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-   -   Are devils worth 7 blood each? (http://forum.shrapnelgames.com/showthread.php?t=20819)

Graeme Dice September 14th, 2004 09:55 PM

Re: Are devils worth 7 blood each?
 
Quote:

Boron said:
- Leave clams as they are . But make them stockable only on mages or at least not on scouts which can't be targeted by flames / seeking arrows etc. .

This wouldn't make any difference, because I'm going to have 50 mages researching in my capital underneaeh several domes by the time I have 100 clams anyways.

Boron September 14th, 2004 10:21 PM

Re: Are devils worth 7 blood each?
 
Quote:

Graeme Dice said:
Quote:

Boron said:
- Leave clams as they are . But make them stockable only on mages or at least not on scouts which can't be targeted by flames / seeking arrows etc. .

This wouldn't make any difference, because I'm going to have 50 mages researching in my capital underneaeh several domes by the time I have 100 clams anyways.

Hm but this would perhaps make dome wars a bit more interesting . If you bombard the domes with dozens of cheap spells like seeking arrow and at the end of the spellcastchain include a few fires i think this would be funny http://forum.shrapnelgames.com/images/smilies/happy.gif

Graeme Dice September 14th, 2004 10:24 PM

Re: Are devils worth 7 blood each?
 
Quote:

Boron said:
Hm but this would perhaps make dome wars a bit more interesting . If you bombard the domes with dozens of cheap spells like seeking arrow and at the end of the spellcastchain include a few fires i think this would be funny http://forum.shrapnelgames.com/images/smilies/happy.gif

Spells are cast in random order. You have no way to make your spells go in any particular order, and a proper set of domes only gives a 7% chance that any one spell will make it through.

odd_enuf September 14th, 2004 10:38 PM

Re: Are devils worth 7 blood each?
 
for the soul contracts, making them give an extra 1-3 devils, when casting the summon devil spell, similer to the ivy crown, would help balance them. Giving 2 extra devils would make them pay off twice as fast, but you would still need a blood income to use them, along with mage time.

odd_enuf

Huzurdaddi September 14th, 2004 10:45 PM

Re: Are devils worth 7 blood each?
 
Quote:


for the soul contracts, making them give an extra 1-3 devils, when casting the summon devil spell, similer to the ivy crown, would help balance them. Giving 2 extra devils would make them pay off twice as fast, but you would still need a blood income to use them, along with mage time.


I have to say that is a solid suggestion. But it makes devils an abysia only type of thing.

Soapyfrog September 14th, 2004 11:54 PM

Re: Are devils worth 7 blood each?
 
Quote:

Graeme Dice said:
, because I'm going to have 50 mages researching in my capital underneaeh several domes by the time I have 100 clams anyways.

Yes but: they take up a slot you could otherwise be using for a research item, or something else.

Also I think USING a clam or fetish to generate a pearl should be an action: i.e. you cant research while you are generating them. That would make it an interesting tradeoff!!!

Graeme Dice September 14th, 2004 11:59 PM

Re: Are devils worth 7 blood each?
 
Quote:

Soapyfrog said:
Yes but: they take up a slot you could otherwise be using for a research item, or something else.

Well, since I'll have another 20-50 sages in some other province, they can hold the research boosting items.

Quote:

Also I think USING a clam or fetish to generate a pearl should be an action: i.e. you cant research while you are generating them. That would make it an interesting tradeoff!!!

It's not yet even been established that there is any imbalance inherent to the clams.

Boron September 15th, 2004 08:23 AM

Re: Are devils worth 7 blood each?
 
Quote:

Graeme Dice said:
Quote:

Boron said:
Hm but this would perhaps make dome wars a bit more interesting . If you bombard the domes with dozens of cheap spells like seeking arrow and at the end of the spellcastchain include a few fires i think this would be funny http://forum.shrapnelgames.com/images/smilies/happy.gif

Spells are cast in random order. You have no way to make your spells go in any particular order, and a proper set of domes only gives a 7% chance that any one spell will make it through.

Oh i thought you can influence the order http://forum.shrapnelgames.com/images/smilies/happy.gif
At least bringing them to fall by seeking arrows or similiar is cost effective http://forum.shrapnelgames.com/images/smilies/happy.gif

Wendigo September 15th, 2004 08:56 AM

Re: Are devils worth 7 blood each?
 
Quote:

Graeme Dice said:
Spells are cast in random order. You have no way to make your spells go in any particular order, and a proper set of domes only gives a 7% chance that any one spell will make it through.

Graeme has a supberb knowledge of the game mechanics, but I believe he is wrong on this one:

Casting order is actually fully deterministic.

Every single trooper & commander in a Dominions game is tracked with an ID number (ranging from 1 to aprox 30,000) that is used to track experience, afflictions....
Spell casting orders (rituals+forging+battlefield spells) are resolved according to this number.

Back in Dom PPP you could use the debug screen to gather this data regarding your mages (& get the exact order in which spells would be cast), tho I believe this is no longer possible in Dom II. You can get some clues however if you pay atention.


This issue can & does decide games:
will you claim that Last unique commmander that just died or will you get a "Nobody answered the spell" because somebody else did?
will you forge that disputed artifact or will your opponent pull it instead?
Are you capable of getting your slaves to cast communion slave before their master runs through his script?
Will you burst the air dome with arrows & other cheapo spells before your MW/FFS have to roll vs it?
will you nail that teleporting SC with an assasination spell before he jumps away?

Cohen September 15th, 2004 09:46 AM

Re: Are devils worth 7 blood each?
 
This are damn good to know if we could know the number of the guy ...

So you can dispel too and cast a global in the same game-turn, if the dispel is cast by someone with a previous number that the guy that casts the global.


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