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-   -   The new units (http://forum.shrapnelgames.com/showthread.php?t=34537)

Dedas May 3rd, 2007 03:23 PM

The new units
 
Aren't they sweet! http://forum.shrapnelgames.com/images/smilies/happy.gif

Fir Bolgs
I really love these guys, especially the ones with javelins as they got a tasty 12 precision, just enough to offset that -2 penalty to hit. Additionally they are off course excellent once in close combat with more than decent stats in everything. So do they rule for early expansion - you bet!

What are your thoughts on the new units? Share them here, we are all curious. http://forum.shrapnelgames.com/images/smilies/happy.gif

llamabeast May 3rd, 2007 03:38 PM

Re: The new units
 
I wonder if the Baobhan Sidhe is meant to have seduction? Otherwise I don't really understand her description.

Foodstamp May 3rd, 2007 03:41 PM

Re: The new units
 
I am a little disappointed to be honest. Yeah, I know someone is going to come to my house and stab me for saying that.

I was expecting the Firbolgs to be size 3.

When I saw they had added Bean Sidhes, I was expecting them to be more like banshees. (But the way they did them is fine and not conflicting with the lore they are based on, there are several versions of what they look like and did.)

Also, the other Sidhe says in the description that she is a seductress, this must just be flavor text because she does not have the seduce icon? (I haven't had a chance to test it yet).

Eriu doesn't feel very red branch at all. It feels early celtic just like Tir na nog with a few mundane units thrown in.

No Dagda type pretender QQ.



Enough with the negative, here is the stuff I like...

I like the graphics for the Firbolg, I think they are awesome even if I think they are smaller than I imagined them being.

I like the overall take on Tir na nog. I think it is going be a really fun nation once I have a chance to mess around with it. I especially like the Bean Sidhe's chance to get 4 paths of magic, and the glamour is appropriately distributed among units.

---------------------------------------------------------

I am greatly appreciative of the effort that goes into this game after the release date. Adding these two nations has shown me once again that Illwinter really has a passion for this series that goes beyond making a buck. And in turn, they are creating a very loyal fan base http://forum.shrapnelgames.com/images/smilies/happy.gif

My post may have started off a bit negative, but really I can't complain, it's free stuff and I am satisfied with the effort. The let down being my impressions of how I imagined the nations having time to stew between patches http://forum.shrapnelgames.com/images/smilies/laugh.gif

Dedas May 3rd, 2007 03:44 PM

Re: The new units
 
Yikes, they can assassinate! Stealth +25, air magic 2, glamour and assassination. A pretty deadly combination I would say.

Foodstamp May 3rd, 2007 03:52 PM

Re: The new units
 
That's harsh, I better get to playing!

Edi May 3rd, 2007 04:01 PM

Re: The new units
 
Baobhan Sidhe should probably have assassination. I've not tested that yet. Could end up on the list.

Dedas May 3rd, 2007 04:03 PM

Re: The new units
 
No need, it works as intended.

PvK May 3rd, 2007 04:06 PM

Re: The new units
 
I've tested it. Baobhan Sidhe can assassinate, which is what their description (which confused me at first, too, but I think it makes more sense once understood) says - they lure, then kill, not take home to mommy. http://forum.shrapnelgames.com/images/smilies/wink.gif

Dedas May 3rd, 2007 04:07 PM

Re: The new units
 
They kill by sucking the life out off the victim, like vampires and real women.

Foodstamp May 3rd, 2007 04:07 PM

Re: The new units
 
That's thematic and cool http://forum.shrapnelgames.com/images/smilies/happy.gif Enough trolling these boards though, time to play!

Dedas May 3rd, 2007 04:27 PM

Re: The new units
 
Tuatha Warrior
I can see these guys really benefit from a strong air bless. You don't want that all that nice glamour shot away by some puny slingers when you advance to total battlefield ownage. Golden Spears anyone?

Foodstamp May 3rd, 2007 04:30 PM

Re: The new units
 
The game I am playing right now is a small map with air9/water 9 bless. I will let you know how it turns out http://forum.shrapnelgames.com/images/smilies/happy.gif

Dedas May 3rd, 2007 04:31 PM

Re: The new units
 
Great! Looking forward to it. http://forum.shrapnelgames.com/images/smilies/happy.gif

Dedas May 3rd, 2007 04:39 PM

Re: The new units
 
A pretty obvious thing noted:
All units (even the milita) have extremely high MR (13). Meaning that you could either take a high magic scale +3 or a low -3, to boost your units or your mages accordingly.

Endoperez May 3rd, 2007 05:03 PM

Re: The new units
 
Quote:

Foodstamp said:
When I saw they had added Bean Sidhes, I was expecting them to be more like banshees. (But the way they did them is fine and not conflicting with the lore they are based on, there are several versions of what they look like and did.)

Banshees are undead Bean Sidhes, silly. I don't know how to actually get them/her in the game, though. Might be a heroine.

Foodstamp May 3rd, 2007 05:12 PM

Re: The new units
 
Actually banshees are just bean sidhes. There are different stories as to how they look, what they do. I was just expecting it to be the undead version you mentioned.

Endoperez May 3rd, 2007 05:19 PM

Re: The new units
 
Quote:

Foodstamp said:
Actually banshees are just bean sidhes. There are different stories as to how they look, what they do. I was just expecting it to be the undead version you mentioned.

I meant that the Bean Sidhes that have undead tag in the game are the ones with the weird scream. My version of AllView automatically updates itself whenever I create a new game in the new version. Doesn't yours? http://forum.shrapnelgames.com/image...ies/tongue.gif

Of course, the later unitnrs are full of horrible, horrible spoilers and units without descriptions. Like big sacred pigs.

Foodstamp May 3rd, 2007 05:20 PM

Re: The new units
 
woot, there is an undead version? This patch is getting better by the moment.

Foodstamp May 3rd, 2007 05:24 PM

Re: The new units
 
My all_view doesn't update like that. I custom made it so I could use a solid gray map for unit extraction. I will have to bump my numbers up a bit http://forum.shrapnelgames.com/images/smilies/happy.gif

Endoperez May 3rd, 2007 05:34 PM

Re: The new units
 
Quote:

Foodstamp said:
My all_view doesn't update like that. I custom made it so I could use a solid gray map for unit extraction. I will have to bump my numbers up a bit http://forum.shrapnelgames.com/images/smilies/happy.gif


My AllView doesn't crash when I use unitnrs higher than those used in game, so there are hundreds of empty units in the end of the list. I created it with an active mod, and the mod in question creates a unit somewhere in the range of 2900 or so, and thanks to it all the nonexistant units between the last existing unit and it become copies of unit nr 1...



I use a .bat file created with the help of friendly neighbourhood lch. Essentially:

ren guiborder2.tga guiborder2.old
ren guiborder2.new guiborder2.tga
dom3.exe -w -r 800 600 --opacity 1 --filtering 0
ren guiborder2.tga guiborder2.new
ren guiborder2.old guiborder2.tga

or "all the right extraction settings in a window of correct size, with an even-colored background that gives a slight hue (opacity 1) to the black map I use for extraction so that the shadow of the sprite is of slightly different black than the background."

Edi May 3rd, 2007 05:35 PM

Re: The new units
 
Quote:

Endoperez said:
Of course, the later unitnrs are full of horrible, horrible spoilers and units without descriptions. Like big sacred pigs.

Yep. The Pathological units are pretty nasty pieces of work if you have to come up against them. By the way, the misspelling is intentional. You can all thank Kaljamaha for that, when he saw the PArtholonian Sorcerer appear in the progress list way back when, he misread that as "Pathological Sorcerer" and much hilarity ensued. I always mentally refer to the Partholonians as "Pathologicals" now...

Foodstamp May 3rd, 2007 05:47 PM

Re: The new units
 
I will try that out. So using the last possible modded #newmonster number makes it so empties do not cause a game crash?

Endoperez May 3rd, 2007 05:55 PM

Re: The new units
 
Quote:

Foodstamp said:
I will try that out. So using the last possible modded #newmonster number makes it so empties do not cause a game crash?

That's my theory, at least. Don't know what else could cause it. The mod in question is my testmod, which has at one point or another housed ALL the mods I've done. At the moment, it holds three minor mods that I could publish already. In fact, I've already posted one of them, have finished another already and the third is waiting for the next version for the #specialeffectalways that just barely missed 3.08.

Foodstamp May 3rd, 2007 06:03 PM

Re: The new units
 
Quote:

Dedas said:
Great! Looking forward to it. http://forum.shrapnelgames.com/images/smilies/happy.gif

Here is how the game went.

The air shield is a huge help against missile units. I am not sure that this is the best bless for these guys, but as expected, the bless made them fairly immune to archers.

The assassin Sidhes are hardcore. I made one my prophet and she pwnd phace most the game until she came across a Mictlan commander that summoned imps.

I hadn't played glamour nations in a long time, so it was fun raiding behind enemy lines. A strategy I had not been able to use since what seemed like forever ago. Stealth preaching with glamour units is fun too http://forum.shrapnelgames.com/images/smilies/happy.gif

The firbolg units are fairly hearty and one of my Bean Sidhes ended up becoming my elemental site hunter.

One thing not mentioned in the thread comparing these units to merman mages is the fact that the sidhe have very long lifespans and no chance of old age even with picks like 4 air etc.

In retrospect, the air 9 is an excessive bless I think. You can go lower air and still have good results vs archers I believe.

Watch your scales, I went with sloth 2 and I had difficulty recruiting the high resource sidhe units.

jutetrea May 4th, 2007 01:30 AM

Re: The new units
 
I had good luck with a F4W9N4 bless, pretty much recruited straight sacreds and sidhe...with slingers using leftover resources.

Only played a sample game for like 30 turns, but they mowed through pretty much everything. Did not run up against archer heavy armies but with the few archers I did see a much higher rate of glamour being removed. Good survival at hold/closest to grab a blessing.

Pretty much decimated a mighty AI Niefelheim with very few losses. Had 4 or 5 armies of ~20-30 mixed sacreds/sidhe led by the first priest.

Not quite sure on the formula for str vs. sieging, but my little guys had a very tough time cracking the giant's castle. Str 9 i believe?

Didn't get Lugh on this game, but did get him in a mini-map test, looks great.

The standard fire/water bless works good, i think you might even do well with just a fire/nature as the glamour covers some of the defense you'd get. I think an A4/N4 added to either F9, W9, or S9 would be great. They already have a pretty good attack/defense/MR, and the S9 might work well for maintaining glamour. Blood might not hurt either with the low str. heck, they'd probably do well with just a rainbow bless of 4's. Going to test more http://forum.shrapnelgames.com/images/smilies/happy.gif

Ewierl May 4th, 2007 04:43 PM

Re: The new units
 
I'm having tons of fun with E9- it does a good job of protecting them against archery, since they're much less likely to get damaged. E9N4F4W4 makes them pretty tough nuts to crack! Pretender chassis pick for that bless was annoying, I ended up getting my best shot with Great Enchantress... which I'd hate to do in MP, the S2 she ended up with would make her quite vulnerable.

I got Order 1 seeing the high resource costs, but Order 0 probably would've been enough; I always hit cash or occasionally holy limits first.

Tuatha are Str 13 (and Sidhe 12), but Air magic means you've got plenty of ways to break sieges.

jutetrea May 4th, 2007 04:48 PM

Re: The new units
 


Hmm... what were str 9 then? Guess I'll have to stop working and get back to playing http://forum.shrapnelgames.com/images/smilies/happy.gif

Endoperez May 4th, 2007 04:51 PM

Re: The new units
 
Quote:

Ewierl said:
I'm having tons of fun with E9- it does a good job of protecting them against archery, since they're much less likely to get damaged. E9N4F4W4 makes them pretty tough nuts to crack! Pretender chassis pick for that bless was annoying, I ended up getting my best shot with Great Enchantress... which I'd hate to do in MP, the S2 she ended up with would make her quite vulnerable.

I got Order 1 seeing the high resource costs, but Order 0 probably would've been enough; I always hit cash or occasionally holy limits first.

I presume you meant Production, not Order.

It's probably easier to find a chassis for bless with E9 and one or two of the lesser blessings. Going for three of them... well, no wonder you're left with a Great Sorceress. It is true that they have a poor access to Earth pretenders, though. Only Cyclops has more than Earth 1. Earth Mother, Titan, Lord of the Forest and Great Sorceress all have other paths, but Earth at only 1.


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