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-   -   Cavemen (http://forum.shrapnelgames.com/showthread.php?t=38315)

Forrest April 5th, 2008 03:20 PM

Cavemen
 
Strength 17 and cost of 40gp. But useless in battle. However I seem to remember the siege formula being a bonus for strength over 10. So would cavemen a good siege army to follow your main army around or to reinforce key castles?

Sombre April 5th, 2008 03:26 PM

Re: Cavemen
 
If you like paying way over the odds for okish siegers, sure.

Aezeal April 5th, 2008 03:44 PM

Re: Cavemen
 
but wasn't there something with strengthx strength for siege what would that make them compared to 10 gold strength 10 troops?

Tuidjy April 5th, 2008 04:12 PM

Re: Cavemen
 
Yes, they are better than one 10 gold, 10 strength trooper. No, they are not
better than four of them. They eat less, though. I like using the commanders
as early thugs. Otherwise, I do not recruit them.

Saulot April 5th, 2008 04:35 PM

Re: Cavemen
 
Cavemen - 17 str = 2.9 siege strength or 13.8 gold per siegepoint.

Basic human infantry - 10 str = 1 siege strength or 10 gold per siegepoint.

Like Tuidjy says, unless you have supply problems, never worth it, and even then, not really.

K April 5th, 2008 05:33 PM

Re: Cavemen
 
They have partial cold and fire immunity. Combine them in the late game with the spells that grant your troops partial immunity and armoring spells, and you've got a crack squad of late-game troopers that can survive massive Evoking.

Digress April 5th, 2008 06:33 PM

Re: Cavemen
 
Don't they have 8 MR ? And no armour to buff ?

Might reduce their survivability in the late game a touch.

K April 5th, 2008 07:08 PM

Re: Cavemen
 
Quote:

Digress said:
Don't they have 8 MR ? And no armour to buff ?

Might reduce their survivability in the late game a touch.

Spells like Wooden Warriors or Army of Lead give units a set armor number, so I don't think I understand your question.

And the MR 8 is a weakness, but nothing is perfect. The fact that you can use Mass Regeneration and use them with a heavy evoking strategy more than makes up for it. I mean, if you send a few thugs to attack rear you can draw MR-targetting spells off the weaker units. Its basic strategy.

Digress April 5th, 2008 09:14 PM

Re: Cavemen
 
I just think describing them as a "crack squad" might be a bit generous.

I am not suggesting that their hitpoints and resistances aren't useful - but in the mid to late game I really like higher MR.

Sombre April 5th, 2008 10:00 PM

Re: Cavemen
 
Given the cost I still don't think they're worth it. In the late game the gold would be better spent on mages.


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