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Re: The problem of low hit points on humans
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At any rate, between 'assassin' spells and combat magic, magic is pretty much the bane of heroes. I don't deny that, it's just the way Dominions works. Quote:
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If magic was weakened any between Dominions 2 and 3, it's still pretty damned tough. You cite it as pretty much the #1 way of killing generals, summons are the real 'heroes' of Dominions, national spells shape nations, and six E3 mages and a small team of heavilly armored men can fend back 120 somewhat skilled and decently armored troops (Happened to me once, my Nagarishis and Bandars vs. Jomon's samurai. I ended up losing, but only due to sucky morale checks. Jomon had no more than 10 units left, which were commanders, by battle's end. They massacared my sleeping mages). I'll admit the researching is a hit, but I don't see how it was weakened aside from that. You sound like one of the players that would rather be playing Dominions 2 if it had an active modding community. Quote:
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When it comes down to it, this entire argument is a matter of taste. The way I see it, human commanders aren't meant to be on the frontlines. One doesn't recruit a Myrmidon Commander instead of a Myrmidon to put it on the frontlines and expect it to somehow fare better than warriors of equal skill, but worse commanding ability. |
Re: The problem of low hit points on humans
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Re: The problem of low hit points on humans
There seem to be some straw man arguments going on. Has ANYBODY suggested human melee commanders should be able to take on dragons, high-end summons, or real giants (not Jotunheim chaff) with a nontrivial chance of success? I can't find anybody who's said that but there seems to be a lot of people arguing human heros shouldn't get another 5-10 hp because they'd be able to trash dragons.
On a side note, it's an overdone fear anyway. My last effort at human melee commanders was with EA Ulm. With a forge bonus, earth, and 16 hp commanders, they are as good for human melee commanders as you'll ever see. And, against the human nations, scripted to fight along with the troops, with about 4 items each, they were acceptable and didn't die too much, although still distinctly inferior to commanders with artillery gear in terms of bang for the buck and the PITA factor of setting them up. However, even against Jotumheim chaff, they started getting squished in droves. Based on my experience, 16 hp human melee commanders is about right - not 10. They survive well against human-level troops, and poorly against superhuman troops, which is about what a top fighter should do. I actually think they should be a sniff better than that, to make meleeing commanders more competitive with artillery commanders. 10 hp is way too little. Part of the problem is that, in spite of some claims here the Dom melee system is not realistic. In particular, humans are far tougher than the game gives them credit for. A single dagger blow by an ordinary person on an unarmored man will usually kill in Dom - and that's way too easy. Even a sword blow will not usually really kill somebody although it will probably result in a nasty wound (i.e., an affliction). There are legit game reasons for this variation, mostly that fights don't take so long, and with disposable units the inaccuracies are pretty ignorable. But when we're talking about a kitted out melee commander, the inaccuracies are pretty noticeable. 15 to 20 hp would much better model how much punishment it takes to kill somebody - a single weapon blow, unreduced by armor, can, but usually won't. |
Re: The problem of low hit points on humans
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In general, when one (or a few) simple strategies are the most effective, a game has a lot less depth and interest to it. But much of this is just balance issues right now, which can be fixed over time. Quote:
Perhaps these 'troop commanders' who aren't anything special physically could stand to be improved in the commanding department. More commanders with the Standard ability, and perhaps increase the effect of the Standard (or otherwise increase the morale effect of 'troop commanders' as compared to other commanders, like mages or SCs). Mages can make for powerful and effective battle mages. Troop commanders can lead large numbers of troops and inspire them. But there is no real melee commander unit to recruit. I would see this as a difference in the races though ... humans would need to use other strategies because they couldn't use normal recruitable commanders as super melee units. They could rely more on summons or avoid using super melee units in general. Differences in the races are a good thing, as long as it works. You have to consider Balance first of all... if a race performs poorly, then they need improvements. You also have to consider depth and width of strategy... a race that does exactly 1 thing from start to finish is boring, even if it is effective. A race who only has 1 potential game plan is limited, and probably will have a lot of bad matchups too. 'Heroes' are a different story, they are supposed to be heroic in some way. For them, they SHOULD be substantially better/stronger or more able to survive, depending on what makes them special. Quote:
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Re: The problem of low hit points on humans
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The best artillery strategy I've found so far is Pythium Communioned Smite. It was fun, sure, but even 4 communioned Theurg acolytes pitching Smite just didn't make a big difference with 200+ troops on the field. Only AOE or strong summons make a big difference now and prior to level 6, that's pretty much Strength of Giants, Bladewind, Wind Guide, Flaming Arrows, and a couple of level 4 summons like Fall Bears. Those mostly require gems, which mean you need to be searching too and in any case most nations can't generate a good supply of mages for any of those spells without path boosters, which means Con 4 or 6 too. On top of that, your cost-benefit wasn't too good there. You lost 6 mages at about 180 = 1080 to kill 100 troops at, say, 15 = 1500. That's ahead, but not by much. Even if you can get some of the stronger early magic going it's possible to be overwhelmed by sheer force of numbers, as you experienced. I play SP, against 10 or so computer opponents, and by the time I can start using the magic that really makes a difference the game is effectively over. Either I'm on the exponential growth curve with mostly vanilla armies or there are huge AI armies rampaging through my heartland and I've given up. |
Re: The problem of low hit points on humans
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I was actually against another human in that game, and we had agreed for various reasons to call the game once we defeated CPU Abysia (Down to one province and outnumbered), so I decided to go out with a bang. |
Indy commanders vs. national commanders vs. mages
Hm. It's a valid point that, in terms of pure leadership, plain vanilla independent commanders may be significantly better deals than national ones.
~~~ Some ideas which would shift various balances: Making most mages absolutely lousy commanders of normal troops -- perhaps only able to have a few bodyguards. Most have studied magic, not men. For the same reason, giving troops led by mages less free staying-alive experience than troops led by more military-minded commanders. This could be made dependent on the normal leadership value. Better leaders drill more effectively. One might argue for similar effects on siege and patrol efficiency, or even supply usage; a great military leader would do more with the same army and logistical support, where one accustomed to alchemy and moldy tomes might be hamper the army with poor decisions (resulting in waste, confusion, et al). A morale bonus for national troops (normal or capital site) being commanded by a national commander (normal, pretender, hero, or capital site); a morale penalty for national troops commanded by a non-national commander. This would reflect different confidence, pride, loyalty, et al. As a side note, this could be further augmented by a bonus for being commanded by a national commander from the same home province. |
Re: The problem of low hit points on humans
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Instead, we got a bit more content that in _theory_ increased variety, but effectively reduced it by restricting each nation to a different age. (3) Some of these things may be fixed in patches (or more likely, things that can be fixed will be fixed in mods), but given past history, the bugs and core issues seem unlikely to be fixed. (4) 1) Admittedly, the old morale system had its bugs too, as _sometimes_ troops kept fighting when all commanders had died and vice versa. 2) For instance, in Dom2, knowing that Marignon or Ermor was in a game didn't help you know _which_ Marignon/Ermor you'd be up against, as each has themes that drastically change the nation. Even without the major themes (Machaka, etc), a player could take Water Cult or some other theme that had an impact on how they'd play. So, instead of letting us finally choose those minor themes in conjunction with major themes (ie, Niefelheim or Carrion Woods with Water Cult, etc), the themes were eradicated. 3) Yes, it's possible to get nations from other eras into the same game, but it requires _map_ commands - hardly something that allows you to sneak in an unlikely variation like Return of the Raptors, since the game-host has to do it for you. 4) Supporting evidence, problems that have been around for _ages_ have never been addressed, such as the bug that sometimes kills immortals dead in friendly dominion, or the lack of _any_ battle summary for castle stormings. |
Re: The problem of low hit points on humans
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Edit, in stead of doublepost: Quote:
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Re: The problem of low hit points on humans
* I play Ulm frequently, and if my pretnender lacks Air-1, I typically find someone with Air-1 by the time I need to worry about lots of lightning.
* Heroes are not the only thing gained with Luck. Having heroes is not (or at most, not merely) an investment of 120 points I would otherwise have gained by taking Misfortune-3. * I don't see how Dominions 3 is a "dumbing down" of Dominions 2, unless you mean the reduced magic skill levels. And yes, I am happy with the somewhat reduced access to overpowered magical effects. The mods I'm working on for my own tastes further "weaken" magic by making it cost appropriate amounts relative to other elements such as mortal armies, etc. * You seem to be still missing my point. Commanders generally do survive battles when their side wins, as long as they deploy sensibly so that they don't fight alone against a mob of foes. * If you mod commanders to be as effective as battle mages without changing their costs, then what about the foot soldiers, as especially the common troops, who will now be even less cost-effective? Divide most of those by 5 or so? PvK Quote:
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