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Should improving Arcoscephale Golden Era be a priority?
I'd like to get a sampling of the general community and their feelings about GE Arcoscephale. I'd like to think that I'm not the only one who loves the concept of this theme, but feels they are comparatively weak when compared to other races... in particular to Base Arcoscephale, which is generally considered one of the stronger nations. I've tried not to include any bias in the questions, but I think most people know where I stand =).
[ June 20, 2004, 23:37: Message edited by: Blitz ] |
Re: Should improving Arcoscephale Golden Era be a priority?
it is weak, though not the weakest.
i can't really see it as being a priority, however. hopefully sometime they will be given a bit more oomph. perhaps make the troops affordable? I'd say the automatic success of fatigue attacks should be more of a priority, since, as presently constituted, they seem like the new "pre-2.11 paralysis". |
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The wind riders need a price tweak, other than that, it's fine.
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lol what about the resource cost of their fairly uninspiring hvy infantry, the myrmidons? 35 resources for an enforced sloth theme...
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Re: Should improving Arcoscephale Golden Era be a priority?
GE is fine. You want to see some seriously underwhelming themes, take a look at BK Tien Chi, NE Pan, or Raptor Caelum. GE Arco is far from bottom of the heap. Hell, Tien Chi, period, seems kinda underwhelming. When was the Last time you saw them in a game, and how well did they do? http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Should improving Arcoscephale Golden Era be a priority?
I have to concur with Norfleet in his assessment that there are far more critical areas than GE Arco to work on. Raptor Caelum in _particular_ suffers horribly in respect to the main theme. (I
've never tried to play BK Tien Chi.) In regard to Tien Chi, I have made the observation that it does seem to be a nation that the AI is able to play well. If this is the case (and not simply my own poor play skill vis-a-vis TC), it might do well to study Tien Chi to try to figure out why the computer does relatively well playing it. For the sake of completeness for the survey, though, I noted that question #2 seems to have no real positive answer. You ask, 'Should GE be a priority?", and the _most_ positive answer is 'if the designers have time'. I think that a simple 'yes' answer should be added to the poll. |
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All it takes is one spell to make TC totally ineffective in their area of speciality. Magic Duel. Take that and you can take out high gold mages by the dozen with a 50% of success with sages/vaetti and any other number of 1 astral mages. Witch Hunters, Pythium, Rlyeh and any other number of nations can neutralize them fairly easily.
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Re: Should improving Arcoscephale Golden Era be a priority?
My problem with TC is that the Celestial master, while versitile, lacks focus. I don't play TC much, but as I recall they only get level 2 water, is that right? I guess they scream for power of the spheres, but for my money I'll take a more focused mage any day. That's just personal taste though, and not really a weakness of the theme... just a big reason why I don't play it.
Master of the way on the other hand, is awesome. Too bad celestial masters weren't more like Theurgs or other more focused power mages. |
Re: Should improving Arcoscephale Golden Era be a priority?
Celestial Masters are one of the best mages in the game bar none.
Right near High Seraphs in my book for effectiveness. It's not uncommon in games with me to have 9 out of 10 of the slots filled with CM's laying down the unbridled punishment. Unfortunately, their weakness can't be averted (I.E. 1 Astral). And when playing against people of any sort of skill, sending out throw away troops to Duel your masters is a common practice. And so either you are forced to take an Astral King/Queen which is dangerous in and of itself, or know that you can't use your mages. |
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[ June 21, 2004, 04:20: Message edited by: Norfleet ] |
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As if Vanheim needed any more toys, the Midgaard Volva are an even better deal at SS for 120. Nothing like a team of 30 of them mind deuling, soul slaying, paralysing, and stealing troops from the other side. Maybe not the bang for the buck of the battlefield that the fortune teller or seithkona are, but they've always been my personal favorite. |
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Re: Should improving Arcoscephale Golden Era be a priority?
I'd say that boosting Arco GA would be about *the* lowest thing on my priority list, which is not to say there is no need for tweakings, but simply because there are soooo many more global issues I would rather see addressed first (bugfixes, interface fixes, AI tweakage).
And although I am not a competetive player, I definately agree with the assessment that CMs are the best mages around, bar none -- especially if we are talking about S&A. BK I don't play, so I can't say, but even in default they rock; together with imperial archers etc., they make insane support mages as well, basically being able to cast anything you really ever want with the right random and even minimal gear and power of the spheres / summon phoenix power/etc. |
Re: Should improving Arcoscephale Golden Era be a priority?
I'd say that there's nothing really *WRONG* with GE Arco, and that there are far more busted themes out there: RotR Caelum, BK TC, NE Pan, are themes that are very much unpopular and underwhelming. Let's do something about that first!
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Re: Should improving Arcoscephale Golden Era be a priority?
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Some ways that the game could be changed to address this issue: 1) Remove Magic Duel. Simple, effective, but probably too 'not well-thought-out enough'. 2) Add a similar spell for each path. The flip of the above, this adds the same 'low-path' issue to all of the other paths. 3) Change the way the Magic Duel works. Perhaps make it less random. There are very few ways that this would actually work, though. 4) Change the outcome of the Magic Duel. Instead of killing the loser, you could, say, remove the caster from the battle and put them in the owning player's capital, a la Returning. This accomplishes the battle effect of Magic Duel (removing the mage from battle), without the penalty that makes it truly game-warping (death of the losing mage). This option mitigates the current issue but doesn't remove it (and this could be a good or a bad thing, depending on your viewpoint). |
Re: Should improving Arcoscephale Golden Era be a priority?
I personally dont see anything really wrong with magic duel. It just adds another layer of paper rock sissors to the mix, with nations that get cheap low astral mages coming out ahead. If magic duel totally nerfed astral magic and made it weak then i would agree, but IMO it is still one of the strongest path's around. Having masses of astral 3-4 mages is so powerful that im glad there is a counter to it. Im far from an expert, but thats my opinion.
[ June 21, 2004, 18:28: Message edited by: Cheezeninja ] |
Re: Should improving Arcoscephale Golden Era be a priority?
I guess this may be a good time to point out how losing the 3 (and often 4-5 after gear/luck) power astrologers really sucks for GE.
Mystics are power 2, deul bait =(. |
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Mystics can commune and reach particularly mean astral levels, then mow down their opponents in a blaze of suicidal glory. Arco is not considered to be an astrally weak nation.
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I was under the impression that communion did not boost defense against magic deul? If you have information to the contrary, I'd love to hear it.
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Re: Should improving Arcoscephale Golden Era be a priority?
On another note... I'm pleased that most players agree that GE could use some tweaks. I believe there's been substantial changes to at least one theme in every patch thus far. That makes sense, as I imagine designing new units is a lot more fun than fixing crash bugs. I must agree with some of the Posts that indicate that themes like Barbarian Kings and Return of the Raptors are on the whole weaker than Golden Era... but Golden Era really appeals to me, and I'd love to see it get more use.
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It added a healthy fatigue cost for the spell, and the addition of an Astral gem for casting it, making it much less likely that someone would have mages spam-casting it as standard strategy. |
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[ June 22, 2004, 00:35: Message edited by: Norfleet ] |
Re: Should improving Arcoscephale Golden Era be a priority?
Most people disagree with you on that one it would seem Norfleet. And while I wouldn't mind playing a game against you sometime, I'm not sure your winning or losing would prove much when it comes to Golden Era's strength in the grand scheme of things.
You wouldn't concede that it is weaker than standard Arco? [ June 22, 2004, 00:42: Message edited by: Blitz ] |
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Different, yes. Weaker...not really. You give up the Astrologer, and his full random pick, but you do gain the Philosophers, which are excellent researchers, and the very nice Engineers, a great boon to my castle stalling tactics...alas, they tend to be capitol only and move slowly, but I can forge flying shoes to get them to the front. The only annoyance is the difficulty in making them stop showing up when I press "n", but I get around this by assigning them to untrained blood hunt duty to keep them out of my way.
Yeah, the troops are nigh-unaffordable, and often capitol only as well. So what? It's not a troop theme, obviously. |
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It's neither troop based, nor mage based (losing astrologer). That's basicly they key right there isn;t it?
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Besides, with sloth, you can't really afford to buy enough of your troops to do more than serve as bodyguards, anyway. |
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I don't think GE Arco is weak, but like Mictlan, it might not be intuitive to everyone how to most effectively use it. The sloth slows down heavy troop production, but since they rarely die when used well, and afflicted ones can all be healed, they can accumulate into a numerous enough army, even if they aren't the emphasis. The Wind Riders, Wind Lords, and Myrmidon Champions can all be given extra equipment and so made into nice recruitable thugs, too.
PvK |
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Regular arco isn't that much weaker in a summoning strategy, albiet losing the earth/air gem income and better researcher. It's not like arco has horrible researchers in base, and you don't need THAT many air gems to summon an air queen. |
Re: Should improving Arcoscephale Golden Era be a priority?
With better research, GE Arco will summon the Air Queen (or whatever) sooner. It's not just what you do, but when you do it.
GE is not "troopless" - it's just not the only good ability. I made good use of 5-6 Myrmidons with 6 extra cardaces and the starting force (and [cough] Shedu - but use Nataj or whatever you prefer), in conquering level 5 independents, for example. Only one died, and by the time the others had some afflictions, I had two priestesses and several times as many replacement myrmidons and fliers ready. I had much better luck with these than I did with regular Arco's Hoplites and Hypaspists, but then, I come from an Ulm/Mictlan/Machaka background, I guess, so my battlefield setup may be different from others'. I would also tend to make some demi-SC's out of the wind lords by adding some items to them. Add a few Icarians for flying semi-fodder to give them the critical mass to overwhelm targets, and time to arrive at the same time as the infantry. Peltasts get Fire Closest orders, so they stay behind the Cardaces and Myrmidons, throwing javelins and usually not getting into enemy axe range. Meanwhile Mystics accumulate elemental skills, and forge some Astral boost items (skullcap, banner ...) and research astral/magic boost spells, and/or use Astral pretender so that an Astral thug accompanies mage armies once enemies might use cheap astral duellers - then duels hit the strongest target, and either lose, or are taking a big gamble. Astral and various elemental magics do their things. Use Pretender or site mages to provide other magic paths if desired. Etc. PvK |
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Where standard arco can boast edges in more efficient infantry and trampling, giants versus chariots and myrmidons is laughable to say the least. GE has no edge in magic over the giants, certianly no advantage in summons, and forging is a wash at best. Somehow I don't see philosophers and engineers making the difference in a matchup like this. [ June 23, 2004, 00:33: Message edited by: Blitz ] |
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My typical antidote to giants is superior numbers of cannon fodder and missile troops, perhaps combined with spells but no valuable well-armored troops. Both Arcos have Cardaces, which are good cheap light/medium infantry with a very low resource cost - I would expect them (supported by indy archers, for example) to do very well against Jotun giants in a war of attrition. I would leave the myrmidons at home but might use some Icarids to try to take out the Jotun mages.
That is, I think GE also has more efficient infantry, if the player doesn't waste myrmidons or Wind Riders against things that make their armor irrelevant, like giants. Use the Cardaces and/or Peltasts or other light infantry and archers (and/or mages) against giants. Note that Arco not only has 50-gold/5-research philosophers, but their labs only cost 100 gold. When they are building Myrmidons, they tend to have gold to spare, so it's well worth it to build several labs and have them all cranking out cheap researchers. PvK |
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Re: Should improving Arcoscephale Golden Era be a priority?
[quote]Originally posted by Graeme Dice:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Blitz: [qb] ... Quote:
... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I wouldn't use Myrmidons, since the Myrm armor will do little good against giant-wielded weapons and hurled boulders. Practically the same effect can be had with Cardaces, who are 2/3 the cost and very low resources, so they are essentially disposable. The main thing is to have a lot of little worthless guys for them to busy themselves trying to squash with overkill weapons, while they get peppered with a combo of spears, javelins, arrows, and magic. Sending valuable (in gold or resources or gems) units against giants is more risky than is usually necessary. And yes, the Philosopher and Skeptic are captiol-only. My mistake. PvK |
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I guess the best question to ask would be this... would you rather recruit philosophers or seithkona? One does one thing better than any other unit... and slightly better than a sage. The other was the winner of my "Best mage under 100 gold" poll. Comparing the two seems silly. Quote:
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[ June 23, 2004, 05:22: Message edited by: Graeme Dice ] |
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On a more general note, I personally think that not every theme should be equally balanced. Sometimes people want a more challenging game, or particularly good players might want to level the playing-field somewhat when playing with friends.
Sure, you can always leave some points unused when you design your pretender, but the challenge you get from that is different than the challenge you get from an underpowered theme. |
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Another point about the Golden Era research advantage... since the philosophers are capitol-only, and the seithkona is a superior researcher to the mystic, once a second fort (or sage site) is producing researchers, the arcoscephale research bonus is for the most part eliminated.
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Not all play is knife-edge competitive play, so I don't see why all themes must be a real option for that kind of play. So what if you can't expect to win with a certain theme in an intense multi-player game? Winning isn't all there is to having fun, after all. |
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Not all play is knife-edge competitive play, so I don't see why all themes must be a real option for that kind of play. So what if you can't expect to win with a certain theme in an intense multi-player game? Winning isn't all there is to having fun, after all. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Certainly. One of the reasons I like gaming and am bored by sports is that there are more lifelike situations involved. The real world isn't fair, and real situations are almost never "two opposed forces have perfectly fair starting conditions, and are competing for the same goal" (except in sports - yawn), but real situations still have plenty of ways to turn them around, and real situations tend to be more interesting and compelling (to me) than artificially "balanced" ones. Similarly, one of the many reasons I like Dominions II is that it offers so many different possible approaches to play (even to play that is constrained by playing strictly competetively). Discussions of balance are thankfully made fairly irrelevant because each nation and play style and magic path and map etc. is so different that it's more about finding good approaches for new situations, than trying to break it down into a generic contest of "what is best". PvK [ June 23, 2004, 19:28: Message edited by: PvK ] |
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I didn't say all sports matches were fair...
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Especially since GE is fine! |
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It's too bad we never got any developer feedback on golden era.
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