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Re: Are devils worth 7 blood each?
Clam is effectively strong, but you can handle a loner clamming if you're stronger.
But investing in clams requires a good amount of water gems, especially at starting. Sadly none can see you're clamming til lyou reveal your strenght, and this IMO is the bad thing. If people could see you're raising your gem income every turn far beyond your province ownage chance by finding sites, probably will gang up unless they want to find themselves against dozens of horrors that run in a totally unpredictable way in your land, to have to face some wish empowered SCs or such. In a long term game you'll find yourself without any chance of global spell during more than 1 turn too. The other bad stuff is that a scout can keep the clam and so is immune to most ranged spells and raiding (but usually they're inside a castle) IMO Clams should work only on mages (they know how to take care of those trinkets and such) and the mage should be set to research (unless we want to change the clam working system, as the mage is required to do an action to "alchemize" the free pearls out from the clams he's bringing). |
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Sopyfrog:
I would say that players have to make difficult decisions. And more importantly adopt and modify their strategies to the circumstances they find themselves in. I am not sure what you mean by devalued here, are you saying high end summons are not effective thus lack value or that they cost to little in the long run? I guess the second reading is the only one that makes sense taken with your other opinions, but then I do not quite see what you mean by that the game does not scale as your economy grows. Would you care to elaborate. |
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What I mean by devalued is that you wont care so much if you lost that doom horror you summoned because you are summoning two more PER TURN.
Thats devalued. When high end is no longer high end! If you want "high end" to really MEAN something throughout the game, then you have to make sure that resources are constrained so that the upper limit of you game is always tough to reach. I think dom2 has a plethora of strategies that can be pursued that can kleep the game interesting for very very long games as long as you disallow the investment strategies that create wealth out thin air. In the real world investing works of course (not at 14% mind you, generally speaking!!) but resources are always being consumed. If wealth is created out of thin air you have inflation. So here would be my suggestions to make these investment strategies a little more interesting in dom2: Added Restrictions: Only mages can equip clams/fetishes/blood stones (I see cohen agrees with me on this one!) Only blood mages can equip soul contracts Random horror attacks on soul contract bearers should actually work Gem producing items: Clams allow the bearer to convert (via an action) 1 water gem into 2 astral gems. Fetishes allow the bearer to convert (via an action) 1 nature gem to 2 fire gems. Blood Stones allow the bearer to convert (via an action) any 1 gem of any type to an earth gem. The action could be like "summon allies" you can just switch it on and forget about it, so no crazy micro-management neccessary. Vampire Lords and Fallen Angels: Ideally imho only uniques should be able to summon allies (outside of combat summons). There are tons of mass summoning spells if you want to summon batches of stuff, no need to have unit "factories". For example, vampire lors can cast blood rite instead of having the cummon allies ability... |
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I like dominions and i like the lategame . I am a little clamhoarder myself http://forum.shrapnelgames.com/image...es/biggrin.gif
But i think it is a bit too good . I list a few things which i think are problematic : - Clams require exactly water gems . Water is one of the weakest schools . If you are not an underwaternation you basically only spend a few watergems on boots of quickness / jade armours . You could summon sea trolls but since they require upkeep and are rather expensive they are not a top choice . In the water queens you don't invest normally too because the underwater nation will have them already probably . So normally almost all your watergemincome goes into clams . If you are not in danger you can always convert your astral gems back to water and get clams quite quick . - Clams and the other items are absolutely save from everything when stocked on stealth units . So you never lose this income unless you are dead . - There could be no better output for clams than astral gems . This makes them for every nation worthy since every nation can convert the astral gems quite cheap in exactly the magic they need . - The soul contracts give you one of the strongest troops of all , devils . Devils and Storm demons are probably the strongest troops of all costwise . If you don't look at costs then torrasquen and abominations would be good too . The time you get the soul contracts is very interesting too : if you have a blood 5 pretender once you have 80 slaves and even without you only need Construction 6 . Construction 6 is anyways a very important research goal for most nations and as blood nation since you have blood for summoned troops you can invest all your earthincome on dwarfen hammers making Soul contracts even more profitable . - False horror spell : Stormbinder started a long thread about this 1 month ago . False horrors make almost all national troops worthless . 2-3 false horror casters are normally already enough to scare away even 50-100 national troops . Finally Johan you are right that Mictlan can be defeated earlygame by rushing them . But with Caelum / Abysia this requires lots of effort . These 2 nations are earlygame horrible strong already . Every player is glad being at peace with Caelum in the first 20-30 turns , probably a lot longer because he knows that Caelum normally always wins the economic warfare earlygame . I think most ppl will agree here with me : Earlygame wars are normally not very profitable because they tend to Last very long and hurt both participants because of movement guessing / enemy dominion / castle siege . Only if the enemy is extremely weak earlygame because of special things like he chose a crappy pretender / got hurt too bad with lots of bad events like early lab/temple blow , indy attacks etc . Last but not least most games are played with scoregraphs on . People tend to gangbang the "leader" . Because clamincome is hidden the main criterias to estimate who the leader is are provinces/income/gem income/army size . So the early warmonger is normally very often attacked and this way kept busy while the "boomer" grows secretly and when you recognize it finally it is too late . |
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Or you could play in a game with difficult research; low site frequency might help slow down clamhoarding and its end results as well.
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Boron: Well said!
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Random attack on Soul Contract bearers works!
I can assure, at least in 2.12 ... where I didn't known that Soul Contracts attracted horrors and assigned them to Warlocks and such ... I'd agree in fact that only Blood Mages could get the Soul Contract. Warlock:"Hey Scout, come there, I've sold your soul to Hell Lord" Scout: "A well, what I've gained? Eternal Life? Neverending youth? All the women I want? To become the richest of the world?" Warlock:"Oh yes everything of this ... put a sign on those contract" Scout: "Wow" ... and signs Here the first Devil appears but the Scout can't issue him any order and the Devil start rampaging for all the countryside in a frenzy killakilla. Scout: "Mmmm there should be something wrong in that ... unless that red stuff is my first female" About Fallen Angels, nothing to say to they Summon Allied Imps ... since Imps are good only as sieging and defending force (don't eat, and fly). Even Fallen Angel itself is far weaker than an ID for his Blood Slave cost (I know he's more magic, but why it is far less used? Probably because it's too weak even if it is not unique). About Vamps, I'd agree to remove them the Summon Allies skill. They can easily cast the vampire summoning spell. Otherwise may I suggest a rule that a Vampire in a province feeds himself with X population at turn (1 to 10), I mean Vampire, Lords, Count, Queen or whatever. If the Vampire in question doesn't find any suitable pop victim, he'll dissanguate 1 troop non lifeless non undead non magical of your army (note: Commanders won't get touched by Vampires). If there're no living soldiers the Vampires that aren't fed should become an indipendant force proclaming a vampire a vampire commander (perhaps upgrading to count) and revolting against the army they're in, or they simply migrates in the next friendly owned province to seek new feeding. This could prevent you to keep vampires in your land, going to attack forcefully unless you want to see your lands get depopulated as an Ermorian province. And usually to go in enemy land you'll need a strong dominion at least ... well not so difficult to reach with Aby or Mic that can sacrifice however, but however they eat pop of provinces that are going to become yours. If Vamps goes hiding and eat in enemy provinces, a message like the unrest caused by spies should appear. Solar Brillance spell should be mostly effective too against Vamps, killing them asap it is cast in battle. The Second Sun global could burn them out too. (beware all ppl will be interested in dispelling it or attaking you because their provinces will get warmer) If you have to issue an order to produce gems, even for a better alchemize, you probably have too many mages spending time creating gems, making this strategy totally wothless considering you strip resources to your research and combat firepower. |
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Not putting your income into staying alive during a war is of course a disadvantage and a risk. Winning a war is better than camping and investing, unless the camper attacks soon after you win, when you are still weak.
In general, that seems to all work fine to me. On huge maps and long-term, peaceful games, hoarding strategies will naturally be more effective than on small ones. Clearly, it is possible to get huge results from some of these, eventually. In some cases, perhaps some tweaks could help. Clams - would be good to limit to mages, and/or have a world clam income per turn that caps the total clam astral income (1/water province in the world was my old suggestion). Soul Contracts - are supposed to be risky, but it seems like the risk is quite low. Might be good to tweak this risk up a bit, and to disallow use on units that don't have souls, or that already have a soul contract (for logical, thematic reasons, mostly). Fever Fetishes - are supposed to have some additional cost via disease. It'd be good if they didn't work on undead (was that patched yet?), and perhaps if they occasionally diseased a random unit in the same province through contagion (this would have a natural and logical negative effect of hoarding), and perhaps of occasional health crisis for the wearer (take some open-ended damage - possibly fatal, possibly causing affliction). PvK |
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Heh yeah there should be SOME kind of cost for spreading rampant vampirism through your lands... heheh I was just thinking pop death and unrest!
As for soul contract horrors in 2.12 its not working. When I get a "lesser horror attacks" message, I get the "bad vcr" crashbug when I try to watch the battle and the scout with the contract is still alive when I check. Maybe this is only hapening with hidden units? |
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There seems to have been a recent push of people who want the game to *not* evolve by discouraging the use of SC's and other mid/late game tactics, instead favoring the national troops that are more effective in the early game. I like the way it is now. Each instance of a game evolves into different stages and you have to employ different tactics at different stages. You can talk about how powerful soul contracts are but what if someone attacks you on turn 10 by summoning troops while you are still making brazen skulls to work towards contracts ? Soul contracts are effective during certain phases of the game, in certain situations, just as pure summoning and national troops are at other parts of the game. If you want the option to have research caps or turn limits in your game or in the program, that's fine by me, but I don't want my games turning into limited Versions of what they are now. Summary: Minor balance tweaking (ala the VQ changes) = yes Major strategic element rebalancing = no - Kel |
Re: Are devils worth 7 blood each?
Yes, I like that idea (Vampire's Summon Allies order could require and consume population, just like the Unholy-1 raising of Ghouls. Seems appropritate, thematic and limiting).
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I'd agree with Boron ... he's a good analyzer.
Abysya is very rushable. And is totally defenceless except a good pretender. Aby infantry costs a lot of gold and resources and you can't pour out many of them. You probably start recruiting Warlock type mages that are good at research but are useless in combat at early stage (and mostly in late unless you use blood magic ... please make sure in the next patch slaves don't take fire by heat aura). I add the consideration that Aby infantry, for how much it could be strong, has a very bad morale for his cost, and thus is too weak at capturing indeps or defending. Unless you want to afford a 360 gold mage that is a pretty useless battery (due to poor aim) and that could cast fanaticism, depriving you of many gold AND a mage that can research (this is very bad for Abysya due to bloodhunters and researchers capitol only). I've already made my proposals in previous Posts. EDIT: About Vampires the cost isn't for Summoning Allies, but for the presence itself of vampires, so you're losing X pop for every single vampire you've, and every turn. |
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First off I'd like to say that one of the best things about Dom2 is how well balanced it is. Dom2 is not the best balanced game of all time, but complexity and game balance are in direct opposition. After all, Go is nearly perfectly balanced, and if balance is all that you want, you should look for a game with very simple rules. However, if you were to devise two measures one of game complexity and the other of game balance, and call game quality the product of the two, I would say that Dom2 has the highest game quality of any game I have ever played http://forum.shrapnelgames.com/images/smilies/laugh.gif Secondly, soapyfrog is clearly correct in saying the value of magic sites is devalued in the endgame, if players use clams (and the like) a lot in the game. For example, if the total gem income at turn 100 is 75% due to clams, then clearly losing a few magic sites is not much of a problem any longer. Thirdly (and what this post is mostly about), I believe soapyfrog is misguided in objecting to exponential growth. I mean every kind of bootstrapping game since the beginning of time (with recent, relevant examples being Civ, MoM, MOO2, et al) has featured exponential growth prominently. Perhaps the real objection is to unconstrained exponential growth (maybe soapyfrog is already saying this, and I've misread). There are various ways to impose constraints, but one common method is to include maintenance costs (which Dom2 does, but only for recruited units). Most turn based strategy games, especially those that try to give a sense of reaching epic proportions, include maintenance much more broadly than Dom2 does. In games where maintenance is not included, I think it is commonly (but not always the case, Dom2 being a notable exception), that optimal strategies devolve into races to produce the best monster/weapon of all time before anyone else does. Now I know that maintenance for magic has been brought up before (where Boron did an excellent job of discrediting the argument for all time http://forum.shrapnelgames.com/images/smilies/frown.gif - apologies in advance, Boron http://forum.shrapnelgames.com/images/smilies/wink.gif), but either way, it's clear that introducing maintenance is a gigantic change and IMO would require a ground up rewrite, and is not in the cards for a patch, and probably not even in the cards for Dom3. Also it is abundantly clear to me (and quite obviously to the large number of people actively playing the game, and actively debating in this forum), that maintenance is not required for Dom2 to be fun, and well balanced. But I do believe that the lack of maintenance is what gives me the sense of the Dom2 magic economy not scaling. I know that Dom2 is a fantasy game, but there are certain basic elements of the real world, that when carried into a fantasy game help give the game depth, and a sense of realism that aids in the suspension of disbelief. One of those elements is a sort of "Conservation of Energy", or "There's no free lunch", kind of principle. And, clams, soul contracts, fever fetishes, and the like violate this princple and at least for me, break the suspension of disbelief. I think for many of us newbies, coming into the Dom2 world after having played the more commercial games, the lack of maintenance cost in Dom2 does contribute to a sense of unrealism. And I think soapyfrog is right in some sense that the economy does not scale. However, I just don't see that it is all that critical for the economy to scale. After all, who really wants to play to turn 300? As things stand, based on empirical evidence, it is 100% clear that many people play Dom2, many people get to end games that are interesting and exciting, nobody has solved this game. Therefore, the game is balanced. Therefore the game is fun. All that said, if it should ever happen that the Dominions devs are ever in a position to undertake a rewrite, I would love to see maintenance costs incorporated, from the ground up, for all continuing magic and physical effects. If done in the context of a rewrite, I think this could be very clean, and would ultimately support a system that is more easily balanced, not less. Such a system would feel more natural, and more real, and would as soapyfrog says, scale better. Also, for those that fear the game becoming mundane, there's no reason whatsoever that this would have to be done at the expense of lategame magic being dominant, and omnipresent - you just have to know that that's your target at design time. Short of a rewrite, I am in agreement with those conservatives that don't want to see the system dramatically changed. The game is clearly working, and has an extraordinarily large following, given it's non-commercial nature. To argue that the game is broken, or dramatically unbalanced is ludicrous. It flies in the face of the fact that so many smart people are playing this game, and so few can agree on what constitutes an optimal strategy. - Thufir PS Apologies for the long post - it's a result of a character flaw and can't be helped. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Perhaps i am too critical with clams/soul contracts etc. because i am a typical lategamer . But until you get lategame you can of course be wiped out already . The only nation where i tend to say it maybe a bit imbalanced is Caelum because of the false horror spell . |
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In general it is all about ROI vs. the speed at which the game progresses. If you are in a game in which you can be over run in 5 turns then even a 10% ROI may not be sufficient to entice you to invest. However in a game where you would not be badly hurt after 20 turns of war even a 5% ROI would seem godly. Quote:
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I still think that the ROI on all investment type strategies should be carefully monitored though. Quote:
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Secondly growth in these games is tied to and constrained to various factors such as population, resources, geographical areas, whichs caps your maximum growth, and as the game continues you will constantly find youself resource constrained, so if you want to REALLY grow exponentially, you must physically expand and thus conflict with your neighbours. In Dominions2 you have this exponential growth strategy in clamming etc. as well. However it is not tied to expansion, it is self-sustaining (i.e. you will never really be resource constrained once your clamming etc oeprations get going)... so you do NOT need to attack your neighbours, in fact you shouldn't since its counter-productive. That's not a very good game mechanic IMHO. The clam/fetish/stone hoarding strategy needs to have a continual external cost to constrain that growth. My "conVersion instead of creation" suggestion would accomplish this, i.e. a fever fetish would let you produce 2 fire gems a turn, but you need 1 nature gem to feed it. At some point you will need more nature gems, and have to look beyond your borders to get them. In the end it is not the exponential growth specifically whcih is bad, it is the self-sustaining nature of that growth which is highly unnatural for most games. I hope the suggestions this thread have generated have been constructive. I would love to see some of them implemented. Hopefully with item/unit modding some of it can even be done without the need for an official patch... |
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And when boxing, if a fighter can Last through the first 8 rounds without ever swinging at his opponent, he'll be able to win the fight in the 9th round because his opponent will be tired while he's fresh. You go ahead and invest as much as you can in clams while in wars on small maps; as you say, if you survive you'll be in good position, but I expect your opponents will be eating your lunch. |
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Actually my suggestion doesnt work sicne you'd just alchemize the nature gems from your astral/fire production. Doh!
Well I dont know. For sure forcing Mages to use them would be a huge step in the right direction. |
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I have lost games becuase I spent those gems on things OTHER than clamming though. So I know that happens http://forum.shrapnelgames.com/images/smilies/wink.gif |
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On 50% magic site frequency ,the most common setting in mp games i guess in average a fully searched province nets you about 3-5 gems , you get gold and you find perhaps even very special sites like special mages / boni for summoning . And not to forget you can perhaps bloodhunt the new province . Those investment strategies are good but only if you are in a relative good position like 3rd or 4th . If your enemy has 10 provinces more which are searched this is like if he has +30-50 clams , perhaps more if you include blood etc. in the calculation . But clamhoarding is of course very powerful . A problem is that those nations who can sitesearch bad and are bad hoarders of one of the good hoard items like marignon/man etc. are disadvantaged after earlygame . If you see clamhoarding from another side it is perhaps more a bless then a curse because it is a possibility to do inner growth . In master of orion 2 the bigger nation had normally always an advantage because 20% more planets meant 20% more supplies/income/researchpower . In civilization it is better handled because of the corruption mechanism and the map is rather small . |
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And the fact is, that the game as it stands is not broken, so I'm pretty happy with the current state of affairs, myself. http://forum.shrapnelgames.com/images/smilies/happy.gif I like some of the changes that you list, namely that clams could only be used by mages (as Cohen had earlier suggested), and soul contracts could only be used by Blood Mages. However, undoing the unconstrained growth of clams and other items will unbalance the game, as it stands. For example, Tien Chi S&A (one of my favorite themes, but already weak to begin with) is truly hosed. So, I would guess are Atlantis and R'lyeh. |
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I think I agree with everyone here!
Late game your gem income can be far higher if you spam gem items than if not but you have to survive. Diplomacy can sometimes replace armies for this MP. These strategies give exponential growth while any other growth in the game is not exponential. In general late game admin means I am not interested in playing game with more than about 10 provinces each or 120 ish in total. PLus I prefer the early wars & using the whole of the tech tree. So while I do think the game is a bit flawed in way I think it is soluble without any code changes by choosing maps that suit me. Admittedly if I liked teching all the way before I attacked anyone I might have issues. So to slightly drag this in another direction has anyone considered ULM spamming. I played one MP game and was able to get a Forge of the Ancients. This with a smith (or hammer) reduces the cost of a fever fetish to one fire & one nature gem & allows any mage to make them. It reduces clams to 3S if you can get a water (1) mage. This is a 2 turn payback or worst case - alchemising fire into nature - 5 turn. Now that is insane growth - too much to be bothered with for me after only 30 ish but it does not take long for that to be a ludicrous number of fetishes or clams. The fire gems can be alchemised to pay for scouts to carry them. Around turn 30 when the forge is likely to be researched Ulm will have at least 30 smiths so even one turns use of the forge would allow 30 fetishes - adding 90 earth gems to the cost makes them 5 gems each. Or if you get 2 turns use 3.5 gems each. I think the forge saved me its cost almost every turn I had it up, it is grotesque but especially for spamming. I also got contracts for 20 slaves (from an empowered smith) which makes the ROI very good, (& I did lose at least one to a horror attack). You can make this 10 for one smith if you use the unique hammer but it may need a second empowering. Anyway there you have a truly horrible exponential micro hell of forging Hmm lost the plot now dum dum Pickles |
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The boys at IW have more or less said the same thing re: clams. If you're aggressively expanding and building units, you'll be overrunning the map long before a massive clam-bake will matter. Clam-hoarding only matters if you have a laid-back play style. IMO (which I have said before, as have others), the whole issue of clams is way overblown. Also IMO, those who appear to have the most trouble coping with other's usage of clams have fundamental play style issues and they'll get crushed by opponents regardless, even if clams didn't exist at all. The clams are just adding insult to injury. http://forum.shrapnelgames.com/images/smilies/eek.gif |
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That game was a bad example though pickles http://forum.shrapnelgames.com/image...es/biggrin.gif
You were in a very special , extremely good position diplomacywise . I as arco was at peace with you so i had no interest in dispelling your forge . The only other good astralnation in the game , Ryleh was very peaceful too . But normally dispelling is not so easy http://forum.shrapnelgames.com/images/smilies/happy.gif . If you can avoid it you always avoid it normally because you never know how many gems your opponent put into it and so unless verylategame or because you are at war with the one with Forge up it is not so likely to get dispelled . |
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I disagree that removing it would unbalance the game in the other direction unduly, though... Tien Chi has excellent sacred summons and a dynamic capital only mage, Atlantis and Ryleh are effectively unassailable for the first part of the game, these things are very good even in the absence of clamming. I would however agree that the BEST thing to do (as upposed to simply excising the items in question) would be to add some additional constraints to these strategies as has been suggested by plenty of very smart people in this thread. Simple things like making them mage-only items and eliminating vampire lord summon allies ability would be welcome changes that might result in a common ground being found between those who think clamming is too strong and those who think its just fine. |
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I think you can't win that quick against 10+ players which are skilled too . Did you really win once a Mp game on a full house orania on turn 60-80 ? Then congrats . |
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Boron, please note the perhaps-too-subtle distinction I made: "won" as defined as "cannot be stopped". There are still many turns to go after such a point before all other players have either been crushed or they've given up. In SP games on Orania I reach that point in the 40s (as the AI is a much weaker adversary), and sometimes as early as the 30s. Just because the map has almost 300 provinces doesn't mean I have to conquer even half of them before I'm certain of a victory. Sometimes all it takes is 10-15% of them. The rest is inevitable.
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- Leave clams as they are . But make them stockable only on mages or at least not on scouts which can't be targeted by flames / seeking arrows etc. . - Remove a few allysummons and give them instead the ability to summon one special unit with a small bonus if that is possible . A soul contract would give the possessor e.g. 20% discount on summoned devils and a vampire lord would get 40% discount on bloodrite or get +x vampires as a bonus when doing this special ritual . Vampires and devils are both top 5 troops . Because of the get 1 / turn per allysummoning vampire lord / soul contract they become a bit too cheap and so they are really first choice for all nations who can afford them . There is really nothing else which is similiar powerful which you can get out so quick and with little effort . Only a wraithlord is similiar because he has too autosummon . The only other troop you can get in quite big quantities quite cheap is the vine ogre . But a vine ogre is only a living wall while a devil beats almost every other troop and can be dangerous to thugs too . |
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You are perhaps the major power in your edge of the world but in the other edge there is probably one who is as strong . So how can you see that you are unstoppable that quick ? Once you control 40-50% of the map and the other players , especially the 2nd and 3rd biggest have given up you have won but not with only 10-20% of the map . |
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I think she was saying thats the case in SP...
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Clams should be given to a mage that has to research!!!
Otherwise someone could have less costy mages that could hide (see Man Bards, or Ryleh Starchild). |
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for the soul contracts, making them give an extra 1-3 devils, when casting the summon devil spell, similer to the ivy crown, would help balance them. Giving 2 extra devils would make them pay off twice as fast, but you would still need a blood income to use them, along with mage time.
odd_enuf |
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Also I think USING a clam or fetish to generate a pearl should be an action: i.e. you cant research while you are generating them. That would make it an interesting tradeoff!!! |
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At least bringing them to fall by seeking arrows or similiar is cost effective http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Casting order is actually fully deterministic. Every single trooper & commander in a Dominions game is tracked with an ID number (ranging from 1 to aprox 30,000) that is used to track experience, afflictions.... Spell casting orders (rituals+forging+battlefield spells) are resolved according to this number. Back in Dom PPP you could use the debug screen to gather this data regarding your mages (& get the exact order in which spells would be cast), tho I believe this is no longer possible in Dom II. You can get some clues however if you pay atention. This issue can & does decide games: will you claim that Last unique commmander that just died or will you get a "Nobody answered the spell" because somebody else did? will you forge that disputed artifact or will your opponent pull it instead? Are you capable of getting your slaves to cast communion slave before their master runs through his script? Will you burst the air dome with arrows & other cheapo spells before your MW/FFS have to roll vs it? will you nail that teleporting SC with an assasination spell before he jumps away? |
Re: Are devils worth 7 blood each?
This are damn good to know if we could know the number of the guy ...
So you can dispel too and cast a global in the same game-turn, if the dispel is cast by someone with a previous number that the guy that casts the global. |
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