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October 6th, 2011, 10:36 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Thanked 120 Times in 93 Posts
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Re: Whoah theres a lot of micro management in this game
Yeah. So there is no way to permanently get rid of the horrors. (But if you want to change the mechanics, in a quick way, remove the call horror spells, the horror marking ones and mod the different horrors to have horrible stats.
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October 6th, 2011, 03:59 PM
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Corporal
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Join Date: Aug 2011
Posts: 121
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Re: Whoah theres a lot of micro management in this game
Honestly Question, if horrors are ruining your game and you aren't having fun, why not just start another one? Especially if it's SP; it kind of sucks to just drop out of a MP game if you aren't on the verge of death but no one cares what you do in your SP games. I am currently playing 2 MP games (my first ever, which I must say are a lot more fun than SP with diplomacy and all) but I also like to have a SP game going just to mess around and try things out. The minute I stop having fun with it though (Pretender gets killed through some stupid event, the enemy shows up at my doorstep with an army of 750 troops in like turn 20), I just delete it and start a new one. They are good learning experiences for things like this, namely that horror marks, afflictions, and curses can really eff up even the most well designed and powerful creature, so it's best to just try and avoid them. At the same token, if you run into a game where the enemy is throwing some incredible SC at you, you now know there are ways to neutralize it somewhat.
Anyway there are a lot of quirks and such to Dominions 3, but if you like most of the basic mechanics, there is a lot of fun to be had. If you want to mess around with some extra-powerful units, try the AwesomeGods mod and the Epic Heroes mods; just tried them for the first time and loving them, though I don't know how imbalanced they might make a MP game.
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October 6th, 2011, 05:23 PM
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Corporal
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Join Date: Aug 2011
Posts: 121
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Re: Whoah theres a lot of micro management in this game
I should add that in my most complete SP game ever, I tried to use my 10D Prince of Death as a SC without really gearing him up very well. He ended up dying a bunch of times and I had to keep wasting time calling him back. Eventually, when he had four afflictions that made him a useless combatant, I threw him in a lab for research and summoning. He was basically able to create undead armies on his own as well as to cause destruction in enemy provinces in the late game with leprosy and Ghost Riders, when all I really thought he'd be doing was scaring enemies away as a combatant with fear. Just saying that a gimped Pretender CAN still be a lot of fun, maybe just not in the way you pictured.
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October 6th, 2011, 10:15 PM
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Corporal
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Join Date: Oct 2011
Posts: 50
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Re: Whoah theres a lot of micro management in this game
My main issue with it is that if you buy a combat pretender, you only get to use him for a limited time before afflictions and horror marks render him useless (mute/feeble mind even destroys his ability to research or summon).
Meanwhile if i pay for a 0 pt cost archmage or other equavelent, i can use him from the start for research, site searching and mage support in combat, and hes likely to be safe in the backrow.
One thing i noticed about spells like legion of steel and other AOE : 25 spells is that when my mage casts the spell, only a limited number of units in the squad seems to be getting buffed. Typically this is the center-back rows of the block...the front rows of the block dont seem to be getting the buff at all, even though the graphic effect is large enough to cover them. And if i script mages to cast the spell more than once, it still doesnt help. Why?
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October 7th, 2011, 01:21 AM
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Sergeant
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Join Date: Dec 2009
Posts: 329
Thanks: 33
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Re: Whoah theres a lot of micro management in this game
Quote:
Originally Posted by Question
My main issue with it is that if you buy a combat pretender, you only get to use him for a limited time before afflictions and horror marks render him useless (mute/feeble mind even destroys his ability to research or summon).
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Horror marks: Can be avoided, if careful.
Afflictions: This is why you want regeneration. One reason anyways, Regen is pretty nice in general.
Limited time: Ignoring the ways around this early, eventually your pretender will be outclassed by something. All it takes is that first Tartarian, and in some cases not even that. However, the provinces you had earlier mean your economy is growing faster, which provides an advantage throughout the game.
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October 6th, 2011, 10:48 PM
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Corporal
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Join Date: Oct 2011
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Re: Whoah theres a lot of micro management in this game
I should also add : I have had the most success using rainbow archmges and the llike so far. Having 4 or 5 paths at level 4 is great for site searching and makes your pretender really versatile for casting and item crafting.
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October 7th, 2011, 11:57 AM
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Corporal
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Join Date: Oct 2011
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Re: Whoah theres a lot of micro management in this game
How do you avoid horror marks then? I thought theres no way to resist it, other than hoping the AI marks the wrong unit.
Is there any way to deal with unit killing global enchantments if you do not have astral magic to dispell them? Things like call of the wild, the kindly ones, etc. My pretender managed to kill one of kindly ones by luck (spirit helmet lightning bolts), but ended up with 5 afflictions in the process.
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October 7th, 2011, 01:57 PM
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Sergeant
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Join Date: Dec 2009
Posts: 329
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Re: Whoah theres a lot of micro management in this game
Quote:
Originally Posted by Question
How do you avoid horror marks then? I thought theres no way to resist it, other than hoping the AI marks the wrong unit.
Is there any way to deal with unit killing global enchantments if you do not have astral magic to dispell them? Things like call of the wild, the kindly ones, etc. My pretender managed to kill one of kindly ones by luck (spirit helmet lightning bolts), but ended up with 5 afflictions in the process.
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Horror Mark Avoidance: Hit nations without astral magic with SC pretenders. You need astral 1 to horror mark, which means that several nations simply can't do it. Eventually, they may break into Astral magic from a position of none (which is a pain to do), but not early enough for your pretender to be the big thing you have going for you.
Globals: Overload them with one of your own. Admittedly, its a bit haphazard, but then, if you overload with Gift of Health in particular it can help your units survive longer.
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October 7th, 2011, 02:09 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Whoah theres a lot of micro management in this game
You can also try killing them, that will make them go away.
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October 8th, 2011, 07:40 PM
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Sergeant
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Join Date: Dec 2009
Posts: 329
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Re: Whoah theres a lot of micro management in this game
Quote:
Originally Posted by rdonj
You can also try killing them, that will make them go away.
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Killing who? If you mean whoever has the capacity to horror mark you, then yes, that does fix that problem, though you won't want to use stuff you don't want horror marked to do it. If you mean killing whatever you has that is horror marked, it doesn't work. Horror mark remains through death, and can't be removed.
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