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Re: Some ideas: raiding, seiging, spell AI and mor
Ah well, if drain life works then my bad... just that when *I* tried drain life, my sauromancers insisted on casting it on everything BUT the Doom Horror!!
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Re: Some ideas: raiding, seiging, spell AI and more..
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I think armies should be able to travel, seige and storm a castle in the same turn. It doesn't make sense to me that they would seige a castle down to zero defences... and then stop abruptly, waiting a turn for new orders to storm the castle. It does not strike me as unreasonable that a weak fortification, or one left undefended should not be vulnerable to capture in a single turn by a large force. Note that I have suggested a one half seiging penalty for armies that have moved in the same turn, effectively doubling the size of force needed to achieve a single turn capture. Fort defence values could perhaps be increased 10 or 20% across the board as some compensation. Note that armies using magical movement would not get the move & storm option. It would be a bonus available to the conventional army, and thus may be easier for a defender to anticipate/intercept. Quote:
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Regarding the Sphinx example, its possible it will still be successfully used to hit capitals, and I'm not against such a use in principle. It will be considerably less effective with 120 starting fatigue, however. If it is tested and still considered too powerful, the fatigue penalty could be exaggerated for the larger creatures, eg. 5, 15, 30, 50, 90, 150 for sizes 1 to 6. Another tweak could be to scale fatigue according to enemy dominion strength, perhaps an additional hit of 5 or 10 fatigue per enemy candle. Alternatively, you could give an extra vulnerability to the Sphinx: dominion dependence. This would work by depriving a pretender (by some combination)of his magical powers and protection when in enemy dominion (and perhaps increase the penalty to hit points substantially). My original thoughts about gateway were that a fatigue penalty could be a tradeoff in allowing it to target any province, as it did in dominions 1. This is really not needed, as that ability is covered by astral travel. The fatigue penalty, however, keeps it in theme with teleport and cloud trapeze, the trio forming an "economy class" of movement spells. For symmetry, under my fatigue system, at level 8 or 9 research non-fatiguing Versions of teleport and cloud trapeze would be available. |
Re: Some ideas: raiding, seiging, spell AI and more..
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An example: a raiding party is attacking Nation A. It can attack one of 5 provinces. The defenders have one army trying to intercept the raiders. Under the current system, to force a fight, the defenders have to move into the correct province being raided, a 1 in 5 chance of success. Using my suggestion, and assuming both forces are equal, the defenders can attempt to force a fight by moving into the province currently occupied by the raiders. They would have an almost 50/50 chance of moving first, and striking the raiders before they move. Note that in the case of the raiders winning the battle, they would still carry out their movement order and raid their target province. I think a change to the movement system would be a step forward. At the moment the simultaneous movement system gives the advantage to raiders. With an initiative system, players would have to plan raids more carefully to be successful. They would gain initiative advantages from using faster troops, which would add variety to the game. Quote:
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My argument is basically that players cannot adequately control gem usage of their mages over several battles in one turn. Ideally there would only be one battle a turn for each mage to be prepared for, or fresh orders could be given in between battles. Consider a mage in a lab province, with a stack of gems. He gets involved in a fight, and uses all his gems. He will have no gems for the next fight that turn, as I can't give him the gems until the turn is finished processing, even though he has a lab available. Either a super-AI, more configurable orders, or battle-usage-friendly gems are needed to resolve this. Quote:
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Gem generators are not much of a problem to me. However, some dominions players like to limit their use in games. I have (hopefully) suggested a fun, creative, in-theme way to do this. The non-clam of pearls gem generators are less of a problem, but it makes sense to put the same limits on them, as otherwise the "problem" simply moves to another item. In any case, if they are not produced in large numbers, they are not affected by my limitation, which affects the total number of productive generators in each province, rather than the ability to produce them. Only the wild-eyed, frothing-at-the-mouth horde fetishists should be hurt by my proposed change. Quote:
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Late game army movement would not be affected by my changes, just the offensive use of some of the magical movement spells would be curtailed. The late game, research level 8 and 9 spells would not have a fatigue penalty. And I suggested in another post that level 8 or 9 fatigue-free Versions of teleport and cloud trapeze would be available. |
Re: Some ideas: raiding, seiging, spell AI and mor
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I hope my suggestion was in the same spirit as Illwinter's recent change, limiting gem generators to one per commander (my suggestion was limiting numbers of each productive generator to dominion strength + magic rating per province, minimum value of 1). Putting an upper limit on the generators (per province) is not too harsh a change, and under my system, a potential hoarder such as Atlantis could tailor nation design toward hoarding, with high magic rating and dominion strength. My idea would probably be more for dominions 3 or a mod, as it would have a devastating effect on current games. I don't think Atlantis is too weak a nation, anyway, they just seem to be going through a phase of unpopularity. I can remember a dominions 1 discussion about R'lyeh's inferiority to Atlantis, based on their vulnerability to massed war lobster assaults. It amuses me to see the argument come full circle when not a lot has changed since then. Just the void gate, which has made R'lyeh a bit more fun (mental image of squidheads throwing around a beachball, heh). |
Re: Some ideas: raiding, seiging, spell AI and more..
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Re: Some ideas: raiding, seiging, spell AI and more..
Regarding Doom Horrors, I just encountered them for the first time in a MP game, playing against Zapmeisters R'yleh using Jotunheim. While they ate everything (including many Jarls) that I threw at them for awhile I was eventually able to make huge headway against them to the tune of massed vampires and counts (free immortal chaff/disintigrate or drain life or skeleton casters) along with Jade amazons and Gyjas fitted with rune smashers, thistle maces, spell foci, flying boots, and AMA's set to mass cast charm. I was able to pay for my own gear with my own stockpile of clams and fetishes, which gave me enough gem capital to completely create the charm strategy in ~3 turns, which was quick enough to allow me to survive. While its quite likely I will still eventually lose, right now i've killed 3 horrors and brought one over to my own side, complete with ring of regen and AMA of his own.
Doom Horrors are far from invincible, if I was going to spend a hundred astrals on something it would probably be wishing for bloodslaves and mass-casting Vampire Counts. |
Re: Some ideas: raiding, seiging, spell AI and mor
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I've yet to see that clam-hoarding is a successful strategy at all, but on the other hand I do not play maps with more than 150 provinces, which are already way to large for me. http://forum.shrapnelgames.com/image...s/confused.gif I also wonder why people like larger maps if they do not like the way the game behaves on such maps... |
Re: Some ideas: raiding, seiging, spell AI and mor
If everyone hoards then "great". However NOT hoarding is not a viable strategy. That's bad.
You might maybe get away with it on a small, crowded map... games that don't Last much past (or get called at) 40-50 turns will probably not see hoarding as a serious problem. Large maps are fun becuase they are large, there is more opportunity for give and take, the game is more epic, more sweeping. But it loses most of it's allure as you are forced into a few narrowly defined strategies revolving around hoarding. So as you can see the things I find fun about large maps are mostly cancelled out by the devolution of the game caused by hoarding strategies. It's like any game that has a shortcoming. You fix that shortcoming and you have a better game. It's not complicated. |
Re: Some ideas: raiding, seiging, spell AI and mor
I am on the same boat with Chazar. I don't understand why a hoarder should be able to win someone who has not hoarded but instead conquered twice or thrice as much provinces AND searched them for sites. Sure, if the hoarder is left to be for 30+ turns he will have beter income, but if he is attacked *now* with armies almost twice as large as his he is in great trouble.
Has this been tried, has it worked? If not, why? I don't see any reason for it to *not* to work... ...with all my experience I got solely by reading this forum and playing SP games. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Some ideas: raiding, seiging, spell AI and mor
Alright lets look at the game I am currently getting smashed in, Faerun Folly.
One player I know for a fact has something like 400 fever fetishes and 250+ clams. How much of Faerun do you have to conquer before you can compare to that? Another empire, who is smashing me, overran me with endless castings blackhawks, followed up by armies of mechancial men and multiple doom horrors. And this was circa turn 70... AND he had already been fighting several other powers. I do not know for sure but his astral income is surely in the hundreds. He was territorially probably twice as alrge as me, but he was also fighting two other people. 5 turns into the war I was OUT of gems... completely cleaned out and of course my gem production was insignificant by comparison so while he was able to keep slinging masses of remote spells every turn and generate new armies of mechanical men, I was reduced to a minimum of ritual magic and a desperate scrabble for resources. From there on in it was a downhill slide. The only thing which has kept me, very feebly, alive is... you guessed it... soul contracts, and some infusions of cash and gems from another hoarding nation. Of course, I am doomed anyway but it just goes to show. |
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