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April 6th, 2004, 12:39 PM
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Re: The next patch
Quote:
Originally posted by Kristoffer O:
We didn't intend to make the game a build-up-wish-win-game. We didn't imagine MP games would Last until wish was researched (slight exaggeration, but not far from the truth). High level spells are mostly there for the SP community and to hasten the end of long Lasting MP games.
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Most of the Dom 1 games I played saw level 9 spells in action roughly turn 40-50, IIRC. I haven't played enough with Dom 2's reduced income to have a good feel for it's research pace, but I'd be surprised if it was more than 5-10 turns behind.
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April 6th, 2004, 12:43 PM
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Re: The next patch
Quote:
Originally posted by Jasper:
quote: Originally posted by Kristoffer O:
My brother came up with the idea that clam hoarding is mostly a blitz problem. In quick paced games it is easier to get left alone and it is easier to get away with less than optimal use of resources.
In PBEM games you ponder your turn for hours, when at work and when sleeping. In this kind of game clam hoarders are probably less likely to succeed.
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Interesting point. I typically don't play blitz games, excepting the first 10 turns or so. Even then I prefer slow enough play to allow diplomacy.
Do those who think Clams are broken play mostly blitz games? Johan had a discussion on the matter with the 'blitz-finns' on IRC. They were the first ones to bring the matter to our attention. I have only heard blitzers complain, but that might be a misconception. I very rarely play blitzes.
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April 6th, 2004, 12:52 PM
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Re: The next patch
Quote:
Originally posted by Jasper:
Most of the Dom 1 games I played saw level 9 spells in action roughly turn 40-50, IIRC. I haven't played enough with Dom 2's reduced income to have a good feel for it's research pace, but I'd be surprised if it was more than 5-10 turns behind.
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Yes. It was an exaggeration. But at turn 50 the game might well be decided, at least for a handful of nations.
All recent MP games I have been in have had victory conditions set. Either by VP or dominion. They didn't Last very long (20-60 turns).
I think VP's is a good workaround on the clam hoarding. Let him hoard while I grab these VP sites. Battles for VP's will change the goals of the players and the way the game is played.
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April 7th, 2004, 01:40 AM
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Shrapnel Fanatic
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Re: The next patch
Quote:
Originally posted by Kristoffer O:
All recent MP games I have been in have had victory conditions set. Either by VP or dominion. They didn't Last very long (20-60 turns).
I think VP's is a good workaround on the clam hoarding. Let him hoard while I grab these VP sites. Battles for VP's will change the goals of the players and the way the game is played.
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I dont see a need to "fix" every way of winning the game as long as its not an automatic obvious choice. It kills a game for me to discover that there is strategy which will always win.
Which leaves me still undecided on this subject. On the one hand, game settings can make it not such a major deal which makes it not a major fix need IMHO. On the other hand it sounds as though its killer enough to make one type of games in Dom2, a rather popular type of games, to be less chosen or a fairly easy win. So it sounds like some sort of change might be good.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 6th, 2004, 02:06 PM
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Re: The next patch
Quote:
Originally posted by Jasper:
What do you like about Death on a Combat Pretender? The fear effect, or some spell combination? I've always thought of death mainly as support magic, with only Soul Vortex ever standing out for close combat use.
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Good guess. I take Death for Soul Vortex, the fear aura is mainly a bonus. One of the biggest threats (if not the biggest) that even the toughest supercombattants have to deal with is fatigue, and Quickness only makes this concern worse. But with Soul Vortex on, this is no more an issue (well, as long as you face "leechable" enemies). This makes Water+Death (or more accurately, Quickness+Death) a fearsome combo IMO.
And, BTW, a bit of death magic makes your pretender more resistant to Decay. Although pretenders easily resist it, this spell is so cheap and easy to cast it shouldn't be underestimated if you send your god in hand-to-hand combat every other month. Same concern later in the game with Disintegrate. Last night I tested a Wyrm with Water 2 (Quickness, BoW), Earth 3 (prot 30, Iron Will) and Death 4 (Soul Vortex, resist death spells +2) and I can only say: it rocks. I'll have to try something similar on a Manticore soon.
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God does not play dice, He plays Dominions Albert von Ulm
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April 6th, 2004, 02:33 PM
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Re: The next patch
I can see how the synergy would be nice, although that seems like a really expensive Wyrm. I have this image of your Wyrm with 2 Starshine Skullcaps , plus an anti-magic ring and a lightning ring on it's tail...
Alot rides on how much the tactical AI likes to cast Soul Vortex after scripted orders run out -- I take it from your sucess that it casts it frequently?
I would still fear getting trumped by someone else's combat pretender, as by the time you can put Soul Vortex into action you're potentially facing combatants who will destroy such a Wyrm, e.g. the classic Arcoscephale Nataraja. Still, imagine this would work with a Prince of Death as well.
The bit about extra resistance against Decay is new to me. Do all the paths work that way, or it just Death?
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April 6th, 2004, 03:19 PM
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Re: The next patch
Quote:
Originally posted by Jasper:
I can see how the synergy would be nice, although that seems like a really expensive Wyrm. I have this image of your Wyrm with 2 Starshine Skullcaps , plus an anti-magic ring and a lightning ring on it's tail...
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I tested with Midgard, so the 2nd cap was actually a Spirit Helm. And although expensive it's quite affordable. And more importantly, it was good fun to play with. Especially with a nation like Midgard. It wouldn't suit Ulm so well.
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Alot rides on how much the tactical AI likes to cast Soul Vortex after scripted orders run out -- I take it from your sucess that it casts it frequently?
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I prefer to leave no room for randomness when scripting SCs -> buff x 5, attack.
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I would still fear getting trumped by someone else's combat pretender, as by the time you can put Soul Vortex into action you're potentially facing combatants who will destroy such a Wyrm, e.g. the classic Arcoscephale Nataraja.
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I'm aware of this. I controlled 2 other nations in this test, and I can confirm a well decked-out Nataraja usually wins 1-on-1. Yet the Wyrm was very impressive in most scenarios and did some truly awesome job.
Quote:
The bit about extra resistance against Decay is new to me. Do all the paths work that way, or it just Death?
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Not only death - Astral magic protects vs Soul Slay, Nature magic protects vs Charm, etc. You get +1 bonus for every 2 levels in the relevant path.
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God does not play dice, He plays Dominions Albert von Ulm
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