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Re: More Tien Chi !
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Maybe some could suggest a different strategy? So far, I have been unable to expand very fast. I can't afford enough HI, even though the guide by Zen says you should buy a couple a turn. I have better luck with archers combined with a combat pretender attacking after turn 5 (researhing to Alt 3). I have been using a Jade Emp, that casts Quickness, Ethereal, Mistform, and Luck (Astral Shield and Astral weapon later on). However, without at least 30 Archers, the pretender seems to die... Running against HI/HC is pure suicide, as the archers do nothing other than die badly along side the Pretender. So, if this nation starts in a rich neighborhood, I lose every time. Wah! Quote:
I have never tried it, but can you give a Crystal Matrix thing to one mage, and cast Communion Slave on the others? Can you mix and match the various communion/slave items and spells? How about the blood variety? Quote:
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Re: More Tien Chi !
One tactic I had some fun with as TC was with Wands of Acid or whatever they are called. You get one of your Celestial Masters, give him a hammer and just bang them out. Then you recruit Masters of the Way and hand them a wand when they walk out of the recruitment office. Script them to quickness/acidboltx5.
On a side note aboug TC magic, I usually go straight up Evoc. Acid Bolt/Acid Rain are a little lower level than thier counterparts and just as (and sometimes more) effective. |
[long post] Lots more Tien Chi!
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I will probably do this or change/give them sorcery random. Quote:
Besides, before I finish my dream project, it won't be possible to add starting spells without removing it from the research list. I am thinking of giving the Master of the Way $ (sorcery random) instead of sraight S. If I incorporated the changes of Sabbath Mod(Sabbath Master/Slave fatique cost down, so no slave needed) or if this mod was to be used with one of the mods changing that (mainly Zen's spell mod, if it does this), half of the Masters would be communable. I don't think water/sorcery would be very useful, so I would have to change that pick, too. Maybe # and $ randoms (elemental and sorcery, as with S&A Celestial Masters). If I were to go with S? route, Celestial Masters would get better with Astral. What would be useful, but not overpowering magic for Celestial Masters? I'm thinking of taking away some regular magic of CM and giving them #$ randoms (base) or #$? (S&A). This would give them very nice random power. Is Air important for base Tien Chi, thematically or gameplay-wise? I am thinking of WWEF#$ base (Acid, Magma, Rust, ) and WWAF#$? for S&A (Acid and lots of general power for CM, possibility for Air 3, changing E to A to keep Mot5E only sure Magma Bolters). I would probably calculate the cost following one of the Universal Dominions Unit Pricing Theories the scientific minds threw around here some time ago. I would like to get this playtested after I put this together. Any #dominions regulars in here? Would you care to Blitz with possibly unbalanced Tien Chi? Should I make a poll out of this to get opinion of more forumites? |
Re: [long post] Lots more Tien Chi!
Not to discourage you, but personally I'm perfectly happy with the current T'ien Ch'i. Maybe I'll feel differently after my current multiplayer game comes to an end.
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Re: [long post] Lots more Tien Chi!
I understand that many people are happy with Tien Chi as-is. I am one of those. However, today was my last exam for this spring, and I only have to show up on Friday. I would like to get back to modding/programming business with something easy, and I got carried away by this Tien Chi discussion. Besides, I would like to know what can be done to make Tien Chi more competitive.
If I won't get too much discussion here, I'll put together that poll, and ask some general questions about usefulness of Tien Chi with it. |
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