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Re: priests spells?
"My point is that the situation where the caelian weapons is an advantage is less common than it was in dom 1. "
yes. but 10 x 5 and 5 x 10 gives the same result. Less occurences, but stronger impact when it happens. but I knew you had your mind set on this http://forum.shrapnelgames.com/images/icons/icon7.gif Can I ask for the Relief and howl spells now, where they modified a bit? Relief is cheap, and basically allow the mages on the battlefields to cast spells without leftover fatigues for the first 5 rounds (if you have some 2-3 nature mages, like druids). Howl is problematic, not because of the wolves attacks, but because of the not so intelligent targetting of friendly mages. They will cast nether darts on a nearby wolf, killing 4 comrades in the process. [ September 23, 2003, 22:03: Message edited by: Pocus ] |
Re: priests spells?
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Re: priests spells?
I edited my post Johan, couldnt resist to put a Last ditch counter argument for Caelian weapons. Feel free to be angered http://forum.shrapnelgames.com/images/icons/icon12.gif
From previous discussions I know that doms II AI is better at targetting as many problems were revolving around that, so I think the howl problem is somehow fixed by this. For reliefs, well lets say that less druids (in doms II if I recall) = less reliefs I suppose. |
Re: priests spells?
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This will especially weaken Fire Shield and Medusa's stoning, as huge hordes can attack such foes when their damage shields kill attackers (where you are usually limited to only adjacent attackers). I hope you're carefull with adding a fatigue cost, as even 1 fatigue per strike back will make the shields unusable (at least under Dom 1 mechanics). Actually, what's always bugged me here is that huge hordes of foes can attack damage shielded foes at all (stepping over mountains of their comrades bodies). Why not change damage shields to kick in after all of a sides units have moved -- so that only a limited number can attack someone with a damage shield each turn. This would weaken the effect of damage shield, and seems more believeable. -Jasper [ September 23, 2003, 22:21: Message edited by: Jasper ] |
Re: priests spells?
>My point is that the situation where the caelian weapons is an advantage
>is less common than it was in dom 1. I'm sorry for this naive question but could this effect be linked to the temperature too, like ice armors ? Exemple : if your caelians fight in a +2 or +3 cold province, they get "magical" sharpened weapons. But if they fight in a warmer climate (say, cold +1 or warmer) their lances do ordinary damage only. Just a suggestion (it could be like that already, I dunno). |
Re: priests spells?
There seems to be some misunderstanding here. You can't just fly to enemy commanders or magic Users and kill them with ice swords simply because there is no longer command to fire or attack commanders or magic Users. Best thing you can do is order flyers to attack rear troops, but they will attack troops - not commanders. So I see no problem with Caelum at all - they are much weaker in Dom II.
Their ice swords are good against nations who use air magic (like Vanheim or Man) but nations like Ulm or Marignon are their worse nightmare, especially if Ulm player uses Drain 3 domain. In fact, Caelum gets their behind kicked regularly by those two nations. Also, Caelum has ground troops (non flying ones) that act as heavy infantry, but they have ice armor that is even better then Ulms in Cold 3 province, but is like light armor in Heat provinces, so heat affects their armor, not weapons. |
Re: priests spells?
Well, the Air Magic-C.W relation is that Air Magic offers Air elementals with the dreaded etherealness, and C.W's tear trough etherealness.
But since..*rant about how all elementals cost gems and that you need to keep bringing the gems to mages and have big piles of them because the mages will use them for something stupid like removing fatigue or casting Wrathfull Skies instead of summoning elementals, even if you have scripted them*, that propably won't be so much of a problem. The magic weapon-drain scale relation must be something new... Oh BTW, did you know that wards cost the same as in Dom I but only protect part of your troops? [ September 24, 2003, 14:26: Message edited by: Nerfix ] |
Re: priests spells?
yes, and that the battlefield Version still exists (to my displease I would say). Just hope its a level 8 spell, needing 400 fatigues at least.
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Re: priests spells?
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Just don't take any of this as some sort of assault on you because it is not. I'm just trying to clarify this question since I'm able to see the end product and give you accurate info on some of its specifics. Here we go. http://forum.shrapnelgames.com/images/icons/icon7.gif You can help your troops tremendously if you cast some other spell as well. You have zounds of spells with earth magic that increases protection and magic resistance of troops, nature spells that improve both resistance and protection, fire spells that will hurt attackers (and do some major damage on the battlefield) etc. So I really miss a point here. Why would I rely on etherealness spells against Caelum if I know that Caelum weapons ignore it. I'll use some other protective spells and summons who are far more effective then seasonal spirits. All it requires is change of tactics and there are some even cheaper and better methods of protecting your troops. Etherealness is just one of possible protections (and not even most powerful because earth magic surpasses them by far in that area). So these weapons don't unbalance the game, they just make you use different tactic. Quote:
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[ September 24, 2003, 15:38: Message edited by: Daynarr ] |
Re: priests spells?
Tiamat?
Dominions I had spell "Voice of Tiamat", but you speak about a summon... |
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