.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old July 8th, 2007, 03:17 PM

Methel Methel is offline
Corporal
 
Join Date: Feb 2007
Posts: 167
Thanks: 1
Thanked 0 Times in 0 Posts
Methel is on a distinguished road
Default Re: great work

Quote:
Daynarr said:
Another suggestion for pretender.

Ghost King:

Scales - Order 3, Sloth 3, Heat 2, Growth 1, Misfortune 1, Drain 2.
Dominion strength 10.
Magic: All paths except blood at level 3.
Only 4 design point left.

What you have here is SC/Rainbow mage pretender with good scales that will allow you to buy enough troops until he gets free. When he arrives, you have a powerfull SC with fear/awe combo (enhance both with items) that can cast many buffs on himself, make most magic items to equip and really rock in battle.
When needed he can also look for magic sites although this shouldn't be his primary task.
This one is good for both MP and SP games.
Edited to avoid confusion.
Astral 3 on a SC? isnt that a bit iffy?
Reply With Quote
  #2  
Old July 8th, 2007, 04:27 PM
Sandman's Avatar

Sandman Sandman is offline
Second Lieutenant
 
Join Date: Oct 2003
Posts: 477
Thanks: 0
Thanked 0 Times in 0 Posts
Sandman is on a distinguished road
Default Re: great work

Someone (I forget who) used just such a pretender in the Faerun PBEM game. It was very successful (holding off Mictlan and Ulm), until it got magic duelled and their war effort collapsed.
Reply With Quote
  #3  
Old October 23rd, 2006, 09:22 AM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: Beginner\'s Guide to Shinuyama MA

I've played a bit with Bakemonos myself, somewhat differently...I agree that this nation can't use any Bless strategy effectlively, but I find them very powerful in "late early" and midgame.

As pretender I'd get something with high Astral and Nature (Gr Dragon, Lady of Fortune...), to complement the wonderful Sorcerers, boost Ubas'Nature skill and have access to Nature and Astral rituals. Or else a big Death lich or something like that.

As scales I take Prod2 to have "Dai-Bakemonos factories" rather early in the game -where they can bash anything that may your opponents field at that time. Order2 is a must also, and Growth1 can be cool (for long games). Misf1 and drain2 are ok (with drain2 you'll have to use Ubas for research, but there's also a case for taking Magic1 and use cheap shamans...).

After expansion with Bandits and archers, recruiting will switch to Dai Bakemono, they rock ! Bandits will still be useful later as stealth troops.
The Dai-B archers *are really great* : for 4 res more than a sword-wielding one those guys scripted with "Hold & Attack" send 3 good-prec longbows volleys to advancing enemies - with Fire arrows it's deadly !- then they finish the work with no-dashis
They have somewhat lower stats (-1 morale, strength, MR and def) that the swordsman so I usually mix both types in groups.
The small Bakemono archers can be recruited en masse, again Flaming arrows makes them deadly. Having no capitol-only troops is really great in midgame, as you can recruit your best troops anywhere.
O Bakemonos are pretty useful for earmy expansion, as they cost no resource and can bash small indies. Later they need LoS to survive, I usually spread some O-Bakemonos along my Dai-Bakemono armies.
Note that the Bakemono General is so good it can make a small thug...The Mujina assassin is very weak and useless though IMHO.
Kappas are pretty limited : they can not face more than light inf on the ground, but gives you access to water.

Magic : I really like the sorcerors...1 out of 4 will have E2F2W2D2 and be a perfect early site searcher, going along with a N2 uba. They will also make great forgers.
The other makes excellent support mages : the sorcs with E3 (soon E4 with boots) will shine with LoS and BW, then Earthquake , those with F3 will use Flaming Arrows and cast various fireworks, D3 sorcs will skellspam and later summon death and national creatures (Ghost General is great, think of an Ethereal Bane ! ).
The others sorcs still have Rust Mist and Acid stuff, Magma bolts and some more... And all can summon sizeable Oni armies at a relatively good price.

Death magic plus growth scale will result in few "old age" sorc losses (plus their 23 hp make them survive diseases longer), and for those you really don't want to lose you have Twiceborn.
I've not yet played real MP endgames with this nation so will be less sure, but I suppose that specializing in Death would give the best results. A Earth/Forge/Artifacts strategy seems also usable.

What is really cool with MA Shinuyama is also its versatility, as you can adapt to numerous threats due to your wide array of magic.
Reply With Quote
  #4  
Old October 24th, 2008, 07:44 AM
Herode's Avatar

Herode Herode is offline
Second Lieutenant
 
Join Date: Feb 2007
Location: Chambéry (France)
Posts: 511
Thanks: 47
Thanked 19 Times in 14 Posts
Herode is on a distinguished road
Default Re: Beginner\'s Guide to Shinuyama MA

Quote:
Originally Posted by dirtywick View Post
Bakemono Shaman ?1 H1 (FWED 100%)- [...]Their main strength is that they can all cast Rust Mist regardless of their paths,
Really ? I can't find any Rust Mist entry in my scripting tables for the shamans
Reply With Quote
  #5  
Old October 24th, 2008, 01:19 PM

Trumanator Trumanator is offline
BANNED USER
 
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
Trumanator is on a distinguished road
Default Re: Beginner's Guide to Shinuyama MA

I think thats a typo, they'd need more than 1 path to cast it.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:30 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.