.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 September 24th, 2007, 10:44 AM

Archonsod Archonsod is offline
Sergeant
 
Join Date: Jun 2006
Location: Edinburgh, Bonnie Scotland
Posts: 226
Thanks: 0
Thanked 6 Times in 4 Posts
Archonsod is on a distinguished road
Default Re: A hell of a waste of gems

One handy thing I tend to find with assassins is giving them items which will cause problems in your opponent's territories too. A bane venom charm (or the sword with a similar effect) which causes disease and poison, if wielded by a suitably immune assassin, can be neat. You can do the same thing with a scout, however if your assassin can take out commanders too you can prevent portions of his army leaving the province for a couple of turns.
Reply With Quote
  #2  
Old September 24th, 2007, 04:41 PM
sector24's Avatar
sector24 sector24 is offline
Second Lieutenant
 
Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
sector24 is on a distinguished road
Default Re: A hell of a waste of gems

"Ranged weapons are affected by the prescision stat, not attack. Try forging an eye of aiming instead. (Don't equip two - you go blind)"

Hah! User error, please replace user and press any key. This kind of thing happens to me all the time, the game is way too complicated to play casually but I like it all the same. The only reason I gave him all that stuff was because I stole it from Bogus and his merry band of misfits. Basically every new game shows me how little I know about the underlying mechanics of the game.

lazy_perfectionist, thanks for the in depth post. I definitely need more practice with assassins, but usually a fight starts with the opponent casting raise dead, phantasmal warrior, etc. and it's already over unless I summon an equal or greater amount of chaff.

It seems to me that with the dizzying amount of options available in the game, I could do better with a Wraith Lord, Mind Hunting, etc. I see that there are a few situations in which an assassin is a unique answer to the problem at hand, but would I have 5 well equipped assassins in the right place at the right time? Probably not.

One last question; how easily are assassins killed on the world map? Does the fact that the assassin is sitting in an enemy controlled province give him/her any protection from Mind Hunting and similar spells? Basically are assassin's reusable or is killing an enemy commander the equivalent of a death sentence?
Reply With Quote
  #3  
Old September 25th, 2007, 01:35 AM

Lazy_Perfectionist Lazy_Perfectionist is offline
Lieutenant Colonel
 
Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
Lazy_Perfectionist is on a distinguished road
Default Re: A hell of a waste of gems

1). You're welcome.
2). Would you have five well-equipped assassins in the right place at the right time? You may have gotten the wrong idea from me. I'm not a fan of the thug-assassin approach, but instead favor quantity over quality. A spell such as Tupilak fails as often as not, for instance, but is useful (although too pricy). As Ctis, you can manage 10 assassins at 110 gold each, unequipped.

If even a three manage to take out key targets, at the right time, you've got a potential bargain. If killing three 110 gold mages saves 70 infantry, you've made your money back.

I do not favor use of assassins as a form of attrition, however. Kill and attack, is how I use them.

3). The key to avoiding summons is using the enemy's own momentum against him. If he's expecting a minor battle, or researching away, he likely will have summon skeleton scripted. If he expects to face a dozen wights, he'll probably have wither bones or Dust to Dust scripted instead, leaving it to auto spellcasting when there are no valid targets. As well, spell AI sometimes overrides gem use when it determines an enemy isn't a big enough threat, overruling that 'Living Earth'. If he's expecting a large, pitched battle where he needs to pull out ALL the stops, the very first spell scripted by those random astral marshmasters will likely be astral communions.

Asssasins require bait, traps, and timing. Any uber-equipped assassin can be wasted by simply spamming indie commanders, though there are times that better equiped assasins are handy. (as an aside, that build I mentioned early works quite nicely). If you wait until a situation comes along where the enemy has to script for maximum potential, you avoid counters or at least make them waste gems.

It's worth noting that magical beings require magical leadership. If you can figure out a way to kill that commander before you're killed, all those summons die as well. In that situation, melee is not the way to go.
On the plus side, if the timings right, and they just wasted so many gems on a single asssasin instead of your army, that may be agod trade as well, if you can take advantage of that before they restock from a scout or what not.

4). Killing an enemy commander does not have to be the equivalent of a death sentence. Sure, if you have one thug picking away each turn at the capital, someones going to come after him. But if you present the enemy with a dilemma... If you have raiding parties going on, anything patrolling is not hunting down your raiders. If you have an army threatening them, anything patrolling the countryside is outside of the fortress, exposed to attack, rather than bolstering the defenses of a long siege.

As a side note, it really only takes about 80 militia to guarantee the death of an assassin. Less with PD. If you have an army nearby, or remote summon spells, then that militia (no Abysian PD, please, ouch) either has to expose itself, unsupported, to attack and slaughter by a small detachment or they have to take mages off of research/summoning/rituals in order to give their patrollers proper support. A win-win situation.

Worth noting is that unrest decreases the effectiveness of patrols. A Black Servant with a bane venom charm can serve for about a turn before patrols catch up (move out soon), increasing unrest. Battles such as scouts and assassins also increase unrest. Neither fast enough alone to enable survival, but combined with hit&run, spell support such as Baleful Star or Blight, it can make retaliation impossible.

One way to preserve thugged assassins is to let the enemy invade and take your lands BEFORE you retaliate. If the enemy's just encroached on your land, overtax provinces around three deep to 200%. Not only will this raise funds for the war, but the unrest generated by this and the invading army will make it much harder to detect your assassins.
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 04:56 PM.


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