.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old July 19th, 2011, 09:24 PM
Samhain's Avatar

Samhain Samhain is offline
Sergeant
 
Join Date: Jan 2010
Location: Michigan
Posts: 251
Thanks: 14
Thanked 13 Times in 8 Posts
Samhain is on a distinguished road
Default Re: Another one bites the dust

Mages are definitely vulnerable. That's why Arrow Fend is so nice. If you don't have that, you can give your most valued mages 0 encumbrance shields for protection. Or, use some shield equipped chaff up front set to guard commander for a commander set back behind your mages. As long as the back commander is still in range, the AI archers will keep firing at the chaff even after they move back out of the way.

For Earth mages, I always like to cast Summon Earth power for both the reinvigoration as well as the reduced fatigue for Earth spells it gives me. Then I'll throw on Ironskin, Stoneskin, or Invulnerability depending on what I have access to and what is being thrown back at me. These Earth buffs are usually enough to protect from arrows and sling stones.

For the range/fatigue issue, it is good to script buffs at the beginning. And, position your mages so that the enemy is in range when they are done.

In my experience, you generally don't have to worry about scripting the attack spells as the AI will tend to use the spell most likely to kill the most troops anyway. It mostly has trouble getting the buffs and battlefield enchantments right. So, don't fret filling your queue with all buffs or even a couple of holds (which allow the mages to recoup fatigue) to provide time for the enemy to close.

One thing AI is infamous for though is pushing out battlefield summons when no good Evocation targets are in range. Death mages who should be holding back for Shadow Blast or Banefire in particular love to fatigue themselves first with Raise Skeletons for instance. For this reason, I'll sometimes delay researching Enchantment when playing a Death nation just to keep my mages from casting it unless I want to get that spell out early for an opponent particularly vulnerable to such a strategy.

And, yes, having your troops guard commander is also intended to reduce collateral damage. But, that's going to happen unless you are playing a nation like Abyssia and have troops immune to nearly all of your Evoc spells.
Reply With Quote
  #2  
Old July 19th, 2011, 09:29 PM

krpeters krpeters is offline
Second Lieutenant
 
Join Date: Dec 2006
Posts: 564
Thanks: 1
Thanked 10 Times in 7 Posts
krpeters is on a distinguished road
Default Re: Another one bites the dust

Raise Skeletons/Dead is exactly why I gave up on Death magic. The level of micromanagement needed to keep death mages from casting it is just offensive.

I also have a problem with Earth mages flinging Blade Wind at shielded troops when they should be using Magma Eruptions instead. But if I script Magma Eruptions, he will at least cast it.
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 04:09 PM.


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