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Edit: I checked, you are right. I had the strongest recollection of it being changed. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Uh, so they can still teleports? Is this getting changed in some patch or not? |
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admin * scale bonus * tax rate in doms I without patrolling it gives : 1.5 * 1.3 * 1.3 = 2.535 380 gold for 30000 pop capital with patrolling (order dont increase max gold output): 1.5 * 1.3 * 2.0 = 3.9 585 gold for 30000 pop capital in doms II, without patrolling (hey sure!) : 1.25 * 1.33 = 1.6625 249 gold for 30000 pop capital and thats it : 249 gold versus 580. In these 580, you need to recoup the draft cost of patrollers, and pay there upkeep though. Significant, but 50 archers cost only 25 gold in upkeep, and 400 gold to buy. So the ratio is that you have half the gold of doms I in doms II (for the capital). |
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>I don't think Castle admin add to tax income, only resource? Am I right?
No. Admin in Dom I added in as a direct bonus. In Dom II it adds 50% of the bonus. > a Sphinx doesn't kill fast enough with Astral Almost all my Sphinx's use fire and/or water in order to get fire shield and/or breath of winter. You can have both up at the same time BTW. It kills troops plenty fast, and the ability to teleport into and deal with the biggest enemy threat before it can move, is huge. >I see thunder ward gone. >It's there. Now you need only Air 2. You mean it only starts at 50%? And thus detrimental to game balance? May be. But I'll have to wait and see. Not only partial defense, but it only affects a handful of troops. It's not good enough to defend an army from wrathful skies. >>Seithkona nether darts >It's more than a trick. It's too potent. >You have similar killer spells in other paths: "Flame Eruption", "Astral Fire". It's more than "nether darts". It's seithkona-nether darts. The siethkona are incredibly cheap and are very available. The combo is simple and cost effective. That's what makes it better than other spells. Astral fire isn't something that any mass produced mages can cast. Flame eruption requires very close range. In Dom II this is much harder to get since armies start farther away from each other. |
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I must say I like the D2 economics better. In D1 everyone - maybe even you - thought this patrol trick was bothersome and silly. Everyone felt compelled to pick growth +3 and order +3 for the extra gold, almost disregarding the increased productivity and growth - dumb. Everyone felt compelled to pick a 35+ admin castle for the same reason - dumb. Now that there are less no-brainers, we have more choices, and that's good. The only problem is the costs of units and leaders should have been scaled down to fit the new economics. BTW, am I the only one to patrol my capital and raise taxes to 200% when I have idle troops there? I've never been so rich in D2 than when I tried turmoil +3/luck +3 and started to slaughter my commoners with all the free militia I got. http://forum.shrapnelgames.com/images/icons/icon10.gif Quote:
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[/quote][/QB] >5. MP = early game supercombatents? Am I the only one who finds early game super combatents dieing left right and center when used carelessly? My "Back to the Ice Age" Jotun race has awesome early supercombatents and all it takes to kill one is a few lizards with pokey things! Sure they smash low damage dealers but I wouldn't have thought two handed weapons were a hard to achieve counter? We obviously have different definitions of super combatant. [/QB][/quote] Thats rude Alex. I have read through many of your Posts in the Last few days and taken them seriously and tested your statements because I respect your opinion. If you are going to blow me off with vague throw offs after I have attempted to make a reasoned argument I'm left wondering why you are in such a bad mood and why have you given up on reason all of the sudden? In know what a SC is Alex - you taught me! Please Alex pull back from your grump and discuss because as yet you haven't given much backing/detail at all to your claims and I, and others, need to hear examples of the SC's you are talking about. Otherwise you are responding to me like I'm just to stupid to play this game properly so you can't even be bothered explaining your view. Keir |
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I also find the new "Order" scale forces me to make some painful (but good for gameplay) tradeoff. To raise income, I need order but I'll have less beneficial random events. Some of these events are very significant, I've got a Lore Master and a Stalker (the ethereal assassain). I hate to lose them because of a +3 order http://forum.shrapnelgames.com/images/icons/tongue.gif . |
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>I do have the suspicion that with turnmoil+3 / luck+3, you'll get more income from random events than the shortcomings from the tax penalty. If you could compensate the 20-40% shortfall with patrol, it might be an interesting strategy.
That's one of the first things I tested when I got the demo. No such luck (no pun intended). You can't make up the shortfall with a turmoil-luck strategy. The potency of the luck stat seems to have gone down. Particularly if you take order, which is almost a given in the low gold enviornment. |
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