.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 2: The Ascension Wars (http://forum.shrapnelgames.com/forumdisplay.php?f=55)
-   -   Some joy with Mictlan (http://forum.shrapnelgames.com/showthread.php?t=17179)

PvK January 5th, 2004 10:43 PM

Re: Some joy with Mictlan
 
I think I've found at least one rather strong Blood technique, though it requires something Mictlan doesn't come with originally. Hmm.

PvK

SurvivalistMerc January 5th, 2004 10:50 PM

Re: Some joy with Mictlan
 
Does misfortune 2 really give you a chance at the heroes? Because I have tried it and never seem to get a hero unless I'm misfortune 1 or better.

Keir Maxwell January 5th, 2004 11:00 PM

Re: Some joy with Mictlan
 
Quote:

Originally posted by PvK:
I think I've found at least one rather strong Blood technique,
<font size="2" face="sans-serif, arial, verdana">. . . and?

http://forum.shrapnelgames.com/images/icons/icon7.gif

Keir

Keir Maxwell January 5th, 2004 11:04 PM

Re: Some joy with Mictlan
 
Quote:

Originally posted by SurvivalistMerc:
Does misfortune 2 really give you a chance at the heroes?
<font size="2" face="sans-serif, arial, verdana">As I understand you have a 3% chance, cumulative, per turn of getting a national hero at luck0, -1 per level of misfortune, +1 per level of luck. This resets when you get a hero.

So at misfortune 2 you have a 5% chance by of getting a hero, by turn 10 10%. If you haven't got one by turn 20 you would feel rather unlucky. Considering how good they are this is worth thinking about.

cheers

Keir

Graeme Dice January 5th, 2004 11:15 PM

Re: Some joy with Mictlan
 
Quote:

Originally posted by PvK:
[QB] I think I've found at least one rather strong Blood technique, though it requires something Mictlan doesn't come with originally. Hmm.
<font size="2" face="sans-serif, arial, verdana">Would that involve the combination of dwarven smithing hammers and soul contracts?

General Tacticus January 5th, 2004 11:23 PM

Re: Some joy with Mictlan
 
[quote]Originally posted by Keir Maxwell:
Quote:

So at misfortune 2 you have a 5% chance by of getting a hero, by turn 10 10%. If you haven't got one by turn 20 you would feel rather unlucky. Considering how good they are this is worth thinking about.

cheers

Keir
<font size="2" face="sans-serif, arial, verdana">At misfortune 2, you have about 50% chance of getting your first hero by turn 11, and 90% by turn 20.
Misfortune 1 means 50% by turn 8 and 90% by turn 14
Fortune 0 : 50% by turn 6, 90% by turn 11
Fortune 1 : 50% by turn 5, 90% by turn 10
Fortune 2 : 50% by turn 5, 90% by turn 8
Fortune 3 : 50% by turn 4, 90% by turn 8

Of course, misfortune 3 means no hero. As you can see, going over fortune 0 will give you your heroes only marginally faster (on average).

PvK January 6th, 2004 07:29 AM

Re: Some joy with Mictlan
 
Quote:

Originally posted by Graeme Dice:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by PvK:
[QB] I think I've found at least one rather strong Blood technique, though it requires something Mictlan doesn't come with originally. Hmm.

<font size="2" face="sans-serif, arial, verdana">Would that involve the combination of dwarven smithing hammers and soul contracts? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yep - Graeme wins the psychic contest!

Basically, I was thinking if you get some construction bonuses, preferably stacked, then suddenly the soul contracts could become very cost-effective, particularly the 80-slave one I found. The good part is the contract says one demon per "season", but it is in fact one demon per turn (I thought one season was more than one turn). Those demons or similar generally cost about 5 blood each to summon, but the contract gives 1/turn as long as the contractee stays alive, and the contractee can continue to do other stuff while the demons are appearing every turn.

The difficulty is if the contract goes to lab or straight to the creator when built. The found one I was able to slap on a Blood-1 priest. If the created ones go on the creator and are one per creator, then it becomes rather harder. The forge bonus could help make a cheaper-than-usual suite of portable Blood-empowering items, too, though two of those are Construction-4, and the contract I had in mind, is only Construction-2 but Blood 5.

If you can manage to crank out these contracts on relatively cheap units (like Mictlan level-1 blood priests) then it could really start to snowball into a wicked maintenance-free demon army generator.

PvK

apoger January 6th, 2004 07:52 AM

Re: Some joy with Mictlan
 
>the soul contracts could become very cost-effective, particularly the 80-slave one I found.

They are cost effective over time even at full cost.


>Those demons or similar generally cost about 5 blood each to summon,

They cost 7.


>The difficulty is if the contract goes to lab or straight to the creator when built.

It goes to the lab.
It's a cursed item, once held you cannot transfer it.


At full cost it takes 12 turns for the contract to pay back it's cost. After that it's effectively an income of 7 blood slaves per turn (in the form of a Devil). This is one of the classic ways to make blood magic pay off economically.

Saber Cherry January 6th, 2004 08:25 AM

Re: Some joy with Mictlan
 
Quote:

Originally posted by PvK:
If you can manage to crank out these contracts on relatively cheap units (like Mictlan level-1 blood priests) then it could really start to snowball into a wicked maintenance-free demon army generator.
<font size="2" face="sans-serif, arial, verdana">...are they blood-only now? In Doms I any commander could have a contract. Just give them to scouts=) Then the demons appear in the garrison instead of under a leader.

PvK January 6th, 2004 09:37 AM

Re: Some joy with Mictlan
 
Not sure what you meant to ask exactly, Cherry. The contracts seem to require blood power 5 and construction research 2, and 80 slaves. The cheapo Mictlani priest is blood 1, but they have several very nice (though initially expensive) other priests with varied powers.

Wow, ok, so if you can just put them on scouts (or even blood one priests) while the pretender churns them out, then you can start as soon as you hit construction 2. Get a Dwarven Hammer at the same time, a good place to blood hunt, and hmm, this could be rather effective.

Quote:

Originally posted by apoger:
...
>Those demons or similar generally cost about 5 blood each to summon,

They cost 7.
...

<font size="2" face="sans-serif, arial, verdana">I was comparing to the Fiends of Darkness I had been summoning for 5, and they seemed to be pretty equal in strength, though a bit different. Maybe the Devils have an advantage I didn't notice - oh I see, they do - mainly heat and immunity to heat.

PvK


All times are GMT -4. The time now is 02:43 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.