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November 5th, 2006, 06:19 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 559
Thanks: 0
Thanked 4 Times in 2 Posts
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Re: Nations that seem strong/weak
Lifeless too. It doesn't do jack to Oracles.
-Frank
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November 5th, 2006, 06:21 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Nations that seem strong/weak
I thought that being Cold Blooded was the main way of stopping it?
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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November 5th, 2006, 07:54 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Nations that seem strong/weak
I believe Nerfix is right. According to the manual, cold blooded units do not suffer from the domain. More than likely, the "Swamp Survival" units are probably "Cold Blooded" as well.
It makes sense for demons, undead and lifeless units to not suffer from this as well. BTW, CTis Miasma is very fun to play =)
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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November 5th, 2006, 09:58 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 559
Thanks: 0
Thanked 4 Times in 2 Posts
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Re: Nations that seem strong/weak
Creatures with Swamp Survival or Cold Blooded traits do not get diseases in Miasma dominion.
Lifeless, Demonic, and Undead creatures don't really care if they get diseases.
Regenerating creatures are highly resistant to diseases and will likely never die from one. Recuperating creatures are very likely to remove disease conditions before they become a serrious social problem.
Nonetheless, Miasma has access to pretender gods which are not cold blooded, don't have swamp survival, are living, aren't demons, and have no special healing capabilities.
Why?!
-Frank
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November 6th, 2006, 01:36 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Nations that seem strong/weak
Stupidity?
__________________
Wormwood and wine, and the bitter taste of ashes.
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November 6th, 2006, 02:06 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
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Re: Nations that seem strong/weak
You could always just take death 2 on your god and beeline to twiceborn.
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
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November 6th, 2006, 02:55 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Nations that seem strong/weak
Or take an imprisoned god for some strange reason (amazing scales and dominion maybe?)
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November 8th, 2006, 12:21 AM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: Nations that seem strong/weak
I like Abyssia, in Early Age. Sacred troops are very nice, and province defense is quite tough. Salamanders destroy indeps. Fire resistance is easy to counter, admittedly, so it's good to wean your Abyssians off of fire and into blood magic by mid-game. I like to use a jailed enchantress or cyclops with totally trashed scales and 9 death and either 9 fire, astral, or earth. I try to get a good stable of flying demon assasin commanders and then equip them very well. The assasins can be equipped with two blood thorns or a hellsword and shroud of sacredness, which will make them very survivable flying behind the lines. A ring of regeneration is nice if you can afford the nature magic, and an elixer of life is a good insurance policy, especially in late game. With Abyssia, you want to hit the independents hard, and get as many as possible working for you, since Abyssia is pretty much a 1 trick fire pony until you can get the higher up blood summons. The lack of archers for Abyssia is really minimal if you get a good ratio of salamanders and demonic commanders. I don't think the demon soldiers are worth investing in though, except as a good screen for your flying commanders. Even then, they're a waste, in my opinion, atleast after the first few years. All told, Abyssia isn't that great in multi-player if you play it straight, nation against nation, but you have an excellent capacity for getting around that by knocking out independents and holding onto them. Much better, in my opinion, than Niefelheim, with less weaknesses.
__________________
You've sailed off the edge of the map--here there be badgers!
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November 8th, 2006, 04:45 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Nations that seem strong/weak
I would avoid giving bloodthorns or hellswords to the assasins, the lifedrain nerf means you should have better things to spend slaves on. For your slayers try:
boots of giant strength
bearclaw talisman
amulet of luck/antimagic/ring of the warrior/burning pearl depending on situation and avaliable mages/gems.
You will end up with a slayer who has 2, strongly poisoned daggers and a strength of 25(+ the daggers damage) and either luck/great mr/very high attack
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November 8th, 2006, 05:00 PM
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Major
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Join Date: Nov 2003
Location: Finland
Posts: 1,050
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Nations that seem strong/weak
All that seems a little excessive, there are better uses for gems IMO. Lifelong Protection is enough to kill human commanders and the assassin will have a hard time killing titans or monsters even with items.
Giving non-mage humans (or Abysians) lots of magic items always seemed like a bad idea to me since they are so frail physically.
__________________
Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
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