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Old October 29th, 2003, 05:53 PM

Sammual Sammual is offline
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Default Re: Poll: How much will the new bless effects affect your pretender design?

Quote:
Originally posted by Kristoffer O:
quote:
Originally posted by apoger:
>This would be much less of an issue in games where more than half the provinces started off in players hands.


I must agree with Jasper on this. I don't like the whole one province, then expand dynamic. It heavily favors strategies that involve brutal fast expansion. I'd rather see players setting up to fight each other rather than "speed trampling unowned provinces".

It would be nice if IW could have an option to start with a "nation". Perhaps 7-10 provinces circling the capital. Force balance so all nations start will about the same gold/resources. Possibly have all starting provinces pre-searched as if the pretender had searched there.

I think this would be a good step forward for the game.
I agree. I'm not too fond of 'early rush with stupid god' tactics. Interesting idea also with the presearched provinces.

*Edit: perhaps not a bad idea with 'earmarked' (is this a swedish expression or is it viable in english as well) design points *

Earmarked is an English expression as well.

I would LOVE to see this added.

Sammual
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  #2  
Old October 29th, 2003, 06:04 PM

Windreaper Windreaper is offline
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Default Re: Poll: How much will the new bless effects affect your pretender design?

Quote:
Originally posted by Kristoffer O:
Mikko: Just curious, in what ways do you feel astral magic is more important.
1) Dispel becoming astral-only.
2) It has the only dome that can actually Last through a barrage of province-crippling spells (not including dome of corruption but it is partly astral, too). Every other dome either dissolves from successful hits or doesn't stop spells.
3) The transportation spells, even if nerfed, are still damn useful.
4) Acashic Record. Good luck finding enough astral sites with astral lvl 1 mages without this spell.
5) Astral just got plenty o' more power spells, Strands of Arcane Power, anyone? (ok I admit games are usually too short to get one off but there's always the danger as research is faster nowadays).
6) I hate seeing my expensive sacred units going down to massed Soul Slays. +1mr for astral lvl 4 actually seems like a rather good deal (can't recall the actual opposition number for magic resistance tests anymore [12?] but I recall every point above 10 helps a bunch).
7) The items, 'nuff said.
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Old October 29th, 2003, 06:55 PM
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ywl ywl is offline
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Default Re: Poll: How much will the new bless effects affect your pretender design?

Quote:
Originally posted by Windreaper:
quote:
Originally posted by Kristoffer O:
Mikko: Just curious, in what ways do you feel astral magic is more important.
1) Dispel becoming astral-only.
2) It has the only dome that can actually Last through a barrage of province-crippling spells (not including dome of corruption but it is partly astral, too). Every other dome either dissolves from successful hits or doesn't stop spells.
3) The transportation spells, even if nerfed, are still damn useful.
4) Acashic Record. Good luck finding enough astral sites with astral lvl 1 mages without this spell.
5) Astral just got plenty o' more power spells, Strands of Arcane Power, anyone? (ok I admit games are usually too short to get one off but there's always the danger as research is faster nowadays).
6) I hate seeing my expensive sacred units going down to massed Soul Slays. +1mr for astral lvl 4 actually seems like a rather good deal (can't recall the actual opposition number for magic resistance tests anymore [12?] but I recall every point above 10 helps a bunch).
7) The items, 'nuff said.

1) Agree.
2) Not really. The "Dome of Arcane Warding" has time limit. Other domes are good enough. You can stack one dome over another - can we still do it in Dom2?
3) Yes. But it's not so overpowerful anymore. "Farey Trod" seems to be better than "Gateway" now. Also, Death gets the "Stygina Paths" for travelling (Thaumatury 8). The level 9 "Astral Travel" is good but well, it's level 9.
4) Why? How about "Astral Probing" - only Evocation 2? "Acashic Record" has a very high gem cost. It is only useful when you know there are more than one uncovered sites (not the case in Dom2?).
5) I think "Strands of Arcane Power" is the reason to avoid Astral? It seems to be just a massive "Mind Duel" and only one Astral mage will survive without a feeble mind. So, only an Astral King or Queen could afford casting it.
6) Useful. But give them Lesser Fear (Death 4), Regeneration (Nature 9), Protection +4 (Earth 4) are not bad deal neither.
7) What items? I find the most useful items in Earth and Nature paths - "Boot of the Behemoth", "Ring of Regeneration".

I find both Nature and Death are also hugely upgraded. I haven't had enough time check on Blood yet. Astral is good but I don't really find it overwhemingly so.
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  #4  
Old October 29th, 2003, 07:18 PM

LordArioch LordArioch is offline
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Default Re: Poll: How much will the new bless effects affect your pretender design?

I think prot +4 is earth 9, otherwise you just get reinvigoration. And 4 in any other magic gives small boosts to the combat of sacred troops...but if they keep getting soul slayed that doesn't really matter anyway.
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Old October 29th, 2003, 07:21 PM
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Default Re: Poll: How much will the new bless effects affect your pretender design?

Having designed a few gods and struggled to get any worthwhile bless bonuses at all... hmm.

Going from 8 to 9 is insanely expensive, even for gods that start at level 2 in something. It makes strong blessings only accessible to nations that get free design points (Caelum, Jotun, Abyssia, Ermor), or cripple themselves. I think setting the big bonus at level 8 and starting the incremental bonus at level 3 would be more interesting... plus... it would make rainbow mages much more fun.

-Cherry
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Old October 29th, 2003, 07:23 PM
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Saber Cherry Saber Cherry is offline
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Default Re: Poll: How much will the new bless effects affect your pretender design?

Quote:
Originally posted by LordArioch:
I think prot +4 is earth 9, otherwise you just get reinvigoration. And 4 in any other magic gives small boosts to the combat of sacred troops...but if they keep getting soul slayed that doesn't really matter anyway.
Yeah, you're right. I kept thinking Earth game incremental protection, but it gives incremental reinvigoration. Not bad for sacred mages, though.
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Old October 29th, 2003, 07:25 PM

Teleolurian Teleolurian is offline
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Default Re: Poll: How much will the new bless effects affect your pretender design?

I have, so far, found two games in which Bless effects were tremendously useful:

1. Ulm "Iron Faith" theme. Quality Black Templars buffed with Earth and Fire bonuses. I often mowed through strong independent armies with a quarter of the forces they had.

2. Jotunheim's "Nieflheim" theme. Those giants are *begging* for bless bonuses. In general, I like to delay creating a prophet until I can field an army of quality troops; changing the number of magic levels I take to accomodate certain bless effects is minor in relation to the bonuses, even if it's only *one* army that gets the effects.
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