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Re: Some ideas: raiding, seiging, spell AI and mor
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- Kel |
Re: Some ideas: raiding, seiging, spell AI and more..
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The first one I think could use some improvement - random movement sequence would fix this. The second one is insane. Fortifications are _supposed_ to provide defense from raids, that's one reason they were built all over most of the world. The idea of an army being able to come zooming right in, and in less than a month travel, siege, and storm is .... Well, I already used the word insane. Albeit it might be acceptable for mausoleums / watchtowers, which really aren't proper fortifications. Quote:
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Re: Some ideas: raiding, seiging, spell AI and mor
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So it would be more correct to say that I'm yet to see the game won by somebody who have stayed out of wars and {something}-hoarded. I've faced clam/fetish hoarders several time myself in the late game. In one case the real war Lasted about 5 turns before hoarder conceded. In another case the hoarder conceded the game even without trying to fight. Of course, I had much larger empires at that time. And if I didn't have a large empire in the late game, that was usually because my lands got added (contrary to my wishes) to somebody else's large empire, which wasn't making things any better for the hoarder. Concerning the size of the maps, they ranged from Aran to Orania. Nothing super huge, though I've found even Orania to be too much micromanagement for my taste. |
Re: Some ideas: raiding, seiging, spell AI and more..
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In any case, this kind of change would affect the game a lot and it wouldn't be easy to rebalance other things to keep everything in balance. Quote:
Generally, spell-casting AI is not that bad if you brought right mages and gems. Several times I was surprised by AI switching to his own plan (better than mine) after running through my scripts. Quote:
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Suggested 20 fatigue per size is too much of a penalty, in my opinion. Though just 20 fatigue (or some similar number) can be an interesting option. Another option would be to make teleporting defenders lose initiative, meaning that in this case the turn sequence would be: defending garrison - attacking army - teleported defenders. Dom2 engine probably doesn't support such a sequence, but it can be emulated by making teleporting defenders skip their first round. Attackers (whether they move magically or not) are already at disadvantage, so I'm not sure that any extra penalties would be good. Quote:
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Re: Some ideas: raiding, seiging, spell AI and mor
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In any case re: doom horrors I would love to hear how you would kill them so quickly and effectively. Frankly unless you get super lucky or have a serious mass of casters you are unlikely to be able to kill one, let alone two, or three, or four that you will quite likely encounter in a clam-hoarding game. Since I have to fight doom horrors, I'd love to know what SPECIFIC counters you would propose to kill them. |
Re: Some ideas: raiding, seiging, spell AI and mor
My main concern on the matter of clams is the impact of their removal (or at least, their nerfing) on the nations for which clams are the saving grace. For example, while Arcoscephale or Pythium are likely good enough without clams, what about T'ien Ch'i? The Celestial Empire isn't exactly regarded as being the most powerful nation around, and reducing their access to clams will probably have a negative consequence on them.
It would be even worse for Spring and Autumn T'ien Ch'i, and possibly other nations/themes (R'lyeh? Atlantis? Pythium Serpent Cult? I am not a scholar on these). Magic sites remain a solution, but T'ien Ch'i is probably not among the nations with the means to lead the expansion race on its own, and its jack-of-all-trade mages are almost begging for these hefty items boosting their magic paths; since such items are quite expensive, clams are more than welcome here. And of course, Astral pearls provide these versatile mages with a more varied source of gems through alchemy; it isn't so good to have access to all the magic paths if you do not have a steady income to actually use all your nice spells. |
Re: Some ideas: raiding, seiging, spell AI and mor
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Re: Some ideas: raiding, seiging, spell AI and mor
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Re: Some ideas: raiding, seiging, spell AI and mor
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Thunderstrike and Banefire tend to miss alot, at which point the doom horror(s) eat your lunch. Orb lightning you better have amazing air mages who are also lucky, since orb lightning is also quite imprecise... and furthermore short ranged. Again nevermind the fact that the DH will PROBABLY have a ring of tamed lightning. Quote:
As for semi-tough SC... have you looked at a DHs stats/attacks? Good... freaking... luck... maybe say 15-20 bane lords armed with moon blades will do the trick. Only time I killed a doom horror was when it foolishly stormed a castle, alone, with no AMA, and fell victim to 20 or so sauromancers mass-casting disintegrate with one sauromancer casting earth grip to hold him in place... only two sauromancers died. Of course, next up were TWO doom horrors, and they had no trouble eating everyone alive. Feh. |
Re: Some ideas: raiding, seiging, spell AI and mor
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You could also give the bane lord a spirit helmet or a sculuta columnus and some other type of weapon if you want. Quote:
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