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  #1  
Old September 23rd, 2003, 11:12 PM

Pocus Pocus is offline
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Default Re: priests spells?

I edited my post Johan, couldnt resist to put a Last ditch counter argument for Caelian weapons. Feel free to be angered

From previous discussions I know that doms II AI is better at targetting as many problems were revolving around that, so I think the howl problem is somehow fixed by this.

For reliefs, well lets say that less druids (in doms II if I recall) = less reliefs I suppose.
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Old September 23rd, 2003, 11:18 PM

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Default Re: priests spells?

Quote:
Originally posted by johan osterman:
quote:
Originally posted by Jasper:
Interesting. How have you changed the "strike back" effects?

-Jasper
In dom 1 the strikeback effect would set in before the attack was resolved, meaning that weaker troops often would not get a chance to land a blow before they died or where stunned. Now hordes of weaker creatures can land their blows even if it kills them in the process. We also thoguht about adding a small fatigue penalty after each strikeback but we will wait and see how this works out first.
Interesting as well.

This will especially weaken Fire Shield and Medusa's stoning, as huge hordes can attack such foes when their damage shields kill attackers (where you are usually limited to only adjacent attackers).

I hope you're carefull with adding a fatigue cost, as even 1 fatigue per strike back will make the shields unusable (at least under Dom 1 mechanics).

Actually, what's always bugged me here is that huge hordes of foes can attack damage shielded foes at all (stepping over mountains of their comrades bodies). Why not change damage shields to kick in after all of a sides units have moved -- so that only a limited number can attack someone with a damage shield each turn. This would weaken the effect of damage shield, and seems more believeable.

-Jasper

[ September 23, 2003, 22:21: Message edited by: Jasper ]
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Old September 24th, 2003, 12:01 PM

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Default Re: priests spells?

>My point is that the situation where the caelian weapons is an advantage
>is less common than it was in dom 1.

I'm sorry for this naive question but could this effect be linked to the temperature too, like ice armors ? Exemple : if your caelians fight in a +2 or +3 cold province, they get "magical" sharpened weapons. But if they fight in a warmer climate (say, cold +1 or warmer) their lances do ordinary damage only. Just a suggestion (it could be like that already, I dunno).
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Old September 24th, 2003, 12:46 PM
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Default Re: priests spells?

There seems to be some misunderstanding here. You can't just fly to enemy commanders or magic Users and kill them with ice swords simply because there is no longer command to fire or attack commanders or magic Users. Best thing you can do is order flyers to attack rear troops, but they will attack troops - not commanders. So I see no problem with Caelum at all - they are much weaker in Dom II.

Their ice swords are good against nations who use air magic (like Vanheim or Man) but nations like Ulm or Marignon are their worse nightmare, especially if Ulm player uses Drain 3 domain. In fact, Caelum gets their behind kicked regularly by those two nations.

Also, Caelum has ground troops (non flying ones) that act as heavy infantry, but they have ice armor that is even better then Ulms in Cold 3 province, but is like light armor in Heat provinces, so heat affects their armor, not weapons.
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Old September 25th, 2003, 01:10 AM

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Default Re: priests spells?

---quote
There seems to be some misunderstanding here. You can't just fly to enemy commanders or magic Users and kill them with ice swords simply because there is no longer command to fire or attack commanders or magic Users. Best thing you can do is order flyers to attack rear troops, but they will attack troops - not commanders. So I see no problem with Caelum at all - they are much weaker in Dom II.
---

I dont know who does not understand the other. Perhaps thats both of us. Caelian weapons are nasty because they pass etheralness. I dont care if my mages cant be attacked directly, because most often than not your etheral units are not your mages, but either seasonal spirits, or in case of astral nations any big unit which would receive a body etheral from a mage (a shaman, witch hunter, whatever). As of now you could help tremendously your units by casting etheralness on them. Except that against Caelum your are toasted.

---quote
Their ice swords are good against nations who use air magic (like Vanheim or Man) but nations like Ulm or Marignon are their worse nightmare, especially if Ulm player uses Drain 3 domain. In fact, Caelum gets their behind kicked regularly by those two nations.
---

I dont understand the relationship between the ability to bypass etheral, and air magic or a drain scale. Can you elaborate?

---quote
Also, Caelum has ground troops (non flying ones) that act as heavy infantry, but they have ice armor that is even better then Ulms in Cold 3 province, but is like light armor in Heat provinces, so heat affects their armor, not weapons.
---

Yes, this is already there in doms I. Ice armor effectiveness depends on heat. Also they have Wingless or Temple Guards, which are an hell of a soldier. For example 4 temple guards kill 12 fall bears in neutral temperature. Try to do that with 120 gp worth (in doms I TG cost 30 gp apiece) of any other units, be it Emerald Guards, Knight of the Holy Chalice, Warden, or what ever you want. You cant surpass TG, just because their caelian weapons is the insult which add to the injury.
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Old September 24th, 2003, 03:17 PM
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Default Re: priests spells?

Well, the Air Magic-C.W relation is that Air Magic offers Air elementals with the dreaded etherealness, and C.W's tear trough etherealness.
But since..*rant about how all elementals cost gems and that you need to keep bringing the gems to mages and have big piles of them because the mages will use them for something stupid like removing fatigue or casting Wrathfull Skies instead of summoning elementals, even if you have scripted them*, that propably won't be so much of a problem.

The magic weapon-drain scale relation must be something new...

Oh BTW, did you know that wards cost the same as in Dom I but only protect part of your troops?

[ September 24, 2003, 14:26: Message edited by: Nerfix ]
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Old September 24th, 2003, 04:23 PM

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Default Re: priests spells?

yes, and that the battlefield Version still exists (to my displease I would say). Just hope its a level 8 spell, needing 400 fatigues at least.
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