Re: Dom I Strategies which WON\'T work in Dom II
I played Man and Pangaea alot with a tactic of finding a weak province, doing a "call" spell to drop units there and take it over, then build up. I had spots all over the map with castle, temple, lab that I could spread out from.
The limitations on travel spells is going to make it really hard to put a temple and lab in far places early in the game. I will have to walk mages and priests to each spot. Im unhappy with this since I didnt see these as being strategys that were massively imbalanced.
I want MORE strategy varients, not less. I dont like being pressed into playing a particular type of game. I dont mind them tweaking things so that any strategy being overused gets cut back, but I dont like them disappearing.
[ October 15, 2003, 15:17: Message edited by: Gandalf Parker ]
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