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Re: So far what nations look strong... and weak?
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I find them to be unreliable(weak morale, almost every indy mage can screw them) and too expensive(with the Dom II economy). But hey, everyone has their own style... [ November 18, 2003, 06:53: Message edited by: Nerfix ] |
Re: So far what nations look strong... and weak?
You can have a leader hold for a number of turns then retreat. Just (No army) Elephants geared towards the rearmost will run for the back of the army trampling; then when their morale fails, run backwards through the middle of the enemy trampling more. You rarely lose an elephant unless he gets caught by webs or vines.
If that commander is a Priestess of Arco you can have her cast sermon of courage to get another round or two out of your elephant or you have one sitting in your retreat province they can heal them and have them do another go next turn. Free attrition. At least thats how I've tried to get my mammoths to work. |
Re: So far what nations look strong... and weak?
Just keep all your elephants in one unit and add in some hoplites. The numbers plus the hoplite morale will bolster the elephants. Throw in a priestess to cast sermon of courage (and heal afflictions if they get bad). Works like a charm. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: So far what nations look strong... and weak?
You can also put a non routing scripted commander in the top left or bottom left corner or your position screen and have him hold/cast spells (if it's not a priest(ess) and if/when the mammoths/elephants rout they won't run him over since they run in a straight line.
Also what Alex said http://forum.shrapnelgames.com/images/icons/icon7.gif . High numbers of hard to kill units will make the unit have a greater moral. Then of course Sermon of Courage/Fanatism... Also nature Users have a spell called "Berserkers" which works like a charm for Elephant/Mammoth patrols. Not to step on your toes Alex http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: So far what nations look strong... and weak?
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IMO, the real downside of Miasma is the inability to recruit independent mages, and (to a lesser extent) the limited choices of pretenders (have to pick a cold-blooded, undead or immortal one). |
Re: So far what nations look strong... and weak?
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Abysia kicks some *** too. http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: So far what nations look strong... and weak?
I got my copy yesterday and played for about 10 hours. The balance between nations is great.
I thought I was going to clean up with my heavy Bless Giants but they started to stall mid game and are now on the defensive from high level magic. I tried Ermor (Ashen whatever) and WOW did I have a lot of points to spend. I was SHURE I was going to clean house. I had a pretender with 9 Death, 4 in everything but Fire and Air (1 in each of them). I was able to get off to a great start (And find a LOT of sites) but I started to stall when my Domain started to get countered. Now Every offense is expensive as all the nations around me have a lot of Priests and they are attacking with Priests and Seasonal Creatures (They just EAT low level undead). I am still winning but it is one hell of a fight now. Sammual |
Re: So far what nations look strong... and weak?
Wow. What a comprehensive list. Thanks!
If you were to rank the top 3 or 4 strongest and weakest nations overall, what would you say? Quote:
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Re: So far what nations look strong... and weak?
>I don't like the mashmaster
>>Can't understand why you don't like him. 40 more gold for the extra magic seems correctly priced to me. He's much more flexible than the Sauromancer, who's basically a one-trick pony (although a good one at it, I admit). You hit the nail on the head. I prefer that my primary national mage be top notch in one skill rather than OK in a few. |
Re: So far what nations look strong... and weak?
Note what he said as far as
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A) a nation is strong if it matches the players style. If you want to play like a tank-commander then take ulm. If you tend to prefer research and magic then try Arcosphale. If you like air-dropped invasions try Man. If you like CIA secret armys try Pangaea. B) a nation is weak if its strong points are ones you dont really use. C) it can be a rude awakening in your first few multiplayer games to discover that your "weak" nations are someone elses "strongest" nations. In Dom1 we went thru a LONG and enjoyable process of declaring certain nations to be too strong or unbalanced, then discovering that the balance was already there but in another nation we hadnt played seriously yet. I think the Devs had a great time waiting and watching for us to discover these. We started saying "if you THINK its too strong then search for the response" and also that "if you think its weak and worthless then get creative in how it might be used". EVENTUALLY we did find some things that we just couldnt balance out and tweaks showed up in patches for those. But it was a long way off from where we thought we had found such things. Personally I think its abit early to judge. Some specialize in testing the "too strong" stuff. I like to concentrate on finding something interesting about the "who would ever choose this" stuff. But that was a great list. One persons list (dont like Pangaeas default huh? hee hee hee). But everyones list will be different. Thats the great thing about this game. [ November 18, 2003, 15:20: Message edited by: Gandalf Parker ] |
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