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October 17th, 2003, 01:01 AM
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Re: Dom I Strategies which WON\'T work in Dom II
Oops! That went away a little bit to fast...
Quote:
Originally posted by Wendigo:
1.- Diplomacy
Yes, diplomacy!. Nothing more fustrating than being ganged by 6 opponents. While diplomacy can sometimes work in favour of a better game by giving the big guy a challenge it most often than not is used as a way to get an easy, unchallenged win. Diplomacy is the most powerful weapon in the game.
I cringe when I see demands of an increase of this in MP games with stuff like 'right of passage', the Last thing we need is to make these gangfest easier. No problem with an increase of diplomacy options regarding the AI in SP, but diplomacy is strong enough as it is in MP.
2.- The full economy+combat pretender with no magic+full taxing/patrolling triada: Either you play this way or you are handicapped, because all the MP games I have played have either been with Normal or Rich settings, and this is the way to go in such games.
Hopefully this is going to change in Dom II, and we will see funnier designs with more magic & less economy.
3.- Supercombatants: Wyrms & Nataraja types early on, IDs, Pazuzus, FIs and other breeds later on.
This is the way to go for victories with no cost, they are an all or nothing bet, but when they win they win big.
This is also being tonned down a bit for Dom II, which is good. I like playing with these guys, it's funny to equip them & tailor them to the opposition, but they are too strong as the game stands.
4.- The army of summoners backed up with relief. I am surprised this doesn't get complained about more...field 20 mages, have them cast spells as if they were 60 instead, what's balanced about this?
The above 4 are my 'whamies', and IMO you need to use at least 2-3 of them in a vet game or you will see them used vs you & lose. I consider army bLasters secondary when compared to the above four.
--editted grammar[/QB]
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Excellent post! Some comments on the Wendigo's whammies:
Economy: Only the order scale affects income with 5% per step (just forget the old system!) Growth and production scales no longer affect income. High taxes kill population (fast!!). Negative order/prod/growth scales are now quite viable and allow many more points for pretender design. Most betatesters have used expensive/very expensive pretenders compared to DomI.
Summoners: Battlefield summons (for example lesser elementals and Howl) now cost gems. This will address the relief/summoning combo.
I fully agree with you concerning diplomacy. No doubt the strongest weapon - very frustrating if you don't have the time to indulge in it. I guess specific setups/rules like HEXBlitz can be the solution.
Supercombatants have been altered with increased costs, limited availability and changes in the damage shields etc. Early pretender supercombatants might still be an issue, on the other hand the bless effects can give you really potent counter troops (Regenerating berserking giants, Spider knights with flaming weapons, prot 29 black knigths etc).
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October 17th, 2003, 01:08 AM
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by Patrik:
Excellent post! Some comments on the Wendigo's whammies:
Economy: Only the order scale affects income with 5% per step (just forget the old system!) Growth and production scales no longer affect income. High taxes kill population (fast!!). Negative order/prod/growth scales are now quite viable and allow many more points for pretender design. Most betatesters have used expensive/very expensive pretenders compared to DomI.
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Patrik
The order scale has been rescaled to since you Last participated in a beta MP, it is 7% per step now. The growth and production give a 2% income bonus per step.
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October 17th, 2003, 01:09 AM
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by Pocus:
quote: Originally posted by Zerger:
Well I will play singleplayer, and you bet that I will make a mod without those uber, unbalanced spells, if disabling spells will be possible. [It must be
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it is anyway better to reach a consensus about these spells. Something like 40 to 50% of the people here (according to two polls) play MP. It would be far better to have a common set of rules accepted in this case.
In solo you will encounter the problem too with most of the scenarios, if modding tools are allowed. The scenario author will have surely modded some particular aspects of doms, to better fit the setting of the map. Thus you will have to play with his mod, not your. Not really. Check out my reply in the diplomacy thread. Your own poll will show you Pocus, that the majority of the fans here will buy the game, because of the singleplayer.
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October 17th, 2003, 01:20 AM
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by Particle:
quote: Originally posted by Pocus:
it is anyway better to reach a consensus about these spells. Something like 40 to 50% of the people here (according to two polls) play MP. It would be far better to have a common set of rules accepted in this case.
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Not really. Check out my reply in the diplomacy thread. Your own poll will show you Pocus, that the majority of the fans here will buy the game, because of the singleplayer. anyway, game balance issues should be discussed. Even if more than 75% of players would only play solo, I suppose they prefer a balanced game.
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October 17th, 2003, 01:24 AM
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by Patrik:
Summoners: Battlefield summons (for example lesser elementals and Howl) now cost gems. This will address the relief/summoning combo.
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this will adress the power of Howl, but wont change anything about relief, as Wendigo pointed it. With 3 druids, you basically suppress the fatigues incurred by your mages during the 5 first rounds. Dont appears very balanced too me, for a 0 gem spell.
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October 16th, 2003, 03:20 PM
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by Pocus:
quote: Originally posted by Patrik:
Summoners: Battlefield summons (for example lesser elementals and Howl) now cost gems. This will address the relief/summoning combo.
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this will adress the power of Howl, but wont change anything about relief, as Wendigo pointed it. With 3 druids, you basically suppress the fatigues incurred by your mages during the 5 first rounds. Dont appears very balanced too me, for a 0 gem spell. Wendigo said
Quote:
Originally posted by Wendigo:
4.- The army of summoners backed up with relief.
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Relief combined with gemfree summonings was truly abusive, when those are gone relief will still be powerful, but less so. Maybe relief should be area restricted, but IMHO Nature magic needs this spell to be competitive.
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October 16th, 2003, 05:47 PM
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by johan osterman:
The order scale has been rescaled to since you Last participated in a beta MP, it is 7% per step now. The growth and production give a 2% income bonus per step.
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Why would you spend 120 points on production for a 6% increase in income? Does it have some other effect?
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