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-   -   LA Ulm, specifically against LA Ermor (http://forum.shrapnelgames.com/showthread.php?t=32879)

VedalkenBear January 21st, 2007 04:09 PM

Re: LA Ulm, specifically against LA Ermor
 
Also, be wary that if he has lots of Dusk Elders, he can probably quite easily clog the entrance to his castle with Undead (skelespam etc.) and anyone that he feels like can cast combat spells on them.

The computer AI is extremely fond of skelespam, and generally when I lose castle sieges against the computer AI it's because of this exact issue.

Agrajag January 21st, 2007 06:06 PM

Re: LA Ulm, specifically against LA Ermor
 
I'd suggest you setup a test-game and see how Bone Grinding works against skellispam, if you can get it.
I vaguely recall Bone Grinding being an ultimate-crusher-destroyer-annihilator-of-multidimensional-proportions of undead in dom2.

thejeff January 21st, 2007 06:42 PM

Re: LA Ulm, specifically against LA Ermor
 
Also, if he's relying on Dusk Elders with skellispam, use fliers. Flying thugs attacking rear can kill off the Dusk Elders before the skellispam gets going.

Stryke11 January 21st, 2007 07:47 PM

Re: LA Ulm, specifically against LA Ermor
 
Again, everyone, thanks alot! I finally took them out using a bunch of demons and imps set to hold and attack rear. That did the trick, and the DE's fell so quickly they couldn't even get their terror machine going. Since this is my first time blood magicking, it took me awhile to get used to the spells. I was a bit bummed though when I summoned a big demon lord and it started causing disease in my capitol. What use is that? It's my only big air magic guy, too, so I moved him to a smaller province and am just allowing my people to die in order to have wind ride, barrels of air, and all that good stuff.

I'm really getting the hang of magic diversity. I don't like being pidgeonholed, and even with a nation as magic inept as LA Ulm, I am now pretty much able to cast anyting utilyzing my pretender and summons.

One thing though. I have two Faerie Queens set to heal in a province with ONLY my heavily injured Father Illearth and they don't seem to be healing anything, even after many many turns. Is there some rules as to what (who?) can be healed and what (who?) can't?

Shovah32 January 21st, 2007 08:37 PM

Re: LA Ulm, specifically against LA Ermor
 
If he has a never healing wound or disease i dont think they can be cured, other than that im not sure.

Taqwus January 21st, 2007 09:42 PM

Undead, maybe lifeless
 
Healing commanders (be they Faerie Queens, Arco priestesses, the one TC immortal, whatever) can't heal undead or lifeless inanimates, if memory serves. Illearth doesn't have any flags that would impair his healing, as far as I can tell.

Never-healing wounds can be healed, but there's a penalty to the die roll for them. Diseases can be healed; until they do, they'll still cause hp loss and potentially more afflictions.

Stryke11 January 21st, 2007 10:45 PM

Re: Undead, maybe lifeless
 
I don't suppose anyone knows the odds?

Illearth isn't diseased. His injuries are biggies, though, lost an eye, lost an arm, and he does have a never healing wound. I also just moved a feebleminded member of the third tier in there, and he was my best astral mage so I need him back. My pretender has no astral. It has been over twenty turns and so far neither of them have been healed at all, and I have two faerie queens.

Also, is insanity healable? I have made a beachhead (kelphead?) in the ocean against Ryleh but all my sea troll commanders are becoming insane.

Still, after a rocky patch, I am really enjoying this game. The one thing I notice is due to a scarcity of gems I am underutilyzing my mages. I have tons of mound fiends, demilichs, and vampire counts that aren't doing anything cool but researching, sitting around, or leading armies in a non magical capacity. I can't imagine how people like Gandalf play games with 1000 provinces. I have trouble managing the fifty or so I have now.

HoneyBadger January 21st, 2007 11:37 PM

Re: Undead, maybe lifeless
 
I'd really like to see more affliction-healing units (especially self-healing Pretenders and named units) and also, affliction-healing provinces, since it isn't too fun to have your whole crippled with no way to medic them.

Ermor especially could use a healer unit, since they're based on Rome. I personally think most nations should have some type of healer-maybe a crazy expensive unit, but something. Obviously a nation like Yomi might be an exception.

Maybe a good solution would be to have Independent healers available. I wouldn't want to totally eliminate afflictions by any means, just allow-with an effort-the repair of badly damaged but important units such as Pretenders.

Stryke11 January 22nd, 2007 12:00 AM

Re: Undead, maybe lifeless
 
I agree. Joe Schmo commander and troop, whatever, but when you invest all this energy into a SC pretender, or an expensive summon like Illearth, there should be some way to get him back to fighting weight, so to speak. Personally, I think when a unique summon is killed and then re-summoned, they should be back to how they originally were. You lose the items, obviously, but the afflictions should go away.

EA Ermor has an affliction healing unit. The Bishop (or Archbishop?) of the Sacred Shroud. Their cavalry also heal afflictions (although I think only their own, though not sure).

I am in full agreement about independent healers. In fact, I love independents in general. I think there should be ten times the variety of independents. They don't need to be world beatingly powerful, but just different. I found Gnomes for the first time in this game, and I love those little guys, they really compliment my national mages, as they have paths my guys don't.

It is obvious, however, that something is wrong with affliction healing, unless I am missing something. My two damaged units are alone in a province with two faerie queens, and after about 30 tuns now, still nothing has been healed. Maybe I should try a few more queens, or maybe they heal troop afflictions, but not commander?

Taqwus January 22nd, 2007 12:34 AM

Hm, interesting.
 
I -have- seen them heal afflictions in commanders, so they're not completely pointless with respect to commanders. I wonder if it's penalized by death or misfortune scales.

They can't heal old-age afflictions, 'tho.

Insanity is currently permanent. Wouldn't mind seeing a unique Arkham Asylum site that had an 'enter to lose (2d6 - 2d6 + 2) insanity' command, if it could be set so that you didn't have to be a mage to enter.


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