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  #1  
Old October 15th, 2003, 03:37 PM
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st.patrik st.patrik is offline
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Default Dom I Strategies which WON\'T work in Dom II

Reading Alex Poger's post on usenet about "10 Whammies in Dominions" <http://Groups.google.com/Groups?hl=e...6hl%3Den%26lr% 3D%26ie%3DUTF-8%26selm%3Dfda648a3.0203291351.1420401b%2540postin g.google.com%26rnum%3D1> I realized that several of these won't work in Dom II, or at least not to the same effect. This made me wonder - what will take their place? (I'm thinking here particularly of #6)

The strategies that won't work (as well) in Dom II are:

2> Instant Magical Movement
someone said on another post that 'gateway' was no longer in the game - or maybe changed from how it was in Dom I. This is the only instant movement spell that allows the whole army to move.

3> Magic Duel
this has been tweaked - maybe it's still dangerous, but probably not as much as it was (when it was bugged).

6> Battlefield Domination Spells
this refers to warding your troops and then calling down the appropriate devastation spell, to which your troops will be completely immune. Of course, most wards don't give total protection any more, so it seems this won't be as rewarding of a strategy as it once was.

7> Storms
now you can shoot in storms, but just with limited range (I think), so while storms will have an effect, it won't be nearly so potent of a strategy as it once was.

So would the beta-testers care to comment on what 'army-killing' strategies they use? Or does anyone else have any ideas?

[ October 15, 2003, 14:42: Message edited by: st.patrik ]
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  #2  
Old October 15th, 2003, 03:41 PM
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Default Re: Dom I Strategies which WON\'T work in Dom II

Supercombatants have also been tuned down BTW...

Faery Trod also let's you to teleport the whole army, but only inside your Dominion.

I would say that powerfull bless efects+Sacred troops may be one of the new "killer aps".

I can already see KotC's with flaming weapons charging towards enemies...

[ October 15, 2003, 14:42: Message edited by: Nerfix ]
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Old October 15th, 2003, 04:04 PM
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Default Re: Dom I Strategies which WON\'T work in Dom II

Quote:
Originally posted by st.patrik:
Reading Alex Poger's post on usenet about "10 Whammies in Dominions" <http://Groups.google.com/Groups?hl=e...6hl%3Den%26lr% 3D%26ie%3DUTF-8%26selm%3Dfda648a3.0203291351.1420401b%2540postin g.google.com%26rnum%3D1> I realized that several of these won't work in Dom II, or at least not to the same effect. This made me wonder - what will take their place? (I'm thinking here particularly of #6)

The strategies that won't work (as well) in Dom II are:

2> Instant Magical Movement
someone said on another post that 'gateway' was no longer in the game - or maybe changed from how it was in Dom I. This is the only instant movement spell that allows the whole army to move.

3> Magic Duel
this has been tweaked - maybe it's still dangerous, but probably not as much as it was (when it was bugged).

6> Battlefield Domination Spells
this refers to warding your troops and then calling down the appropriate devastation spell, to which your troops will be completely immune. Of course, most wards don't give total protection any more, so it seems this won't be as rewarding of a strategy as it once was.

7> Storms
now you can shoot in storms, but just with limited range (I think), so while storms will have an effect, it won't be nearly so potent of a strategy as it once was.

So would the beta-testers care to comment on what 'army-killing' strategies they use? Or does anyone else have any ideas?
Maybe you could place here the whole list so I can comment on that?

6 is definitely gone since wards no longer give full protection nor do they affect all your troops and still they cost gems. So that is no-go.
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Old October 15th, 2003, 04:16 PM
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Default 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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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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  #5  
Old October 15th, 2003, 04:20 PM

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Default Re: Dom I Strategies which WON\'T work in Dom II

Quote:
Originally posted by Daynarr:
6 is definitely gone since wards no longer give full protection nor do they affect all your troops and still they cost gems. So that is no-go.
to my dismay I read that you got wards affecting the whole battlefield in the Last levels of research. I would have preferred that these spells did not exists.
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Old October 15th, 2003, 04:29 PM

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Default Re: Dom I Strategies which WON\'T work in Dom II

Quote:
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.
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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