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Graeme Dice said:
They are ulmish heroes, so there's no ring of tamed lightning until you've bought a huge amount of master smiths. The copper plate just means that they'll die to a couple of smites, or a fireball instead.
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Ah, so what you want is humans to survive three-meter radius (give or take) orbs of fire. Besides, they rarely hit their intended square anyways.
At any rate, between 'assassin' spells and combat magic, magic is pretty much the bane of heroes. I don't deny that, it's just the way Dominions works.
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Heroes cost you a good portion of the 120 design points you'd otherwise get if you took misfortune 3.
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I get enough crappy events with Order 3 Luck 0, thank you. I haven't even dared try a misfortune scale.
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As I expected, you sound like one of the players who are happy with the dumbing down of Dominions 3 compared to Dom2 and the general reduction in the power of magic.
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First-off, I fail to see how Dominions 3 was 'dumbed down' compared to 2. All I can think of off the top of my head is the inability to choose a Pretender's castle, (I'll admit, that was a neat feature, but I find it restricted the flow of the game. You shouldn't have to build an ultra-expensive citadel as a defensive precaution on the frontlines that will be abandoned soon enough, or a low-admin Mausoleum where you want to crank out former Independent Knights.) special dominions being replaced with ritual spells and new ages, (I'm sort of indifferent on this one, honestly) and auto-setting the taxes (Which I'll assume you weren't referring to).
If magic was weakened any between Dominions 2 and 3, it's still pretty damned tough. You cite it as pretty much the #1 way of killing generals, summons are the real 'heroes' of Dominions, national spells shape nations, and six E3 mages and a small team of heavilly armored men can fend back 120 somewhat skilled and decently armored troops (Happened to me once, my Nagarishis and Bandars vs. Jomon's samurai. I ended up losing, but only due to sucky morale checks. Jomon had no more than 10 units left, which were commanders, by battle's end. They massacared my sleeping mages). I'll admit the researching is a hit, but I don't see how it was weakened aside from that.
You sound like one of the players that would rather be playing Dominions 2 if it had an active modding community.
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I want the elite commanders with no added equipment to be able to survive nearly any battle that their side wins. These are supposed to be experienced frontline soldiers, not rank and file cannon fodder.
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That's sort of ridiculous to my way of thinking. Many times you'll be fighting elite, possibly F9-blessed men, combat mages, (which are many times the price equivelant of 'elite commanders' themselves, despite having no commander talents) and summoned monsters that are simply more powerful than humans. The kind your 'rank and file cannon fodder' would be torn to shreds by, even outnumbered 3 to 1. Expecting one elite soldier to fend off groups of three somewhat less elite soldiers for an entire battle might be asking too much.
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The commander would see no change in cost at all, since that's the bare minimum to make them anywhere as useful as a battle mage.
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But you forget one thing, that commanders command. Commanders may be elite warriors, yes, but that's not what most people recruit them as. Most people just prefer recruiting elite warriors to serve as elite warriors. One can recruit battle mages instead of commanders, but then battle mages would be all you have. Maybe a few men as well, but it would be a small enough amount that it wouldn't be able to hold off a commander or two with any respectable amount of men. Commanders will always have that talent, which Battle Mages can never take.
When it comes down to it, this entire argument is a matter of taste. The way I see it, human commanders aren't meant to be on the frontlines. One doesn't recruit a Myrmidon Commander instead of a Myrmidon to put it on the frontlines and expect it to somehow fare better than warriors of equal skill, but worse commanding ability.