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Re: Dominions 2 Demo Review
I agree with Imperator Fyron on most parts. Especially the combat situation where your archers kills your own unit. I would like to see some additional orders for archers "fire at closest enemy NOT in melee" and so on. That would really be great.
However I do think Fyron is to quick to judge the unit situation. I love the fact that there is so much different units to choose from. I think that if we would ask a group of veterans which units they use for a specific nation I bet we would see a spread out result among most units and perhaps one or two Favorites. |
Re: Dominions 2 Demo Review
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PvK |
Re: Dominions 2 Demo Review
Saarud,
The problem with "fire at closest enemy not in melee" is that it would probably develop into a "fire at commanders" order. I would actually be satisfied with an order to "fire at closest non-commander not dangerously close to a lot of my own troops but especially not in direct melee with them and under no circumstances fire into a melee that it looks like I will win without archer support. Just stand still and do nothing if you don't have a valid target." |
Re: Dominions 2 Demo Review
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* Lots of cannon fodder (e.g. militia, tribals, mercenaries, undead). * Units which are resistant to the defenders' weapons. * Spells which protect powerfully against missiles. * Other effective battlefield spells. * Assassinate the commanders. * Kill the defenders with ritual spells. * If the Last enemy stronghold, sweep away their dominion and banish their god, and the men will give up. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I've only been addicted to this game for oh, half a year or so, and I haven't even gotten around to playing either Jotunheim or Machaka. (I've only played six of the seventeen nations, and only one variant flavor of one of those, so far, just to give you a hint of how much gameplay there is...). However I think you're probably just not aware of the reasons behind the costs. For example, holy units have major advantages such as being blessable and only costing half as much to maintain (so their true cost is nearly half-off if they survive). Having fought Jotunheim a lot, I know that the little guys can complement the giants in a combined arms fashion, particularly because they can sneak in between the giants to increase the attack of a front, and also to distract attacks from the giants. Or, they can do a quick flank/rear attack, or block one. Quote:
... And yes, all the castle stats should be available on start-up. That's an omission, though the fans of course have posted a nice table. PvK |
Re: Dominions 2 Demo Review
Spells like fireball, etc. are a lot more accurate if you place your mages close to the front lines. Distance from target makes a big difference.
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Re: Dominions 2 Demo Review
>> But when you have no units with terror, they still route far too quickly...
Well sometimes morale system causes some odd results. I was fighting with Ermor (Ashen Empire) against Niefelheim. My province had about 150 ordinary longdeads, 3 mound kings and 1 arch bishop. Enemy had Son of Niefel and about 15 niefel giants. Those giants kept destroying my units until I had only 1 longdead, 1 mound king and the arch bishop left. Then those mighty giants decided to run away! In that hilarious battle I managed to kill just one or two NGs long before enemy routed. |
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Cheers! |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">No it doesn't. It just provides you with choices that have trade-offs. Sometimes larger Groups make sense, sometimes smaller ones are good, usually an intelligently-deployed mix is best, etc. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I'm not familiar with the details of Machakan assassins yet, but no I expect they attack alone. In some cases, naturally they will fail, particularly against tough targets. Assassins are usually pretty dangerous, and combat in Dominions is never a certain thing. It's not that assassins aren't a good idea (they can be very effective), but they aren't sure to work, as no one would want them to be. So, use more assassins, or different types of assassins, or give them equipment that will tip the scales, or be content with killing the weaker targets using assassins, or try any of the other techniques, or a combination. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Another thing which is a matter of taste, but which I really enjoy, is that few outcomes are certain in Dominions. There is a morale bonus for defending in home territory, and in friendly dominion, but they aren't a guarantee. Similarly, units can and do rout in small Groups sometimes - there are morale checks both for Groups and for armies. For those interested in military history, morale was a major part of historical ancient/medieval combat, as well. Frequently, most of the killing in a battle was done after one side routed. Furthermore, retreating can often be a good thing. If a small group routs, it is often beaten up, fatigued, and about to die, and having it withdraw to fight another day can be a very good thing. Same is often true for an army. Fighting to the death when overpowered is often a bad idea, and you need to start running before its decided, to have a reasonable chance of escape. It's also more interesting to play a game where a reasonable number of the defeated side are able to continue to fight in later battles, instead of being wiped out in all-or-nothing battles. It makes wars much more strategically interesting than if it were like, say, SE4, where entire wars are frequently decided by single to-the-death-despite-the-odds bloodbaths. It's also a lot of fun to have both friendly and enemy characters and armies re-appear in multiple battles, even after being defeated. ... PvK |
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