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-   -   Newbie Question about Desert Tombs (http://forum.shrapnelgames.com/showthread.php?t=19342)

tinkthank June 12th, 2004 02:24 PM

Newbie Question about Desert Tombs
 
I just wanted to check out the units of Desert Tombs (never played them, really), and see that the game starts with 1 lvl-3 Unholy Priest, but I see no way to recruit further examples of these or other unholy fellows. What exactly does Desert Tombs offer then? How do I get these unholy chaps? (And what am I supposed to do with them? Dont unholy priests basically just cast spells which increase the robustness of undead?)

Thanks much

PrinzMegaherz June 12th, 2004 02:27 PM

Re: Newbie Question about Desert Tombs
 
Unholy priests may reanimate undead beings, depending on their unholy level. You get more unholy priests by summoning them (using death gems). Its the same with ermor Ashen Empire and Soul Gate.

tinkthank June 12th, 2004 03:53 PM

Re: Newbie Question about Desert Tombs
 
Ah right, my mistake was no death on my pretender.

Two follow-up questions:
1. What does the spell "blessing of the grave" (etc) do? It says "activates the power of an undead troop", but what does that mean? Does it give them a bless effect as if they were holy, or what?
2. It seems you need a whole lot of death gems to summon those more powerful unholy priests. Are they worth it?
Other question: What scales do you take? You need death and heat, and that death hurts -- so do you take order, or luck, or what?
thanks a lot

quantum_mechani June 12th, 2004 06:06 PM

Re: Newbie Question about Desert Tombs
 
Quote:

Originally posted by tinkthank:
Ah right, my mistake was no death on my pretender.

<font size="2" face="sans-serif, arial, verdana">Actually, the living sauromancers are sufficient for the nation-specific summons.

Scott Hebert June 12th, 2004 06:16 PM

Re: Newbie Question about Desert Tombs
 
Quote:

Originally posted by tinkthank:
Ah right, my mistake was no death on my pretender.
<font size="2" face="sans-serif, arial, verdana">Actually, for C'tis, that isn't really a problem. Your Sauromancers are able to Summon all of the national summons.

Quote:

Two follow-up questions:
1. What does the spell "blessing of the grave" (etc) do? It says "activates the power of an undead troop", but what does that mean? Does it give them a bless effect as if they were holy, or what?
<font size="2" face="sans-serif, arial, verdana">I believe it's like Blessing, but only works for Unholy troops. AFAIK, you don't have any as Desert Tombs C'tis. The Tomb Wyrms (that an Unholy-4 Priest can reanimate) are listed as Sacred, not Unholy. This would lead me to believe that you need a living Priest to bless them.

Quote:

2. It seems you need a whole lot of death gems to summon those more powerful unholy priests. Are they worth it?
<font size="2" face="sans-serif, arial, verdana">In a word, yes. The undead generation snowballs, basically. And a portion of the Longdead you reanimate (my norm) are C'tissian Longdead, which are generally better than normal Longdead. I don't find the Tomb Wyrms worth the investment, so the only reason to get the Undead High Priests is for their Unholy spells, really. I generally stick with the Tomb Priests.

Quote:

Other question: What scales do you take? You need death and heat, and that death hurts -- so do you take order, or luck, or what?
thanks a lot
<font size="2" face="sans-serif, arial, verdana">I generally take Order-3, some Productivity, and Magic. Those Tomb Guards are really quite good.

As for research, I'd blitz Enchantment to level 6 to get Banefire Archers. One of the main strengths of DT C'tis is that you're guaranteed to be able to cast virtually all of the Banefire spells, so you might as well get used to it. On the way, you get to gather up the Raise Dead spells and some generally useful spells.

Just some ideas. http://forum.shrapnelgames.com/images/icons/icon7.gif

Scott

tinkthank June 12th, 2004 06:24 PM

Re: Newbie Question about Desert Tombs
 
Thanks.

But BT, if these Unholy spells dont actually affect non-unholy troops (and apparently the Ctis undead summons is not unholy), then those Unholy priests have no use for their spells -- right? So they are there for summoning fodder?

HJ June 12th, 2004 06:29 PM

Re: Newbie Question about Desert Tombs
 
You still need unholy priests to bless your undead troops and commanders. At least it used to be like that (I just checked my DT game from some time ago, and Divine blessing did nothing to the Tomb priest until he cast Blessing of the grave on himself).

Scott Hebert June 12th, 2004 07:09 PM

Re: Newbie Question about Desert Tombs
 
Quote:

Originally posted by tinkthank:
Thanks.
<font size="2" face="sans-serif, arial, verdana">Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

But BT,
<font size="2" face="sans-serif, arial, verdana">Please, call me Tasogare, or Scott. I wonder who people are talking about when they say BT. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

if these Unholy spells dont actually affect non-unholy troops (and apparently the Ctis undead summons is not unholy), then those Unholy priests have no use for their spells -- right? So they are there for summoning fodder?
<font size="2" face="sans-serif, arial, verdana">They don't have use for the Blessing spell, no. They still benefit from the Power/Protection spells.

Now, this is just my impression. It's possible that it's just a graphic error.

Something that I wish was implemented would be to have Sacred Serpents turn into Tomb Wyrms if you have a Death-9 Blessing. Right now, it doesn't help them out at all... which is odd, to me.

Scott

tinkthank June 12th, 2004 07:46 PM

Re: Newbie Question about Desert Tombs
 
Thanks much.
Sorry about the name mixup.

Scott Hebert June 12th, 2004 08:16 PM

Re: Newbie Question about Desert Tombs
 
Quote:

Originally posted by tinkthank:
Thanks much.
Sorry about the name mixup.
<font size="2" face="sans-serif, arial, verdana">No mix-up. http://forum.shrapnelgames.com/images/icons/icon7.gif BT is perfectly fine, except that it takes me about a minute to realize someone is talking to or about me. http://forum.shrapnelgames.com/images/icons/icon7.gif I answer to quite a few names, the nicer ones being Scott, Tasogare, Taso, and Tas. http://forum.shrapnelgames.com/images/icons/icon12.gif

Anyway, I'm wondering if IW can work their 'theme' magic on Return of the Raptors the way they did on Desert Tombs... there's just so much lost there, to me.

Ah well. http://forum.shrapnelgames.com/images/icons/icon12.gif There's always time...

Scott

Scott Hebert June 14th, 2004 04:01 PM

Re: Newbie Question about Desert Tombs
 
Quote:

Originally posted by PDF:
While we're at discussing DT, does someone have a good Pretender design from them ?
I've never played DT nor any C'Tis altogether, would like to try them but ain't that sure of the paths I've to take : definitely Death, and maybe Air ? Would some Nature helps also ? http://forum.shrapnelgames.com/image...s/confused.gif
<font size="2" face="sans-serif, arial, verdana">I personally wouldn't take Death. The Sauromancers can take care of all of your Death needs. Nature would help with Desert Tombs, since you lose the Shaman, and with Death-2, if you want to use your living armies, supply ... er, scratch that. I believe you still have the Empoisoners who can make the Winebags. NM.

Really, C'tis has few 'needs' as far as a Pretender goes. With the Tomb Guards, you don't even really need a SC for early expansion. You might want to take Fire-3, to ensure you can forge Fire-path enhancing items, but even without that, you can get the Skull of Fires, and a Fire-2 Sauromancer can use that to forge the flaming helm of DOOOOOM.

You really don't want to do a Bless strategy, as you don't have the Serpent Dancers (BTW, IW, Undead Serpent Dancers would rock for DT, and if keyed to Life after Death, would give base C'tis more options). This all leads me to believe you should focus on a 'scales' Pretender.

If there was a Pretender that produced Death gems, I'd take them (for faster production of Tomb Priests), but as it is, just focus on getting all of the Order/Productivity/Magic you can. That's what will fuel you, IMO.

June 14th, 2004 06:27 PM

Re: Newbie Question about Desert Tombs
 
Tomb Wyrms are Sacred as well as Sacred Serpents.

Scott Hebert June 14th, 2004 08:24 PM

Re: Newbie Question about Desert Tombs
 
While that is true, Zen, I don't see either the Sacred Serpent or the Tomb Wyrm as worthy of basing a Bless strategy around. The Sacred Serpent is too expensive for a very fragile unit (whose main purpose is not admittedly melee combat), while the Tomb Wyrm is too rare to base a strategy around.

That's the main reason that I don't think that DT C'tis should pursue a Bless strategy.

Anglachel June 15th, 2004 12:23 AM

Re: Newbie Question about Desert Tombs
 
Been playing around with the new Desert Tomb Ctis and I find the 50 point discount on the theme to help a LOT. Thanks IW! I use a Ghost King pretender with Earth 4, Fire 4, Astral 7, and Death 4. The scales I use are Turmoil 3, Sloth 3, Death 3, Luck 3, and Magic 3. Dominion is around 5 and the zero cost castle. I do fire and earth at 4 for searches of provinces for money sites or fire gems for alchemy. The eventual income I get from fire gems and gold sites offsets negative scale loss of income. I spam buy sauromancers for research power and thier powerful death magic and helpful random, plus the inborn ability to cast Reanimate Archers and Banefire. I make the tomb priest you get at the beginning a prophet and start it reanimating tomb worms. I research enchantment to level 4 for Twiceborn and switch to evocation until level 6 for the Banefire spell. While researching up evocation I start casting Twiceborn on as many Sauromancers as possible. When I hit evocation 6 and if I get a lucky nature random on a sauromancer, I switch to construction till level 2 for fever fetish and then switch back to enchantment till level 6 for Pale Riders at 5th and Reanimate archers at level 6. I then switch over to conjuration till level 9th. During all of this I have been striking out at the surrounding indies with my Banefire casting Twiceborn Sauromancers till they bite it(hopefully without getting a feeblemind wound) and come back to the capitol upkeep free for research or they actually conquer a province and move on to another one. Meanwhile, with my Ghost King in tow casting magma eruptions and astral fires I mop up surrounding indies with my prophet and summoned unholy priest king, both level 4, using tomb worms and ghosts the Ghost King squeezed out while researching. The Ghost King stays in tow, doing site searches until around conjuration level 5 where he hauls it back to a lab to alchemize and research and cast Akashic Record on new provinces conquered while my sauromancers pump out Mound Kings with 50 man Banefire Arrow archer raiding squads until such time my death gem income and research let me move up to Bane Lords for leading about a 75 archer, 50 undead horseman province and castle crusher armies which can be raised in a fairly small amount of time being that Animate Archers is 5 death gems for 10 units and Pale Riders is 10 death gems for 20 or more units.

In general a very fun theme to mess around with having the uniqueness of holy and unholy priests and banefire theme of magic. Again, thanks to IW for lowering the cost on this theme.

[ June 14, 2004, 23:26: Message edited by: Anglachel ]

Anglachel June 15th, 2004 12:48 AM

Re: Newbie Question about Desert Tombs
 
Quote:

Originally posted by Scott Hebert:
While that is true, Zen, I don't see either the Sacred Serpent or the Tomb Wyrm as worthy of basing a Bless strategy around. The Sacred Serpent is too expensive for a very fragile unit (whose main purpose is not admittedly melee combat), while the Tomb Wyrm is too rare to base a strategy around.

That's the main reason that I don't think that DT C'tis should pursue a Bless strategy.

<font size="2" face="sans-serif, arial, verdana">It is certainly viable if not perhaps powerful to pursue a blessing strategy with Desert Tomb Ctis. You would have to produce a huge death gem income quickly and the growth of your tomb worm army would be very slow at first but one of the advantages of the summonable level 4 unholy priests that produce the tomb worms is that they can lead the army, replenish it out in the field, and bless them while in battle. You also aren't required to have a castle to produce sacred troops, won't be hampered by dominion strength restrictions, gold, or production. You only need labs and a large death gem income to bring in the priests at 23 death gems a pop. Some of the other advantages of the tomb worms are that they have high magic resistance, good hitpoints, and are not mindless. However, they are not amphibious which kind of sucks and they are sort of slow moving and have lousy defense and protection. This is mitigated somewhat by their disposable nature. They take an unholy Version of bless to activate bless effects just to answer an earlier question.

So, VERY viable. Not optimal or powerful perhaps but there are inborn advantages to the application of bless strategies for the Desert Tomb theme if you really commit to optimizing it fully.

PDF June 15th, 2004 01:58 AM

Re: Newbie Question about Desert Tombs
 
While we're at discussing DT, does someone have a good Pretender design from them ?
I've never played DT nor any C'Tis altogether, would like to try them but ain't that sure of the paths I've to take : definitely Death, and maybe Air ? Would some Nature helps also ? http://forum.shrapnelgames.com/image...s/confused.gif

tinkthank June 15th, 2004 12:08 PM

Re: Newbie Question about Desert Tombs
 
Small follow up here:

I am becoming intruiged with DT, because if you can field a large number of undead summons, this is the perfect fodder answer for Poison Slingers. In normal Ctis, I get upset when my slingers poison my whole army -- but here....
Only question is: What orders do you give em, and where do you position em? Because of their lousy range, when I set them to fire closest, they STILL run out quickly and get slaughtered. Should I set them to fire and flee (and then spend my subsequent turns running around gathering them up from neighboring provs)?

Last question: What schools/spells do you research? I think the only spell I can think of offhand with death and fire is Banefire -- is that it? Do you rush for it? Is it good? I figure I would need construction soon to make Skulls o Fire -- with fire, I suppose one goes Evocation. But what good is Evocation with death??
What good is Thaumaturgy without Astral?
So basically, I am confused as to a good research strategy.
And the poison slingers. Heheh, thanks.

Scott Hebert June 15th, 2004 02:58 PM

Re: Newbie Question about Desert Tombs
 
Quote:

Originally posted by tinkthank:
Small follow up here:

~snip Poison Slinger angst~
<font size="2" face="sans-serif, arial, verdana">I personally don't use them, mainly for the reasons you give. Unless you can give them Poison Immunity, you're probably going to lose a couple of them each battle. Too much investment for too little return, for me.

Quote:

Last question: What schools/spells do you research? I think the only spell I can think of offhand with death and fire is Banefire -- is that it? Do you rush for it? Is it good? I figure I would need construction soon to make Skulls o Fire -- with fire, I suppose one goes Evocation.
<font size="2" face="sans-serif, arial, verdana">As I believe I posted elsewhere, rush Enchantment to level 6. The main benefit of Thaumaturgy for Death is Terror, which you already start with. (Side note: Biggest advantage of taking high-Death pretender with Desert Tombs is wide-area Terror.) So that's not a priority. Conjuration would be good, except that most/all of your death gem income will be going towards summoning your Unholy priests. So that's not good, either. The other good school to research is Enchantment. It gets you Reanimation (which is completely overshadowed by your priests), and more importantly, the Raise Dead spells. However, at Enchantment-5, you get Pale Riders (which, I'm told, can be useful), and at Enchantment-6, you get Banefire Archers. Banefire Archers are superior to your Poison Slingers in almost every way imaginable.

My vote for early Research with Desert Tombs is Enchantment. As an added bonus, if you take a Nature pretender, Gift of Health is Enchantment-5. The other school you really do want to research is Construction, for what I think should be obvious reasons.

Quote:

But what good is Evocation with death??
<font size="2" face="sans-serif, arial, verdana">Evocation gets a few good combat spells in Evocation. Probably the best is Nether Darts (which requires Astral too), but Shadow BLast can be powerful, if you put death gems on your mages.

Quote:

What good is Thaumaturgy without Astral?
<font size="2" face="sans-serif, arial, verdana">Thaumaturgy is good for site-searching spells (though not in Death), Terror (which you already have), and Wither Bones. If you research Thaumaturgy for anything, it probably should be Wither Bones.

Quote:

So basically, I am confused as to a good research strategy.
And the poison slingers. Heheh, thanks.
<font size="2" face="sans-serif, arial, verdana">I hope this helps. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 15, 2004, 14:03: Message edited by: Scott Hebert ]

tinkthank June 16th, 2004 12:24 PM

Re: Newbie Question about Desert Tombs
 
Hey thanks, all helpful stuff here.

Im still trying to get Poison Slingers to work with an undead fodder screen. Having minor amounts of success.

I wish there were an Air buff spell which increases the range of missile troops (alteration).

Further follow-up questions:

1. Any tips on getting Empoisoners to successfully assassinate (primarily: early game; NOT with super-duper gear)?

2. Any tips on offensive spells, and who to use them with? I love Sauromancers, but dont get much use out of the others.

3. Holy vs Unholy: Does it matter who blesses whom? It seems there are some nice choices of sacred units here -- are there also unholy troops I havent found yet?

4. Scales and Blessings: Does anyone think it is unwise to go for at least astral 4? I like the magic resistance, what do you say?

Reverend Zombie June 16th, 2004 05:28 PM

Re: Newbie Question about Desert Tombs
 
Quote:

Originally posted by tinkthank:
Hey thanks, all helpful stuff here.


Further follow-up questions:

1. Any tips on getting Empoisoners to successfully assassinate (primarily: early game; NOT with super-duper gear)?

<font size="2" face="sans-serif, arial, verdana">I have success scripting them to cast raise dead.

tinkthank June 16th, 2004 05:48 PM

Re: Newbie Question about Desert Tombs
 
Quote:

Originally posted by Reverend Zombie:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by tinkthank:
Hey thanks, all helpful stuff here.


Further follow-up questions:

1. Any tips on getting Empoisoners to successfully assassinate (primarily: early game; NOT with super-duper gear)?

<font size="2" face="sans-serif, arial, verdana">I have success scripting them to cast raise dead. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hm ok -- but that requires D2, so you will need at least construction 4 first before enchantment 3, right? At what turn can you get that?

Scott Hebert June 16th, 2004 05:55 PM

Re: Newbie Question about Desert Tombs
 
Well, just a thought, but have you tried Skull Talismans? Presuming your Pretender has any Death magic, you could have an Empoisoner working from turn 2 (first assassination on turn 4).

Reverend Zombie June 16th, 2004 07:25 PM

Re: Newbie Question about Desert Tombs
 
Quote:

Originally posted by tinkthank:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Reverend Zombie:
I have success scripting them to cast raise dead.
<font size="2" face="sans-serif, arial, verdana">Hm ok -- but that requires D2, so you will need at least construction 4 first before enchantment 3, right? At what turn can you get that?</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ooops. I meant the "animate skeleton/dead" that raises just one undead at a time, is available at encantment 1.

[ June 16, 2004, 18:30: Message edited by: Reverend Zombie ]

tinkthank June 17th, 2004 09:51 AM

Re: Newbie Question about Desert Tombs
 
On a side question: The Keeper of the Tombs is a level 2 priest but not sacred -- is that intentional? I cant think of any other unit like that offhand that has priestly abilities but is not able to be blessed him/herself.


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