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-   -   pan cw : formulas for freespawns/reanimations. quite finished . with guide too (http://forum.shrapnelgames.com/showthread.php?t=19776)

Boron July 30th, 2004 07:20 PM

Re: pan cw : formulas for freespawns/reanimations. quite finished . with guide too
 
UAERGHLSADFH

any tips what to do against the autoformat ?

my primitive chart got autoformatted now it looks crappy http://forum.shrapnelgames.com/images/icons/icon9.gif

Boron July 30th, 2004 08:02 PM

Re: pan cw : formulas for freespawns/reanimations. quite finished . with guide too
 
with starting gem income of 7n you will be able to summon every 3,57 turns a new carrion lord .
at ~ turn 10-15 you will hopefully find +1-3 extra nature gems from new sites . so in average you will have about 10 carrion lords at turn 30.
when they reanimate alltogether then than you can roughly expect 1 carrion beast elephant / turn .

so in the beginning you are a bit weak ( but your pretender + the gathered carrion beasts are enough to defend ) + your dominion works against high numbers of enemies . cold 3 scale will especially be evil for heat enemies like abysia and killer dominion normally grants you at least parity in quantity .
in midgame you are strongest and will keep that strenght until lategame when wishwars and the like start .

if you are lucky or take luck scale you can afford to mix some minotaurs or other strong national troops within the carrion beasts .
with a bit combat luck the carrion beasts hit first . then the minotaurs take almost guaranted hits against size 3+ units because of the two reasons :
-lowered defense by swarming
-lowered defense by fatigue
-at 100+ fatigue even chance for ap attacks

so the minotaurs can hopefully take out thughs or weak sc's like poor equipped banelords / firbolgs etc. together with the carrions .

because the carrions will be the main target of enemy combat magic some minotaurs will survive quite long and gain some further strength by exp.

odd_enuf July 30th, 2004 09:36 PM

Re: pan cw : formulas for freespawns/reanimations. quite finished . with guide too
 
when i did my own testing with cw reanimations i played with dominion 1 with independs 0, i send a bunch of ladies, centair, and lords out to provinces with neutral domains, and in that situation the ladies and the lords reanimated the same # of carion beasts.

odd_enuf

Sindai July 30th, 2004 11:30 PM

Re: pan cw : formulas for freespawns/reanimations. quite finished . with guide too
 
Quote:

Originally posted by Boron:
my primitive chart got autoformatted now it looks crappy http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="sans-serif, arial, verdana">The code tags (which work exactly like the quote tags) keep the parsing software from pulling out extra spaces.

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Boop Beep</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Boron July 30th, 2004 11:52 PM

Re: pan cw : formulas for freespawns/reanimations. quite finished . with guide too
 
Quote:

Originally posted by odd_enuf:
when i did my own testing with cw reanimations i played with dominion 1 with independs 0, i send a bunch of ladies, centair, and lords out to provinces with neutral domains, and in that situation the ladies and the lords reanimated the same # of carion beasts.

odd_enuf

<font size="2" face="sans-serif, arial, verdana">that's the key . in neutral provinces .
only when you reach 100% according to the formula you get 1 reanimation / unholy level per turn guaranted .
in neutral territory or enemy dominion you seem to just summon random numbers .
so summon in your high dominion capitol for max output .

Boron July 30th, 2004 11:53 PM

Re: pan cw : formulas for freespawns/reanimations. quite finished . with guide too
 
Quote:

Originally posted by Sindai:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Boron:
my primitive chart got autoformatted now it looks crappy http://forum.shrapnelgames.com/images/icons/icon9.gif

<font size="2" face="sans-serif, arial, verdana">The code tags (which work exactly like the quote tags) keep the parsing software from pulling out extra spaces.

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Boop Beep</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">thnx

fixed it . now it looks 10 times better http://forum.shrapnelgames.com/images/icons/icon7.gif

[ July 30, 2004, 22:57: Message edited by: Boron ]

liga July 31st, 2004 01:18 AM

Re: pan cw : formulas for freespawns/reanimations. quite finished . with guide too
 
That is in my manual addenda ... obviously it come from somewhere in this forum:


Auto summoning:

10*(dom+growth+1) % chance (actually a d10 is used) of manikin reanimation if there are unburied corpses.

1+growth+magic% chance of mandragora - else manikin.

Also:

10*(dom+growth+1) % chance of carrion beast / pangaean manikin reanimation if the province is a forest.

1+growth+magic% chance of powerful stuff.

There might be some stuff prohibiting human manikin in forests (making them beasts instead)

Reanimation:

Number: Priestlvl/2+(1D2-1)
Quality 10%

So, if you have ten provinces with dom5 (growth2+magic2) of which 5 are forests you would get about 9 manikin and 4 beasts each turn. Of these one or two would be powerful.

[Kristoffer O.]

PvK July 31st, 2004 06:21 PM

Re: pan cw : formulas for freespawns/reanimations. quite finished . with guide too
 
Note that if you do take higher magic scales, the Ladies become more economical researchers. They also have more slots for research-boosting items.

PvK

Boron July 31st, 2004 07:01 PM

Re: pan cw : formulas for freespawns/reanimations. quite finished . with guide too
 
Quote:

Originally posted by PvK:
Note that if you do take higher magic scales, the Ladies become more economical researchers. They also have more slots for research-boosting items.

PvK

<font size="2" face="sans-serif, arial, verdana">thnx pvk .
i already covered that . most likely you just have overread it http://forum.shrapnelgames.com/images/icons/icon7.gif
Quote:

Originally posted by Boron:
so while the carrion ladies have give the same roi on research + reanimation ( negligible better : 3 reanimation / 6 research for 24 nature gems compared to 25 for the carrion lord ) their physical fragility makes them worthless compared to the carrion lords.

<font size="2" face="sans-serif, arial, verdana">you are right with research items they are better researchers but their physical fragility makes them still very vulnerable to seeking arrow and the like . so there overall RoI is still much lower then that of the carrion lord .

furthermore getting the research items as pan cw is not easy :
the skull mentor is a good choice with +9 research for 10 death gems .
the Panic Apostates can massproduce them without empowerment .
but deathgems are rare . they could be spent on banelords , wraith swords and the like too .

the owl quill gives you +3 research for 5 air gems . pan cw lacks though a natural air forger .
your harpy hero has A2 and perhaps your pretender .
but again , i think a staff of storms or other air items are more needed investments i think .

finally the lightness lantern : +6 research for 5 fire gems .
this one is a good research item for pan cw .
in my personal pan cw built i though completely lack fire magic .
furthermore pangenea has to fight cash shortages . fire gems help much against that weakness of pan cw .

but your lightness lanterns are a very good option for pan cw i agree http://forum.shrapnelgames.com/images/icons/icon7.gif
in sp you have problems to massproduce them yourselves but you neither really need them there too . Ai is as bad against pan cw as against ermor .

in mp if you get skull mentors or lightness lanterns through trade then this is great of course http://forum.shrapnelgames.com/images/icons/icon7.gif

so i agree with you that they are good http://forum.shrapnelgames.com/images/icons/icon7.gif
only small part where i differ :
if you get them then you should still put them on your carrion lords .
with 15 hp a carrion lady might get killed by a seeking arrow or fires from afar or an early game assasin .
i think you can say a carrion lady has something like 30-50% probability to survive any of the 3 mentioned attacks early - midgame while a carrion lord has about 90-95% probability to survive that .

you have good points but carrion ladies are still not worth being considered as alternative for carrion lords because of their fragility http://forum.shrapnelgames.com/images/icons/icon7.gif

edit :
Quote:

Originally posted by PvK: They also have more slots for research-boosting items
<font size="2" face="sans-serif, arial, verdana">according to unitattributes.xls both have 2 misc slots . total amount of slots is the same too .

edit 2 :
my ingame check confirmed that http://forum.shrapnelgames.com/images/icons/icon7.gif

[ July 31, 2004, 18:06: Message edited by: Boron ]

djtool July 31st, 2004 07:23 PM

Re: pan cw : formulas for freespawns/reanimations. quite finished . with guide too
 
if you're writing up a guide to CW I'd like to suggest that you throw that medusa in that pot of good gods to take. I've used her a number of times for CW and she's pretty tough.

Also for me I usually reasearch alt 6 then cont 4/ench 5 in either order. That's for mass protect (car lords are rdy to cast it), pale riders and the skull staff to cast them. I like the pale riders vs. some of the conjuration bits because I don't need a ton of gems to get them going (meaning constructing SC's), you get alot and they fall right in line with any kind of mad rush you want to put on the rear units (since your horsey's and doggies are so fast).

[ July 31, 2004, 18:35: Message edited by: djtool ]


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