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March 12th, 2008, 12:20 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
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Re: Tartanians
Not all MP players go for Construction 8. I for example tend to ignore it for a
long time. There are only a few artifacts that are game altering, and it's not
worth sacrificing your early game for a chance of getting them. You can always
wish for them later. The Chalice, Mage Bane, The Death+3 Stick, The Forbidden
Light... even some of those, while awesome, have to be used in combat, and thus
tend to change hands. Mage Bane + Armour of Virtue is a Hell of a pain, though.
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March 12th, 2008, 12:24 PM
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First Lieutenant
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Join Date: Aug 2007
Location: UK
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Re: Tartanians
Sure Con8 can only reasonably be reached by people not heavily at war? Con gives you pretty weak battlefield capabilities, and getting a few nifty gizmos must be of little joy when your armies are disappearing in large magic blasts and provinces tumbling behind them.
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March 12th, 2008, 09:03 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Tartanians
Towards the end of one of my early MP games I got the disheartening feeling that everything I was doing was pointless, when people started saying things like "everything you have is useless against Tartarians anyway", "if you haven't been beelining for Construction 8 you've been wasting your time" etc. In my now considerably more experienced opinion, these things simply aren't the case. There are any number of approaches to the whole game and I try something different every time.
Of course, if you actually want to win a large game with a lot of players, you will need some cunning plan to be powerful in the early, mid and late games, and different things will be needed at each stage. (Though if you are playing a smallish game with 8 players or so, the true late game stage will never even be reached.)
Anyway, my advice is: Don't be disheartened. It is absolutely NOT the case that the game boils down to a few minmaxed strategies in competitive multiplayer. That is why this game is so awesome.
Incidentally I don't have a minmaxing mindset at all, and tend to do pretty well in multiplayer. I think quite a bit of that comes from success in diplomacy though.
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March 12th, 2008, 09:23 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Tartanians
I think it comes from people giving you a free pass to territory and not attacking you for some reason. I followed a few games and it seems like you were obviously the big threat but people were continuing their private wars regardless. Digress might elaborate further : P
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March 12th, 2008, 09:53 PM
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Colonel
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Join Date: Oct 2007
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Re: Tartanians
LLamabeast, that is good to hear. I love the diplomatic / and quasi-RPG aspects of MP, even to the extent of sometimes taking an action that may not be in my nation's best interest (going to war on behalf of an ally I like for example). I prefer fun to winning but it is encouraging to hear though that there are multiple paths to victory because at least having a chance to win makes gameplay more exciting.
Otherwise, the so-called "strategy" in a game is actually just formulaic knowledge of what you need to do to win, like memorizing a recipe (research x, summon x, build x, kill !!!) -- not what strategy should be which is the ability to analyze a unique situation and try to come up with novel responses, which is what Dominions seems to offer with its abundance of content and options.
Anyway, sorry to get this thread off topic.
Now speak wise traveller of these dread entities known as the Tartanians and how we might use them to further our dreams of conquest.... 
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March 13th, 2008, 12:06 AM
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General
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Join Date: Jun 2003
Location: az
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Re: Tartanians
Within one of my recent MP games which has ended, my opponent attacked several different provinces with fully decked Tartarians... even my blessed Lanka demons could not scratch them.
I know of counter strategies for bringing them down, yet their default stats are so impressive... and when combined with items they're so powerful.
I've listed some ideas for changes:
1) Improve tartarian counter spells such as maggots and blindness.
2) Lower magic resistance of tartarians... they've been killed a decayed brain shouldn't be as strong as a full healthy pretender.
3) Introduce a set of new spells which remove elemental resistances for a single target.
4) Use Kristoffers suggestion of a new type of insanity for tartarians.
5) Add new single handed weapons which damage undead.
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March 13th, 2008, 12:48 AM
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Private
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Join Date: Jun 2007
Location: Florida, USA
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Re: Tartanians
Is it I, or does going to level-9 in Conjuration make little sense for all but a few.
Literally, who would do that EXCEPT to conjure Tartarians? (Or some freaky s**t.)
As Ermor, I go for Construction 4 (Skull Mentor), then Conjuration-8 (Well of Misery), and then back to Construction-8 for unique items:
#1: The Chalice.
#2: The Sword of Injustice.
#3: The Ark.
If I acquire all three, you are going to see such wrath as you have never seen before.
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As stated by Agema, if under war, your chances of acquiring the knowledge are slim.
{Possibly Ermor aside, as he only needs to hold his home province to acquire vast research.}
[I personally (as Ermor) have been reduced to my home provence alone, and have expanded to win the game.]
================================================== =========
================================================== =====
In the end, Tartarians are useless, UNLESS you have a cure:
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March 13th, 2008, 01:09 AM
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Private
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Join Date: Jun 2007
Location: Florida, USA
Posts: 35
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Re: Tartarians
Is it I, or does going to level-9 in Conjuration make little sense for all but a few.
Literally, who would do that EXCEPT to conjure Tartarians? (Or some freaky s**t.)
As Ermor, I go for Construction 4 (Skull Mentor), then Conjuration-8 (Well of Misery), and then back to Construction-8 for unique items:
#1: The Chalice.
#2: The Sword of Injustice.
#3: The Ark.
If I acquire all three, you are going to see such wrath as you have never seen before.
====================================
As stated by Agema, if under war, your chances of acquiring the knowledge are slim.
{Possibly Ermor aside, as he only needs to hold his home province to acquire vast research.}
[I personally (as Ermor) have been reduced to my home provence alone, and have expanded to win the game.]
================================================== =========
================================================== =====
In the end, Tartarians are useless, UNLESS you have a cure:
Either "Gift of Health", which is questionable, or:
"The Chalice" which is your panacea.
The Chalice is probably THE MOST underrated artifact.
It's ability to cure is unprecedented, and it can be teleported around the map (by the nature of Laboratories).
------------------------
Faithfully submitted,
--HNC3.
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March 13th, 2008, 03:55 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Sydney, Australia
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Re: Tartarians
The Chalice is probably THE MOST underrated artifact
Ummm .... I don't think so.
Its a super, duper artifact that is desired by all by the time the game is approaching its later stages. Everyone can find uses for it - though often its held to keep it out of the hands of the player with the most efficient tartarian factory.
I love the idea of a new type of insanity for Tartarians - especially ones where they proclaim themselves a new pretender and raise up an army of their ancient (and very dead) followers.
Other just plain nutty tartarian moves would add spice.
"Cloud trapeze deep into your opponents lands a cause havoc you say ? How about I raise a temple to my/yours/our greatness ? or attack random neighbouring province ? or place myself under the command of one of your enemies because their pretender reminds of girlfriend I once had in Titan School ?"
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March 13th, 2008, 03:57 AM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Re: Tartarians
Most awesome thinking Digress

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