.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 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old October 7th, 2003, 01:43 AM
Nagot Gick Fel's Avatar

Nagot Gick Fel Nagot Gick Fel is offline
Major
 
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
Nagot Gick Fel is on a distinguished road
Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

Quote:
Originally posted by Kristoffer O:
Can it be that no one gives their pretenders astral picks?
I played an "Astral Queen" Virtue twice in PBEM and terrorized Pythium, Arco and Abysia with her. With decent equipment and Vortex of Returning as my 5th spell I could TP or gate on my enemies and slay up to 4 astral mages/game turn with little risk. What's funny is both games happened before the MD fix patch, and they could easily have her bite the dust ;-)

Even with the fix this strat remains valid (albeit a bit more risky) - and I wouldn't design a costly pretender without thinking about it.
__________________
God does not play dice, He plays Dominions Albert von Ulm
Reply With Quote
  #2  
Old October 6th, 2003, 03:17 PM
Nagot Gick Fel's Avatar

Nagot Gick Fel Nagot Gick Fel is offline
Major
 
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
Nagot Gick Fel is on a distinguished road
Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

Quote:
Originally posted by Nerfix:
quote:
Originally posted by Nagot Gick Fel:
quote:
Originally posted by Nerfix:

And how does 3 Cold differ from 3 Heat for R'lyeh?
Because they're better water mages than fire mages?
Are there some mechanics i am unaware of? Like Water/Fire spells costing more fatigue in Heat/Cold Dominion?

Fire magic and auras are weakened in cold provinces and vice versa. R'lyeh can protect itself from cold effects easily enough, has a wide range of water spells available, and sucks at fire magic - so why choose a hot dominion? Many players argue a hot dominion is beater to deal with Ermor, Atlantis, Caelum, and Jotunheim, and indeed picking heat+3 might be a wiser choice if these nations are in play.
__________________
God does not play dice, He plays Dominions Albert von Ulm
Reply With Quote
  #3  
Old October 6th, 2003, 06:10 PM
Nerfix's Avatar

Nerfix Nerfix is offline
Lieutenant General
 
Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
Nerfix is on a distinguished road
Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

Just realised something...
The role of Illithids has changed:
In Dom I, they are "artilery", having a ranged attack with AoE.

In Dom II, they seem to be somekind of "Snipers", taking out single units effectively out of batle. I can see the huge potential of this, being able to lock down Cavalry, including Knigths, Serpent Cataprachts and *drum roll* Atlantian War Lobsters and "Big creatures", including Krakens, Sea/Horned/Sacred Serpents and *behold!* Shamblers And i think that their commanders can still target magic Users and commanders, shutting down mages, priests and *gasp* supercombatants.

Of course i think that you can resists the effects of new Mind BLast, but i can still see the potential.
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
Reply With Quote
  #4  
Old October 6th, 2003, 06:38 PM
Nagot Gick Fel's Avatar

Nagot Gick Fel Nagot Gick Fel is offline
Major
 
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
Nagot Gick Fel is on a distinguished road
Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

Quote:
Originally posted by Nerfix:
Just realised something...
The role of Illithids has changed:
In Dom I, they are "artilery", having a ranged attack with AoE.

In Dom II, they seem to be somekind of "Snipers", [...]

Of course i think that you can resists the effects of new Mind BLast, but i can still see the potential.
Good point(s). Their effective range will also be a decisive factor to define their new role, though.
__________________
God does not play dice, He plays Dominions Albert von Ulm
Reply With Quote
  #5  
Old October 6th, 2003, 06:53 PM
Nerfix's Avatar

Nerfix Nerfix is offline
Lieutenant General
 
Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
Nerfix is on a distinguished road
Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

Quote:
Originally posted by Nagot Gick Fel:
quote:
Originally posted by Nerfix:
Just realised something...
The role of Illithids has changed:
In Dom I, they are "artilery", having a ranged attack with AoE.

In Dom II, they seem to be somekind of "Snipers", [...]

Of course i think that you can resists the effects of new Mind BLast, but i can still see the potential.
Good point(s). Their effective range will also be a decisive factor to define their new role, though.
I think that the range is something like 50 or so. Well, Kristofer said so.
I can already see R'lyeh frying your brains in Arena combat...
Tentacle Boogeyman sits on the other edge of the batlefield and fries the enemies brains...
Extra paralysation does damage 2 per round.
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
Reply With Quote
  #6  
Old October 6th, 2003, 11:07 PM

Jasper Jasper is offline
Major
 
Join Date: Sep 2003
Location: Oregon
Posts: 1,139
Thanks: 0
Thanked 0 Times in 0 Posts
Jasper is on a distinguished road
Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

Quote:
Originally posted by Nagot Gick Fel:
quote:
Originally posted by Jasper:
The Shedu's inability to wear an Astral Skullcap, 125 cost, and starting with only 1 Astral is particularily bad.
The Shedu has a head slot, actually.
D'oh! I looked up the other stats, but was too lazy to create a Pretender and a game to check that bit.
__________________
brass-golem.com
Reply With Quote
  #7  
Old October 7th, 2003, 12:57 AM
Nagot Gick Fel's Avatar

Nagot Gick Fel Nagot Gick Fel is offline
Major
 
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
Nagot Gick Fel is on a distinguished road
Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

Quote:
Originally posted by Jasper:
quote:
Originally posted by Nagot Gick Fel:
quote:
Originally posted by Jasper:
The Shedu's inability to wear an Astral Skullcap, 125 cost, and starting with only 1 Astral is particularily bad.
The Shedu has a head slot, actually.
D'oh! I looked up the other stats, but was too lazy to create a Pretender and a game to check that bit.

If there weren't better pretender choices for Arco, I could be tempted to play a Shedu. Either without extra magic, or with earth 3-4. At least when he dies, you get a magic duel-immune pretender who can still use Invulnerability. It's just ridiculous that the Great Mother is cheaper and can give you everything the Shedu has - you just need a pair of Winged Shoes - and more.
__________________
God does not play dice, He plays Dominions Albert von Ulm
Reply With Quote
Reply

Bookmarks


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 07:36 PM.


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