.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 March 18th, 2004, 08:32 PM

Sindai Sindai is offline
Corporal
 
Join Date: Jan 2004
Posts: 104
Thanks: 0
Thanked 0 Times in 0 Posts
Sindai is on a distinguished road
Default Re: Fear of your own Mages

EDIT: Nevermind, misread your post.

[ March 18, 2004, 18:34: Message edited by: Sindai ]
Reply With Quote
  #2  
Old March 18th, 2004, 08:37 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Fear of your own Mages

If you don't like Magic Duel, there's an official mod for it that makes it cost a gem (thus reducing the chance it'll be used), and you could block the spell entirely by making it unavailable. You could do the same to Breath of Winter, albeit that one can be used with no risk by some mages when combined with the right troops.
But yes, water mages can be dangerous; even if they start away from everyone else, there's no guarantee that they won't move closer to the rest of yours.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #3  
Old March 18th, 2004, 08:45 PM

Norfleet Norfleet is offline
Major General
 
Join Date: Jan 2004
Posts: 2,425
Thanks: 0
Thanked 0 Times in 0 Posts
Norfleet is an unknown quantity at this point
Default Re: Fear of your own Mages

Quote:
Originally posted by Taqwus:
But yes, water mages can be dangerous; even if they start away from everyone else, there's no guarantee that they won't move closer to the rest of yours.
Water Mages, with Breath of Winter researched, are a health hazard to the rest of your forces that are too close, and probably should not be brought into combat.

However, they're so useful out of combat that "useless" is far from an apt description: Give him a water bracelet, have him get his lazy *** to work forging clams for you. You'll quickly learn to value him in no time.
Reply With Quote
  #4  
Old March 18th, 2004, 08:53 PM
fahdiz's Avatar

fahdiz fahdiz is offline
Sergeant
 
Join Date: Jan 2004
Location: Oregon, USA
Posts: 332
Thanks: 0
Thanked 0 Times in 0 Posts
fahdiz is on a distinguished road
Default Re: Fear of your own Mages

Of course, there are some Water mages who you specifically want to cast Breath of Winter. SC pretenders with Water and Ice Devils quickly come to mind...since often they'll be soloing indie provinces.

Having said that, Water mages are a tad dangerous and generally best used out of combat, or for bringing landlubbers with them for taking sea provinces - or hopefully they only have Water 1 so they can cast Quickness and stay out of trouble.
__________________
I agree with the realistic Irishman who said he preferred to prophesy *after* the event.
-- G.K. Chesterton
Reply With Quote
  #5  
Old March 18th, 2004, 08:53 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: Fear of your own Mages

Quote:
Originally posted by Taqwus:
But yes, water mages can be dangerous; even if they start away from everyone else, there's no guarantee that they won't move closer to the rest of yours.
If you put them on "cast spells", then they will only move anywhere if there are absolutely no other spells that could have any effect, or if you rout.
Reply With Quote
  #6  
Old March 18th, 2004, 10:04 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Fear of your own Mages

Hm. Clams are always nice. But for Celestial Masters, Theurgs, Mystics and others, it'd be nice to get some battlefield use.
BoW mixes decently with most undead; I think either Soulless or Ghouls might not be immune, but all the longead, spectral and wightly ones are. Jotuns also are immune, although Utgard needs to be careful about the Seithkonas that are oh so fun once Nether Darts is available.
A water mage can still be useful on the battlefield, with Quickening, Cold Bolts, Falling Frost, Frozen Heart, warding... not as showy as fire or lightning magic perhaps, or as entertaining as Gifts from Heaven (150 points of *WHAM!*) but still handy.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #7  
Old March 18th, 2004, 11:43 PM

Darryl Darryl is offline
Corporal
 
Join Date: Nov 2003
Location: Atlanta
Posts: 97
Thanks: 0
Thanked 0 Times in 0 Posts
Darryl is on a distinguished road
Default Re: Fear of your own Mages

Quote:
Originally posted by Norfleet:
quote:
Originally posted by Taqwus:
But yes, water mages can be dangerous; even if they start away from everyone else, there's no guarantee that they won't move closer to the rest of yours.
Water Mages, with Breath of Winter researched, are a health hazard to the rest of your forces that are too close, and probably should not be brought into combat.

However, they're so useful out of combat that "useless" is far from an apt description: Give him a water bracelet, have him get his lazy *** to work forging clams for you. You'll quickly learn to value him in no time.

Oh I do this frequently. It's just that if I have a mage with 2 water for combat I have to micromange troops, whereas with other mages just give them some guards and send them into combat. Basically, I meant useless in combat if you don't have undead or other immune troops.

My basic question is what is the reasoning behind this. There are other things I "don't like" in Dominions but there are reasons. Examples:

I don't like starvation, but it's there to require more management of large armies.

I don't powerful spells cosing more gems, but it's there to restrict their casting.

I don't like most mages having few HP, but it's there to balance their power.

I don't like Water 2 mages casting Breath of Winter killing friendly troops if they aren't immune, but it's there because...???

I don't like Magic Duel basically making Astral 1 and 2 mages useless in combat, but it's there because...???

The first 3 are simplistic and I know there are other reasons, but you get the idea. Those seem to make sense to me and lend to a more interesting game. Can anyone complete the Last 2 and tell why those add to balance and gameplay??

Darryl
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 02:10 PM.


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