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

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old December 31st, 2006, 08:04 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: Caelum and 2 changes to gameplay

Can be cool... if Flight works, what I'm not confident about
Reply With Quote
  #2  
Old December 31st, 2006, 03:33 PM

Shovah32 Shovah32 is offline
Brigadier General
 
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
Shovah32 is on a distinguished road
Default Re: Caelum and 2 changes to gameplay

Well it works for me so im happy
Reply With Quote
  #3  
Old January 2nd, 2007, 03:14 AM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: Caelum and 2 changes to gameplay

I can sympathise, I've also had trouble with Caelum, but the more I play and learn about the game, the more strategies I find that can either be tailored to fit a nation or that will work for one nation over another. Caelum for instance-if I were to play it right now in MP it would be the weakest nation I could play, but it's considered to be one of the best for MP. Conversely, I'm most confident with R'lyeh, and it's considered really weak (even by me). I really like the flying mammoth idea though.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
The Following User Says Thank You to HoneyBadger For This Useful Post:
  #4  
Old January 2nd, 2007, 01:13 PM

Shovah32 Shovah32 is offline
Brigadier General
 
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
Shovah32 is on a distinguished road
Default Re: Caelum and 2 changes to gameplay

Which rlyeh are we talking about here? Both MA and LA are considered strong and, although EA has trouble getting on land, its massed mind blasters and evil mindlords in the water should give anyone confidence.
Reply With Quote
  #5  
Old January 2nd, 2007, 01:31 PM
Maltrease's Avatar

Maltrease Maltrease is offline
Second Lieutenant
 
Join Date: Apr 2004
Location: Ohio
Posts: 402
Thanks: 0
Thanked 0 Times in 0 Posts
Maltrease is on a distinguished road
Default Re: Caelum and 2 changes to gameplay

Caelum is my favorite nation. An effective early expansion strategy is to only buy archers (production scale helps) and use your initial infantry for guard duty. Then spread 4 archers across the front to act as decoys for arrow fire and infantry. This will almost ensure that enemy archers are not a problem and will give you another 2 rounds of shooting (and smiting) on most ground troops.

This will usually allow you to take barbarians, tribes, archer cavalry and light troops (basically anything with low protection). If you combine your profit you can even take on a little heaver stuff (in small numbers) with smiting. 40+ archers are very effective and lets your mages stay in the lab early on. With your mobility and some scouting you can pick out the missile vulnerable provinces.

This works good with getting an awake sage pretender and researching to evo4 (thunder strike) . You can reach this fairly easily on turn 8 or 9. Then with a few eagle kings and archer cover any indy province is yours for the taking. And with your mobility you will rapidly be able to take advantage of this.

So imagine spreading out sucking up weaker province and rapidly “claiming” territory. Then once you have thunder strike you rapidly consume all of the tougher provinces sprinkled in your territory (or leave a couple for defense if the income is not high).
Reply With Quote
  #6  
Old November 22nd, 2007, 11:01 AM
mathusalem's Avatar

mathusalem mathusalem is offline
Sergeant
 
Join Date: Mar 2005
Location: France (Paris)
Posts: 227
Thanks: 1
Thanked 1 Time in 1 Post
mathusalem is on a distinguished road
Default Re: Caelum and 2 changes to gameplay

and what's about pretendant design ?

What do you think of a master Lich
3 sloths = 2 wing of wizardry (+1 in all) and 1 ring of sorcery (+1 NDBS)

F3 (astral fire, bane fire and fire arrow)
E2 (Hammer & earth boots)
S5 (He is immortal, so no real pb with magic duel)
D5 (good evocation, conjuration, etc.)
N4 (gift of health, Relief, supply, vine ogre)

Dom 8 (frost !)
Order 3 (max money),
Solth 3 (not need, unless in the first turn for the firsts mammouths),
Cold 3 (no comment),
Growth 3 (supply, money and old mages),
misfortune 2 (to get some points),
Magic 1 (for research and more thunder strike / falling frost)
Reply With Quote
  #7  
Old November 22nd, 2007, 11:52 AM
Sensori's Avatar

Sensori Sensori is offline
Second Lieutenant
 
Join Date: Apr 2007
Posts: 440
Thanks: 16
Thanked 6 Times in 4 Posts
Sensori is on a distinguished road
Default Re: Caelum and 2 changes to gameplay

Whoa mathusalem, you're a master necromancer! The thread had been dead for over eleven months!
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 08:48 PM.


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