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Machaka screwed more than ever ?
Hey
It's fairly obvious that Machaka was implemented as an afterthought. I mean, it has curiously high number of units with one sentence description. Machaka is where all worst Dominions design decisions were dumped. I think it actually got worse in Dominions3. I played Machaka yesterday a bit, and soon learned to respect Atavi Infantry. Bandar Log's stone/stick throwers cause much pain to light machakan infantry, which has only shields. I dare not to think what would Blade Wind do to them. Hoplites are nice, but mostly nice compared to other Machaka units, and you still need Productivity to use them. But their shields are rather unimpressive, and they're slow. Light infantry is really sad (except for massable shortbows), which wouldn't be that bad... but that's all you start with, and almost all you get for Province Defence. Spider riders and knights - would be nice, except for gold cost of 50. Spider Riders are esentially 50 gold light infantry... with curious ability to fire shortbows at 10 precision. It doesn't matter with price this high. Spider Knights are perhaps worse: I don't like units which need to die to reach their full potential. Spider Knights are neither cannon fodder nor cost-effective cavalry. Additionally, all spiders are big and easy to gang on. Web spit would be quite useful tactically, but not on 50 big, 50 gold units; you can put many archers in small room, but not spiders. Black Hunters... 120 gold sacred unit ? Nature seems a must just to stop aflictions. Air to stop crossbows. Perhaps astral to keep mages from ganging up too easily. And then I certainly need Fire, because their attacks have quite low Attack for something so few in numbers. I have to admit mages are mostly nice, especially their magic variety. But one thing that bothers me is that Black Sorcerers and Sorceresses (ones that transform into spiders) got old age ! Sorcerer is 60/40, and sorceress around 46/48. What's the special ability of God Mountain spellcasters ? Ah yes, spider transformation when seriously wounded. Which is a survival ability. It doesn't make them any more powerful, just grants them a chance to survive stray arrows or harpies. Something they sorely need without Air magic or Sacred status. Now, designers of Dominions3 basically took that survival power away, because you're soon to die from old age anyway. Why should I pay for Growth just to benefit from marginally useful survival ability ? What's worse, old age on Sorcerers results in -1 hp. With just 9 hp, it's even harder to survive long enough to count as 'seriously wounded' God Mountain mages aren't even best researchers. Black Sorcerer is 8 research for 250 money and not sacred, but with 60/40 age (currentage/maxage). Regular Sorcerer is 7 research for 190 momey. Not too bad for Machaka. ------ To summariz my rant: - light infantry of sub-Mictlan quality. Terrible province defence. If you complained about Markatas, machakan infantry is something they can easily kill. With so bad province defence you'd be expected to press attack, I guess, but with what ? Certainly not your starting army. Is Machaka 'insert SC to continue' nation ? Satyrs kick their asses. - hoplites and cheap archers are usable, but nothing to get excited over. Hoplites are sloow, and their forest survival adds insult to the injury, because they only get 'food bonus' in forests, not better mobility. Too slow to get anywhere. -Following units are full of self-contradictions: all spiders: high damage physical attack with added poison is bad. No synergy at all. spider riders: much too expensive to use as archers for their exraodinary (for l.cav) 10 precision. Much too big, too short-ranged and too expensive to slow advancing enemies with web. spider knights: just like blood9, it assumes you want your units to die. Otherwise, it's just too big and much too expensive heavy cavalry. black hunter: everything that is true for spider knights is also true for black hunters, but worse. mages from God Mountain: Kristoffer(?) made them more survivable with spider transformation, but realized it's too poweful ability for capitol-only non-sacred mages so they need a serious debuff. They're battle-survivable and fragile at the same time. spidar warriors: 7 encumbrance 5(!!!) defence stealthy heavy infantry for 30g/36r. I realize I should make use of their excellent priests (+10 stealth Ear, +15 patrol Eye) and varied mages, but everything else just sucks. Well, maybe Bane Spiders don't, but not for such price. It would seem I need order3 productivity3 Growth3 + SC to play Machaka...And milk my provinces to death with 15 patrol priests. And lots of Air magic battle pretender to stop arrows from obliterating my army&mages. |
Re: Machaka screwed more than ever ?
Black Sorcerers are 60/46.
Sorceresses are 45/48. AFAIK, the ages of the Machakan mages are automatically calculated. Human, lots of magic, etc probably equals 60 years. Human, Fire magic, etc probably equals to 46. Black Sorcerers have a 1/4 chance of getting Nature 1, which increases their maxage enough to make them not-old. They also have a 1/4 chance of a Death pick, which makes them more resistant to old age. What you SHOULD complain with their old age is the fact that it bestows them +2 encumberance... but then, they only start with 2, which is better than all humans and most other nations. Sorceresses don't usually start old. Startage of commanders is a bit random, but while some may start old, just as many should start with 6 instead of 3 years until the start of their old age. They also have Death magic, again, making them more resistant to the effects of the old age. Great Hide Shields are much worse than most shields for protecting the wielder... but with a parry of 6, they are very good at deflecting arrows. Only parry affects that. Tower Shields have parry 7, Great Hide Shields of the Hoplites have 6, and lower encumberance and defence penalty too. And about those cheap archers, and uselessness of Black Sorcerers... Flaming Arrows. Machaka is a Fire nation with cheap archers. Unlike Marignon, they can forge cheap Fire boosters (Skull of Fire). And Marignon's (and Abysia's, who doesn't even get native archers) mages are old, too, but suffer from it more than Machaka's, because they won't get any Nature or Death. And again, unlike Marignon, Machaka's infantry has shields, and good shields at that. |
Re: Machaka screwed more than ever ?
Eh? I really wasn't playing any blitzes with this nation but I've made some tests with them.
1. their mages have excellent battlefield magic 2. growth 3 and you won't have too many affliction problems because of old age 3. their mages can cast flaming arrows 4. their sacreds might cost a lot [again with good scales this is not a big problem], but if the rider dies you will still have the spider. So basically its 2 units in 1. They should work very well with bless combo / good scales, especially in raids. |
Re: Machaka screwed more than ever ?
Also many of the Black Sorcerers can cast Twiceborn, all with a Skull Staff. That helps mitigate the age problem.
As said, excellent battle magic: Blade wind, Magma Eruption, Flaming Arrows. Black Sorcerers with Fire Shield & Invulnerability make good thugs. That's what their spider form is for. If they had a change shape command they'd be brutal. As for units, Spider Knights are pretty robust and once you've got a bunch of them, the web becomes surprisingly effective. Dual bless Black Hunters are also impressive. Fire/Earth works well for the Hunters, Fire/Nature once the rider dies. I wouldn't worry about arrows, they've got either good protection or lots of hp. The low MR of the spider form is their biggest problem. They weren't affordable in Dom2, but with the extra money in Dom3... Blessed Hunter Lords make good thugs as well. The spider form of the Black Sorcerers is sacred too, but I've never been able to get them blessed reliably. |
Re: Machaka screwed more than ever ?
From thematic point of view: God Mountain is not an academy. It's a place where higher caste of sorcerers lives. They are said to have blood of a dead god in their veins. It's pretty clear they're there because they were born there, not because they earned their place in God Mountain.
In short: no reason for old age. As for old age being not so bad, I think I read somewhere that it gets worse depending on how far are you behind the max age. 60/40 is pretty far. From balance point of view: mages seem to be all Machaka has, and they're not spectacular. Good at best. Why nerf them ? |
Re: Machaka screwed more than ever ?
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2nd - Only maxage affects aging. This was confirmed by one of the developers in an old thread. I'll try to dig it up. The [startage divided by maxage] doesn't do anything, only maxage matters. Also, it's 46, not 40. 50, -2 per pick of fire, so 46 for a Black Sorcerer with F2, 44 for one with F3 (one random), 42 for Black Sorcerer with both 100% and 10% randoms in Fire. 3rd - I think I said Machaka has things other than mages. Because I happen to think they have more than mages. They have HI that's very good against missiles and can punch through at least medium armor, they have cheap, easily massable archers, they have good priests (including stealthy ones)... Now, these mages Machaka has, they were NOT nerfed. Nerfing would be a change spesifically targeted to Machakan mages, and the only deliberate change to Machakan mages has been the restrictions set on their randoms. Due to general changes in the game and the addition of new game mechanics, they might be weakened. If you want, you can report this as a bug, as in Black Sorcerers should start young or live longer. I don't think it is, because many other good mages are old as well. P.S. I use the spiders too, but I don't know whether or not that's such a good choice. |
Re: Machaka screwed more than ever ?
Imho Machaka is weaker than in Dom2.
Some major changes disadvantage them a lot. Some of them were mentioned already, but i will list all changes that imho hurt them in a summary. -Fever Fetish nerf In Dom2 Machaka was really good at hoarding fever fetishes. You used those gems mainly for flaming arrows and for FftS. -Flames from the Sky price increase The combo of fever fetish hoarding and spamming of flames from the sky was quite useful for Machaka in the lategame in Dom2. -Minor nerfs for fire battlemagic Fire battlemagic was slightly nerfed, at least the midgame spells like falling fires. In lategame you get pillar of fire though. In Dom2 Machaka was an average nation, imho fine. In Dom3 i would still rate them average, but they are slightly weaker than in Dom2. |
Re: Machaka screwed more than ever ?
I would go along with the idea that the Black Sorcerors could live longer. They definitely seem to be of supernatural origin.
Otherwise, I don't see that they are so bad. The fever fetish change is the big thing that hurts them. Fire battlemagic is just as good if not better than it used to be because it doesn't miss all the time. |
Re: Machaka screwed more than ever ?
I don't think they can be too bad. Machaka is the most powerful nation in one of the games I'm playing.
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Re: Machaka screwed more than ever ?
In strict game terms the fever fetish nerf isn't so bad. Recruit an indy commander and stick a fetish on him 9 turns. You'll pay about 50 gold all told for the 9 gems, which is less than 6 gold/gem - a great price.
The real world micromanagement of a big pile of fetishes is of course utterly grotesque. From the micromanagement point of view, they should incapacitate a commander somehow rather than kill him. At the very least if a fetish kills somebody in a lab the fetish should go back to the lab. Actually, that would be a good rule for any noncombat death in a lab. If I forget to take a booster off a commander aging to death can't the undertakers take the magic items off the corpse? |
Re: Machaka screwed more than ever ?
But, if I understand the fever fetish correctly, it doesn't even produce a gem every turn. Which leaves it even more nerfed. By far the worst of the gem producing items.
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Re: Machaka screwed more than ever ?
I've run some short tests, and on commanders that get disease afflictions, it produces a gem nearly every turn. There does seem to be a start-up period where the commander is sick, but he isn't coughing up gems yet.
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Re: Machaka screwed more than ever ?
heh, I like that. The commander with the fever fetish is diseased, and has a terrible hacking cough, eventually he coughs up gems instead of phlegm.
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Machaka\'s great and so is fever fetish...
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Nothing wrong with Machaka, its a powerful, fun nation to play. |
Machaka is good IMO, but
Personnally the only problem I have with Machaka is the lack of death gems, which seem to be a site distribution problem (or just bad luck for me). I've noted playing Ermor and C'tis that I find many little death income sites with astral or water searches and the very good death gem sites only with d3 mages ; the d1 sites seem to be mostly battlefields giving just 1 gem. With Machaka you'll have lots of d1 mages, a small number of d2, only 1/40 black sorcerer d3, and you have no astral or water mages to find lifeless lakes etc..., what, coupled with no death gem capitol income makes death gems very rare (I've never found a death income site with a fire or earth search, don't know if some exist, I've found one or two dying forests with nature but they seem rare). So you have to hope having luck with Dark Knowledge, and DK cost 1 more gem than all other site detection spells, without a starting death income you won't be able to cast it a lot without alchemizing your other gems (and if you are unlucky you lose your rare death gems in the process without finding good sites). Don't know if I am cursed but in the 3 games I've played with Machaka I had less than 10 death gems income after 30 or so turns, each time with more than 30 provinces all explored d1 at least and some with dark knowledge, and you need a lot those gems for boosters as d2 is the minimum to make this path useful on the battlefield.
Machaka has also the general "no air" weakness, a problem worse for nations with very light (weak against arrows) or very heavy (not cost effective against lightning) troops, the two kinds of troops Machaka have, but it's something that affect any non air nation. When there are anti-fire spells with water/earth, and when water magic is the easiest to develop, allowing all nations to use anti-cold spells/items, the only anti-shock / anti-arrows spells/items are in air magic, and air magic is ridiculously hard to develop with the boosters only forgeable at A4. The air nations are boosted by the new randoms system giving no way to all non air nations to have protective spells/items to counter wind guide or lightnings without an enchantress or crystal amazons province, or incredible amounts of gems for the empowerements (80 to have a mage able to cast thunder ward, 120 for arrow fend, 170 to start to forge air boosters... hum). I think it would be a good idea to add anti-arrows items/spells out of air magic, in example in fire ("arrow combustion"), an anti-shock version of "fire ward" accessible with two non-air path, or an air booster needing just a level 1 like the water one. |
Re: Machaka is good IMO, but
Machaka has good access to Legions of Steel, which is a very effective anti-arrow spell. Lightning is a weakness, but I think it's good that most nations have weaknesses, and with Machaka able to field almost unlimited amounts of LoS'ed chaff (cheap warriors plus supply items), it's a pretty mild weakness. Lightning Machaka often means frying 1 or 2 10/3 warriors - big whoop.
I agree Machaka would be far stronger with death gems. However, 27.5% of sorcerers, and all Dark Sorcerers, have D2, so D2 is easy to come by. |
Re: Machaka is good IMO, but
The only units Machaka have that may benefit from LoS are hoplites and heavy spider riders, who are already good against arrows. Units with only natural protection like spiders without riders are not affected, as well as the machaka archers and the light infantries without armor.
Also only 1/4 BS has D2, they have F2E2D1 + 1?. |
Re: Machaka is good IMO, but
On a side note: All spiders should have at least 50% Darkvision... I guarantee spiders do quite well in cave provinces. |
Re: Machaka is good IMO, but
I think it's nature magic that deals with increasing base protection. Fortunately Machaka has nature mages. Of course, it's just 10...
But there's an another spell: I don't remember the details, but it's Earth/Construction, high level, and grants 20 protection. |
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Re: Machaka is good IMO, but
The nature protection spell increase the chance to see your infantry killed by your own fire spells, and has a too long range to position your mages to cast it on archers only (the stupid witch doctors like to cast protection on hoplites, not really increasing their already high prot but giving them -50% FR). Of course once you have marble warriors or army of lead/gold the protection problem is solved but it's probably a little too late in most games (and you are probably using living statues, mechanical men or others summons at this point).
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Re: Machaka is good IMO, but
God, I love this game...
I started a game with Machaka earlier today (no particular reason), and after some playing I discover one of my now riderless spiders has the affliction: "Lost a couple of eyes" (game effect is the same as 'lost an eye' for regular units) How in the name of god can you not love a game that does that? More importantly: Why, oh why did I only find out about this game last month? I could have been playing it for years now, instead of throwing my life away with some of the (comparatively) dumb games I have been playing. http://forum.shrapnelgames.com/images/smilies/happy.gif Okey, okey... I admit this was totally offtopic, but I still felt the need to share my enthousiasm about the lost couple of eyes http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Machaka screwed more than ever ?
Yep! I found Dominions a few years ago, and I'm still having a blast, and still finding new things (even of the stuff that was in the first edition).
BTW, there are several levels of eye afflictions for spiders and other many-eyed creatures. http://forum.shrapnelgames.com/images/smilies/happy.gif PvK |
Re: Machaka is good IMO, but
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You won't be able to wear a helmet http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Machaka is good IMO, but
Nor a dashing hat with a red feather either...
Erm... I mean... not that I would want to do something like that... Of course not... People and their silly hats allways... mumble |
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I like your second point, its cool Machaka has no air or anti-air capabilty. http://forum.shrapnelgames.com/images/smilies/wink.gif However doesn't fire make up for this anyway? |
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Could just be my bad luck though :\ |
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I personally find air/nature gem sites lacking, rare as gold dust in most of my games. In MP I usually get around those problems by gem trading, someone somewhere will always trade with you, usually. |
Re: Machaka is good IMO, but
MAchaka can struggle in the early game, and is IMO more at the mercy of a starting position than others, I think that an awake SC pretender is a good way to counteract this in MP. Those Hoplites just kick so much ***...
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Re: Machaka is good IMO, but
About fire vs air, fire is of course more destructive, and may kill the ennemies faster if they just cast offensive air spells (air lack a big ae medium level spell as efficient as falling fires). But most air nation have also access to water 2 mages to cast rain, some may have earth+water for fire ward, and fire indie mages also seem more common than air mages. At high construction levels, any nation having a fire 1 mage can empower him death 1 and forge fire boosters, when a non air nation will need a level 4 mage to start to forge them. Air can finally strike at a very longer range before high levels (once the fire nation has access to spells like pillar of fire this advantage of course disappear http://forum.shrapnelgames.com/images/smilies/wink.gif ). Finally the kind of national troops Machaka has will suffer against air in mid game (Machaka hasn't medium troops able to survive well against arrows, and the heavy hoplites cost too much ressources if they are to be killed by lightnings, lots of indie infantry with shields will have to be recruited).
At really high levels there are counters to counters, like the use of shock immune summons, earth-fire, death-fire or nature offensive spells, mass protection earth spells etc... But Machaka will have big difficulties if targeted before by an air nation. |
Re: Machaka is good IMO, but
Air nations:
EA/MA/LA Caelum all have Water EA Lanka: no Water MA/LA Man: no Water EA Vanheim/Helheim, MA/LA Vanheim: none have Water Pythium: yes, it has Water too EA Arcos: Water via Mystics' randoms, good chance of Water/Earth Tien Chi of all ages: stronger Water than Air LA Marignon: some Air and some Water Shinuyama/Jomon: Water, Air via randoms I don't think Air/Water is a common combination. However, as Rain only takes Water 1 caster, even a single random is enough. |
Re: Machaka is good IMO, but
Hum yes, not all have water mages, but Man at least has water in the crone randoms (up to a very rare level 2), and Vanheim can have fire on dwarven smiths (and may even have fire 1 + death 1 on an exceptionnal one).
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Re: Machaka is good IMO, but
MA Man does have water, when you get construction 6 its very easy to get high lvl water mages, forge water bracelets then forge robe of the sea, MA Man now has a lvl 4 water mage...
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Re: Machaka is good IMO, but
Water is easy to boost, yes, and I hadn't noticed Water random on Crones. But Robe of the Sea is Water 3, and that will be harder to get with just Bracelet.
It doesn't matter, because 2 Water gems let any W1 Crone cast Rain. |
Re: Machaka is good IMO, but
Some counters spells against water/air would be good for Machaka.
With fire + nature a mage should be able to make the day sunny ("sunny weather", fire/nature BE, replace rain/storm by normal weather, add 1 heat). Instead of simple flaming arrow a fire mage should be able to burn arrows including ennemy ones ("arrow combustion" BE : each normal arrow has 30% chance to be burned before hitting, each flaming arrow has 60%). An earth spell should even be able to summon a creature that is not only shock immune but a lightning conductor ("iron golem with an antenna" http://forum.shrapnelgames.com/images/smilies/happy.gif , earth summon, shock immune, 50% to catch any lightning spell if at range). Then counter to counter to counter spells can be imagined ("frozen arrows", water BE : your arrows have a chance for a numbness effect + are immune to arrow combustion ; "thick clouds", air BE : the sun can't be seen today, double the cost of "sunny weather" and all spells with sun in the title or increasing heat ; "wet ground" : any lightning affecting a shock immune creature like the famous "iron golem with an an antenna" does AN dammage to all creatures close). But of course, if designed by me this game would have 8412 spells including 6212 useless ones due to the 2200 last counters. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Machaka is good IMO, but
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Re: Machaka is good IMO, but
I've seen a Phoenix with "Beak chopped off".
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lol!
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Re: Machaka screwed more than ever ?
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Re: Machaka screwed more than ever ?
This is an old thread I know, but I was actually looking for a guide on Machaka and found this thread linked. I'd like to point out a few nice things I've noticed about Machaka.
Yes Black Sorcerers are quite old. The interesting thing about them though is that they cannot die from disease. Their hp goes down from 9 to 0 then the next turn they are back to 9. The nice thing about this is that they even will heal afflictions they had before sometimes. I suspect this is tied to the fact that when they die they go to spider form, but switch back to normal form as the new turn begins. This would account for the afflictions disappearing as I recall reading that certain form switching has a chance to remove afflictions. Obviously this means that while the old age can be annoying (ie poor precision) It really isnt much of a problem other than reducing hp in battles, aside from the occasional feebleminded/mute. But then again, 9 isn't much in the first place. Interestingly enough Black Sorcerers will never die with a fever fetish on them. This goes along nicely with the fact that most of them can cast Flame Arrows in conjunction with Phoenix power. |
Re: Machaka screwed more than ever ?
That makes sense and is sort of cool, but definitely weird.
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Re: Machaka screwed more than ever ?
Well, since this thread is here and all. http://forum.shrapnelgames.com/image...ies/tongue.gif
I'm not sure if everyone complaining about the Spider Knights gave them a fair shake. The one time I played Machaka, my main army ended up with 2 flank squads of about 12 Knights apiece, and I rarely had to send replacements. I wouldn't say they are "better" once the rider dies, I had minor complaints about that, but the value of that web with 20+ Knights in a battle, cannot be praised enough. Perhaps against someone who has enormous hordes of cheap chaff, but the Knights will probably just dominate them in melee, just as the hoplites will. I kind of like Machaka, I might look to try them in MP soon, after hearing about the Fever Fetish trick. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Machaka screwed more than ever ?
Machaka is heads and shoulders above Man.
Black Hunters are size 6-they eat elephants. They are actually worthy of a decent bless. Do not underestimate the spiders. The PD is awful, which is a huge drawback. And I never understood why Bane Spiders are capital only, when the only thing I would ever buy there are Black Hunters. So there is some room for improvement as they are not the best race in the MA, but they are certainly viable. And the Black Hunters with a nice bless can kill thugs. |
Re: Machaka screwed more than ever ?
is it just me, or has there been a rash of thread resurrection lately?
Resurrect Thread Conj6 D3 A thread is resurrected from the ancient past. I can't think of any good flavor text; maybe I'll edit when I do. |
Re: Machaka screwed more than ever ?
I submit this possible flavor text for your review Omnirizon:
From the deepest, darkest depths of the long forgotten reaches of the forums, the dust stirs and the ashes blow aside as a thread is called and it's undying text claws it's way back to the light of the first page. It must answer the call of it's master. Only the bravest souls will cast this unholy spell. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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