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April 29th, 2008, 04:44 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Tips for newbs - just add
After attacking a lizardmen province in one of my early turns with my pretenders I would like to share:
( I know it's known to most, I had even read it somewhere before )
TIP:
DO NOT ATTACK LIZARDMEN INDIES WITH VALUABLE TROOPS/COMMANDERS/PRETENDERS
reason: the damn mage will cast curse on you, getting a cursed pretender is not nice
--> plz add more general newb info, I and I suppose other have a lot to learn (preverably not the hard way)
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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April 29th, 2008, 04:52 PM
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Corporal
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Join Date: Jun 2006
Posts: 105
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Re: Tips for newbs - just add
Don't attack independent barbarians with your pretender in the beginning, they can hurt. Barbarians can't handle arrows.
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April 29th, 2008, 05:01 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Tips for newbs - just add
Heavy Cav / Knight provinces are also dangerous to attack with high value units due to thier lances.
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April 29th, 2008, 05:08 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Re: Tips for newbs - just add
Always buy at least 1PD in every province. Don't buy more than 10PD unless you have a specific reason to do so.
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April 29th, 2008, 05:17 PM
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First Lieutenant
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Join Date: Feb 2007
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Re: Tips for newbs - just add
-Always script Divine Blessing and Blessing if you have sacred troops, because the casting AI is not smart enough to do it.
-Alway double-check Stealth commanders, because they Stealth as a default and won't join battles.
-Mercenaries are a great way to site search for Paths your nation doesn't have naturally.
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April 29th, 2008, 05:23 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Tips for newbs - just add
Yogolgna is a great way to build underwater temples, if youre a landlubbing nation.
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April 30th, 2008, 09:16 AM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
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Re: Tips for newbs - just add
In general, it's more helpful to choose a pretender that diversifies your nation, rather than a pretender that builds on your nation's existing strengths.
So if your nation has strong Nature magic, don't waste design points giving him a lot of Nature magic.
If your nation has access to flying commanders, don't waste points on a flying chassis.
If your nation has powerful non-capital mages, don't waste points on a Magic-3 scale.
Etc.
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April 30th, 2008, 09:27 AM
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National Security Advisor
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Join Date: Sep 2003
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Re: Tips for newbs - just add
Quote:
cleveland said:
If your nation has powerful non-capital mages, don't waste points on a Magic-3 scale.
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What do you mean "waste"? Faster research is faster research, even if your researchers are also good in fights. There might be better options, but that doesn't make this one weak or wasteful, just not-quite-optimal.
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April 30th, 2008, 09:43 AM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
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Re: Tips for newbs - just add
Quote:
Endoperez said:
Quote:
cleveland said:
If your nation has powerful non-capital mages, don't waste points on a Magic-3 scale.
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What do you mean "waste"? Faster research is faster research, even if your researchers are also good in fights. There might be better options, but that doesn't make this one weak or wasteful, just not-quite-optimal.
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Also, people tend to forget that Magic 3 gives several other benefits than just research points. For example:
- * 30% less fatigue when casting spells in combat.
* -1 MR (actually good if your troops/mages have high MR and the enemy has low).
* Some spells effectiveness rely on magic scale.
Pushing that magic scale into enemy lands (with dominion) could benefit your invasion a lot. It is also a good thing to have if attacked in some cases.
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April 30th, 2008, 10:39 AM
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Sergeant
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Join Date: Mar 2005
Location: France (Paris)
Posts: 227
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Re: Tips for newbs - just add
use boots of quickness to double the effect of items with spell (acid staff, Tempest, Sceptre of Corruption, Rod of Pheonix, Herald Lance, Rod of Kurgi, Sword of Justice, Crossbows & Bows, Crown of Overmight, Wand of Wild Fire, O'al Kan's Sceptre, Sun Slayer, Standard of the Dammed, Winter Bringer, Skull Standard)
ex : a non-mage commandant can cast 2 drain life per turn with boots of quickness and a Standard of the Dammed
Awaken Sleeper are great for this purpose : high precision and lot of hit points
About Combattants and low level paths
1 level in Water is good for quicken self
1 level in fire for fire shield
1 level in astral for luck / body etheral
1 level in death for reanimation
1 level in nature for protection / forge food / eagle Eyes
1 level in air for aim
2 level in air for mistform
3 level in death for soul vortex
1 level in blood for blood Vengeance
In blood :
Blood Boil is the only battle spell usable without slaves (1b & 1f)
Agony is really useful with High level caster, Harm too.
Infernal Prison or Claws of Kokytos are usefull for casting under astral corruption or to send to hell big horrors
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