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-   -   Advis again F9W9 for ctis (http://forum.shrapnelgames.com/showthread.php?t=18896)

Jondifool April 28th, 2004 01:25 AM

Re: Advis again F9W9 for ctis
 
Quote:

Originally posted by Yossar:
How many woodsmen are you facing? With their mediocre defense and protection, wouldn't a bunch of crappy units (skeletons maybe) be able to take them or with shaman curses at least turn them into giant walking afflictions?
<font size="2" face="sans-serif, arial, verdana">Water blessed woodsmen with a defense rating of 14 i would not call mediocre. Actual most c'tis units would have a hard time hitting a woodsman.

Baalz April 28th, 2004 03:44 PM

Re: Advis again F9W9 for ctis
 
Quote:

Giants in heat 1 would have the same fatigue penalty as Ulm in Heat 3
<font size="2" face="sans-serif, arial, verdana">That was my understanding of how it worked.

Quote:

Each sauromancer can cast raise dead or raise skeletons 5 times before reaching 100 fatigue, so it's quite possible to overwhelm many opponents.
<font size="2" face="sans-serif, arial, verdana">Yep, and the other thing to keep in mind, as C'tis, you should have an order of magnitude more (fodder)troops than the Jots. Even if you start out with no dead bodies, your own fallen LI can be popped back up again by the Sauromancers. Try sending out a pair of Sauromancers with 40 or so LI. Not a huge army, but do the math. Script the Sauromancers to Raise Skele X2 then Raise Dead X3.

If in a hot domain, the giants (I think) get +3 encum. Don't remember what thier base is, but lets say this brings it up to 7. That means they attack 15 times. Assume that every attack hits, and kills one of your units (worst case). Lets say 30 of your LI dies and the rest routs (you do have a lizard king, right?). There are 20 skeles, and the 30 dead LI pop back up. Lets say you get another 10 soulless/skelles before your mages pass out. So, in this worst case scenario, where none of your guys hits at all, and every one of thier attacks kills a unit, you'll take out 6 Jots just from fatigue. Once you take into account oe die rolls you're actually going to do better than that. Scale up your army if you're facing Groups bigger than 6, if you can just hold them back for awhile, research will give you a big upper hand. You should be able to recruit close to 40 LI for each 6 Jots (depending on your scales) and supplement with some summoned fodder using your death gems. I've found the trick with C'tis early game is just to overwhelm them with cheapies...

Norfleet April 28th, 2004 04:09 PM

Re: Advis again F9W9 for ctis
 
Quote:

Originally posted by josh_f:
Unless they changed the way heat penalty works from Dom 1. Heat penalty is based on your nations preferred Heat scale. Giants in heat 1 would have the same fatigue penalty as Ulm in Heat 3.
<font size="2" face="sans-serif, arial, verdana">The heat penalty affects supplies, but doesn't appear to affect fatigue in the same way: For instance, Raptor Caelumians are cold-3 preferred, yet suffer the Severe Cold encumberance penalty, because they're not cold resistant. I'm inclined to suspect that most units, unless specifically keyed to exhibit cold/heat related behaviors such as protection changes in heat/cold, function normally based on temperature-0. Exceptions include Coldblooded units, such as C'tissians, which suffer the "cold blooded in cold" penalty, which is seperate and not negated by cold resistance.

josh_f April 28th, 2004 10:19 PM

Re: Advis again F9W9 for ctis
 
You are correct. Heat penalties are no longer relative. I wonder if this is intended by the developers.


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