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Fear of your own Mages
There's a couple of things about mages that I've been wondering about as far as the design of the game goes and if this effect is intentional. I'm currently playing a game as Arco and just took Pythium's capital. Pythium has a small (20 man) force that may try to move on one of my provinces with a temple. Since I'm greedy, I decided to move some of my forces to that province (I have a fortress right next to it). As I looked thru the commanders the only one with decent leadership was an Astrologer with 1W. I started to script his spells to move him to the province and noticed the "Water spells" and thought "NOOOO!!! he's useless. He'll just Breath of Winter and kill his own bodyguards!" Then I noticed he doesn't have the power and thought "Whew!!". Is this intentional? Is it by design that I'm supposed to be "afraid" to use water mages because of Breath of Winter"? I mean it doesn't matter what you script. If it's a battle over 5 rounds, they WILL cast Breath of Winter if they have the skill.
Also, I'm curious about Astral magic. I've been casting "Tartarian Gate", and all of the ones with Astral Magic are immediately barred from combat (Astral Duel). I'm assuming this was done on purpose, but I'm curious as to why? As it stands, Astral = no combat, no exceptions UNLESS you are the "Astral King". I even remember reading an old post where someone suggested taking a pretender who came with 1 Astral and killing him intentionally to get rid of the Astral! Was this what the devs wanted? Darryl |
Re: Fear of your own Mages
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[ March 18, 2004, 17:57: Message edited by: fahdiz ] |
Re: Fear of your own Mages
EDIT: Nevermind, misread your post.
[ March 18, 2004, 18:34: Message edited by: Sindai ] |
Re: Fear of your own Mages
If you don't like Magic Duel, there's an official mod for it that makes it cost a gem (thus reducing the chance it'll be used), and you could block the spell entirely by making it unavailable. You could do the same to Breath of Winter, albeit that one can be used with no risk by some mages when combined with the right troops.
But yes, water mages can be dangerous; even if they start away from everyone else, there's no guarantee that they won't move closer to the rest of yours. |
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However, they're so useful out of combat that "useless" is far from an apt description: Give him a water bracelet, have him get his lazy *** to work forging clams for you. You'll quickly learn to value him in no time. |
Re: Fear of your own Mages
Of course, there are some Water mages who you specifically want to cast Breath of Winter. SC pretenders with Water and Ice Devils quickly come to mind...since often they'll be soloing indie provinces.
Having said that, Water mages are a tad dangerous and generally best used out of combat, or for bringing landlubbers with them for taking sea provinces - or hopefully they only have Water 1 so they can cast Quickness and stay out of trouble. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Re: Fear of your own Mages
Hm. Clams are always nice. But for Celestial Masters, Theurgs, Mystics and others, it'd be nice to get some battlefield use.
BoW mixes decently with most undead; I think either Soulless or Ghouls might not be immune, but all the longead, spectral and wightly ones are. Jotuns also are immune, although Utgard needs to be careful about the Seithkonas that are oh so fun once Nether Darts is available. A water mage can still be useful on the battlefield, with Quickening, Cold Bolts, Falling Frost, Frozen Heart, warding... not as showy as fire or lightning magic perhaps, or as entertaining as Gifts from Heaven (150 points of *WHAM!*) but still handy. |
Re: Fear of your own Mages
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However, they're so useful out of combat that "useless" is far from an apt description: Give him a water bracelet, have him get his lazy *** to work forging clams for you. You'll quickly learn to value him in no time. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Oh I do this frequently. It's just that if I have a mage with 2 water for combat I have to micromange troops, whereas with other mages just give them some guards and send them into combat. Basically, I meant useless in combat if you don't have undead or other immune troops. My basic question is what is the reasoning behind this. There are other things I "don't like" in Dominions but there are reasons. Examples: I don't like starvation, but it's there to require more management of large armies. I don't powerful spells cosing more gems, but it's there to restrict their casting. I don't like most mages having few HP, but it's there to balance their power. I don't like Water 2 mages casting Breath of Winter killing friendly troops if they aren't immune, but it's there because...??? I don't like Magic Duel basically making Astral 1 and 2 mages useless in combat, but it's there because...??? The first 3 are simplistic and I know there are other reasons, but you get the idea. Those seem to make sense to me and lend to a more interesting game. Can anyone complete the Last 2 and tell why those add to balance and gameplay?? Darryl |
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On the reverse side, I doubt anyone is going to commit an Astral 7 or 8 mage just to magic duel your little astral mages, who are probably expendable anyway. If they send a less than astral 7 mage against an astral 1 mage, they will probably die from magic duelling you. They may kill a fair number of your mages, but it's easier to replace a stock astral-1 or 2 mage than it is to replace something which may be astral 5, and certainly required empowerment or items to get there. Besides, Astral is just too awesome to pass up, even with the threat of magic duels. Some people, however, feel that this makes astral too dangerous....and that's their loss, IMO. [ March 18, 2004, 22:16: Message edited by: Norfleet ] |
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