide any direct bonus - the bonus is in what they allow you to do afterward, whether that is alchemy, forging magic items, recruiting new units, or running new facilities within the city.
 
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