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April 26th, 2004, 09:52 PM
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Re: National troops and mages vs SC and High Magics
Quote:
Originally posted by Graeme Dice:
quote: Originally posted by Nagot Gick Fel:
If it's a VQ, even better - whoever can cast Stellar Cascades can finish her off with Solar Rays.
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I do find that the AI would often rather cast cast paralyze with a low probability of success than solar rays, stellar cascades, and star fires. That may be true, but 5 Volvur - or similar mages - scripted (Stellar Cascades)x2 (Solar Rays)x3 will take care of any VQ without worrying about this issue. For non-undead SCs, once they're at 200 fatigue, ordinary steel is usually adequate.
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God does not play dice, He plays Dominions Albert von Ulm
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April 26th, 2004, 09:53 PM
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Re: National troops and mages vs SC and High Magics
Personally, I think the strength of SCs, summons and high magic in general are exactly fitting with the theme of Dominions 2: achieving godhood. Although it shares aspects of it, Dom2 is not a historical combat simulator. If it allows for godlike beings to take the field and slaughter 1000s of mere mortals, well, that's because the game centers around godlike beings.
Like other people said, if you want to play it as more of an army simulation, find people who want to play it that way with you, and use the settings that make the game play that way. As far as radically changing the default behaviour of the game: well, that would be a whole different game you are wanting to play.
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April 26th, 2004, 10:02 PM
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Re: National troops and mages vs SC and High Magics
Quote:
Originally posted by Nagot Gick Fel:
That may be true, but 5 Volvur - or similar mages - scripted (Stellar Cascades)x2 (Solar Rays)x3 will take care of any VQ without worrying about this issue.
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They will take care of any normal VQ, but I've seen one that's had several thousand pearls dumped into it. One that had 250 hitpoints thanks to a wish for power and from being in a province with a dominion strength of 10 with gift of health active.
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April 26th, 2004, 11:49 PM
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Re: National troops and mages vs SC and High Magics
I'd like new buildings such blacksmith (perhaps building only where you find a mine -not so- magic site) or other buildings to improve a little your armies recruited there.
Mithril, Adamantium and other materials, found in mines could be nice.
Add sites for army training ... ie Academy of War gives all the troops recruited there some experience. If you want to add more enhancment to this, you can order to a commander Train ... and troops recruited there have starting experience = TrainerExp/X - where X is a variable -.
I'd heavily improve too the stats of National Heroes, and giving them all the prophet bonus in stat for friendly domain. (not the conVersion rate however) ...
I proposed scales for military, but this is another good way.
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- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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April 26th, 2004, 11:59 PM
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Re: National troops and mages vs SC and High Magics
Quote:
Originally posted by Graeme Dice:
quote: Originally posted by Nagot Gick Fel:
That may be true, but 5 Volvur - or similar mages - scripted (Stellar Cascades)x2 (Solar Rays)x3 will take care of any VQ without worrying about this issue.
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They will take care of any normal VQ, but I've seen one that's had several thousand pearls dumped into it. One that had 250 hitpoints thanks to a wish for power and from being in a province with a dominion strength of 10 with gift of health active. LOL - I never play games that go that far. Well, if she's in her own dominion, there's little point in killing her anyway - unless you want her gear, in that case you could TP in with a dozen mages, a couple "decoy" items like Lifelong Protections (on different mages), maybe a SoS. Get her down to 200 fatigue with 1 round with Cascades, finish her with 48 Solar Rays (or 47 + 1 VoR if you want everyone back home). A Totem Shield would also come in handy here, if she's not cursed already.
OFC it's hard to do unless you're R'lyeh, Arco or one of the other astral nations. Or if she's with troops of her own.
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God does not play dice, He plays Dominions Albert von Ulm
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April 27th, 2004, 12:09 AM
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Re: National troops and mages vs SC and High Magics
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Originally posted by Nagot Gick Fel:
LOL - I never play games that go that far.
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Well, that was actually only around turn 60 on the Karan map with 50% magical sites.
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April 27th, 2004, 01:36 AM
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Re: National troops and mages vs SC and High Magics
Quote:
Originally posted by Graeme Dice:
Well, that was actually only around turn 60 on the Karan map with 50% magical sites.
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It helps when you're a blood nation and otherwise have nothing constructive to do with any of your gems you've found...and rule half the map. 
[ April 27, 2004, 00:37: Message edited by: Norfleet ]
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