
October 15th, 2003, 04:29 PM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Dom I Strategies which WON\'T work in Dom II
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Originally posted by Gandalf Parker:
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.
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I can understand your concerns Gandalf, as you play mainly solo, thus limiting some spells is surly detrimental to your pleasure. But I can assure you that limiting gateway to a friendly lab has surely been done for MP balance, as it was a bit too convenient a solution when you were an astral nation (oooh an enemy force, lets crush them with this big astral hammer, aka a gating army).
Restricting a bit the power of astral magic is a good thing, as it perhaps too powerful.
Anyway, I never heard that faery trod was toned down, so you can still preach with dryads, then gate in renforcements.
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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