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-   -   Is there an incongruous distribution of magic? (http://forum.shrapnelgames.com/showthread.php?t=37056)

Twan December 5th, 2007 08:30 PM

Re: Is there an incongruous distribution of magic?
 
Seeking arrow is like all assassination spells a very good situationnal spell.

Your opponent has a 120 units army lead by only 3 commanders threatening to renforce his main army ? You spam 5 or 6 seeking arrows and all the leaders are dead, the army don't move (and perhaps won't move next turn, if he had no leader moving to the province).

As well killing a key mage can change the result of a big battle, and the spell is particularly good to achieve isolated mages after a retreat (or for surprise attacks on researchers when dome spells aren't available).

HotNifeThruButr December 5th, 2007 09:08 PM

Re: Is there an incongruous distribution of magic?
 
Quote:

Kristoffer O said:
This is correct. There are different types of magic prevalent during the different eras. Fire is less common in all three IIRC, as is blood. Not sure, but IIRC earth is more common early on. Astral gets more common later on.

Ooo. That saves me from going to count all the eras.

I'm curious, though, whether the unequal distribution is a design decision or whether it just turned out that way after you guys made a bunch of different nations.

And is there any plan to even them out? Because sometimes I open up the game and just think to myself, "I want to play a Fire nation today," but realize I dislike my options intensely.

VedalkenBear December 5th, 2007 10:07 PM

Re: Is there an incongruous distribution of magic?
 
HotNife: I believe the common answer to that is, 'Mod your own.' I actually have about 3 ideas for mods right now, one of which I'm surprised no one else has done yet.

Velusion December 8th, 2007 01:37 PM

Re: Is there an incongruous distribution of magic?
 
Quote:

Twan said:
Seeking arrow is like all assassination spells a very good situationnal spell.

Your opponent has a 120 units army lead by only 3 commanders threatening to renforce his main army ? You spam 5 or 6 seeking arrows and all the leaders are dead, the army don't move (and perhaps won't move next turn, if he had no leader moving to the province).

As well killing a key mage can change the result of a big battle, and the spell is particularly good to achieve isolated mages after a retreat (or for surprise attacks on researchers when dome spells aren't available).

Agreed. In most MP cases seeking arrow won't be used too often, but once in awhile a barrage of them in a sensitive province is very much worth the investment.

I've used them to really disrupt large armies that rely on communions. 3A to probably/possibly kill a support mage is a pretty good trade - especially if it makes that army vulnerable.


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