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March 8th, 2004, 12:57 PM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Soul gate
I like particularly the wraith centurion, which is immortal. He never routs (immortal in friendly dominion), can kill alone indep provinces, and if he fails, you find him again in your capitol for the next season of rampages. Well worth the (high) price.
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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March 8th, 2004, 01:47 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Soul gate
Ha, Ok Norfleet, I made a mistake about AE Mages - I compared them only on paper and didn't correctly read the AE Unit List  .
So AE magic is on par with SG magic. For high-level commander summoning, it not that hard to give a couple Dusk Elders a Skull Staff to get Senators, then a Skull face to have Consuls. And anyway you can have a 6+ Death Pretender to help.
Pocus,
SG units are breakable, but not easily, their base morale is 16+, and they are immune to fear. OTOH they create much fear themselves ...
Their MR is good too at 13+ (except Disp Spirits at 11). And it gets increased by Unholy prayers ! 
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March 9th, 2004, 02:36 AM
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Major General
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Join Date: Jan 2004
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Re: Soul gate
Quote:
Originally posted by PDF:
Ha, Ok Norfleet, I made a mistake about AE Mages - I compared them only on paper and didn't correctly read the AE Unit List .
So AE magic is on par with SG magic. For high-level commander summoning, it not that hard to give a couple Dusk Elders a Skull Staff to get Senators, then a Skull face to have Consuls. And anyway you can have a 6+ Death Pretender to help.
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Indeed, it's perfectly DOABLE, but a skull staff, and a skull face, won't really be available until you've done some research. Combined with the cost, it's not something you can bolt out of the gate with, like AE. I've tried both SG and AE: AE is definitely a stronger starter. On a larger map, one that isn't nauseatingly claustrophobic, SG will probably catch up by midgame: I've found that the paralyzing spirits are very effective at stopping Doom Horrors. 
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March 8th, 2004, 03:15 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Soul gate
Norfleet,
I've only a very light knowledge of AE. Maybe they're more effective in early expansion (but even so SG is not that bad at it).
However what struck me is that the SG units are efficient throughout the game and whatever the enemies are , whereas Soulless and Longdead hordes are pretty weak and useless as soon as big units appear.
I'd try AE soon in a new game to have a better understanding of them 
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March 8th, 2004, 03:30 PM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Soul gate
I'm using Soul Gate Ermor in an MP game right now. It hasn't gotten far enough for a real test of my strategies there yet, but I played an SP game with all the AIs switched on to test my design and general plans.
It was a lot of fun. Marignon gave me trouble, as one would think, but they were really the only ones. Poor Rl'yeh fell over like a house of soggy wet playing cards, and Ulm's black plate infantry made for some lovely statuary after being hit with strength stealing and paralysis.
I didn't feel it was overpowered (Marignon still hurts, and Arcosephale would have been much more of a bear if I hadn't gotten very lucky in their getting boxed in early) but it was a lot of fun. One of my favorite themes now, in fact!
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March 9th, 2004, 11:04 AM
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Private
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Join Date: Mar 2004
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Re: Soul gate
Wow. That sounds interesting. I have only played AE so far since I thought SG was just a weaker Version of AE. Now I definitely have to try it.
PS: Playing as the undead had never much appeal to me until I bought this game that is. Ermor's themes add the right flavour IMO.
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March 9th, 2004, 06:51 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Soul gate
Whenever a patch appears that makes paralysis temporary, SG (and, for that matter, anybody else that might make heavy use of Dispossessed Spirits; T'ien C'hi comes to mind) will be weakened a notch.
SG is nice in a variety of ways, although they lose the free longdead horsemen and KotUS. If memory serves, that leaves them with no reanimated/auto-gen cavalry or sacred non-commanders (Wailing Ladies still exist as a national summons, but aren't cheap.) And the ubiquitous Prot-0 is worrisome (flaming arrows, wide-area battle magic).
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