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Re: Dom I Strategies which WON\'T work in Dom II
IMHO leprosy is the worst army bLaster there is:
It is dirt cheap, and even if "just" diseases and wounds the troops, the effects are crushing: Instead of dead units you will end up having dying troops, who still eat, figth(propably not for long though) and have upkeep cost. You can also get it ealier than other army bLasters, and it think requires less skill to cast than others. [ October 17, 2003, 06:07: Message edited by: Nerfix ] |
Re: Dom I Strategies which WON\'T work in Dom II
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I don't think that you can kill 600 troops with a single MW. As Alex said, it can only kill 20%-40% of an army. If your enemy has a 2000 units army, Mw won't help you. In my experience, 30 water gems is a significant amount even at turn 30. 15 water gems per turn is a very good income already. I can think of many other good ways to use 30 water gems. 30 water gems give 30 winter wolves, or 3 Boots of Quickness - neither is too shabby. |
Re: Dom I Strategies which WON\'T work in Dom II
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Edit: I wonder why there isn't an "Earthquake" province bLasting spell for earth... I don't mean it would be the temple killing earthquake, but an earthquake in general. Edit Redux: I also predict that Star Child will become the new king of assasins in Dom II because of the singletarget, range 50, precision 100 no AoE paralyzing Mind BLast. Just put SC in the other edge of the batlefield and bLast away with Mind BLast. Extra paralyzation does 2 damage/round, it may not be the fastest way to kill someone, but powerfull nevertheless. I however think that MR can be used to resist Mind BLast. But he still has Star Fires, Luck, Twist Fate and Body Ethereal with him if the enemy resists. And if you give him Astral Skullcap, he can Horror Mark commanders, Mind Burn commanders, and in fact, he can Mind Hunt commanders from some cozy laboratory. But this is just what i predict. [ October 17, 2003, 06:39: Message edited by: Nerfix ] |
Re: Dom I Strategies which WON\'T work in Dom II
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In the house rules some of us plays, we interdicted the casting of the 3 army bLasting spells in no dominions was in the province. Perhaps too extreme, and a solution could be to tie the cost of the spell to the dominions level : if you dont have a presence in a province, harnessing magical energies in it should be more difficult somehow. To understand the problem, you have to play games which Last reasonnably long, on medium to large maps. It seems to me that dominions is failing in his game balance when you reach this point, but this is seldomly seen as most tests and games are stopped before reaching this extremity. If Daynarr or Psitticine can give their opinion on how these spells play in doms II, then perhaps further conclusions could be drawn. |
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1. it is always better to have a game balanced by the devs, they know all the intricacies and implications incurred by a changes, it is their game after all. 2. it solves the problem of players which dont have time to browse all the mods to asserts which ones balances things the way they want. Also, not all players are aware enough of the game subttle mechanisms to make the best appraisal about a given issue. 3. it solves the problem of MP games where you have to decide democratically which one to use. |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">They're for targeting mass murderers. Magic save can always be allowed. I was just being light in detail. |
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