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View Poll Results: Which of the following would you prefer?
Sheap's suggestion: a bravery option for commanders, to rout if their troops rout, or not 13 20.63%
Panther's suggestion: all commanders must make a morale check whenever an army routs or dies, but they carry on fighting if they succeed 16 25.40%
No change to the present system 34 53.97%
Voters: 63. You may not vote on this poll

 
 
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Old August 30th, 2004, 03:18 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Poll: morale and routing

Quote:
Boron said:
it would force you to use all 4 elments :
scs , national leaders , national troops and summons .
If you aren't using your national troops, then you will almost certainly be beaten by somebody who is, unless you have an absolutely massive blood economy. In that case, you've traded the gold from those provinces for magical ability.

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the only thing that can kill scs half reliable are battle mages or other scs .
This is not a problem.

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a well balanced system should always be like rock , paper & scissisor .
No, it shouldn't. That's an overly simplistic system that leads to ridiculous results.

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if you encounter a bane lord standard sc if you don't have blessed troops which many nations lack with national troops only you already almost can't beat him .
Why should you be able to beat one with only normal troops and no magical backup?

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if you have only firemages since he will be fire resistent they don#t work too .
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air mages may only work with false horrors but against scs with fireshield this is not reliable too .
Air mages should be using thunderstrike, not false horrors.
You should make up your mind about what kind of equipment your banelord has. If it has fire and lightning immunity, then it's MR will be low enough to kill it with the instant kill spells. If it isn't fire and lightning immune, then you can kill it with incinerate or thunderstrike. 20 Lamias can also often hold off a completely equipped bane lord for more than 50 turns.

Quote:
since normal mages can be killed by assasins / flames from the sky etc. relative easy too and you can't move them around via magic move since they would lose their army scs are overall even better then battlemages probably .
Are all of your strategies based around your opponents sitting there and not doing anything to affect how well your plans work?

Quote:
there is teleport to move around but this is always difficult because of mind duel .
so bringing astral mages to battle is always risky .
Astral mages that can teleport or gateway are not at a serious risk to mind duel attacks. They should probably be dueling themselves.

Quote:
replace them as quick as you can with a few summons .
invest almost all your gold in mages ( rest in temples + castles and a few preists , scouts as item mules ).
Once again, how is this a problem, and what are you planning to use for summoned troops. There are very few that will replace your normal troops.

Quote:
as it is if some players of equal skill play against each other if one takes caelum , one abysia , one atlantis and one pan cw normally the pan cw and the atlantis player have no chance to win at all and only caelum + abysia fight for who is winning .
I think you need to play more games and spend less time theorizing. You might also want to avoid playing games on huge maps, and not put magic site frequency above 50%. Both Atlantis and Carrion Woods have everything they need to defeat the nations you've just listed.

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but balance between national troops , national leaders , summoned troops and summoned SCS would be greatly improved .
Destroyed you mean, since there would no longer be any point in summoning them.

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for a more dominonlike game i recommened a closer look at the age of wonders series , especially age of wonders 2 sm .
I have looked at it. I've already outlined a few of the many numerous problems with the game. Another one is that unit upkeep is far too high.

Quote:
so why would you ever cast anything else with them against other troops ?
Are you now complaining that there are choices that are better in many situations? This makes absolutely no sense whatsoever. You paid for the better spells with research, and put a huge amount of resources into that research. Why _shouldn't_ it give you real benefits?

Quote:
once you have the choice then between bane lords and tartarians you always take tartaians .
Hardly. Tartarians require you to be able to hold on to either gift of health or the chalice, and to have a nature gem income of more than 20 per turn for gift of reason. You won't be able to keep gift of health for that long in most games, and the chalice moves around anytime someone wishes for it.
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