![]() |
Re: Recruitable Mage Rebalance - seeking comments
There often seem to be summonable mages with high enough paths to cast high-level spells using boost items... such that only a single mage needs empowerment, and then it can summon many upkeep-free mages who can cast the spell. Depending on the spell and path, of course.
One aspect of increasing path costs to very high levels is that it might make the best combat spells in ANY path only usable by Astral nations (through communion). I don't know what can be done about that, though. Battle-mages using low- and mid-level spells seem to really dominate combat even in the early game, though... it seems to me that Dominions II needs more effective low-level troop-buffing spells, not wimpy things that increase the aim of 3 units. Regardless, while there seem to be many comments that specific spells are problematic, does nobody else feel that battlefield spells in general dominate combat to the point that the specific types of troops used on the battlefield to shield the mages is largely irrelevant? If a soldier is doomed to die of lightning, does it matter how much defense, what kind of armor, what weapon, or how much experience he has? If some soldiers get through, it sort of matters. But in my experience, the vast bulk of soldiers in player-versus-player combat die of hostile spells... making the price-per-hitpoint, MR / immunities (if any), and flight / movement (get to the other side before dying of spells) the only really important unit stats. Compared to what I envision of fantasy combat, it's really strange. A mage blowing away 50 soldiers in a single battle? That's fine, some mages are that powerful. Armies of mortals where 10% of the units are such mages? THAT is insane. No book, no mythology, nothing is like that - that I know of. Excepting, of course, games. Feel free to correct me, though; I haven't read as many fantasy books or as much mythology as many people here. Increasing the price of mages increases the price of research and (more importantly) the cost of battle-mage turns. I think a sort of ideal situation would be one where at least as many units die from weapons as from battle magic (at least, until the late-game huge-area spells), and where mages are precious enough that it makes sense to give even mid-level wizards a 50-man escort and several protective artifacts (missile resistance amulet, lucky coin, etc) to ensure their safety... the sort of things wizards in books always seem to be carrying around, and the sort of respect they get from ordinary people. Am I alone in this? |
Re: Recruitable Mage Rebalance - seeking comments
Excellent post sabercherry.
I wonder how the game would be if every nation had philosopher like units for research and battle mages would be really expensive (500-1000 gp). |
Re: Recruitable Mage Rebalance - seeking comments
Quote:
|
Re: Recruitable Mage Rebalance - seeking comments
Perversely, the lack of gold in Dom2 has a tendency to increase the mage/troop ratio. In Dom1, there was often enough gold that the limiting factor was castles/labs. One recruited as many mages as one had sites from which to do so, and used the leftover for troops. There tended to be discussions in those days about which troops were more cost effective vs which others, whereas now discussions revolve mostly around the employment of magic.
If what's wanted is "at least as many units [dying] from weapons as from battle magic", there are a number of ways to go about it, but a counter-intuitive solution that might work is to increase the amount of gold available, to the point where a player might as well recruit troops along with his mages. (Then of course, that idea might be as crazy as it appears on the surface http://forum.shrapnelgames.com/images/smilies/wink.gif Another factor which tends to make mages perhaps too cost effective is that they are very hard to target. One can try flanking cavalry or groups of flyers with "attack rearmost", but in my experience that never results in said troops attacking the enemy mages - they'd prefer to move across the map to attack a single limping militia, rather than target the mages using (insert battlefield spell here) to kill them in droves. I'd actually advocate the return of the attack/fire mages order in Dom3, although I understand that that doesn't help anybody now. |
Re: Recruitable Mage Rebalance - seeking comments
I have to say that sounds like an interesting mod Saber Cherry. I say : make it so.
Although I think I may want to play Jotunhiem. Or a heavy bless effect. One of the two. |
Re: Recruitable Mage Rebalance - seeking comments
Quote:
Quote:
And, as a further special case, replacing Ulm's starting spell with Weapons of Sharpness. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Recruitable Mage Rebalance - seeking comments
Quote:
|
Re: Recruitable Mage Rebalance - seeking comments
Quote:
Quote:
Quote:
Anyway, thanks for the comments! |
Re: Recruitable Mage Rebalance - seeking comments
Quote:
Quote:
|
Re: Recruitable Mage Rebalance - seeking comments
Quote:
|
All times are GMT -4. The time now is 05:56 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.