Re: Dominions 3000 v0.76 - lets go MP
Ok, some further thoughts.
The Orcs are VERY powerful. If you can get 1 province to 7+ dom and put just a few heroes in it you can get a full army every turn. On top of that the Orcish blasters are very powerful. Significant numbers of Orcish Shooters can take down just about anything. IDK about the summons, but just the basic orcs can really tear stuff up.
I still think the Common Wealth is underpowered. All their better belee troops are missing the all powerful shield. Also, their shield does nothing against the Neoclidean lasers (they get chopped down mercilessly). The only advantage to the Common Wealth is the ease with which they can defend territories. The turrets output ~20 AP rounds a turn, so two of them are normally sufficient to defend against most armies (with a little PD to catch enemy fire). Offensively I was helpless until I got Falling Frost, and even then I had to sacrifice swarms of my Teachers just to get close enough to cast it.
This could also all be a reflection of Neoclidia, which I think is very powerful. The recruitables are good, especially anything with a laser. A group of 20 heavy lasers can take down anything, including space worms. The tramplers are useless because of the speed with which chaff is destroyed in this game and the generally large enemies (especially the indies). I think their cheapest militia unit having mindblast is a little overpowered. Unless you really swarm them or attack with very high MR units you are dead, because they can mindblast entire armies into oblivion.
Then Neoclidia has powerful summons. I generally find the ranged more powerful for the above reason (if you get 40+ mindblasters there is really nothing the enemy can do). I was a bit confused at the way the summons ramped up. Because the higher level summons give you better Old Ones AND more Old Ones/gem there is really no reason to ever cast the lower level spells after that. Of course, some of the higher ones require more paths, but that logic doesn't apply to the lowest level versions which are easily researched and each makes the preceding version completely obsolete.
I also thought Neoclidia had no need whatsoever for the (admittedly very nice) space ships, because most their normal units (and certainly their best units) can go into space anyway. I would probably suggest making the standard troops significantly weaker in space, and maybe even weakening the Old Ones in space, both to restrict Neoclidia a bit more and to force them to use the battle stations.
And a small bug on the map, province 38 is connected to 25 (a planet on the far right to the center of jupiter). I found this out just in time to take advantage of it, :P
Still a very entertaining Mod, thanks guys!
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