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September 29th, 2003, 11:48 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: Tien Chi
I know Arrow Fend cost air gems (1 air gem i think). Arrow fend has effect on all your current units (not those you will summon later) and give them 80% air shield, not complete cover. It's very nasty against archers as I found out playing Man against Panganea.
Not sure about storm, as I use mostly heavy troops and don't care much about archers.
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September 30th, 2003, 03:22 AM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Tien Chi
Quote:
Originally posted by Nerfix:
Oh, BTW, what does Restless Worshippers give you?
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Restless Worshippers is a rather nifty one. Your people are, well, restless. They automatically spread out as pilgrims, causing a more rapid spread of your Dominion. You need to have a Turmoil of at least +1 and spend 50 design points to get it, but it is worth it!
It's maybe a bit too easy to overlook the dominion themes available to everybody when designing a new god, especially when there's a nation-specific theme available, but they add a lot of variety to the game!
[ September 30, 2003, 02:23: Message edited by: Psitticine ]
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September 30th, 2003, 07:38 AM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Tien Chi
Quote:
Originally posted by Daynarr:
I know Arrow Fend cost air gems (1 air gem i think). Arrow fend has effect on all your current units (not those you will summon later) and give them 80% air shield, not complete cover. It's very nasty against archers as I found out playing Man against Panganea.
Not sure about storm, as I use mostly heavy troops and don't care much about archers.
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I'm starting to fear that a nasty doms I compulsive behavior will be back :
* You shall always have air magic capacity with your nation, either natively (random picks are ok)or with air magic on your pretender.
I really fear now that the supremacy of air magic is still there in doms II. We will discuss this in 3 months, but I can bet my skirt that air magic will still be THE magic which must not be left out.
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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September 30th, 2003, 10:22 AM
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Lieutenant General
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Join Date: Dec 2000
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Re: Tien Chi
You are probably right. I've noticed I make sure that my pretender has at least 1 level in air at the start of the game and not only for precision. Air is really useful for both support and damage and you get more accurate mage to use those things. However I don't think they were trying to nerf air but to empower other elements. Probably the best way to tackle air at the moment is earth. Iron will to improve magic resistance, and all kinds of powerful spells to improve protections of your melee troops. I think earth has sharp weapons spell (not sure if I got the name right), which will make weapons of your troops armor piercing. It helped against Panganea (that and blessing that was giving +4 protection to my sacred troops) even though they used both Arrow Fend and Mass Protection (they out researched me in both areas).
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September 30th, 2003, 11:17 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Tien Chi
In Dom1, air was the most powerful battle magic because ALL lightning damage, which means all air spells, negated all armor. And as air elementals were/are ehtereal, flying, trampling AND have an armor-negating attack, they were/are the most powerful of all the elementals. Weapons of sharpness might let your troops hit the air elementals, but earth magic and the protection it gave did not help against lightning. Water magic was the weakest elemental path, and although it had some nice spells it couldn't challenge others. Fire was very good in battle, but air was very good in battle, outside of battle and while making items.
Fire can deal more damage, that's true, but:
a) it had a ward versus it that didn't need fire magic, air magic was the only way to fight air magic
b) Storm. Fire magic takes more fatique, archers cannot shoot, air magic/elemental/summons gets more powerful
c) Call of the Wind produced cheap patrollers, and few of them doubled the income of given province. And you could use them to get rid of enemy mages' gems. Atleast this is not so potent spell anymore.
d) Staff of Storms, Storm bows(armor negating, str = damage), lightning whips(armor neg. dmg=10), pocket ship, flying ship, air barrel, spirit helmet(1 free lighning bolt/turn)...
Have these changed? And how the other paths have become more powerful? And which paths you need to protect your armies from give element? I already now that wards only affect aobut 25 guys. Is there any spell that gives little protection versus all the elements? Repels elementals? Disables flying? Negates etherealness?
Maybe if the elemental paths could counter each other. Earth versus air, Air versus earth. At the moment, Air DOES negate the protection earth gives, so does earth have any spesific spell to hamper air magic? What about Fire/Water?
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September 30th, 2003, 11:46 AM
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Captain
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Join Date: Aug 2003
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Re: Tien Chi
Quote:
Originally posted by Endoperez:
In Dom1, air was the most powerful battle magic because ALL lightning damage, which means all air spells, negated all armor. And as air elementals were/are ehtereal, flying, trampling AND have an armor-negating attack, they were/are the most powerful of all the elementals. Weapons of sharpness might let your troops hit the air elementals, but earth magic and the protection it gave did not help against lightning. Water magic was the weakest elemental path, and although it had some nice spells it couldn't challenge others. Fire was very good in battle, but air was very good in battle, outside of battle and while making items.
Fire can deal more damage, that's true, but:
a) it had a ward versus it that didn't need fire magic, air magic was the only way to fight air magic
b) Storm. Fire magic takes more fatique, archers cannot shoot, air magic/elemental/summons gets more powerful
c) Call of the Wind produced cheap patrollers, and few of them doubled the income of given province. And you could use them to get rid of enemy mages' gems. Atleast this is not so potent spell anymore.
d) Staff of Storms, Storm bows(armor negating, str = damage), lightning whips(armor neg. dmg=10), pocket ship, flying ship, air barrel, spirit helmet(1 free lighning bolt/turn)...
Have these changed? And how the other paths have become more powerful? And which paths you need to protect your armies from give element? I already now that wards only affect aobut 25 guys. Is there any spell that gives little protection versus all the elements? Repels elementals? Disables flying? Negates etherealness?
Maybe if the elemental paths could counter each other. Earth versus air, Air versus earth. At the moment, Air DOES negate the protection earth gives, so does earth have any spesific spell to hamper air magic? What about Fire/Water?
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I do not recall all changes but the changes listed below should answer some of your concerns. All wards that affect other units then the caster now only bestow 50% damage reduction or less, this is stackable with items and natural partial resistances though. Storm penalises missile fire but do not stop it alltogether. Patrolling to increase taxes is no longer a viable long term strategy since increased taxes kills off population. Since there is no more target enemy magic Users fliers have a somewhat reduced efficiency. A new nature and earth spell Gaias blessing bestows partial resistance to all elements and posion on the entire battlefield. All elementals, even lesser cost magic gems. Air elementals have reduced hitpoints.
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September 30th, 2003, 12:15 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Tien Chi
In fact, I knew most of that... I just posted in here so that those who have not played DOM1 know what it was before... I should have said that though, and this might not even be needed. But, I had/have nothing to do...
There was some interesting information nonetheless. I didn't know about Gaea's blessing or partial resistances. Do all lesser elementals require the same amount of gems? And how many is that? And how many gems bigger ones need?
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