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Some ideas: raiding, seiging, spell AI and more..
I hear much about about raiding and castles on this forum, there's probably no way that they'll be changed that will suit everyone, but I thought I'd punt out some ideas. An initiative system for army movement This sort of thing has been mentioned before, this is how I would figure it: An army group consists of all the troops and commanders from one province moving to the same destination. Each army group has an inertia value (rounded to the nearest whole number). An initiative roll of 1d6 (non-open ended) is made for each group, added to the inertia value to give that turn's initiative value. The movement phase is split into 10 numbered segments, with an extra combat phase at the end of each segment. Each army group moves in the segment corresponding to its initiative value. If an army has initiative greater than 10, it moves in segment 10. The inertia value (IV) equals log (army size) + (10/action points value of slowest unit in group). For armies consisting entirely of fliers, IV = log (army size). How it works: initiative rolls are made, armies move in each segment, if opposing armies are in the same province at the end of a segment, a battle occurs. If an army fights a battle before it gets a chance to move, it will attempt to complete the movement order with the survivors later in the movement phase (initiative could be slowed by +1 for each pre-movement battle). Retreating armies resolve their movement after the end of the movement phase. Removing the castle seige speedbump Two new orders: - Attack and storm castle. Becomes available when an army is ordered to move into a province with an enemy held castle. - Seige and storm castle. Available to seiging armies. How it works: with these orders, armies will storm the castle as soon as castle defence reaches zero, instead of waiting that extra turn. Moving and taking castles the same turn may be a bit powerful, so I would suggest the seiging value of units that have moved (or gated in) the same turn be halved as a retooling cost. Gateway and teleport balance Commanders and units that have travelled using gateway, teleport or cloud trapeze will now suffer from planar sickness. If said troops fight a battle the same turn as their "jump", they start with a fatigue penalty: 20 fatigue times the size class of the unit. Note that a size 6 sphinx would start with 120 fatigue were it to use teleport offensively. This change should be enough to allow sphinxes the use of teleport once again whilst being fairly balanced. Faerie trod and wind ride are unaffected. Spell AI and gem usage At the moment, the spell AI will "means test" spell orders, and will refrain from casting listed spells (especially those with gem costs) if deemed unnecessary based on the strength of enemy forces. This was a change made when people complained about their mages' personal gem supply being wasted on enemy scouts and remote summonings. There is nothing worse in the game than when the AI wrongly chooses to ignore my orders. I would rather it followed my orders, and suffer the consequences. I can always change my orders, but I can't easily compensate for what the AI might do. My solution: mages start each battle in the same turn with the number of gems they started the turn with. For example, if I give my mage 3 gems, he will start each battle in the following turn with 3 gems. Gems will be taken off the mage at the end of the turn, the amount removed based on whichever battle the mage expended the most of that type of gem. Blood slaves, however, should be expended from battle to battle as normal. With this set up, the AI can stop attempting to curtail gem use, and mages can go back to using gems with abandon. The only exception should be the death match, where gems should be used from batle to battle. My reasoning is that neither the order's available or the spell AI are sophisticated enough to deal with multiple battles in a turn, or a crafty human attacker, when it comes to gem usage. It seems reasonable to give gem using battle mages this kind of boost. Gem generating items Limit the total gem output from each type of item on a per province basis. Total gem output available (per type of item) equals friendly dominion strength in the province plus province magic rating (-3 to +3), with a minimum value of one. Additional items above the limit produce no gems. In zero/negative dominion provinces, only one item of each type can produce gems. For example, if one of my provinces has 10 dominion and a +3 magic rating, then I can productively hoard 13 clam of pearls, 13 fever fetishes and 13 earth blood stones there. What do you think, forum people? Sensible ideas or frivolous junk? |
Re: Some ideas: raiding, seiging, spell AI and mor
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Re: Some ideas: raiding, seiging, spell AI and mor
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I am tired of people defending gem-generating items. They break large map games outright, turning them into a micro-endurance contest, and SEVERELY imit the range of possible successful strategies. I like larger maps, but I dont like the way they devolve as they do under the current setup, where essentially you must hoard to survive, and failing to hoard is a death sentence. So I won't "just play on smaller map", thanks. http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Some ideas: raiding, seiging, spell AI and mor
If you want I'll take 2 seconds make up a banner and upload a Mod that totally takes out all the gem producers so that the large games can, not be dominated by non-site-producing magics. The best of both worlds, yeah?
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Re: Some ideas: raiding, seiging, spell AI and mor
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Gem producing items are not, in ANY WAY, essential to magic being important in the game. Quote:
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Even on a "Small" crowded map, hording will become a central strategy for those who emerge form the dogfight. The map would have to be very small indeed for hording not to be of central importance in the late game. Quote:
In any case, obviously had these items never been in the game no one would be bemoaning their lack. In fact I suspect had they not been in the game orginally, and added in a later patch, the reactionaries (like Graeme) would be screaming from the other side of the table... |
Re: Some ideas: raiding, seiging, spell AI and mor
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Graeme is probably right that clamhoarding + then wishing is not a too good strategy because someone else will attack you before your clamhoarding pays off because while you start clamhoarding you look a bit weak to the ones who haven't clamhoarded . |
Re: Some ideas: raiding, seiging, spell AI and mor
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Re: Some ideas: raiding, seiging, spell AI and mor
You are simply being glib at this point.
So far I every game I have been in has been essentially decided on the issue of hording (clams or soul contracts) save for one, where clamming was not allowed... although even in that one were it to continue, soul contracts and fetishes would become the deciding items. On medium to large maps which are my preference (as I like a long game with lots of maneuver), when I horde I do well, when I dont I lose. That is as far as it goes. Maybe you have a different experience. It's possible. More likely you just horde along with everyone else... or, as you say, play on VERY small maps which are over in 30 turns. |
Re: Some ideas: raiding, seiging, spell AI and mor
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Sorry that's a *relly* bad answer. As I have said before and now if commonly being accepted: the utility of hoarding is entirely dependant upon map size. On Faerun and maps like it hoarding is essential. On Aran it is less of a facor. |
Re: Some ideas: raiding, seiging, spell AI and mor
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Seriously, how many times have you been beaten by people who did nothing the whole game but build clams ? I don't mean they had a dozen clams because they didn't have anything to do with their water supply, I mean how many people did nothing but clam thae majority of the game ? How many times ? 10 ? 20 ? 30 ? - Kel |
Re: Some ideas: raiding, seiging, spell AI and more..
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I'm guessing you are trying to improve games on huge maps (400+ provinces), but in my opinion the major problem in those game is amount of micro-management. |
Re: Some ideas: raiding, seiging, spell AI and mor
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In all games I've played, the winner was somebody who has successfully (and quickly) conquered 1 or more neighbours in the early game. |
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You still get the defence value of the castle. All that has changed is the attacker gets the option to storm in the same turn defences drop to zero. The storm castle part of the order is ignored if defences are not yet down to zero (probably need to mention this for more clarity). Quote:
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The teleport spell was taken away from the Sphinx, as it was considered unbalanced being able to port one's Sphinx onto an enemy capital in the early game. I wanted to find a way to give teleport back to the Sphinx, whilst making teleporting it onto a capital a more risky prospect. The planar sickness idea is basically a paratrooper combat penalty transplanted from another game. It just seems to make sense to me to give teleported troops some kind of fatigue penalty. Quote:
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Yep, thats annoying too, my change to gem usage takes care of that, however. The idea is to render gem depletion sorties a turn to turn concern, rather than a cheap disruption tactic. Quote:
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It would only be tripled were the mage in that example to fight in 3 battles that turn, and use all his gems in each battle. The gem usage boost would be the same for everybody, in the same way as gem producing items can be made by everyone. For a potential exploiter, the trick would be to have your gem carrying mage engage in multiple battles a turn (which is why I wouldn't have it apply to death matches). Arranging things so that your mage fights several battles in a turn may be tricky, even with potentially 11 battle rounds a turn. Quote:
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With such a change to gem producers, I don't think that they would be rendered insignificant, many hoarders would barely notice any difference in gem output. Good questions nonetheless, my original post could probably be somewhat clearer. |
Re: Some ideas: raiding, seiging, spell AI and mor
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The bugbears: - Defending unfortified provinces from raids is too hard. Solution: Initiative system for movement. - Defending from raids using castles is too easy. Solution: Castle speedbump effect removed. - The spell AI ignores my orders. Solution: Change AI, and the way gems are used in battle. - Gem generators, used every game, by everybody, yawn. Solution: Add a dominion based per-province limit. - Sphinx lost teleport. Effectiveness of magical movement over standard movement for defence and offence. Solution: Planar sickness. It is arguable whether these concerns are necessarily valid or important. Its likely the solutions would provoke as much outrage and gnashing of teeth as the problems they are supposed to fix. |
Re: Some ideas: raiding, seiging, spell AI and mor
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Who knows what horrors lurk between worlds? It would give me the heebie-jeebies, at any rate. Quote:
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I think my proposed change wouldn't be too unbalanced. The potential horror could be a pretender SC with many gems, using them to cast battlefield spells, annhilating a succession of small armies in the same turn. A willing or unwary set of opponents and some luck would still be required. I would guess that it'd be difficult for an attacker to actively arrange multiple battles. It doesn't worry me because people can and will adapt to the new tactical environment. |
Re: Some ideas: raiding, seiging, spell AI and mor
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- Kel |
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The first one I think could use some improvement - random movement sequence would fix this. The second one is insane. Fortifications are _supposed_ to provide defense from raids, that's one reason they were built all over most of the world. The idea of an army being able to come zooming right in, and in less than a month travel, siege, and storm is .... Well, I already used the word insane. Albeit it might be acceptable for mausoleums / watchtowers, which really aren't proper fortifications. Quote:
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Re: Some ideas: raiding, seiging, spell AI and mor
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So it would be more correct to say that I'm yet to see the game won by somebody who have stayed out of wars and {something}-hoarded. I've faced clam/fetish hoarders several time myself in the late game. In one case the real war Lasted about 5 turns before hoarder conceded. In another case the hoarder conceded the game even without trying to fight. Of course, I had much larger empires at that time. And if I didn't have a large empire in the late game, that was usually because my lands got added (contrary to my wishes) to somebody else's large empire, which wasn't making things any better for the hoarder. Concerning the size of the maps, they ranged from Aran to Orania. Nothing super huge, though I've found even Orania to be too much micromanagement for my taste. |
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In any case, this kind of change would affect the game a lot and it wouldn't be easy to rebalance other things to keep everything in balance. Quote:
Generally, spell-casting AI is not that bad if you brought right mages and gems. Several times I was surprised by AI switching to his own plan (better than mine) after running through my scripts. Quote:
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Suggested 20 fatigue per size is too much of a penalty, in my opinion. Though just 20 fatigue (or some similar number) can be an interesting option. Another option would be to make teleporting defenders lose initiative, meaning that in this case the turn sequence would be: defending garrison - attacking army - teleported defenders. Dom2 engine probably doesn't support such a sequence, but it can be emulated by making teleporting defenders skip their first round. Attackers (whether they move magically or not) are already at disadvantage, so I'm not sure that any extra penalties would be good. Quote:
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Re: Some ideas: raiding, seiging, spell AI and mor
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In any case re: doom horrors I would love to hear how you would kill them so quickly and effectively. Frankly unless you get super lucky or have a serious mass of casters you are unlikely to be able to kill one, let alone two, or three, or four that you will quite likely encounter in a clam-hoarding game. Since I have to fight doom horrors, I'd love to know what SPECIFIC counters you would propose to kill them. |
Re: Some ideas: raiding, seiging, spell AI and mor
My main concern on the matter of clams is the impact of their removal (or at least, their nerfing) on the nations for which clams are the saving grace. For example, while Arcoscephale or Pythium are likely good enough without clams, what about T'ien Ch'i? The Celestial Empire isn't exactly regarded as being the most powerful nation around, and reducing their access to clams will probably have a negative consequence on them.
It would be even worse for Spring and Autumn T'ien Ch'i, and possibly other nations/themes (R'lyeh? Atlantis? Pythium Serpent Cult? I am not a scholar on these). Magic sites remain a solution, but T'ien Ch'i is probably not among the nations with the means to lead the expansion race on its own, and its jack-of-all-trade mages are almost begging for these hefty items boosting their magic paths; since such items are quite expensive, clams are more than welcome here. And of course, Astral pearls provide these versatile mages with a more varied source of gems through alchemy; it isn't so good to have access to all the magic paths if you do not have a steady income to actually use all your nice spells. |
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Thunderstrike and Banefire tend to miss alot, at which point the doom horror(s) eat your lunch. Orb lightning you better have amazing air mages who are also lucky, since orb lightning is also quite imprecise... and furthermore short ranged. Again nevermind the fact that the DH will PROBABLY have a ring of tamed lightning. Quote:
As for semi-tough SC... have you looked at a DHs stats/attacks? Good... freaking... luck... maybe say 15-20 bane lords armed with moon blades will do the trick. Only time I killed a doom horror was when it foolishly stormed a castle, alone, with no AMA, and fell victim to 20 or so sauromancers mass-casting disintegrate with one sauromancer casting earth grip to hold him in place... only two sauromancers died. Of course, next up were TWO doom horrors, and they had no trouble eating everyone alive. Feh. |
Re: Some ideas: raiding, seiging, spell AI and mor
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You could also give the bane lord a spirit helmet or a sculuta columnus and some other type of weapon if you want. Quote:
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So 35 damage averge per hit IF YOU HIT because you are att 19 trying to hit def 25, oh and btw you will have to make your own MR check at -2 in order to avoid simply damaging yourself. EDIT: I stand corrected on this, the str is doubled to, resulting in average 54 damage per hit. Two hits will kill the doom horror. Quote:
I've heard petrify being good, since it paralyzes you even if you make your save... petrify could imobilize it for long enough to kill it. Casters that can cast petrify are hard to come by for most nations though. |
Re: Some ideas: raiding, seiging, spell AI and mor
And on the subject of undead, I cast 4 undead hordes and a bunch of raise dead at the start of the battle and the doom horrors ignored them and went right after my casters.
Not that skeletons would be able to HIT the doom horror, and even if they did they would probably just die from the blood vengeance. |
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I see that you corrected this later. Bonus damage multipliers apply to both strength and weapon damage. Quote:
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And its even worse whent he doom horror(s) are not alone. Quote:
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[qutoe]Did I mention drain life didnt work on the doom horrors? [/quote] Yes, you did. I didn't give it much weight, since my own tests show that it works very nicely. Take 8 D4 sauromancers, or 8 demiliches. Have them cast raise skeletons on the first turn. Have them cast drain life on all other turns. For me it works with about 4 dead mages in about three combat rounds. |
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[/quote] 8 demiliches cost 200 deathgems so unless you fight in your own dominion this is costy then . But you are right demiliches are very good and they have 18 MR so the blood vengeance is not so horrible . And most important they are extremely useful for defense anyway since their function as drainlife/undeadspam brigade works quite well against almost everything . In some ways i think the king of the world horror is better because he has 2x lifedrain and 2x astral claw as attack while the doom horror has it only once each and 2 mr - negate attacks . Graeme what do you think is a better wish then ? The doom horrors because they are rather cheap ( little equipment ) but still quite impressive ? Air queens ? Natarajas ? |
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100 astral pearls are "only" 50 converted gems so i think wishing is not that bad . I personally like wishing for blood too since you get such a nice output http://forum.shrapnelgames.com/images/smilies/happy.gif . I still haven't really figured out in which lategame things i should put in most of my resources to get the best overall return http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: Some ideas: raiding, seiging, spell AI and mor
Ah well, if drain life works then my bad... just that when *I* tried drain life, my sauromancers insisted on casting it on everything BUT the Doom Horror!!
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Re: Some ideas: raiding, seiging, spell AI and more..
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I think armies should be able to travel, seige and storm a castle in the same turn. It doesn't make sense to me that they would seige a castle down to zero defences... and then stop abruptly, waiting a turn for new orders to storm the castle. It does not strike me as unreasonable that a weak fortification, or one left undefended should not be vulnerable to capture in a single turn by a large force. Note that I have suggested a one half seiging penalty for armies that have moved in the same turn, effectively doubling the size of force needed to achieve a single turn capture. Fort defence values could perhaps be increased 10 or 20% across the board as some compensation. Note that armies using magical movement would not get the move & storm option. It would be a bonus available to the conventional army, and thus may be easier for a defender to anticipate/intercept. Quote:
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Regarding the Sphinx example, its possible it will still be successfully used to hit capitals, and I'm not against such a use in principle. It will be considerably less effective with 120 starting fatigue, however. If it is tested and still considered too powerful, the fatigue penalty could be exaggerated for the larger creatures, eg. 5, 15, 30, 50, 90, 150 for sizes 1 to 6. Another tweak could be to scale fatigue according to enemy dominion strength, perhaps an additional hit of 5 or 10 fatigue per enemy candle. Alternatively, you could give an extra vulnerability to the Sphinx: dominion dependence. This would work by depriving a pretender (by some combination)of his magical powers and protection when in enemy dominion (and perhaps increase the penalty to hit points substantially). My original thoughts about gateway were that a fatigue penalty could be a tradeoff in allowing it to target any province, as it did in dominions 1. This is really not needed, as that ability is covered by astral travel. The fatigue penalty, however, keeps it in theme with teleport and cloud trapeze, the trio forming an "economy class" of movement spells. For symmetry, under my fatigue system, at level 8 or 9 research non-fatiguing Versions of teleport and cloud trapeze would be available. |
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An example: a raiding party is attacking Nation A. It can attack one of 5 provinces. The defenders have one army trying to intercept the raiders. Under the current system, to force a fight, the defenders have to move into the correct province being raided, a 1 in 5 chance of success. Using my suggestion, and assuming both forces are equal, the defenders can attempt to force a fight by moving into the province currently occupied by the raiders. They would have an almost 50/50 chance of moving first, and striking the raiders before they move. Note that in the case of the raiders winning the battle, they would still carry out their movement order and raid their target province. I think a change to the movement system would be a step forward. At the moment the simultaneous movement system gives the advantage to raiders. With an initiative system, players would have to plan raids more carefully to be successful. They would gain initiative advantages from using faster troops, which would add variety to the game. Quote:
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My argument is basically that players cannot adequately control gem usage of their mages over several battles in one turn. Ideally there would only be one battle a turn for each mage to be prepared for, or fresh orders could be given in between battles. Consider a mage in a lab province, with a stack of gems. He gets involved in a fight, and uses all his gems. He will have no gems for the next fight that turn, as I can't give him the gems until the turn is finished processing, even though he has a lab available. Either a super-AI, more configurable orders, or battle-usage-friendly gems are needed to resolve this. Quote:
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Gem generators are not much of a problem to me. However, some dominions players like to limit their use in games. I have (hopefully) suggested a fun, creative, in-theme way to do this. The non-clam of pearls gem generators are less of a problem, but it makes sense to put the same limits on them, as otherwise the "problem" simply moves to another item. In any case, if they are not produced in large numbers, they are not affected by my limitation, which affects the total number of productive generators in each province, rather than the ability to produce them. Only the wild-eyed, frothing-at-the-mouth horde fetishists should be hurt by my proposed change. Quote:
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Late game army movement would not be affected by my changes, just the offensive use of some of the magical movement spells would be curtailed. The late game, research level 8 and 9 spells would not have a fatigue penalty. And I suggested in another post that level 8 or 9 fatigue-free Versions of teleport and cloud trapeze would be available. |
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I hope my suggestion was in the same spirit as Illwinter's recent change, limiting gem generators to one per commander (my suggestion was limiting numbers of each productive generator to dominion strength + magic rating per province, minimum value of 1). Putting an upper limit on the generators (per province) is not too harsh a change, and under my system, a potential hoarder such as Atlantis could tailor nation design toward hoarding, with high magic rating and dominion strength. My idea would probably be more for dominions 3 or a mod, as it would have a devastating effect on current games. I don't think Atlantis is too weak a nation, anyway, they just seem to be going through a phase of unpopularity. I can remember a dominions 1 discussion about R'lyeh's inferiority to Atlantis, based on their vulnerability to massed war lobster assaults. It amuses me to see the argument come full circle when not a lot has changed since then. Just the void gate, which has made R'lyeh a bit more fun (mental image of squidheads throwing around a beachball, heh). |
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Regarding Doom Horrors, I just encountered them for the first time in a MP game, playing against Zapmeisters R'yleh using Jotunheim. While they ate everything (including many Jarls) that I threw at them for awhile I was eventually able to make huge headway against them to the tune of massed vampires and counts (free immortal chaff/disintigrate or drain life or skeleton casters) along with Jade amazons and Gyjas fitted with rune smashers, thistle maces, spell foci, flying boots, and AMA's set to mass cast charm. I was able to pay for my own gear with my own stockpile of clams and fetishes, which gave me enough gem capital to completely create the charm strategy in ~3 turns, which was quick enough to allow me to survive. While its quite likely I will still eventually lose, right now i've killed 3 horrors and brought one over to my own side, complete with ring of regen and AMA of his own.
Doom Horrors are far from invincible, if I was going to spend a hundred astrals on something it would probably be wishing for bloodslaves and mass-casting Vampire Counts. |
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I've yet to see that clam-hoarding is a successful strategy at all, but on the other hand I do not play maps with more than 150 provinces, which are already way to large for me. http://forum.shrapnelgames.com/image...s/confused.gif I also wonder why people like larger maps if they do not like the way the game behaves on such maps... |
Re: Some ideas: raiding, seiging, spell AI and mor
If everyone hoards then "great". However NOT hoarding is not a viable strategy. That's bad.
You might maybe get away with it on a small, crowded map... games that don't Last much past (or get called at) 40-50 turns will probably not see hoarding as a serious problem. Large maps are fun becuase they are large, there is more opportunity for give and take, the game is more epic, more sweeping. But it loses most of it's allure as you are forced into a few narrowly defined strategies revolving around hoarding. So as you can see the things I find fun about large maps are mostly cancelled out by the devolution of the game caused by hoarding strategies. It's like any game that has a shortcoming. You fix that shortcoming and you have a better game. It's not complicated. |
Re: Some ideas: raiding, seiging, spell AI and mor
I am on the same boat with Chazar. I don't understand why a hoarder should be able to win someone who has not hoarded but instead conquered twice or thrice as much provinces AND searched them for sites. Sure, if the hoarder is left to be for 30+ turns he will have beter income, but if he is attacked *now* with armies almost twice as large as his he is in great trouble.
Has this been tried, has it worked? If not, why? I don't see any reason for it to *not* to work... ...with all my experience I got solely by reading this forum and playing SP games. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Some ideas: raiding, seiging, spell AI and mor
Alright lets look at the game I am currently getting smashed in, Faerun Folly.
One player I know for a fact has something like 400 fever fetishes and 250+ clams. How much of Faerun do you have to conquer before you can compare to that? Another empire, who is smashing me, overran me with endless castings blackhawks, followed up by armies of mechancial men and multiple doom horrors. And this was circa turn 70... AND he had already been fighting several other powers. I do not know for sure but his astral income is surely in the hundreds. He was territorially probably twice as alrge as me, but he was also fighting two other people. 5 turns into the war I was OUT of gems... completely cleaned out and of course my gem production was insignificant by comparison so while he was able to keep slinging masses of remote spells every turn and generate new armies of mechanical men, I was reduced to a minimum of ritual magic and a desperate scrabble for resources. From there on in it was a downhill slide. The only thing which has kept me, very feebly, alive is... you guessed it... soul contracts, and some infusions of cash and gems from another hoarding nation. Of course, I am doomed anyway but it just goes to show. |
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