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February 15th, 2004, 11:59 PM
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Sergeant
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Re: Tartarian factory
I was thinking the same thing about turn 31...
Tried doing the math but even when I was hiring a mage every turn and non stop researching just conjuration it took almost 30 turns. Don't remember the exact amount.
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February 16th, 2004, 12:08 AM
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Corporal
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Re: Tartarian factory
Quote:
Tried doing the math but even when I was hiring a mage every turn and non stop researching just conjuration it took almost 30 turns.
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Well that's possible. You get to construction 4 very fast and can build a skull mentor for every researcher.
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February 16th, 2004, 01:14 AM
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General
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Re: Tartarian factory
Quote:
Originally posted by Torvak:
Well that's possible. You get to construction 4 very fast and can build a skull mentor for every researcher.
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If you have a death gem income good enough to build a skull mentor every turn, then you've done an awful lot of site searching.
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February 16th, 2004, 03:03 AM
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Major
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Re: Tartarian factory
Quote:
Originally posted by Torvak:
I can't see how you could have researched everything you said,
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3 Castles and labs to recruit more mages. I also had a a Sage site. And I forged some lanterns after Const 6. No Mentors.
[Edit: 3 castles, including my starting one]
Quote:
also searched the countryside for magic sites, created the items and got a mage that could cast gift of reason (how that btw) and all that by turn 31.
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He was GoR-capable at turn 31, but GoR came a bit later. Astrologer with a random in nature + Ring of Sorc -> Thistle Mace -> Moonvine Bracelet -> nature-4 for GoR.
[ February 16, 2004, 01:11: Message edited by: Nagot Gick Fel ]
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God does not play dice, He plays Dominions Albert von Ulm
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February 17th, 2004, 06:58 AM
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Sergeant
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Re: Tartarian factory
I think the strategy is abusive and would like to see the exploit removed.
But I have the suspicion that the effects you saw was because of high research and large gem income, rather than specifically because of Tartarian Gate. It doesn't seem to be too much more powerful than some other strategies, if you could get to level 9 on Conjurations or Construction and have the right gem income.
Examples:
1) Tarrasque. 25 Nature a piece. In my test, most tartarian zombie needs GoR. So, the gem cost is about the same.
2) Juggernaut. 25 Astral. They're powerful tramplers, holy and can spread your dominion.
3) Heck, if you have GoR, you could even use it on Gargoyle. Use Vanheim and a Nature 3 pretender. Research for Enchantment 5 and high Construction (4 or 6). GoR the Gargoyle and pile items on them. They'll be quite decent combatants, though their basic MR is just 12.
Of course, most Tartarian summons are powerful magic Users. Your strategy still has an significant advantage over these three examples, even though it's harder to pull of.
What bug me more is actually seeing an whole army of dead gods running around. Does it make sense to have tens of imprisoned ancient gods available for summon? Personally, I'd rather see all of the Tartarian summons unique like the Demons, and the cost of the spell and chance of feeble-mind decreased to increase their power.
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February 17th, 2004, 07:02 AM
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Re: Tartarian factory
I agree with Ywl's suggestion. Even though it takes a large amount of death to cast Tartarian Gate, it should not be any less limited than Demon Lords or Elemental King/Queens. Even with it limited you'd see players recasting their Tartarians every turn as they die. The Monstrum is particularly abusive, since he flies.
There are 7 Different types of Tartarians so the number fits nicely.
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February 17th, 2004, 07:54 AM
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Major
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Re: Tartarian factory
Quote:
Originally posted by ywl:
I think the strategy is abusive and would like to see the exploit removed.
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Maybe I didn't put it explicitely enough, but that's exactly what I wanted to demonstrate.
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