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Tartarians
I think the 3.17 patch is a success in that I am increasingly reluctant to summon large numbers of Tartarians, since they are dangerously crazy and a hassle. I'd rather find other ways to spend my death gems.
This may be in part because I'm currently playing Ashdod and their recruitable Adonim (with a decent bless) are as good as Tartarian SCs (although you might still want Tartarians for magic diversity). If I were C'tis I might still be going for Tartarians, but maybe not. 25% Shattered Soul is a lot. -Max |
Re: Tartarians
I haven't had much experience with end game (only really played with Tarts in single player) But I think I will be pretty reluctant to summon them en mass as 25% chance of doing something random or even detrimental could be quite frustrating I would think.
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Re: Tartarians
I don't like the fact that whatever insane thing they begin doing, they keep doing when their sanity returns (pillaging for example). They are listed as continuing some unpleasant activity, such as reanimating dead or preaching or whatever, once returned to sanity but without actually doing it effectively (no soulless minions/no Ermor style dom kill). You still have to order them to stop doing it (which is boring).
I think the should drop back to defend as default once their sanity returns so you can then try and give them something to do other than wrecking the joint. |
Re: Tartarians
I have a Tart factory up in MP now and I am no longer a fan. Having them go off and destroy temples, research, preach or say "All Will Be Ashes" over the last few turns is maddening, especially in the heat of battle.
I think it was a good / cool change. I will be looking for other SCs though tarts are still useful for magic diversification. Just keep them somewhere where they cannot do too much damage til you need them. Building new temples and labs cause crazy tart boy had a fit is a drag. |
Re: Tartarians
They are still the best SCs you can get. They are weaker, but still there is nothing you can replace them with. Unless you play nation with really cool national summons [and there are just few of them]
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Re: Tartarians
I agree with Digress. Insane and shattered soul units really should go to defend when they're done being crazy as a ****house rat, because then they show up on a N for next commander search.
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Re: Tartarians
Do the shattered soul Tartarians also destroy labs? Or only temples?
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Re: Tartarians
I think they do both, but I'm not sure, since all mine seem to like to do is Pillage. I keep all mine in a province dubbed Arkham Sanitorium, and it has close to 300 unrest all the time, because at least one of them decides to pillage every turn. It does have a lab and a temple, but none of the dozen or so that stay there have ever tried to burn them down. They just love to pillage.
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Re: Tartarians
So far I've only had them destroy temples, but I'm scared of them burning down labs so I've been moving them to unimportant labs. If they don't burn down labs I guess it's not as scary (I can afford to lose a temple temporarily).
-Max |
Re: Tartarians
I referenced labs but now that I think about it, so far it has only been temples.
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Re: Tartarians
I think, if this follows the normal Dominions random curve, that whatever the Tarts start out doing (pillage, etc.), they will keep doing for the most part. So if your first one destroyed a temple, most of the rest will probably do the same thing. My first one pillaged, and so most of the rest of them have pillaged since then.
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Re: Tartarians
Mine have done all kinds of crazy stuff with no obvious pattern. Some pillaging, some preaching, some "All Will Be Ashes," some "Festival for the Dead", some research.
-Max |
Re: Tartarians
Some stuff is more common since it checks for the first insane order, if not this one it checks for the next etc. Pillage might be fourth down the road. Temple destruction is one of the last ones I think.
I don't think they ever destroys labs. |
Re: Tartarians
Quote:
Anyway I agree that Tarts now are quite dangerous with the new Shattered Soul and it's more likely to be reluctant in Gift or Reasoning many of them (as far as i understood, there is no risk if they aren't commanders, even if you lose their pretty magic paths they're still very nice as fighting summons for 10 D gems) - I wouldn't change the feature of them continuing the pillage or else after the insane turn - you liked so many strong SCs? Now remember all of them! ^^ |
Re: Tartarians
Actually the Tartarians did gain a new useful ability because of the shattered soul trait. When sieging an enemy castle if the Tartarian goes RED and chooses the "temple destruction" action it will destroy the enemies temple.
Otherwise it's virtually impossible to destroy the temple without successfully sieging the castle. |
Re: Tartarians
No, it won't.
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Re: Tartarians
Q: How many Tartarians does it take to screw in a lightbulb?
A: 5. One to fight imaginary doom horrors that he sees in his head. Two to build a temple, though there is already one there. Three to tear down said temple. Four to kill everyone in the province that thinks that they don't need a new lightbulb. Five is the one that actually screws in the lightbulb. He then goes on a terror spree cause the light hurts his eyes, killing 200 villagers. |
Re: Tartarians
It is generally agreed that they are less useful than before, but have we seen a rise in other end game strategies?
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Re: Tartarians
Modding in SCs seem to be on the rise.
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Re: Tartarians
I am working on a mod to add new options for late game summons, for the elemental paths and nature (I figured death, blood and astral were already plenty useful in the late game). I'd say it's 80% done, so hopefully it should be released reasonably soonish.
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