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-   -   Devil Review (http://forum.shrapnelgames.com/showthread.php?t=21084)

Stormbinder October 2nd, 2004 09:12 PM

Re: Devil Review
 
Quote:

Gandalf Parker said:
Quote:

Stormbinder said:
That's nice setup Gandelf and I agree, it is certanly fun. http://forum.shrapnelgames.com/images/smilies/smile.gif But I think it can only work once in MP if you are playing against good opponent, since the next turn you will likely to get a Ghost Riders/other magical-summon/teleport attack on your "Christmas present" province. http://forum.shrapnelgames.com/images/smilies/wink.gif If it has just bunch of amazons set on "hellbind" and air 5 mage, as your described, it'll not stop this attack, and your mages will be killed/routed. If your opponent would also block all retreat routes than all your mages will be lost.

I admit that I dont remember being at the other end of windride. I suppose it does say where the commander went.

Having troops or defence there tended to kill the sucker before I could convert him so I knew I was taking chances with no troops and no defence. I usually had my windmage set for a couple of actions and then retreat or some sort of safety transport. It was the only piece of importance. Taking back the province is no big deal.

It might not be an ultimate strategy but its a fun one to keep in the carddeck just in case you get the chance to use it.

Oh, it is certanly fun, I agree. http://forum.shrapnelgames.com/images/smilies/happy.gif I never tried to set up such "presents" factory on the regular basis that you have described. It would be interesting to try in on of my MP games, just for the heck of it. http://forum.shrapnelgames.com/images/smilies/smile.gif

Tuidjy October 3rd, 2004 12:10 AM

Re: Devil Review
 
I do not think it is the ghost rider type spells that are the real
problem. In a game with Cohen, I was running a variation of this:
the firing squad province. I had about ten sages, an arch seraph,
and a few defenders. The 'wind ridden' commanders were tried,
found guilty and executed in a very efficient manner. I was pestering
him for a few turns, snatching his merc commanders on the turn he
renewed their contracts, splitting his devil armies in two, etc...
He did attempt a few attacks on the provinces, but the sages held
their own (frozen heart and false horror are quite unpleasant)

I was sure that I would soon be at the receiving end of some seeking
arrows or flames from sky, and that would be the end of the joy rides,
given that I would have had to dome the province, or lose expensive
commanders. Fortunately, I happened to snatch his pretender and then
the commander of his Last devil squad... and he quit on turn 22.

But the point of all this was that if you have a province like this,
you will probably be arrowed or flamed.

alexti October 3rd, 2004 01:21 AM

Re: Devil Review
 
Quote:

Boron said:
Quote:

alexti said:
I think you can win vs impossible AI reliably, but you need to play different strategies than you'd use vs humans in MP. For sure, AI will try to swarm you early on. It's not that bad on choke-pointed maps like Cradle of Zen, but on open wrap-around map, like Inland the beginning is really tough. I usually go for low-attrition strategy, basically some plan that would allow me to beat AI hordes with minimal losses quite soon. Important part is to plan carefully, so that you can use one AI (or indies) as a shield vs another.

It really depends a lot on which nation you play http://forum.shrapnelgames.com/images/smilies/happy.gif .
If you play ermor / pan cw then even impossible Ai is not so good .
I haven't played it but i think Ctis Miasma will work very well against Ai too .
If you play Ryleh or Atlantis and hide in the sea and just clamhoard then you can easy win too of course .

But if you try to play a "normal" nation or even a weaker one like Tien Chi then the ai gives you a hard time http://forum.shrapnelgames.com/images/smilies/happy.gif .

I think it's more of knowing how to play particular nation. Not that I've tried all of them. Do you have any particularly hard settings and nation in mind?

Cohen October 3rd, 2004 01:35 AM

Re: Devil Review
 
Wind Ride IMO is fine as it is.
It's A5, and requires 10 Air Gems to be cast. It's a good spell, but it's fine. It could kill a commander, and however if you've many commanders you can even wind ride the wrong commander (I've wasted so many gems in trying to Wind Ryde some Ermorian Dusk Elders or such, ending up to catch some new created Mound Kings that popped out as spawn in that province).
Ghost Rider could kill an entire Army, or SCs too if unprepared. It costs 5 Death Gems, and it's damn good.
In fact in my MOD Ghost Riders have an increase in gem cost.

Peter Ebbesen October 3rd, 2004 06:38 AM

Re: Devil Review
 
Cohen,
Ghost Riders is a level 9 spell. As such, it is supposed to be very, very, good.

alexti October 3rd, 2004 11:36 AM

Re: Devil Review
 
Quote:

Cohen said:
Ghost Rider could kill an entire Army

I wonder what that Army was supposed to fight if it can't defeat Ghost Riders? GR is level 9, so it should have been expecting to fight some serious opposition. GR are pretty good (if you cast 5 or so sets of them) at kicking out gems and killing off fodder from the Armies, but otherwise, they're just a tool to hunt down some annoying raiders, or to take down some overly well organized PD.

Cainehill October 3rd, 2004 12:06 PM

Re: Devil Review
 
Quote:

alexti said:
Quote:

Cohen said:
Ghost Rider could kill an entire Army

I wonder what that Army was supposed to fight if it can't defeat Ghost Riders? GR is level 9, so it should have been expecting to fight some serious opposition. GR are pretty good (if you cast 5 or so sets of them) at kicking out gems and killing off fodder from the Armies, but otherwise, they're just a tool to hunt down some annoying raiders, or to take down some overly well organized PD.

Or to take down two pretenders in two turns, when people are stupid enough to have their pretenders out solo with poor equipment long after Ghost Riders has been researched. http://forum.shrapnelgames.com/images/smilies/happy.gif One had the nerve to "declare war" by popping his pretender on top of my newly discovered fort.

Best of all - the first was killed even _after_ I wiped out my own PD with one casting of GR. http://forum.shrapnelgames.com/images/smilies/wink.gif

Truper October 3rd, 2004 12:49 PM

Re: Devil Review
 
Quote:

alexti said:
Quote:

Cohen said:
Ghost Rider could kill an entire Army

I wonder what that Army was supposed to fight if it can't defeat Ghost Riders? GR is level 9, so it should have been expecting to fight some serious opposition. GR are pretty good (if you cast 5 or so sets of them) at kicking out gems and killing off fodder from the Armies, but otherwise, they're just a tool to hunt down some annoying raiders, or to take down some overly well organized PD.

I've seen them do some rather amazing things. I once had 4 castings of Ghost Riders wipe out 3 Angelic Hosts, an Ivy King with a largish stack of Vine Ogres, and a newly summoned Lamia Queen (I remember thinking at the time that if I'd been able to script the Lamia Queen I would have survived, although it would still have been costly). This was quite some time ago, and I've learned a lot since then, but compute the relative value for yourself.

There was a large thread on this subject way back when. My only comment at the time was: "4 pages on *this*?", but now I wouldn't mind seeing Ghost Riders be made a bit more expensive.

Cainehill October 3rd, 2004 12:54 PM

Re: Devil Review
 

On the other hand, I've spent about 12 castings of GR on one R'lyan army - mostly Vine Ogres, some Illithids, and about 10 mage/priest commanders. 12 GRs, as many as 4 at one time, plus two armies (including powerful artifacts in one), and I only now have it whittled down to killing strength where I can dispose of the artifacts in order to reforge them. http://forum.shrapnelgames.com/images/smilies/wink.gif

Cohen October 3rd, 2004 02:04 PM

Re: Devil Review
 
I've seen GR killing fully equipped SCs.
Simply their Life Draining swords doesn't work against them (not that it is a bad thing). And thus this would imply that the SC act as solo.
But for 5 or perhaps 10 D.Gems, being able to kill an SC, I think it's too much.
Dunno how much it will change if the GR cost is 8 D.Gems now, but in the long run there's a difference.


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