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July 11th, 2008, 07:44 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
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Re: The Ghost King
He was my favorite in dom II, but he was nerfed. Unfairly nerfed KO!
Heh. After his nerf I have never used him.
I will add I played dom II mp games on another forum-not this one. And we had funny "house" rules. One of the house rules was no immortal pretenders(in response to the Queen most likely before her nerf).
So before the nerf to the Ghost King, and removing the immortal undeads from the selection process, the Ghost King was one of the best Pretenders to take for a rainbow mage.
I cannot even recall what all was done to him. His cost was raised, his dominion lowered, and I think something else as well.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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July 11th, 2008, 09:26 AM
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Lieutenant Colonel
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Join Date: Nov 2006
Location: Ghent, Belgium
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Re: The Ghost King
About every time I start a new game and am looking at pretender design there comes a moment when I think: "Hmm... and what if I'd use a ghost king instead" after which I try out some builds, find out I don't have enough points to make it all work, and move on. I have yet to use one in MP.
I do believe they can be very powerful with LA Ermor (never having played LA Ermor myself, so it's just conjesture) as they have the design points to burn, and can greatly benefit from both the magical diversity, and the SC ability. Perhaps some other nation without too much need for great scales,or for a big bless can also make good use of him, but none springs to mind atm.
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Praeterea censeo, contributoribus magnae auctoritatis e Foro Shrapnelsi frequenter in exsilium eiectis, eos qui verum auxilium petunt melius hoc situ adiuvari posse.
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July 11th, 2008, 11:28 AM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
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Re: The Ghost King
I'm mostly new to MP, so take this with a grain of salt. However, in one of my current games he is doing relatively fine. I made him asleep, with Dom 9, relatively good scales (I am squemish in respect to them; also see below) and 2 magic paths at 4, with no incerase in Death path (namely, Water & Earth for Helheim - the first to increase diversity & for Quickening, the second for blessing their sacred mages). Then I made a Construction my first research priority, which allowed me to make Hammer early on & make some equipment before my King awakened. After that I used him to quicken expansion, using most money on mages. He didn't take a weapon until I got a Construction 4, but expanded fine even before that. And after Construction 4 I switched to other paths. He suffered a pair of afflictions, but remains useful - even after I discovered a sight granting me some Water mages.
Maybe I should have given him Nature instead - to get regeneration, but I reasoned that Nature mages are relatively common to find & Astral... well, it brings a risk of Magic Dules.
Will someone say where I was wrong?  Currently I think he remains relatively solid, but should be taken asleep.
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July 11th, 2008, 12:46 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: The Ghost King
I use him fairly often in solo play when he fits the nation. I like that he generates ghosts. He and the ghosts can be quite a nice stealthy army. Especially if you can provide other stealths (such as archers) for backup.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 11th, 2008, 02:13 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Thanked 39 Times in 31 Posts
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Re: The Ghost King
how does the generating ghost thing work.. I never used him and I wonder how much you usually get
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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.
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July 11th, 2008, 02:28 PM
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BANNED USER
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Join Date: Dec 2007
Location: Illinois
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Re: The Ghost King
it think it's one ghost a turn when you're in really strong dominion (around 5 or 6+).
nothing real significant, but a nice touch I suppose, and presents another option to the Ghost King. that's why he's attractive to begin with, he has so many options. Thing is I just don't know if all the options are worth the price, and they don't combine well at any rate (like I said, a rainbow pretender who dies are gets feebleminded because you use him as an SC too isn't anygood as a rainbow any longer).
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July 11th, 2008, 02:55 PM
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Colonel
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Join Date: Oct 2007
Location: in a sleepy daze
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Re: The Ghost King
Never used him other than a couple SP runs (the kind where you play about 10 turns in 10 minutes to see how something works). He always seemed to get smacked by indie PD / priests. Could have been bad luck but I got the sense he was too fragile to be an SC, too expensive to be a RB, and a waste to be a sleeper/Bless. I'd never use him in MP.
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i crossed blades with the mightiest warriors of the golden age. i witnessed with sorrow the schism that led to the passing of legends. now my sword hangs in its scabbard, with nothing but memories to keep it warm.
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