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Re: Useless or redundant units?
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Also the W9 Blue Dragon or Father of Winters is nearly as effective as the Cyclops after 2 Research (depending on your nation initial gem income) and can be crucial for some nations to hammer through HCav provinces quickly turn >5. Maybe this is not something that you consider, but I consider initial expansion and Awakened Pretenders for early expansion for non sacred-heavy nations at least as important as double blessings with heavy sacred nations. |
Re: Useless or redundant units?
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However since now each attacker reduces defence attribute by 2, as an opposite to -1 as it used to be in Dom2, even 4 attackers will reduce your effective defence almost back to its original level. And you are usually attacked by much more than 4-5 units when you are fighing indpes with your pretender. Unless you prefer to play on indep strength 1. http://forum.shrapnelgames.com/images/smilies/happy.gif +def is a nice little bonus when you take W9, however it certainly not as important factor as the effect of w9 bless on your sacred troops. And if you don't have good sacred troops, it doesn't make much sense to take W9 bless just for your pretender for inital expansion. You would be much better taking few magic paths for the same money, and buffing your pretender with low-level buffs, than with +9 def from water. In other words - for your Dom3 pretender beneficial effect of W9 bless is smaller than beneficial effect of W4 bless was in Dom2, in vast majority of situations. |
Re: Useless or redundant units?
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Re: Useless or redundant units?
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It's rare in Dom3 that I expand with just a pretender, since it's more useful to use a half-strength army and a pretender to hammer those HCav and Xbow provinces. Quote:
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Re: Useless or redundant units?
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Re: Useless or redundant units?
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My personal preference (Pangaea) tends to get "improvement" suggestions which remove all of my favorite pieces, and replace them with more Ulmish pieces. Less stealth, more armor, and in my opinion.. less Pangaean. Quote:
And Im not trying to imply that any one is too stupid to figure out a style different than their own. If I did then I would have to include myself since obviously I could never master the use of certain nations and their units on the level of some of the players whose strategy stresses large armored armies built with formulas so efficient as to make an accountant dizzy. But I am leary of declaring such strategies as the ultimate winner of everything. Nor do I consider them the ultimate decider of what is good or not good to have in the game. |
Re: Useless or redundant units?
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Satyr sneaks at least have a strategic use, hoplites have the armour to not be slaughtered by arrows, and revelers go berserk so they can be an effective meat shield. The two generic satyrs have almost no armour, and a morale score of 8 that virtually guarantees that they will run at the first sign of trouble. The minotaurs would be decent if trampling units would also attack smaller units with their weapons, and if they had attack and defense skills at least as good as a normal human. Currently, they are size 3, and meaning that they they don't cause sufficient damage to size 2 troops to be worthwhile. Centaur longbows cost almost three times as much gold as Man's longbows, giving them only a third of the offensive punch. Then there's centaur warriors, which completely overshadow any other Pangaean unit other than the Cataphracts and white centaurs. If given the choice between purchasing one centaur warrior, or four satyrs with javelins and spears, the correct choice is almost always going to be the single centaur warrior. |
Re: Useless or redundant units?
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You said (quote): "it is by far the best universal bless because not only does it give +4 Def/Quickness but your pretender recieves +1 Def for each point of Watermagic it recieves. " I've pointed to several reasons why it is not the case anymore in Dom3, due to several changes in game mechanics. I do agree that water school in general, as well as W9 effect on sacred troops are weaker in Dom3. |
Re: Useless or redundant units?
In theory, swarms of lightly armored units should be able to overwhelm heavily armored enemies. In practice, it's often better to just use heavy armor instead. It's not just initial gold cost. If my understanding of rules is correct, you pay much higher gold upkeep costs for light infantry, because it's based only on initial price which is the same as heavy's and sometimes holiness. In addition, you need more supplies, and growth scale was never considered very strong. Population growth is next to zero, and Order gets you bigger income bonus.
A new mod command could be useful: #lowupkeepcost . Or just decrease prices of low infantry, but that would break with the convention of resource cost for equipment and gold for body. So I prefer #lowupkeepcost, to keep things nice and tidy. |
Re: Useless or redundant units?
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You have always been one of my best examples. Lets both hope that neither of us ever have anything to say in the games development. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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