
October 16th, 2003, 12:06 PM
|
Private
|
|
Join Date: Sep 2003
Posts: 42
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by apoger:
I have heard that blood hunting has been altered somewhat, and that the large blood summons will be handled differently in Dom II.
Perhaps some of the testers could enlighten us about the way it works now.[/QB]
|
I brought this subject up a few months ago in the newsgroup, but it seems I have to repeat a few things, mainly concerning blood hunting/blood summonings.
Blood hunting has been nerfed by not adding any bonuses for the dousing rods to commanders without skill in blood. Even for nations with cheap blood mages (Mictlan), it makes hunting more expensive.
There are six different Ice Devils, 55 slaves apiece. They are more cold dependent (+/- 2 per temperature change) and don't automatically generate gems anymore.
IIRC, there are five Arch Devils, four Heliophages and one Father Illearth. The Pazuzu (sp?) is now one of the Demon Lords (lvl 9).
As for army-bLasting spells, I personally try to counter them by switching to raiding warfare (with small forces) until I can build a large enough resistant army. With the introduction of seasons in DomII, I hope they will have enough of an impact to make it worthwile to campaign in the summer season against cold enemies, and vice versa against hot ones. I am not sure how much the seasons will affect the army-bLasting spells though.
|