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Newb+Multiplayer.
Hi, ive been playing dom2 single player for about two or three weeks now. My favorite race is Man.
I am looking into getting into some multiplayer games, but Im wondering if there are anythings, I should now about multiplayer. Some questions I have are: Is it okay to attack some one with no warning? How many turns do games usualy last for? Is there anything I need to play mulitplayer? Are there any sorta "Must do" tactics that every one does? What are some strengths/weakness of Man in multiplayer? Is multiplayer more about diplomacy, or having "the best race"? |
Re: Newb+Multiplayer.
1.Attacking someone with no warning is fine so long as you don't have a treaty.
2.Anwhere from 15 (few victory points, tiny map) to 200+(faerun sized map) turns depending on map size. Optimum seems to be 40-90. 3. Not really, other than dom II. 4. Some, but Zen's balance mods address a lot of these. One that is important is to focus on research (and take a magic scale). 5. Man is good because of longbows and cheap sacred mages. The downside is so much capital only stuff, to do well stay on small maps. 6. Either, neither, or both. Personally, I like games to be about trying interesting strategies. |
Re: Newb+Multiplayer.
Welcome aboard! Other strengths of Man include their two magic paths, fairly powerful and helping to offset some of their weaknesses. For example, Nature gives access to Lamia Queens, strong mages in sorcery magic (Astral/Nature/Death/Blood), which would both increase your number of mages and the variety of your paths. You should also do your best to try and get some independent mages, as Man is the only nation with only capital-only mages (most nations have one capital-only mage, some two, and a couple can recruit their mages everywhere).
On another note, I was considering hosting a special multiplayer game: it would be dedicated to new players, so that they can get their feet wet. Would you find this to be useful? Either it could be a game with only new players and a few "information givers" (as in, they would answer your questions about how the game works), or perhaps a game with one "seasoned" player and one new player ruling the same nation, with the new player doing most of the work (and the other player giving advice or answering questions). |
Re: Newb+Multiplayer.
Welcome RibbonBlue!
Here is one "Must Do" Tactic: In the games(so around turn 20), most players build SC(Super Combadants), this are strong Commanders with strong equipment(such as Hellsword and such things). BTW: Someone could make a guide for SCs, so that Newbies(sorry for that) are also quite fast able to make some http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Newb+Multiplayer.
Haha... Some of us somewhat seasoned players could use a guide for SCs. Or, at least I could. http://forum.shrapnelgames.com/images/smilies/smirk.gif
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Re: Newb+Multiplayer.
Why bother with a guide for SCs? There is only one SC, and that would be Saber Cherry. If the very name doesn't strike fear into your heart, you certainly deserve whatever fate SC can devise. Run for your lives!
Super Combattants usually come into two kinds: the ones able to slaughter an army on their own (it usually involves good equipment and/or magic), and the ones merely able to dash a lot of punishment on the foe (those are usually thugs rather than actual Super Combattants). Of course, no commander is truly able to destroy *any* army, but some do a pretty good job at that. I am sure someone more knowledgeable with such fighters will be able to province a couple of examples. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Newb+Multiplayer.
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Re: Newb+Multiplayer.
Heh, for one reason or another, I cannot consider the bards as being actual mages; but they certainly are, game-wise speaking.
I wonder if giving them a random path, in addition to their Nature-1, would be a good idea; that could represent the knowledge they gained while travelling, and give them something more compared to the Daughters of Avalon (one of the best researchers available). Nature-1/Random-1 bards would become a bit like the Masters of the Way, with a different role. Hmm... Oh, got to watch out for those wild tangents. |
Re: Newb+Multiplayer.
What classes of magic should I focus in researching first?
Conjuration+Construction? So I can summon something to build an SC? It seems to me that an SC unless it relied on the types of magic that hit every one the battle field and deal dmg to them all,unless it had that a SC would have trouble fighting the troops that have high morale enmass. Like vine men. If an Sc was fighting a mass of vine men, it would have trouble killing them because it can only hit a few a turn. If you had like 50+ of em it would seem pretty easy to overwhelm a SC. Alneyan, a game with only new players sounds great. What I try to do as man is expand using long bowmen, and then use spells to search the province, then conqure a new one. Then I try to get the vinemen bonus items. Like the staff I think, and the crown that makes additional vine men. And then I start mass producing vine men. I through in a few mages and order then to use random spells, as I do not know many yet. My whole game pretty much revolves around longbowmen and vinemen. Does man have any good in battle spells? Or only summoning and such? |
Re: Newb+Multiplayer.
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Re: Newb+Multiplayer.
Once you go to Vine Ogres you'll never go back. . .
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Re: Newb+Multiplayer.
No, no! Forget this SuperCombatant, Lightning Bolt, Relief, and Vine Ogre stuff! Take the Last of the Tuatha theme and a pretender with 9 Nature and 9 Earth! Then recruit nothing except for Daoine Sidhe.
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Re: Newb+Multiplayer.
Massed Vine Ogres is the way to go. Get yourself a few Ivy Kings summoning 4 Vine Ogres each for a cost of 1 nature gem each.
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Re: Newb+Multiplayer.
Super combatants can destroy whole armies. Mix as many of the following ingredients to get a working SC:
cold/fire/lighning/poison immunity damage shield: breath of winter, fire shield, soul vortex high defence high protection lots of hitpoints high attack (18+) high defence (18+) quickness luck etherealness life-draining weapon (gives you life and removes fatique) regeneration or way to heal afflictions ability to regain hitpoints during battle ability to remove fatique during battle Good spells for a melee SC: Luck, Body Ethereal, Astral Weapon, Astral Shield (probably) - but beware Magic Duel! Quickness, Breath of Winter Fire Shield Stone/Iron Skin, Iron Will, Invulnerability, Mirror Image, Mistform Personal Regeneration Soul Vortex, Drain Life (helps to get some fatique back after other buffing spells have been cast) EDIT: Magic Resistance! Charm is not good, Soul Slay is not good, Enslave Mind is not good... even Paralyze is bad enough! I haven't tried using a SC against enemies, so this list isn't anywhere near perfect. Relief helps your mages cast spells longer and, as Man, you should use it with your mage armies. Wrathful Skies can destroy whole armies as long as you have few lightning-immune units or commanders making the battle last longer. Lightning Strike is very powerful. Orb Lightning is powerful but dangerous, because it has very short range. Eagle Eyes (Alteration 1) lets your mages smite your enemies very fast! EDIT: Charm! A great spell that can give you enemy mages or even SCs! Man can easily summon lots of Vine Ogres. Take a N2 mage, add Thistle Mace and Ivy Crown and you get lots of non-routing high-str critters with absurd amounts of hitpoints. Try experimenting in single player a little, but I think using Vine Men/Ogres (Conjuration 3, Construction 2 IIRC) and Longbows lets you conquer indy provinces fast enough. After that, research some Evocation so you get few lightning-based attack spells. When you get your first Super Combatant (probably Conjuration 6+), you should already have forged him some items (Construction 4 or 6) and researched Alteration for buffing spells. If you are having troubles somewhere, experiment with Call of the Wilds/Winds, both can flank enemy and harass their archers or take up knights' lances. After that you have more choices as you can already summon Lamia Queens. EDIT: Storms let your mages to cast more powerful lightning spells (Storm Power), but weakens your longbowmen (only about half of the archers are able to fire). Storms also let only few spesific Strom critters fly. You should still be careful near Caelum and Strom Devils, as well as Air Elementals, but otherwise your mages should be quite safe. You should change into mage armies when nearing the mid-game, but I have no experience about either mage-armies or mid-game, so you'll have to ask some more or learn the hard way. |
Re: Newb+Multiplayer.
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Thier effectiveness can be further increased by area of effect items (like horror helmets) and shield items (like charcoal shields). For your own enrichment, test out one of the common SC chasis, like a Bane or an Ice Devil. Give it a lifedrain weapon, maybe a speed item and a shield item. Then send it in against some mortal armies and see the carnage it wrecks. |
Re: Newb+Multiplayer.
How does "Man" summon a suitable SC chassis fast enough with the national mages lacking both Blood & Death? (Let us suppose for the sake of the discussion that there are no suitable Independent Mages (except sages maybe) around and that our pretender does not have any skill in blood nor death either.)
Just stick with a Firbolg (but where do the lifedrain weapons come from then)? Or is summoning Lamia Queens a must-do, then forging death boosters and hoping for a death gem income via castings of dark knowledge to summon death-scs and forging lifedrain weapons? Would that be fast enough? Or rather trying to use scouts and blood-sages for hunting and forging a hellsword after empowering maybe? |
Re: Newb+Multiplayer.
IronHawk --
Actually, he's right. The turn limit means that you can't kill an unlimited number of troops, barring a nasty battlefield-wide effect -- and if neither side can flee, the SC can be killed through sheer weight of numbers. Simplest example would be any SC with the Unquenched Sword against a huge non-fireproof army. The heat will probably render the army unconscious, but not kill them, so they'll remain on the battlefield without running into favorite death-shield/area effects like fire shields or Soul Vortex. The SC will be berserked by the sword, so he won't run. If the enemy army goes unconscious, and the SC can't kill them fast enough, he'll be autokilled. |
Re: Newb+Multiplayer.
Well, I was just telling Ribbon to test out the SC concept in a test game. Didnt have to specifically be Man. But yes if you were playing Man, the Firbolg would be the most accessible SC chasis for your national mages. In order to forge lifedrainers, I would probably just put some Death on my pretender and search for death sites to get the gems and forge Wraith Swords. Too much effort to set up a blood economy with a nation like Man.
As for SC's being killed by the combat turn limit. Yes, sure that can happen... anything can be killed by the limit. But its a very extreme case and, honestly, not something that a newbie should even be concerned about. |
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