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-   -   Help - Newbie (http://forum.shrapnelgames.com/showthread.php?t=24788)

Goblin July 10th, 2005 07:58 PM

Help - Newbie
 
I have a couple of questions to ask of the Wise Old Players of DomII, (I have looked around for answers – apologies if I missed it else ware):

1. Drain/Magic in Pretender set up: From what I have read this only affects the number of research points generated by each leader in a province. Are there any other effects (such as casting cost changes, likely hood or events happening or an effect on Blood Hunts)?

2. Rainbow Mage’s Vs Super Combatants: One of the things that has impressed me about the game is that even very powerful creators are vulnerable in combat – so why take a SC when a RM will help develop a high gem income from early on?

3. Ermor (Ashen Empire) is gross – correct me if I am wrong but I played a bit of a game using a RM and I see no stoping Ermor after about turn 20. The spread of there domain effectively creates an offensive version of scorched earth. Once they wipe out the population in a province it is of little use to anyone but them – what stops them?

Thank you all in advance for any advice on the above.

Regards,
Goblin.

quantum_mechani July 10th, 2005 08:09 PM

Re: Help - Newbie
 
Quote:

Goblin said:
I have a couple of questions to ask of the Wise Old Players of DomII, (I have looked around for answers – apologies if I missed it else ware):

1. Drain/Magic in Pretender set up: From what I have read this only affects the number of research points generated by each leader in a province. Are there any other effects (such as casting cost changes, likely hood or events happening or an effect on Blood Hunts)?

2. Rainbow Mage’s Vs Super Combatants: One of the things that has impressed me about the game is that even very powerful creators are vulnerable in combat – so why take a SC when a RM will help develop a high gem income from early on?

3. Ermor (Ashen Empire) is gross – correct me if I am wrong but I played a bit of a game using a RM and I see no stoping Ermor after about turn 20. The spread of there domain effectively creates an offensive version of scorched earth. Once they wipe out the population in a province it is of little use to anyone but them – what stops them?

Thank you all in advance for any advice on the above.

Regards,
Goblin.

1. The other effect is extra fatigue for mages casing in a drain provinces.

2.There is no reason you cannot have both, to a degree. A common SC has 2-5 paths, so they can to a degree fill both roles. And ones that have only 1 path are mostly used for quick early expanding, which means you can buy more mages, which usually means more potential randoms.

3. Priests and supply items, or SCs equipped to deal with undead.

GriffinOfBuerrig July 10th, 2005 08:15 PM

Re: Help - Newbie
 
3. Emor is ultramighty, but since Zens Mods they are not as horriting any more - in my opinion!

Molog July 10th, 2005 09:19 PM

Re: Help - Newbie
 
1. Drain also gives +1 magic resistance and Magic dominion gives -1 magic resistance to all units unders it's effect.

Goblin July 10th, 2005 09:59 PM

Re: Help - Newbie
 
Thank you all,

So if I have Drain 3, I get -3 to all Research (per leader), +3 the all MR (including against hostile magic targeting the province) and I have 120 Pretender creation points up my sleeve.

Not that bad a deal - the research drain can be overcome by items that enhance research. Any objections to this analysis?

Ygorl July 10th, 2005 11:28 PM

Re: Help - Newbie
 
Items can be expensive, and you need research to be able to make them. Also, they work just as well in a high-magic dominion.
Knowing how to cast powerful spells is just so amazingly important that it's hard for me to convince myself it's worth taking drain. Every now and then I'll try it (say, with Niefelheim and a bless strategy - that means, a pretender with high magic in one or two paths, so that holy troops get awesome benefits when blessed) but it usually doesn't work that well except in quicker games.

Goblin July 11th, 2005 12:08 AM

Re: Help - Newbie
 
Another Question in relation to Pretenders and Magic - I remember reading someone’s comment a while back that they either gave their Pretender lots of Astral magic or none. Supposedly this was to avoid being involved in a duel...

Is it the case that if a leader has Astral magic that they can be targeted by powerful mages (with Astral magic) - even if they are not casting spells in that field at the time?

Kinda an important factor when putting together a mortal Pretender...

Cainehill July 11th, 2005 01:06 AM

Re: Help - Newbie
 
Quote:

Goblin said:
Thank you all,

So if I have Drain 3, I get -3 to all Research (per leader), +3 the all MR (including against hostile magic targeting the province) and I have 120 Pretender creation points up my sleeve.

Not that bad a deal - the research drain can be overcome by items that enhance research. Any objections to this analysis?

Drain 3 winds up being +1 to MR - I think it's plus or minus 1 MR for every 2 points of Magic/Drain, rounded down, so no effect at 1, and the same effect at 3 as at 2.

As far as using items to combat drain for research : it can be hard getting the level of construction needed to make those items if you take much drain. Also, owl quills, the only one available at construction 2, only give 3 points research for a cost of 5 air gems - very very not worth it, imo. The skull mentors give 9 for 10 death, but aren't available until const-4, while lightless lanterns (6 research for 5 fire gems) don't come until construction-6.

Cainehill July 11th, 2005 01:11 AM

Re: Help - Newbie
 
Quote:

Goblin said:
Another Question in relation to Pretenders and Magic - I remember reading someone’s comment a while back that they either gave their Pretender lots of Astral magic or none. Supposedly this was to avoid being involved in a duel...

Is it the case that if a leader has Astral magic that they can be targeted by powerful mages (with Astral magic) - even if they are not casting spells in that field at the time?


If you take low-level astral, you might be ambushed while out site searching - mind dueling hit squad mages teleport in to try and take out your pretender. Also, someone might try an assassination with an astral magic assassin (mostly only an issue when R'lyeh is in the game), meaning you could be sitting "safely" at home and still get nailed.

Hence why a good rule of thumb is to take 0 astral, or 6+; immortal pretenders can get away with less, and I have occasionally taken something like 3 astral on a non-immortal rainbow myself, but that was on a fairly large map, non-wrap around, where I could park the pretender in the boonies where no one would find him.


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