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November 16th, 2008, 07:22 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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Re: New Nation: Dragons, Magic Incarnate UPDATE
Sounds really good for SP, but w/out magic I assume you would get murdered in MP.
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November 17th, 2008, 06:00 PM
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First Lieutenant
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Re: New Nation: Dragons, Magic Incarnate UPDATE
Quote:
Originally Posted by Trumanator
Sounds really good for SP, but w/out magic I assume you would get murdered in MP.
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You could probably take out everyone on a smaller map before magic became a big factor.
One turn of recruits will take down almost any indie province. To have any hope of surviving the dragons you would have to cast anti-flight magic on the first turn of battle. Even if the big mage-supported armies can beat the dragons they'll be eaten alive by raiding--PD simply won't stop them at any sane level. Most remote-attack spells won't touch them, either.
Fresh from the barracks not only are the commanders good thugs but even the bonebiters are reasonable thugs.
The lack of slots means you won't be fielding true SC's but when you can field them on turn #1 it doesn't matter.
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November 17th, 2008, 04:11 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
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Re: New Nation: Dragons, Magic Incarnate UPDATE
Er, yeah. Research is pretty costly for Dragons as it is, and there's always the temptation to use your researchers as thugs.
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November 17th, 2008, 05:43 PM
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Lieutenant General
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Re: New Nation: Dragons, Magic Incarnate UPDATE
hmm truman, what I hear now you'd stealroll over everyone in MP too.. but I still intend to change some things a bit.. hopefully next weekend.. need to get a manuscript (case report actually) out for a medical journal (my boss keeps pushing me) and I've just bought a new book and I'm playing fall-out 3 so my free time is a bit scarse.. of and my GF is 8 months pregnant so need to do more around the house too (I know excuses excuses but fact is I just have less time for modding on my hands )
__________________
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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November 17th, 2008, 07:09 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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Re: New Nation: Dragons, Magic Incarnate UPDATE
Okay, having never played MP I was sort of drawing on what I have read.
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November 17th, 2008, 10:04 PM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
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Re: New Nation: Dragons, Magic Incarnate UPDATE
I haven't played this mod (I should probably get around to that, and finishing my little review of the Orks (I still haven't fixed the crippling Ork bug in my copy so I can't really continue until I do), and starting another nation), but I hear the phrase (paraphrased) "one turn of recruits can steamroll most indies". Can I suggest, as well as maybe cutting back on the strength of the units a little bit, increasing the cost? Dragons aren't liable to join a war for very little, considering they're powerful enough in their own right (every dragon could become a god, why die in another god's service?). Dragons should (in my mind, at least; not sure about Aezeal's) be a tiny, tiny force with an incredible amount of power. Sure, you might rely on recruitables for a while, but I suggest making the summons (thugs and SCs mostly, if not totally) so strong, one eventually just drops them, to conserve gold from the upkeep said dragons will require, being dragons.
Not sure how true this is currently, though. And, like I said, I haven't played this mod, so I guess it's sort of like a person blind from birth talking about how his favorite color is blue (no, yellow!). 
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November 21st, 2008, 05:31 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: New Nation: Dragons, Magic Incarnate UPDATE
hmmm well the story behind the dragons is that the younger ones could be more easily rallied for the cause and the more poerfull elders need bribing (summoning with gems) and the summons are scalingup to very very powerfull, maybe not THE most powerfull in the game but certainly up there and since there is a varity of them they all have certain nice options, special abilities and resistances (between them I think nearly all special creature commands have been used, the most powerfull having resistances in most catagories with 2 of them 100%) only drawback are not having full slots (which is intended for balance reasons and not going to be changed)
PS basicly not all of the dragons can become a god.. they HAVE an insanely powerfull god of their own ot fight for.. he's just locked away by the pantokrator in ages past. THey can however become very powerfull  ... the dragon that existed in the game as pretenders are not of this race... strange shapeshifting abomonations not worthy to be part of this race. (a bit confusing maybe but that is how it is)
__________________
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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November 22nd, 2008, 05:36 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: New Nation: Dragons, Magic Incarnate V1.00
New version (let's call it 1.00) is out
I've changed
- steel and bonebiter dragon have been changed (bone biter more than steel): higher Gd and resc, lower prot, hp, and one less attack
- The awesome vinedragon pics (well IMHO) are now actually in the game (they existed all the time but I didn't use them for some reason...) --> let me hear if you like this dragon.. it's.. different.
- Dragon of fate should be fixed
- new pretender, immobile statue
- PD has been changed (a bit improved but still not so good I think, less wrmlings as requested)
- leadership of the recruitable mage dragons has been lowered
- the cap only stargazer has a research bonus to improve research a bit to make magic more of an option now (hopefully) your armies can't destroy the world on their own.
PS I know it's not how it should be but I've not tested this yet (no time no time) but most where just small stat changes so it should all work I hope.
OW and I've made a banner 
__________________
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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November 25th, 2008, 01:35 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: New Nation: Dragons, Magic Incarnate V1.00
Black should be transparent, magent should be the shadow. If they're even slightly off, they won't work.
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November 25th, 2008, 04:23 PM
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First Lieutenant
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Join Date: Nov 2006
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Re: New Nation: Dragons, Magic Incarnate V1.00
I thought I finally was going to get somewhere against the Impossibles. While I started near Ermor I got a very defensible position. Tian Chi picked a fight and I killed all his land forces. I had been cranking out temples because of Ry'leh and this soon resulted in a dominion kill on his sea forces.
For some reason Ermor didn't decide to go after me but Agartha did. @#%^@%^ ghosts, the bane of the Dragons! After I finished off Tian Chi I tried to deal with Agartha but I wasn't getting very far, my forces kept routing.
I also find there is a big problem with the PD. The majority of the units you get are "no one", wimpy fighters that move very slowly. My fliers engage at the start, the stupid wrymlings die (the only use I can see for these units is to have lots of units to deter AI attacks.) and the steel dragons fight the battle alone.
While I was trying to deal with this a couple thousand Patela units came across my other border. I had put too much into PD for deterrence (probably why Ermor didn't attack) before discovering that it's actually a liability if I'm defending the province. The final straw was an attack from Agartha that hit maxed PD + over 100 bonebiters. Most decent PD would have stopped the attack alone, with 100 bonebiters it should have been a cakewalk. It was a rout instead.
I also think the dragons need better morale. I've never had this insane rout problem against ghosts with any other race.
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