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October 15th, 2003, 08:34 PM
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by Saber Cherry:
Well... I hope the mod tools are powerful enough to change this. But I'd prefer if it was changed in the vanilla game. Especially 8 and 9... making the effect proportional to dominion strength might be useful... so that you could still target any province, but you couldn't annihilate the enemy's capitol easily and cheaply. Something like... +10 your dominion gives a full-strength spell, +10 enemy dominion gives a zero-strength spell, and anywhere in between gives a linearly interpolated strength.
-Cherry
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Not a bad idea, but full strength only in +10 for you is insane... They aren't THAT powerful! But, if it only gave full damage in your own dominion, atleast two or three candles, that would be better...
But this does not work with the population destructives. You could only kill people who believe in you. THAT would be mad!
Oh, and did you notice that Crusher-thingie? It seems constructs must be healed in labs now... Can Ulmish smiths heal them too?
Dammit, and I might not be getting the game before christmas. This is not fair...
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October 15th, 2003, 09:25 PM
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Major
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by Pocus:
quote: Originally posted by johan osterman:
quote: Originally posted by apoger:
8> Army BLasting - Stuff like Murdering Winter. Might be more popular than ever now that it's harder to project power.
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8,9,10: Are more or less the same. The great equalizers and I never liked them. Too easy to level a stronger opponent with them. Beside that the most often used by far, Murdering winter, does cold damages, so some nations (guess what, Caelum is in the list too!) are immune to it. I always disliked these as well, as there's no defense against them, but had never seen a game go long enough to really see them in action and so held my tongue.
I just recently have seen Murdering Winter in action, and it's every bit as bad as I suspected it would be. I can think of no viable tactic to take an opponent's castle, short of using only inherently cold resistant troops, or bringing so many I can afford the losses. :-/
Perhaps I'm daft and am missing, but the existance of such spells seems to make mundane units useless once they come out.
Oh, and it's definitely great for Caelum, Jotunheim, and Ermor. Although this may be somewhat mitigated now that there's only partial resistances.
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October 15th, 2003, 09:32 PM
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BANNED USER
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by Jasper:
quote: Originally posted by Pocus:
quote: Originally posted by johan osterman:
quote: Originally posted by apoger:
8> Army BLasting - Stuff like Murdering Winter. Might be more popular than ever now that it's harder to project power.
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8,9,10: Are more or less the same. The great equalizers and I never liked them. Too easy to level a stronger opponent with them. Beside that the most often used by far, Murdering winter, does cold damages, so some nations (guess what, Caelum is in the list too!) are immune to it. I always disliked these as well, as there's no defense against them, but had never seen a game go long enough to really see them in action and so held my tongue.
I just recently have seen Murdering Winter in action, and it's every bit as bad as I suspected it would be. I can think of no viable tactic to take an opponent's castle, short of using only inherently cold resistant troops, or bringing so many I can afford the losses. :-/
Perhaps I'm daft and am missing, but the existance of such spells seems to make mundane units useless once they come out.
Oh, and it's definitely great for Caelum, Jotunheim, and Ermor. Although this may be somewhat mitigated now that there's only partial resistances. Lads, if the mod tools will be powerful enough and we can disable spells, these problems won't exist. Simply you will have the chance to disallow the disliked spells.
[ October 15, 2003, 20:33: Message edited by: Mortifer ]
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October 15th, 2003, 09:36 PM
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BANNED USER
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by Mortifer:
quote: Originally posted by Jasper:
quote: Originally posted by Pocus:
quote: Originally posted by johan osterman:
quote: Originally posted by apoger:
8> Army BLasting - Stuff like Murdering Winter. Might be more popular than ever now that it's harder to project power.
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8,9,10: Are more or less the same. The great equalizers and I never liked them. Too easy to level a stronger opponent with them. Beside that the most often used by far, Murdering winter, does cold damages, so some nations (guess what, Caelum is in the list too!) are immune to it. I always disliked these as well, as there's no defense against them, but had never seen a game go long enough to really see them in action and so held my tongue.
I just recently have seen Murdering Winter in action, and it's every bit as bad as I suspected it would be. I can think of no viable tactic to take an opponent's castle, short of using only inherently cold resistant troops, or bringing so many I can afford the losses. :-/
Perhaps I'm daft and am missing, but the existance of such spells seems to make mundane units useless once they come out.
Oh, and it's definitely great for Caelum, Jotunheim, and Ermor. Although this may be somewhat mitigated now that there's only partial resistances. Lads, if the mod tools will be powerful enough and we can disable spells, these problems won't exist. Simply you will have the chance to disallow the disliked spells. IF...but hopefully it will have the spell disabling part.
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October 15th, 2003, 09:42 PM
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Captain
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by Jasper:
Oh, and it's definitely great for Caelum, Jotunheim, and Ermor. Although this may be somewhat mitigated now that there's only partial resistances.
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There are not only partial resistances, just that the spells affecting the entire battlefield only offer partial resistance. As long as you are not besieging there are domes, but when you siege this is not an option. One way to deal with this is to take out the opposing mage casting the murdering winter. After he has used murdering winter you can target him with veangeance of the dead for example.
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October 15th, 2003, 09:42 PM
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Major
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by Mortifer:
Lads, if the mod tools will be powerful enough and we can disable spells, these problems won't exist. Simply you will have the chance to disallow the disliked spells.[/QB]
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I typically play multiplayer, and modding individual aspects that don't fit my taste isn't really a viable option.
Besides, I don't have time to do the balancing necessary to make a good mod of Dominions.
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October 15th, 2003, 09:54 PM
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Major
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by johan osterman:
quote: Originally posted by Jasper:
Oh, and it's definitely great for Caelum, Jotunheim, and Ermor. Although this may be somewhat mitigated now that there's only partial resistances.
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There are not only partial resistances, just that the spells affecting the entire battlefield only offer partial resistance. As long as you are not besieging there are domes, but when you siege this is not an option. One way to deal with this is to take out the opposing mage casting the murdering winter. After he has used murdering winter you can target him with veangeance of the dead for example. I'm not sure I understand what you mean... do you mean that Caelum and Jotunheim are still 100% immune to cold?
Domes are not really effective against spells like Murdering winter, unless you never move your troops. And you must beseige in order to win, and likely can't kill the responsible mage without the catch-22 of storming a castle in the first place.
The counters you mention make your opponent think a little more carefully about when to Murdering Winter, but don't really limit it's power. You can only be protected if you are static -- which is a loosing strategy in itself.
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