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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old October 14th, 2008, 07:07 PM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: Mod Nation Playing Guides

Hmmm...That wouldn't make as effective as I thought, then, if all it does is give it a 6 point secondary attack. Still good, and it would actually give 4 separate attacks to a 2 attack unit, which is great for crits.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #2  
Old October 14th, 2008, 07:16 PM

Aezeal Aezeal is offline
Lieutenant General
 
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
Aezeal is on a distinguished road
Default Re: Mod Nation Playing Guides

Still the fire bless is good on any sacred with multiple attacks
__________________
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.
Reply With Quote
  #3  
Old October 14th, 2008, 07:51 PM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: Mod Nation Playing Guides

Pretty much rules it out for, say, Niefelheim though. Not that they need it, but it's definitely better for smaller units and units with multiple attacks, than it is for larger, or single strong attack units.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #4  
Old October 15th, 2008, 05:34 PM

Aezeal Aezeal is offline
Lieutenant General
 
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
Aezeal is on a distinguished road
Default Re: Mod Nation Playing Guides

I think that if the unit doesn't have multiple attacks usually other blesses will be better. For larger units nature's regeneration usually is a great option. For all units with some armor earth 9 is nice, the reinvig as a bonus for you troops and maybe sacred mages. Personally the nations I've played bless with all got earth 9

water probably is better than fire for units with single attacks, certainly if you are double blessing (with earth then naturaly)

Then again most impressive blessing play I've encountered was the mictlan triple 9 with astral, fire and and... hmm not sure but I'd guess water since that makes most sense.
__________________
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.
Reply With Quote
  #5  
Old October 15th, 2008, 06:02 PM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: Mod Nation Playing Guides

Here's something to ponder: Does the Fire bless double with a Water bless?
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #6  
Old October 15th, 2008, 06:14 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Mod Nation Playing Guides

It isn't much of an issue to ponder.

Water bless grants quickness, quickness grants 1.5 actions, more actions means more attacks, more attacks means more secondaryeffect fire bless.
Reply With Quote
  #7  
Old October 15th, 2008, 09:09 PM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: Mod Nation Playing Guides

So water bless + fire bless + quickness boots on, say, a Devata with 4 swords of swiftness, would give you somewhere around 24 attacks, 28 with their natural kick attack. Seeing as they have the air path, and can fly + air shield, that's pretty fun.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #8  
Old October 16th, 2008, 04:30 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Mod Nation Playing Guides

No, I'm not saying the fire effect is an extra attack, it isn't. It's an extra effect added to the standard weapon attack.
Reply With Quote
  #9  
Old October 16th, 2008, 04:53 AM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: Mod Nation Playing Guides

What's the difference?
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #10  
Old October 16th, 2008, 05:28 AM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Mod Nation Playing Guides

I guess the difference is that the fire damage always hits the same person as the weapon which produces it.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
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 02:59 AM.


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