.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old March 18th, 2004, 07:49 PM

Darryl Darryl is offline
Corporal
 
Join Date: Nov 2003
Location: Atlanta
Posts: 97
Thanks: 0
Thanked 0 Times in 0 Posts
Darryl is on a distinguished road
Default Fear of your own Mages

There's a couple of things about mages that I've been wondering about as far as the design of the game goes and if this effect is intentional. I'm currently playing a game as Arco and just took Pythium's capital. Pythium has a small (20 man) force that may try to move on one of my provinces with a temple. Since I'm greedy, I decided to move some of my forces to that province (I have a fortress right next to it). As I looked thru the commanders the only one with decent leadership was an Astrologer with 1W. I started to script his spells to move him to the province and noticed the "Water spells" and thought "NOOOO!!! he's useless. He'll just Breath of Winter and kill his own bodyguards!" Then I noticed he doesn't have the power and thought "Whew!!". Is this intentional? Is it by design that I'm supposed to be "afraid" to use water mages because of Breath of Winter"? I mean it doesn't matter what you script. If it's a battle over 5 rounds, they WILL cast Breath of Winter if they have the skill.

Also, I'm curious about Astral magic. I've been casting "Tartarian Gate", and all of the ones with Astral Magic are immediately barred from combat (Astral Duel). I'm assuming this was done on purpose, but I'm curious as to why? As it stands, Astral = no combat, no exceptions UNLESS you are the "Astral King". I even remember reading an old post where someone suggested taking a pretender who came with 1 Astral and killing him intentionally to get rid of the Astral! Was this what the devs wanted?

Darryl
Reply With Quote
  #2  
Old March 18th, 2004, 07:54 PM
fahdiz's Avatar

fahdiz fahdiz is offline
Sergeant
 
Join Date: Jan 2004
Location: Oregon, USA
Posts: 332
Thanks: 0
Thanked 0 Times in 0 Posts
fahdiz is on a distinguished road
Default Re: Fear of your own Mages

Quote:
Originally posted by Darryl:
There's a couple of things about mages that I've been wondering about as far as the design of the game goes and if this effect is intentional. I'm currently playing a game as Arco and just took Pythium's capital. Pythium has a small (20 man) force that may try to move on one of my provinces with a temple. Since I'm greedy, I decided to move some of my forces to that province (I have a fortress right next to it). As I looked thru the commanders the only one with decent leadership was an Astrologer with 1W. I started to script his spells to move him to the province and noticed the "Water spells" and thought "NOOOO!!! he's useless. He'll just Breath of Winter and kill his own bodyguards!" Then I noticed he doesn't have the power and thought "Whew!!". Is this intentional? Is it by design that I'm supposed to be "afraid" to use water mages because of Breath of Winter"? I mean it doesn't matter what you script. If it's a battle over 5 rounds, they WILL cast Breath of Winter if they have the skill.
Just make sure your bodyguards have cold resistance or make sure your mage has no bodyguards and is far enough away from your other troops, and you won't have anything to worry about with Breath of Winter.

[ March 18, 2004, 17:57: Message edited by: fahdiz ]
__________________
I agree with the realistic Irishman who said he preferred to prophesy *after* the event.
-- G.K. Chesterton
Reply With Quote
  #3  
Old March 18th, 2004, 08:32 PM

Sindai Sindai is offline
Corporal
 
Join Date: Jan 2004
Posts: 104
Thanks: 0
Thanked 0 Times in 0 Posts
Sindai is on a distinguished road
Default Re: Fear of your own Mages

EDIT: Nevermind, misread your post.

[ March 18, 2004, 18:34: Message edited by: Sindai ]
Reply With Quote
  #4  
Old March 18th, 2004, 08:37 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Fear of your own Mages

If you don't like Magic Duel, there's an official mod for it that makes it cost a gem (thus reducing the chance it'll be used), and you could block the spell entirely by making it unavailable. You could do the same to Breath of Winter, albeit that one can be used with no risk by some mages when combined with the right troops.
But yes, water mages can be dangerous; even if they start away from everyone else, there's no guarantee that they won't move closer to the rest of yours.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #5  
Old March 18th, 2004, 08:45 PM

Norfleet Norfleet is offline
Major General
 
Join Date: Jan 2004
Posts: 2,425
Thanks: 0
Thanked 0 Times in 0 Posts
Norfleet is an unknown quantity at this point
Default Re: Fear of your own Mages

Quote:
Originally posted by Taqwus:
But yes, water mages can be dangerous; even if they start away from everyone else, there's no guarantee that they won't move closer to the rest of yours.
Water Mages, with Breath of Winter researched, are a health hazard to the rest of your forces that are too close, and probably should not be brought into combat.

However, they're so useful out of combat that "useless" is far from an apt description: Give him a water bracelet, have him get his lazy *** to work forging clams for you. You'll quickly learn to value him in no time.
Reply With Quote
  #6  
Old March 18th, 2004, 08:53 PM
fahdiz's Avatar

fahdiz fahdiz is offline
Sergeant
 
Join Date: Jan 2004
Location: Oregon, USA
Posts: 332
Thanks: 0
Thanked 0 Times in 0 Posts
fahdiz is on a distinguished road
Default Re: Fear of your own Mages

Of course, there are some Water mages who you specifically want to cast Breath of Winter. SC pretenders with Water and Ice Devils quickly come to mind...since often they'll be soloing indie provinces.

Having said that, Water mages are a tad dangerous and generally best used out of combat, or for bringing landlubbers with them for taking sea provinces - or hopefully they only have Water 1 so they can cast Quickness and stay out of trouble.
__________________
I agree with the realistic Irishman who said he preferred to prophesy *after* the event.
-- G.K. Chesterton
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:20 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.