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-   -   Mind Hunt problems (http://forum.shrapnelgames.com/showthread.php?t=34159)

incognito April 11th, 2007 10:13 AM

Mind Hunt problems
 
I am playing a MP game as LA Ermor and I have a small problem: one of the players is a well-entrenched Ry'leh player with the capacity to cast 12 mind hunts a turn. What are the best defenses against this for LA Ermor? Freespawn leaders tend to die at a 50% rate when mind hunted, meaning I'll lose a lot of leaders fast if I am not careful.

calmon April 11th, 2007 10:24 AM

Re: Mind Hunt problems
 
The best protection against Mind Hunt is an astral mage.

Look for indies with astral magic and move/teleport them to provinces you want to protect and see how easy enemy mind hunters go feeblemind.

Mind hunt cost 2 astral gems so it hurts his gem base a little bit. Remember your freespawns would also die easily against arrow, earth elementar, ashen angel, etc.

PvK April 11th, 2007 03:21 PM

Re: Mind Hunt problems
 
Yes, Astral mages are a natural defense. A few other ideas: If you have gold to use, you could also recruit some scouts as temporary attack-catchers. You could also summon some cheap attack-catchers, such as Black Servants. You could also try to dodge to unexpected provinces. And/or cast domes...

incognito April 11th, 2007 03:43 PM

Re: Mind Hunt problems
 
Any easier-to-find indy sites with astral mages? I've noticed summoned mages are few and far between. For LA ermor, it's pretty much the Golem with direct astral. Naturally, a fair number of dusk elders get some astral as well, but with the loss of the couatl, things get kind of tough.

Wish April 11th, 2007 04:02 PM

Re: Mind Hunt problems
 
the only summonable astral mages are spectres (random), lamia queen (random or at least in dom 2 they could get astral) ether lords, and golems... tartarians (random).


the best inde astral is a sage though. either sages guild or library to make them - fairly common. there are also enchanters, sorceress, crystal amazons, iron order, seers

probably others I am not aware of.

Shovah32 April 11th, 2007 05:17 PM

Re: Mind Hunt problems
 
Dusk elders can get astral, problem solved. Just stick an astral elder in each province with important commanders.

1000yd_stare April 12th, 2007 03:02 PM

Re: Mind Hunt problems
 
Surrender to Ryleh is another option....

ologm April 12th, 2007 03:37 PM

Re: Mind Hunt problems
 
24 astral gems for 6 dead freespawn leaders doesn't sound that bad a trade for Ermor.

Throw some offensive spells back to kill his casters.

Psientist April 17th, 2007 11:37 PM

Re: Mind Hunt problems
 
How about the opposite question? I've yet - in dozens of attempts - to have a successful mind hunt, with astral mages ranging from astral 4 to astral 6, some with spell focii. I would think the odds would be slightly better than that... So far, all it has been for me is a costly "feeblemind self" spell.

Does anybody know the parameters by which defense against, and astral cord severing against, the mind hunt spell comes into effect?

MaxWilson April 18th, 2007 12:26 AM

Re: Mind Hunt problems
 
According to the manual, any astral mage in the targetted province has a 40% per astral level of detecting and feebleminding the Mind Hunting mage.

-Max

PvK April 18th, 2007 02:47 AM

Re: Mind Hunt problems
 
Penetration doesn't help protect against enemy astral mages cutting the cord. It helps if you scout and deduce where the enemy has no astral mages before attempting the attack. The success rate can be pretty good if you know where there are vulnerable unprotected targets...

Psientist April 18th, 2007 01:28 PM

Re: Mind Hunt problems
 
that helps, thanks.

Loren April 18th, 2007 03:34 PM

Re: Mind Hunt problems
 
Quote:

PvK said:
Penetration doesn't help protect against enemy astral mages cutting the cord. It helps if you scout and deduce where the enemy has no astral mages before attempting the attack. The success rate can be pretty good if you know where there are vulnerable unprotected targets...

How do you figure out what's there?

Baalz April 18th, 2007 03:41 PM

Re: Mind Hunt problems
 
Well, one way is to only mind hunt in provinces which just had a battle, so you know exactly what's there. This is a pretty good way to put a stop to raiding by highly mobile/stealthy troops.

PvK April 18th, 2007 09:58 PM

Re: Mind Hunt problems
 
Yes, spies and scouts are a good way, and viewing combat replays is another. Note that if you have a scout in a province where other people are fighting, you get to watch the battle replay there, and the victim may tend to suspect his opponent if a battle is followed the next turn by attacks like Mind Hunt. If you look at the troops remaining in the last battle in a province, you can see who will probably be in there when your Mind Hunt will strike (assuming no other magic happens in between).

Other basic safety deductive techniques include using Mind Hunt against enemies who generally don't have astral mages, and attacking forces beseiged inside a castle (and when they run out of leaders, they'll rout when stormed).

Like assassination and other sneaky attacks, Mind Hunt can win a battle by removing an enemy commander as his force is moving to combat, so that the troops he was leading get left behind and an enemy army arrives at the battle incomplete...

vfb April 19th, 2007 02:02 AM

Re: Mind Hunt problems
 
Since recruitment happens before rituals, it might be a good plan to avoid Mind Hunting in a Lizard province or anywhere else an Astral mage can be recruited.


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