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June 14th, 2009, 04:56 AM
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Join Date: Mar 2007
Location: Japan
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Re: New Player questions
You could try Conj-1 for a black servant prophet, Enchant-3 for skelly spam, Thau-1 if needed for curse, Thau-4 for panic/terror/communion-paralyze if elephants are a threat, Evo-2 for site searching, then Const-4 for research skulls, Const-8 for the chalice and Conj-9 for tartarians.
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http://z7.invisionfree.com/Dom3mods/index.php?
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June 14th, 2009, 01:02 PM
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Re: New Player questions
Construction seems to be on everyone's list. I guess magic items are considered crucial additions. Gonna have to experiment with that a bit. Thanks for the suggestions.
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June 14th, 2009, 04:30 PM
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BANNED USER
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Join Date: May 2004
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Re: New Player questions
1. Dragar had it right on the affliction chance.
2. I would absolutely not go construction first with ctis. Rather consider vfb's excellent advice. Your mages are all death aspected - so research schools that use that.
conj for black servent, dark knowledge.
Enchantment (iirc) for skelly spam).
Darkness should be a major goal sometime thereafter.
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June 20th, 2009, 08:28 PM
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Re: New Player questions
More questions. I'm curious what kind of routines you vets play. The efficiency junkie and RTS player in me wants me to be recruiting a commander and maximum units every turn, but this detracts from other goals. So I'm wondering: do you guys find yourself always growing armies, or do you ever reach some kind of equilibrium point where you leave your armies relatively static (until reinforcements are needed) and start devoting assets to other goals? Will I fall hopelessly behind if I'm not growing my armies every turn?
I'm experimenting with Death magic, and I find that some of the cool spells cause destruction to most units while sparing undead units. I'm summoning undead commanders and lots of undead fighting units with the idea that I will focus on researching skills that wipe out all but undead. Of course, this strategy will be diminished by another nation with lots of undead, but in that case I can change my commanders' orders to focus on other spells. And anyway I'm just learning my way around.
I'd love some input on these ideas and my question above.
Thanks,
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June 20th, 2009, 09:37 PM
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: New Player questions
Quote:
Originally Posted by RegnorVex
More questions. I'm curious what kind of routines you vets play. The efficiency junkie and RTS player in me wants me to be recruiting a commander and maximum units every turn, but this detracts from other goals. So I'm wondering: do you guys find yourself always growing armies, or do you ever reach some kind of equilibrium point where you leave your armies relatively static (until reinforcements are needed) and start devoting assets to other goals? Will I fall hopelessly behind if I'm not growing my armies every turn?
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In solo games of Dom3, efficiently isn't as critical, because the AI nations aren't nearly as strong opponents as you'll face in multiplayer. One of the strengths of the game design is that there isn't one "best" route to victory. Solo games are especially good for experimenting with strategies that you aren't ready to commit to against human opponents.
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June 20th, 2009, 10:07 PM
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Re: New Player questions
Hmm. Are SC's that much a part of the game that I have to expect them in multiplayer? Is that what the battle order "Attack Large Monsters" is meant for?
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Men do not stop playing because they grow old. They grow old because they stop playing. -- Oliver Wendell Holmes
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