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Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
I was wondering if you guys hopefully could give out some more information on the development of R´lyeh, themes etc? Anything at all will do http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
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Also if they build coastal castles they recieve and can recruit hybrids ala shadow over innsmouth(or the movie Dagon). Ia Ia Cthulhu ftaghn |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Bah! Ulm is the best! http://forum.shrapnelgames.com/images/icons/icon10.gif
There are any themes for Ulm? |
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Ulm has the Iron Faith dominion theme. In it, their fear of magic has gone so far as to cause even their master smiths to abandon its use. An Inquisition has formed and the only magic is in its hands, to be used exclusively for fighting heretics, of course.
You lose the Master Smiths, but you gain knights and magic-weilding units. It's a nice variant. Sort of like Ulm-meets-Marignon. |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Since this derailed in to a "ask about themes from "insider" people" thread, i'll ask:
Themes for Caelum? |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
And Arcoscephales ? With Greek mythos background ideas for themes abound... http://forum.shrapnelgames.com/images/icons/icon7.gif
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What about illithids, have they been granted more psionic abilities? Enslavement for example? http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
<<<
Since this derailed in to a "ask about themes from "insider" people" thread, i'll ask: Themes for Caelum? >>> yes they have 2 themes : "chicken revenge" : in this theme, all Caelian have lost wings, which is quite infuriating. They now move on land exclusively, but at least they get a +1 str bonus because of being so enraged to rely on that. The drawback is that if you spill corn before them, they will break formation. "egg shell cult" : Caelians abandonned their ice armor, which are not even flavored with vanilla and strawberry, and wear only egg shell on top of their head for protection. They randomly move in the countryside, saying 'thats too injust!'. nb : dont take my joke too seriously Nerfix, I have nothing against you http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 29, 2003, 10:41: Message edited by: Pocus ] |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
LOL http://forum.shrapnelgames.com/images/icons/icon10.gif , Pocus
actually Caelum has the 'Return of the Raptors' theme, which gives you Harab Seraphs that are skilled at air, death, and earth magic. I do like the Egg Shell Cult, though, something for Illwinter to consider http://forum.shrapnelgames.com/images/icons/icon12.gif . somewhat OT: there has been a discussion earlier about the ice weapons and whether they are too strong vs. ethereal monsters. Well, there are other things that you can do that will give you a similar advantage. I am playing Marignon right now with the diabolical faith theme. I choose a Moloch pretender (one bad mother, btw) and gave it fire magic level 9. This results not only in giving my holy units a +4 in attack when blessed, but also they will wield fire weapons. Now watch that horde of flagellants flail out fiery death http://forum.shrapnelgames.com/images/icons/icon10.gif . My point is that magic weapons are not restricted to Caelum. |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Return of Raptors...
Grrrreat, evil theme for Caelum... (do you think i'm disturbing because i try to find evil in every nation of Dominions II?) |
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http://forum.shrapnelgames.com/images/icons/icon12.gif Anyway, "the search for evil" is for my plans of a custom map... |
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Aaaa, Pocus is in the rigth tracks!
It hasn't anything to do with my title in Dominions X, eh? http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif |
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Uhhh...Mind burn, sirs?
They had Mind BLast in Dominions I... Mind BLast does area of effect stun(fatigue) damage. [ September 29, 2003, 17:56: Message edited by: Nerfix ] |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Oops, my bad! I had Mind BLast confused with the Astral spell, Mind Burn, which has a chance of feebleminding the victim.
Sorry 'bout that! |
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Hmmm...I don't remember Mind Burn causing (specificaly) feeblemindness in Dom I...
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Nope!
And Mind BLast is remade. No splash. Prec 100. Range 50 or so. Paralyze one target. Paralyze is a new thing. Different from fatigue. Either you are paralyzed or you are not. If you are you cannot move or defend. |
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Kristoffer O bLast me with a ray of heavenly knowledge from heavens...
Errrrr... Thanks for the info! ...and extra paralyzation results damage 2/round... http://forum.shrapnelgames.com/images/icons/icon12.gif Well, that is what dom2progress tells me... |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Ok, i have two questions:
1) Does R'lyeh have any sacred units? I imagine that some or all of the Void Boogeymen(sorry, but word "Boogeymen" is so neat!) are sacred. 2)Have you made any changes to the Void Lord Pretender? |
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yes
no |
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Good.
Not good. |
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Whats wrong with old worm face?
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
You don't go to usenet Groups often, do you?
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Often enough. So what is wrong with him? I recall you saying on usenet once that he was ugly, but if this is the extent of your complain I fail I have nothing further to add.
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Lol, errrr, no i didn't mean that:
Why don't people play with Shedu or Old Wormface? *tock* *tick* *tock* *tick* It starts with word Magic and ends with word Duel. Well, that along high cost, and since R'lyeh realy can't take negative scales because they need every drop of money they can get so they could purchase their units, especialy Mind Flayers who cost cosmic 75 gp in Dominions II(according to my latest knowledge), you'll end up either with "retarded" Pretender or "retarded" Dominion. And since R'lyeh now has Sacred units, we'll also have to remember bless effects too. [ October 05, 2003, 15:46: Message edited by: Nerfix ] |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
I have a little trouble taking the whole usenet magic duel debate seriously, since Ying Wan Lam discovered that the magic duel had been seriously bugged for the better part of the time that all the complaints were made.
The illithids do not cost 75. Rlyeh can take cold 3 and can afford low production scales, I think Rlyeh can be more liberal with spending point on their pretenders than most other nations. |
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That raises the question of whether magic duel has been changed in Dominions 2 since it seems to inspire strategy-changing fear when mentioned in Dom1. It is after all the only mage specific targeting spell I can think of...and that is quite an advantage. It should either not be based only on astral or have a fairly large uncertainty factor for the better mage's chance of living.
PS: Oops...theres another thread for that. And I guess the fear probably stems from the bugged Version. I've never seen it much myself so I wouldnt know. [ October 05, 2003, 15:59: Message edited by: LordArioch ] |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Magic Duel still kills you if the enemy mage has a single pick more Astral than you have.
Illithids not costing 75 gp is a good thing. How does Cold 3 differ from Heat 3 for R'lyeh? And at least in Dom I, Cold/Heat 3 cuts down your income of land provinces, and even if you don't need much resources, you will still need money. I am sorry for any half-asses information, but i am just a very active lurker of Dom II progress... |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
It never did, not even while bugged. Both mages add 1D6 to their astral skill. The bug made the initiator win always.
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Too...much...divine...energy...
And how does 3 Cold differ from 3 Heat for R'lyeh? |
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So (1) I think you're a bit rude, and (2) that should be an incentive for the devs to be more versatile on the inner mechanics of the game - in this case if we players had known about the 1D6, we players wouldn't have been long before suspecting something didn't work as expected in magic duel. |
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As for MD, it has left deep, deep scars to Dominions.... Void Lord and Shedu being treated like lepers... [ October 05, 2003, 18:02: Message edited by: Nerfix ] |
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Who is everyone? |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Ok, but i have a question about Pokectulh...err...Tentacle Boog...I mean, Void Monsters:
Do you summon them or do you get them from a magic site? |
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People's decisions on this were almost entirely made on how Mind Duel was _supposed_ to work, not how the bug made it work. Besides, do you really expect players to have enough time to testbed _every_ aspect of Dominions?! The effects of Mind Duel on Pretender design and faction balance are IMHO undeniable and undesireable. |
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To sum it up: I have played a fair number of games with reasonably competent players and mind duel has not in my experience been a major factor in pretender design. Nor does its power when analysed appear to me to be so decisive as the cspigs discussions imply. I think the astral kings have been attributed consequence disproportionate to their actual power. Perhaps we could play a game or two when Dominions 2 becomes available to you. |
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Hmm. For a while at least. Then others might try to boost their mages to get rid of him. Can it be that no one gives their pretenders astral picks? http://forum.shrapnelgames.com/images/icons/shock.gif I often do. There are so many useful astral spells, low as well as high level and a dead pretender is not a big problem. |
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Hmm. For a while at least. Then others might try to boost their mages to get rid of him. Can it be that no one gives their pretenders astral picks? http://forum.shrapnelgames.com/images/icons/shock.gif I often do. There are so many useful astral spells, low as well as high level and a dead pretender is not a big problem.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Pretenders with Astral IMHO are far better off not spending points on other magic paths, especially when they are expensive to begin with. You can afford more Astral this way, and don't stand to lose 2 skill when you die. These are both cool Pretenders, and I have considered using them -- but because I like them rather than because they're effective. If it wasn't for the nature of Mind Duel I might even use them in a multiplayer game. The Shedu's inability to wear an Astral Skullcap, 125 cost, and starting with only 1 Astral is particularily bad. |
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Can you tell me that WHAT THE HECK IS A MIND DUEL? http://forum.shrapnelgames.com/image...s/confused.gif
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[ October 06, 2003, 08:58: Message edited by: Jasper ] |
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Just realised something...
The role of Illithids has changed: In Dom I, they are "artilery", having a ranged attack with AoE. In Dom II, they seem to be somekind of "Snipers", taking out single units effectively out of batle. I can see the huge potential of this, being able to lock down Cavalry, including Knigths, Serpent Cataprachts and *drum roll* Atlantian War Lobsters and "Big creatures", including Krakens, Sea/Horned/Sacred Serpents and *behold!* Shamblers And i think that their commanders can still target magic Users and commanders, shutting down mages, priests and *gasp* supercombatants. Of course i think that you can resists the effects of new Mind BLast, but i can still see the potential. |
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