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Re: The next patch
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Like I've already said, there's really no use for water gems. You don't need dozens of quickness boots if your mages already have water magic, murdering winter is useful, but only against a limited subset of your opponent's armies, and the water summons are fairly pathetic. Sea trolls have horrendous attack and defense stats. Now your astral gems on the other hand are going to be useful to you, but by spending only your water gems and those astral gems from the clams, you will have built your 100 clams by turn 38 of the progression. That means that you've given up 380 water gems, but it will have more than paid for itself just 8 turns later. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">But the gems are only a small aspect of the total cost of clam hoarding. I agree that water gems are of limited utility. For R'lyeh, you're talking about a 280 gp spellcaster(who needs a random to land in water) for each dedicated clam forger... that upkeep cost (which is not small), as well as the fact that they're not researching, or using that Astral 3-4 to win battles or gatewaying your troops to the front lines or whatever... If you're not using the astral income to cast/forge astral things (ie Wish)... then cut it in half, which doesn't seem so impressive to me. Especially when you consider the research you've lost in those 40 turns... EDIT: Just pointing out that in this case, we're talking about sacrificing ~1000 RP's over 38 turns for these 100 clams. And during these 38 turns, the clams are providing no benefit other than begetting more clams. [ April 06, 2004, 20:28: Message edited by: AhhhFresh ] |
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How about just doubling the cost of clams? That way it will take longer to hoard clams, which makes lots of difference in MP.
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Re: The next patch
[quote]Originally posted by AhhhFresh:
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I really wonder how can somebody make enough mages to produce clams, produce army that will conquer more land to get more water gem income, cover your borders so someone just doesn't walk over you (it shows in graphs if you have small army), get mages to search those provinces to find magic sites, research all the way to level 4 construction and level 9 alteration and do it all in 40 turns. I'm sorry to say it but I just don't believe that is possible. It may be possible to get such gem income but you research will be practically 0 and you will have no army to speak off after first 40 turns. |
Re: The next patch
[quote]Originally posted by Daynarr:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by AhhhFresh: Quote:
I really wonder how can somebody make enough mages to produce clams, produce army that will conquer more land to get more water gem income, cover your borders so someone just doesn't walk over you (it shows in graphs if you have small army), get mages to search those provinces to find magic sites, research all the way to level 4 construction and level 9 alteration and do it all in 40 turns. I'm sorry to say it but I just don't believe that is possible. It may be possible to get such gem income but you research will be practically 0 and you will have no army to speak off after first 40 turns. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Besides the research you lose (~1000), you also need 50 commanders to hold the damn things... who need to be sitting on a lab to make the clams useful. |
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What if Clams only had a chance to produce a Pearl, rather than the guaranteed 1 per turn? Maybe 25% chance per turn or something? Just a suggestion from someone who's never experienced hoarding. But it wouldn't really break them, and it wouldn't completely nerf them either. Less of a payoff, even with a huge number available, and you wouldn't be guaranteed to have the number of pearls you need when you might need them.
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Well, that's what I thought too. So why aren't the clam hoarders getting steamrolled when they dump half their total gem income into clams and then dump the clam income into more clams? Is it just the water nations doing this because it's too hard to attack them before they get rolling? If that's the case, some of my suggestions for Water magic would help there too. Giant Turtles would be amphibious and summonable on land or sea, so they help a nation going into or out of the water, and improving the water breathing benefit of Water mages would obviously help too, as would the one-province "anyone can breathe here" spell. If the water breathing limits aren't raised, a strong summon would at least make more effective use of the limit you have. Quote:
I like the ideas you have for improving it, especially the new summons and passive abilities. Another way would be to lower the casting level of some existing spells, as one of the things really hampering water is the lack of usefull lower levels spells. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That would also lower their effective fatigue cost for mages of any given level - good. I'd also like to see a mini Falling Frost available at a lower research level. It's a long time from Cold Bolt to Falling Frost, and other paths have already gotten several more combat options by the time FF becomes available. |
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Keep in mind that many MP games, people turn off the graphs, and I can see why, even if I prefer the graphs. First, as you say - it allows you to know everyone's army sizes. Their magical research. The number of provinces. Why? (This is more of a complaint to Illwinter, mind you.) Most similar strategy games only only you see see the other nations/races/competitors progress if you have made contact with them. Some, only if you have spies or other diplomatic presence in their capitols - I wish Illwinter would do something along those lines, because as is, the graphs provide way too much information (in the military intelligence sense) for free. Just to illustrate the absurdity of this - think of Vanheim, or Pangaea. You can't even _see_ their troops, but somehow you know their military strength? The graphs, as they are, are fine for SP games, but not for MP. Especially since, as Norfleet has pointed out, the human gamers often get too discouraged when they see how far behind everyone they are, at which point, some of them quit, or worse, simply drop out without even turning things over to the AI. Anyways - I digress. My point was that in a good portion of the MP games out there, you wouldn't know that someone was simply sitting in hiding hoarding gems, because the graphs aren't on. Heh. But maybe we could get _new_ graphs showing exactly how many of each gem type every nation has? Then you could tell if someone was hoarding gems. If the graphs were turned on. (And it would make at _least_ as much sense as being able to determine how far along other people's magic research was, given that the gems might give off some emanation.) |
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Which leaves me still undecided on this subject. On the one hand, game settings can make it not such a major deal which makes it not a major fix need IMHO. On the other hand it sounds as though its killer enough to make one type of games in Dom2, a rather popular type of games, to be less chosen or a fairly easy win. So it sounds like some sort of change might be good. |
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Plus, while I am confident I have some skill, I know there are players with far more experience than I. Wendigo, NGF (Jaques Vidal?), Alex Poger, and Pocus/Pythie spring immediately to mind, and I'm sure there are others as well. |
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Let me preface my idea by saying I haven't even gotten into an MP game yet. Since it seems most people don't want clams too heavily penalized, would it be possible to change clams into one of the artifact types that don't stack? (like, if I remember right, 2 wineskins only allow 25 supply bonus not 50 if on one commander). Then at least the initial recruiting and upkeep costs of the hoarder would increase and they'd be slowed a little by a need to recruit more commanders. If that wouldn't be enough deterrent you could combine it with one of the previous posters suggestions to make it have a %chance of success, though I'd say 25% is a bit low.
If only one clam worked per commander and it only worked 50 - 75% of the time I'd think that would slow them down enough. I don't like 25% as the clam would then be pretty useless to commanders in the field who just want a gem or two to cast battlefield spells without having to put up a lab. |
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[ April 07, 2004, 03:51: Message edited by: Alexander Seil ] |
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Which isn't possible if the graphs are turned off, and as I attempted to point out, there's many reasons why the graphs would be turned off in a MP game. |
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Clams, clams, clams, clams,
Clams, clams, clams, clams, Lovely clams, wondeful claaaams! |
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Obviously I agree, since I posted the original quote... but allow me to expound. Clams are nice, Clams are good... I make them myself. But what do they really do? They let you chain cast WISH while possibly having an unassuming amount of territory in an MP game. IE You can come out of nowhere and win the game... because that is what WISH was meant to do. Change the game. We're talking a Vampire Queen every turn. The old rules don't apply. HOWEVER If you can't cast WISH what now? Well, you can chaincast Ethergate, which is pretty sweet... but not worth it. I love Ethergate, but I can't imagine commiting that much, if all I'm gonna get is a buncha big dudes with moonblades. You can also convert those pearls to other denominations pretty easily... which is nice, but not a game breaker. [ April 08, 2004, 23:28: Message edited by: AhhhFresh ] |
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I played with wish a bit, and really couldn't find a better bang for my buck than a doom horror... GOR him and send him to take just about anything. Stat move of 10, and apparently impossible to kill. If he had hand slots he could take fortresses with a couple gate cleavers... sadly, he does not. Is there some fatal flaw in the doom horror that I haven't seen? I generally give him a pendant of luck and an amulet of magic resistance. Well, I often don't get up to wish before a game is over, so 'generally' might not be accurate. Yes, these are SP games... My skills aren't up to taking on human opponents yet.. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: The next patch
The thing about WISH is that it has a seriously high coolness factor. It would be a real pity to lose it, and I would prefer any other solution that works.
Maybe alter the wishes themselves? No more asking for specific creature types - maybe you could wish for a "saviour" or somesuch, and get a random creature from a pool of pretty-good critters. Maybe also do something about chain-casting Armageddon. In general, have wishes that improve the position of the wisher, rather than trashing everyone else. Or just make clams water-1, nature-1 http://forum.shrapnelgames.com/images/icons/icon12.gif |
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The doom horrow on the other hand, suffers from a relative lack of item slots, and is still vulnerable to elemental damage. They definetly are superior raiders to undefended provinces in my opinion, since its a rare map that they can't traverse in one turn. [ April 09, 2004, 00:57: Message edited by: Graeme Dice ] |
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Which isn't possible if the graphs are turned off, and as I attempted to point out, there's many reasons why the graphs would be turned off in a MP game. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Actually, your point seems to be that graphs are too accurate, and it was responded such way. As for turning off graphs in MP game there are lots of reasons not to turn them off so it comes down to personal preference. The thing is graphs are only one (and easiest) way to discover if someone is turtling in a game. Other method would be using scouts or diplomacy (finding out info from another player) to name a few. BTW. has ANYONE pulled that tactic off in MP game? As for the Wish - it's level 9-alteration spell and by the time you research it and get enough gem income to cast it, it will be late game. If you fear someone might pull it off, just increase research cost and make SURE it will be cast in (very) late game. |
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BTW, whoever posted that a nature-1 water-1 clam would be beyond the reach of any national mage without a lucky random pick was wrong: he reckoned without the Marshmaster (Miasma C'tis) and the Master of Five Elements (Spring&Autumn T'ien Ch'i). Both have fixed water and nature magic. So those two nations would become the new favored clam hoarders - but hey, at least they can be easily attacked, having most of their powerbase on land. (Of course, jade priestesses would also be able to forge clams, and any nation with water *or* nature and random picks would be a potential clam hoarder - so add Pangaea, Man, and IIRC Machaka to the list.)
Even before clam hoarding was introduced, I'd already decided not to play any MP game with the graphs off. So that doesn't affect me. I still wouldn't mind seeing the clam raised to Water-3 though, if it really is a problem. It already takes 20 clam-turns to pay for a clam; raising it to 40 would pretty much eliminate clams as anything other than a slow form of alchemy for "excess" water gems. (I don't see how your water gems can be excess unless your *only* opponents are Caelum and Jotunheim and you're playing on a map with no seas, and even then you can probably find some use.) |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">A Vampire Queen that's rainbow 5 is also an incredibly enormous investment. Empower up to Astral 6, lend 3 astral boosters (could rely on items more if you don't mind horror-marking), that's somewhere around 350 extra astral above the initial 100-astral VQ wish. Wish for power, that's +100. Wish for magic power x 5, that's plus +500. Now you're at 1050 astral. Then throw in the cost of the gear too. You could get 10 doom horrors for that price, for instance, which gives you a lot more strategic flexibility (raid 10 back-end provinces in a turn, for instance; oh, can also fly all-weather IIRC) and won't all die to a single unlucky die roll or get auto-paralyzed by Petrify or fall to a lucky hit from a Golem with a gate cleaver or what-have-you. Quote:
[ April 09, 2004, 01:51: Message edited by: Taqwus ] |
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PvK |
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[ April 09, 2004, 07:02: Message edited by: Stormbinder ] |
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If anything, Atlantis is the definitive clam-hoarding nation, having everything required to make clams: Linked randoms on a King of the Deep that can easily roll Earth, cheap water-1 nationals, protected, underwater base, and home province water income as a seed. So if clam-hoarding is so overwhelmingly powerful, why is Atlantis not much more popular? [ April 09, 2004, 08:45: Message edited by: Norfleet ] |
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Furthermore, your army was tailored for a very poor fit against your opposition: Water mages, who are nearly entirely reliant on cold attacks for their battlefield spells, are very useless against a cold-immune target with high protection. They may as well have been complete non-participants, as you effectively sent them to their deaths. Sea trolls are rather poor combatants for their cost: Their protection is substandard, and they generally underperform compared to standard trolls. The Sea King itself is a pure water mage, and suffers from the above....not to mention the number of casualties you inflicted on yourself by not isolating these dangerous, prone to Breath of Wintering water mages. Their only strength lies in the ability to be summoned on land and then marched into the sea to invade sea provinces...an advantage you more or less throw away by using them to fight on land. I do not think my empowered prestige pretender would have been necessary to drive your forces back into the sea: The ordinary, default model I started with should have been adequate, given the absolutely lousy force composition you chose for the job. Look on the bright side: At least your upkeep is lower now. [ April 09, 2004, 08:55: Message edited by: Norfleet ] |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I am not forgeting it. But you are forgeting the fact that it was you who mentioned hammers in the first place in realtions to clam forging, and you have said that it takes 20 earth gem to make them. I was simply correcting you, since if you are capable of making 1 hammer obviously you are capable of making another. Availabilty of hammers is entirely different topic from their gem cost. [ April 09, 2004, 11:43: Message edited by: Stormbinder ] |
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[ April 09, 2004, 15:06: Message edited by: Graeme Dice ] |
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And of course you got water elementals instead of ice ones. You have forgotten that the Mictlan climate is warm, not cold? [ April 09, 2004, 16:31: Message edited by: Norfleet ] |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Norfleet, I think you keep confusing "wining" the game with having fun from playing it. Granted, it is possible than for you one equal another. But personally I try never to use "cheesy" tactics in my games, because it spoils the fun for me, since I know that I am mostly wining not because of my skill and intelligence, but because I am abusing very simple and overpowered strategy again and again. And yes, there are cheesy strategies in any strategy games, and I've played a lot of them. Dom2 is much more balanced in this respect that average strategic game, but it doesn't mean it has zero cheesy and/or abusive strategies. Clams is by far the most obvious example of it. |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I think this is far from demonstrated. Although water could use some new tricks, "the only effective thing" is a vast overstatement. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> Oh, you had Water Queens and Abominations in that battle? They weren't mentioned in the previous post. Sea Trolls are far from "the toughest summons available" to ANY nation. Granted, some of the toughest summons available to Atlantis are aquatic (where are the items that let a commander take aquatic troops onto land? Amulet of the Fish will let Auluudh or a Nerid come out to play, but not bring Sea Serpents, War Lobsters or Crab Hybrids with them.), but they still have some better options than Sea Trolls. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> I wouldn't consider a 10 gem item "very expensive" - certainly not compared to multiple-Wished VQs and their equipment. Quote:
Ice elementals, BTW, can damage cold immune creatures just fine (although they might have some problem with supercombatants). It does seem to me that water magic isn't very useful when fighting on land against cold immune opponents, and there are a disproportionate number of cold immune monsters (and of course the vast majority of provinces are land). There are only a few water battle spells (Ice Strike, Sailors Death) that work against cold immune targets at all (castable on land, anyway), and they aren't very powerful (Sailors Death doesn't even work on inanimate targets). Worse, Atlantis's normal troops use poison weapons and armor, and the largest Category of cold immune creatures is ALSO poison immune, making their normal troops less effective too. Fire and Air don't have many ways of damaging elemental immune targets either - but there are far fewer creatures naturally immune to fire or lightning. How about a Waterspout that stays on the battlefield for a few rounds (like the Cloud spells), crushes targets and throws them around (similar to trample)? Or a Water Jet that just deals some physical damage but doesn't require another path like Geyser? Those might not work that well against supercombatants, but they'd at least help against undead or Jotun armies. To a certain extent, the water nations' difficulty on land counterbalances their defensive advantage in being difficult for land nations to attack. But inability to project power onto land will eventually be crippling. Furthermore, land nations that have water magic (Caelum, Jotunheim) have this problem too (although in their case there's a consolation prize - somewhat easier access to the sea than most land nations). |
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[ April 10, 2004, 16:55: Message edited by: Graeme Dice ] |
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But my feeling is, that the only way to properly defeat an opponent's SC, is with your own SC... SC's are specifically designed to make mince meat of hordes of troops... summons or not. The fact that she's undead, means there are weapons out there that do x3 AP damage to her... so you need somebody who can take and give a few hits, but it doesn't seem so hard to achieve... But maybe I'm missing something? |
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That is just a matter of being the better player... and/or being lucky. She wants to stay in positive dominion, and doesn't want to be confronted in general... so that makes her weak. Yes, this is all theoretical... I'm not an MP badass. (Though I wish I was!) |
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However, if you force them to react to you, then they're no more than expensive scouts... *ouch* that guy had a flambeau! C'est la vie. |
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However, if you force them to react to you, then they're no more than expensive scouts... *ouch* that guy had a flambeau! C'est la vie. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Actually VQ is stronger on defense than on offense. That's because on defense she tend to fight in higher friendly dominion, and that makes her stronger (in addition to her immortality in friendly dominion of course). While on offense you more often than not press into hostile territory, especially if your opponent is aware what he is dealing with and has build temple/preaching priests everywhere along your borders. I had a game where me and Truper come to virtual stalemate for about 20 turns, despite intense fighting and heavy casaulties. We both were using VQs and we both had to be very carefull about our armies and our pretenders, dominion-wise. I won the war eventually, but this was mostly because I managed to outmanerved my opponent and pushed my dominion deeper and deeper into his territory, as well as inflicting more losses on him than he did on me. The "attack with dominion" was performed though combination of temples, preachers, castles protecting most important temples, and my assasin prophet preaching and spreading dominion in most critical places deep behind enemy lines. Meanwhile it was mostly war of attrition, since any strong army than any of us could move forward could be easely wiped out by minimal forces lead by fully decked enemy VQ. [ April 11, 2004, 07:39: Message edited by: Stormbinder ] |
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