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October 11th, 2011, 01:06 AM
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Corporal
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Join Date: Oct 2011
Posts: 50
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Re: What is the path of blood for?
But you can only build a single mage a turn per fort(and you cant even queue them), which is a pretty huge limiting factor (not to mention collecting them from all the forts), and they are so squishy they die to cavalry/flyers in melee. And you probably need to give them boosters to cast decent battlefield spells too.
Im surprised by how deadly frost fiends are though. With only protection 9, i expected them to die a lot...but im fighting Formoria with the "stop AI from building chaff independant troops" mod, and facing mostly Formoria giants...and im taking almost no casaulties at all despites being outnumbered 4-1 and not even using any buffs or battle magic at all. How is that possible?
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October 11th, 2011, 02:59 AM
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Sergeant
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Join Date: Mar 2010
Location: Tasmania
Posts: 356
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Thanked 26 Times in 20 Posts
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Re: What is the path of blood for?
How is that possible, indeed?
In the turns messages you will see an option to "view battle", I'd watch a battle and see exactly what those fiendish frosty demons do

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October 11th, 2011, 07:06 AM
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Corporal
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Join Date: Oct 2011
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Re: What is the path of blood for?
Quote:
Originally Posted by Doo
How is that possible, indeed?
In the turns messages you will see an option to "view battle", I'd watch a battle and see exactly what those fiendish frosty demons do

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I tried that. All i see is that the frost fiends dont seem to be taking much damage from the giants even with protection 9.
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October 11th, 2011, 04:06 AM
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Second Lieutenant
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Join Date: Jan 2004
Posts: 510
Thanks: 24
Thanked 31 Times in 12 Posts
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Re: What is the path of blood for?
Quote:
Originally Posted by Question
But you can only build a single mage a turn per fort(and you cant even queue them), which is a pretty huge limiting factor (not to mention collecting them from all the forts), and they are so squishy they die to cavalry/flyers in melee. And you probably need to give them boosters to cast decent battlefield spells too.
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If the limit on the number of mages you recruit per turn is anything other than your available gold, then you haven't built enough forts.
Except for the nations with the most powerful recruitable sacred troops, Dominions 3 endgame in MP is dominated by summoned troops backed up by massive number of mages, by thugs, by super-combatants, and by raiding.
Note that I said in MP. The AI is so poor that you can obtain victory on any difficulty level in SP using only national recruitable troops and a few mages, but that doesn't cut it against actual opposition.
__________________
When I said Death before Dishonour, I meant alphabetically.
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October 11th, 2011, 08:06 AM
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Corporal
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Join Date: Oct 2011
Posts: 50
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Re: What is the path of blood for?
Quote:
Originally Posted by Peter Ebbesen
Quote:
Originally Posted by Question
But you can only build a single mage a turn per fort(and you cant even queue them), which is a pretty huge limiting factor (not to mention collecting them from all the forts), and they are so squishy they die to cavalry/flyers in melee. And you probably need to give them boosters to cast decent battlefield spells too.
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If the limit on the number of mages you recruit per turn is anything other than your available gold, then you haven't built enough forts.
Except for the nations with the most powerful recruitable sacred troops, Dominions 3 endgame in MP is dominated by summoned troops backed up by massive number of mages, by thugs, by super-combatants, and by raiding.
Note that I said in MP. The AI is so poor that you can obtain victory on any difficulty level in SP using only national recruitable troops and a few mages, but that doesn't cut it against actual opposition.
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I thought building forts in every province was a bad idea because it would screw up resource collection?
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October 11th, 2011, 09:24 AM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: What is the path of blood for?
Quote:
Originally Posted by Question
I thought building forts in every province was a bad idea because it would screw up resource collection?
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The only time this is ever really an issue is if you have a good capital-only unit that isn't otherwise limited. (Sacreds are generally holy limited, although high-resource sacreds can fall into this category. There are a few non-sacred units in the game that are capital only a quite worthwhile: Nemedian Warriors (Fomoria), Jotun Skinshifters (Nieflheim), and Knights of Avalon (MA Man) come to mind.)
Otherwise you just hire units from more total forts, and ultimately have more resources to do so with (although more distributed).
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