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Magic Items and Equiping ?
I love the magic item creation in Dom and the variety is very big, it always blows my turn time out of the water the second I start cogitating what to build for who and when...
One of the things I suffer from in Dom, is a fear of commiting generals to physical combat, Im not sure if its some earlier game conditioning or just a reticent style of game play. That being the case I tend to not bother giving them much by way of melee items and concentrate on things that allow them to interact with a battle such as the standards or the flame bLasting helms/sceptres or maybe bows. What is the general thought on non super combat generals/heros ? Do any of you gear them up for physical combat other than assassins or major combat summons ? Spiro |
Re: Magic Items and Equiping ?
I do. At least in single-player, I tend to have many fighting heroes with magic items, with orders to wade right into battle. Usually they have several men set to guard them, too (and those men need to be able to keep up with the charging leader).
It's a good idea to bring along leaders to be stay-in-back commanders, too, so if the fighter leaders all die, the whole army doesn't necessarily rout. PvK |
Re: Magic Items and Equiping ?
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Re: Magic Items and Equiping ?
I have had good success with Bows of War, Beowulf’s Black Bow (insanity) and Eyes of Aiming. Typically, the mages and commanders get left at the back and with high precision, I eventually pick some of them off. The feeble mind effect is particularly nice to hit a powerful mage with! The Long Bow of Precision is also attractive, though I haven’t felt it to be as powerful. However, it is not as easy to see, so I could be wrong.
I have found this to be the best use for priests after I have defeated Ermor. They are not much use against other nations and I have lots of them, so I start handing out bows and crossbows. Call it retraining following a downturn in the economy. |
Re: Magic Items and Equiping ?
Really depends on which commanders, for me.
I always get my tough commies, perferably also with low leadership, in the fray to hack it up. Jotun Jarls, Lord Wardens,Ice Devils, and so on. Make sure you have a back up commander with enough leadership to command the army if your warrior commy dies. On the other hand, I never let my strategoes, castellans, and other high leadership, bad combat commanders near the front. For nonfighting leaders, other than priests and magi, I'd reccommend you give then summoning items, like Skull Talismans. I'm not a big fan of ranged combat. |
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Re: Magic Items and Equiping ?
I feel much the same like spirokeat: I'm pretty afraid to send my commanders into the fray, but I have to:
Sending a leader and his guards gives you much more control over the units (like hold, hold, hold, hold, attack xyz) and therefore some strong leader must always go to meele... |
Re: Magic Items and Equiping ?
I tend to forge in spurts. One round I will have everyone make something. Usually it will be when I am about to send out a hero or an assassin. Or maybe a major army of elite units. As to when in the game... Most often as soon as I hit constructions 2,4,6. Although for most of my races construction is nearly the Last magic I put attention on.
Some items I just like to have available in the lab. Flying boots in case I want to move a commander quickly. Often straight to another lab where they remove the boots for the next guy to use. Or items goor for an Arena. Or items that make good gifts for AI's such as Herald Lance, or Poison Bladder or Hunters Knife. [ June 17, 2004, 13:41: Message edited by: Gandalf Parker ] |
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what do you consider a hero ? the 2-3 special national heroes you get randomly ? or powerful summons like a arch devil ... ? i know you are a expert gandalf http://forum.shrapnelgames.com/images/icons/icon7.gif you play lots of mp games too or ? so do you remember one where either you or your opponent used lots of magic items and you or he won because of them ? if you had summoned just some more units instead of having forged the items and fought the battle with them instead would you most likely have been better or made the items the win ? or is in mpgames battlefield space a true limit ? http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Magic Items and Equiping ?
I can see at least two major reasons for giving gifts to an AI.
The first is to help the recipient against a third enemy which you're not immediately willing or able to confront directly. Perhaps the third AI is significantly more powerful than your recipient and is on the other side so your armies can't reach yet. Perhaps you're playing with an impossible Ermor and don't want to see it gobble up AIs that are otherwise not terribly good at combating Ermor. That sort of thing. These gifts can sometimes be chosen so as to minimize the potential impact when you eventually get around to backstabbing; e.g. if you're largely poison-immune, or simply going to avoid melee combat, then the snake bladder stick won't hurt you; likewise, if you've got no undead, it isn't a huge problem to hand out herald lances unless you were really counting on routing the enemy through Terror and such. The second reason is far more exploitative and cheesy, and that's to send double-edged gifts which can seriously hurt the recipient if used unwisely. Examples would include Lycantropos amulets (cursed, berserk, eventually turns recipient into werewolf), extra eyes of aiming (one's fine, two's a problem), bane venom charms (disease spreader), rime hauberk (if he's not cold immune, probably will kill those standing next to him), bone armor (same bit, with life draining) etc. It's cheesy in that this is taking advantage of the AI's relatively careless use of items and that only the most careless or inexperienced human player would be likely to fall for it. |
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