|
|
|
|
December 2nd, 2007, 11:48 AM
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
gems etc in combat
In my SP games I usually don't let my commanders carry gems etc because they tend to blow them even in small battles.
Of course I see the benefit of using battle spells that cost gems since they usually help your army a great deal. Especially in large battles the whole battlefield spells etc can be usefull.
In my MP games I can certainly see that using mist, storm etc in the LARGE battles can turn the tide of battle and save the lives of many of my skinshifters.
BUT if I give my commander 10 airgems (midgard is the nation of the moment) HOW do I see to it that he ONLY uses them in the large battles with 100 + troops and not in the small skirmishes.
Obviously start of game I just don't give them gems.. but how do I do that later.. when I want to bash a few small armies and then for example besiege a larger force somewhere. How can I see to it that when I load the gems on the mages they still have them when in counts?
Any advice would be appreciated.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|
December 2nd, 2007, 12:25 PM
|
|
Captain
|
|
Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
Thanks: 33
Thanked 187 Times in 66 Posts
|
|
Re: gems etc in combat
Load up a scout with gems have him follow your army.
You can then transfer an appropriate amount to/from mages just before each battle.
Since the scouts are stealthy, you won't lose 30 gems to a stray arrow.
It won't keep mages from wasting gems in small battles, but it will limit the total # of gems lost.
|
December 2nd, 2007, 01:12 PM
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: gems etc in combat
hmm sounds like an idea.. any more suggestions?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|
December 2nd, 2007, 02:06 PM
|
|
Lieutenant Colonel
|
|
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
|
|
Re: gems etc in combat
You could give them gem-generating items, which will help make sure they'll always have some gems. Though I suppose you already thought of that.
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
|
December 2nd, 2007, 04:11 PM
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: gems etc in combat
is there one that produces air gems?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|
December 2nd, 2007, 04:37 PM
|
First Lieutenant
|
|
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
|
|
Re: gems etc in combat
Quote:
Aezeal said:
is there one that produces air gems?
|
Nope. Air gems are one of the most elusive of the gem types, in my opinion.
To break it down:
Water: Sea trolls 1/turn
Fire: Fever Fetishes 1/turn if unt is Wounded(-10 HPs)
Earth: Blood Stones 1/turn
Astral: Clams 1/turn
Death: The Sickle whose Crop is Pain(gems based on kills with item)
Blood: There is a Demon Lord who spawns 3 blood slaves a turn.
The easiest way to get gems to the front with Air gems is to get one of your Air mages to Cloud Trapeze to your army and then distribute the gems.
Unfortunately, keeping gems on commanders is a tactical issue that everyone must address. Even the most well stocked mage will blow his gems when a Golem SC Teleports in or an Earth Attack elemental strikes.
|
December 2nd, 2007, 04:46 PM
|
|
Captain
|
|
Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
Thanks: 33
Thanked 187 Times in 66 Posts
|
|
Re: gems etc in combat
Quote:
K said:
Water: Sea trolls 1/turn
|
Really?
|
December 2nd, 2007, 05:02 PM
|
First Lieutenant
|
|
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
|
|
Re: gems etc in combat
Quote:
cleveland said:
Quote:
K said:
Water: Sea trolls 1/turn
|
Really?
|
The Water 3 commanders at least. I've never GoRed the troops to see if they do it too.
Considering that it takes 55 Water gems to summon the Sea King's Court, yuu aren't going to break even any time soon.
|
December 2nd, 2007, 07:52 PM
|
|
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
Re: gems etc in combat
Quote:
K said:
Quote:
Aezeal said:
is there one that produces air gems?
|
Nope. Air gems are one of the most elusive of the gem types, in my opinion.
To break it down:
Water: Sea trolls 1/turn
Fire: Fever Fetishes 1/turn if unt is Wounded(-10 HPs)
Earth: Blood Stones 1/turn
Astral: Clams 1/turn
Death: The Sickle whose Crop is Pain(gems based on kills with item)
Blood: There is a Demon Lord who spawns 3 blood slaves a turn.
|
The local peasantry (5K+ pop) is usually happy to oblige in providing any blood slaves you need, but you've got to park for a turn of course.
There's also an Arch Devil (Furcas?) that gives 1 fire gem per month, and one of the Earth Kings generates 1E.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
|
December 4th, 2007, 06:34 AM
|
|
Corporal
|
|
Join Date: Dec 2006
Location: France, south
Posts: 100
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: gems etc in combat
There is no way to prevent things like carefully scripted Fort assault, ruined by an incomming enemy in the same province the same turn ...
Battles are resolved before storming castles ...
Yep, this is my painfull SP experience from last evening ... 80% very experienced troops loses, 20% mages loses (some but my trampling routing troops ... Sob!) & 60 % other mages routed ... Hopefully tempered that I owned two border provinces (they are all safe) and another of my big army arriving in there ...
Combined with a dispelling of one of my major (mean: important for my strategy) Global Enchantement by myself due to the Mystery of Randoming Global Casting ...
Well, I went to bed just after this nightmare ...
__________________
QXel
The One Who Only Play Single Player Games For Fun, Who Is Not A Maniac of 'The Ultimate Tactic', The Negation of 'The Ugly But Very Efficient Micro-Management For Winning With Minimum Losses And Ascend All The Time'
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|