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April 9th, 2004, 01:47 AM
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First Lieutenant
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Join Date: Nov 2003
Location: Hobart, Australia
Posts: 772
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Re: The next patch
The thing about WISH is that it has a seriously high coolness factor. It would be a real pity to lose it, and I would prefer any other solution that works.
Maybe alter the wishes themselves? No more asking for specific creature types - maybe you could wish for a "saviour" or somesuch, and get a random creature from a pool of pretty-good critters.
Maybe also do something about chain-casting Armageddon. In general, have wishes that improve the position of the wisher, rather than trashing everyone else.
Or just make clams water-1, nature-1 
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April 9th, 2004, 01:55 AM
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General
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Join Date: Nov 2000
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Re: The next patch
Quote:
Originally posted by Nephelim:
Hrm... Why a vampire queen instead of a doom horror?
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More item slots, and immortality. Think of a vampire queen pretender with rainbow 5, astral 10, and 150 hitpoints in a dominion 10 province. Give her a sword of swiftness or some other weapon, charcoal shield, starshine skullcap, elemental armour, quickness boots, luck pendant and anti-magic amulet. A wish for power brings your attack, defense and magic resist up to over 30, and you are completely immune to the elements. There are very few spells that will get through at this point. You'll also regenerate something like 15 hitpoints per turn. I've had one wipe out an army with about 15 deep seers, 5 kings of the deeps, and 50+ sea trolls.
The doom horrow on the other hand, suffers from a relative lack of item slots, and is still vulnerable to elemental damage. They definetly are superior raiders to undefended provinces in my opinion, since its a rare map that they can't traverse in one turn.
[ April 09, 2004, 00:57: Message edited by: Graeme Dice ]
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April 9th, 2004, 02:22 AM
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Lieutenant General
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Join Date: Dec 2000
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Re: The next patch
Quote:
Originally posted by Cainehill:
quote: Originally posted by Alexander Seil:
quote: Originally posted by Cainehill:
Just to illustrate the absurdity of this - think of Vanheim, or Pangaea. You can't even _see_ their troops, but somehow you know their military strength? The graphs, as they are, are fine for SP games, but not for MP.
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So? You could simply disable the graphs. Besides, as far as "military intelligence sense" goes, it's not like army commanders, modern or ancient, didn't know locations (and thus the number) of major enemy fortifications or the general composition and size of their enemies' forces. In Dom2, however, you don't even have reliable information as to the physical location of the other nation, let alone their army movements or positions of their forts, unless you actually send spies out to investigate. You missed the gist of my point, such as it was. Other people were saying that you could, by looking at the graphs, tell if someone was hiding away just building clams, and set forth to wallop them before the clam-hoarding turns into Wishing.
Which isn't possible if the graphs are turned off, and as I attempted to point out, there's many reasons why the graphs would be turned off in a MP game. Actually, your point seems to be that graphs are too accurate, and it was responded such way.
As for turning off graphs in MP game there are lots of reasons not to turn them off so it comes down to personal preference.
The thing is graphs are only one (and easiest) way to discover if someone is turtling in a game. Other method would be using scouts or diplomacy (finding out info from another player) to name a few.
BTW. has ANYONE pulled that tactic off in MP game?
As for the Wish - it's level 9-alteration spell and by the time you research it and get enough gem income to cast it, it will be late game. If you fear someone might pull it off, just increase research cost and make SURE it will be cast in (very) late game.
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April 9th, 2004, 02:22 AM
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Major General
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Join Date: Jan 2004
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Re: The next patch
Quote:
Originally posted by Graeme Dice:
A wish for power brings your attack, defense and magic resist up to over 30, and you are completely immune to the elements. There are very few spells that will get through at this point. You'll also regenerate something like 15 hitpoints per turn. I've had one wipe out an army with about 15 deep seers, 5 kings of the deeps, and 50+ sea trolls.
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A wish for power does not grant improved magic resistance. It is impossible to improve magic resistance in such a way: Power only is +50 HP, +20 Str, +10 Atk/Def/Prec. And 15 deep seers, 5 Kings of the Deep, and sea trolls are weaklings anyway. They are by far not equal in cost, so it's hardly a surprise that they failed.
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April 9th, 2004, 02:32 AM
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Sergeant
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Join Date: Oct 2003
Location: Blacksburg, VA, USA
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Re: The next patch
BTW, whoever posted that a nature-1 water-1 clam would be beyond the reach of any national mage without a lucky random pick was wrong: he reckoned without the Marshmaster (Miasma C'tis) and the Master of Five Elements (Spring&Autumn T'ien Ch'i). Both have fixed water and nature magic. So those two nations would become the new favored clam hoarders - but hey, at least they can be easily attacked, having most of their powerbase on land. (Of course, jade priestesses would also be able to forge clams, and any nation with water *or* nature and random picks would be a potential clam hoarder - so add Pangaea, Man, and IIRC Machaka to the list.)
Even before clam hoarding was introduced, I'd already decided not to play any MP game with the graphs off. So that doesn't affect me. I still wouldn't mind seeing the clam raised to Water-3 though, if it really is a problem. It already takes 20 clam-turns to pay for a clam; raising it to 40 would pretty much eliminate clams as anything other than a slow form of alchemy for "excess" water gems. (I don't see how your water gems can be excess unless your *only* opponents are Caelum and Jotunheim and you're playing on a map with no seas, and even then you can probably find some use.)
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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April 9th, 2004, 02:48 AM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Re: The next patch
Quote:
Originally posted by Graeme Dice:
quote: Originally posted by Nephelim:
Hrm... Why a vampire queen instead of a doom horror?
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More item slots, and immortality. Think of a vampire queen pretender with rainbow 5, astral 10, and 150 hitpoints in a dominion 10 province. Give her a sword of swiftness or some other weapon, charcoal shield, starshine skullcap, elemental armour, quickness boots, luck pendant and anti-magic amulet. A wish for power brings your attack, defense and magic resist up to over 30, and you are completely immune to the elements. There are very few spells that will get through at this point. You'll also regenerate something like 15 hitpoints per turn. I've had one wipe out an army with about 15 deep seers, 5 kings of the deeps, and 50+ sea trolls.
A Vampire Queen that's rainbow 5 is also an incredibly enormous investment. Empower up to Astral 6, lend 3 astral boosters (could rely on items more if you don't mind horror-marking), that's somewhere around 350 extra astral above the initial 100-astral VQ wish.
Wish for power, that's +100. Wish for magic power x 5, that's plus +500. Now you're at 1050 astral. Then throw in the cost of the gear too.
You could get 10 doom horrors for that price, for instance, which gives you a lot more strategic flexibility (raid 10 back-end provinces in a turn, for instance; oh, can also fly all-weather IIRC) and won't all die to a single unlucky die roll or get auto-paralyzed by Petrify or fall to a lucky hit from a Golem with a gate cleaver or what-have-you.
Quote:
The doom horrow on the other hand, suffers from a relative lack of item slots, and is still vulnerable to elemental damage. They definetly are superior raiders to undefended provinces in my opinion, since its a rare map that they can't traverse in one turn.
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It also is pretty decent even without gear or a massive investment in empowering.
[ April 09, 2004, 01:51: Message edited by: Taqwus ]
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April 9th, 2004, 02:49 AM
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Major General
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Join Date: Jan 2004
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Re: The next patch
Quote:
Originally posted by Chris Byler:
Even before clam hoarding was introduced, I'd already decided not to play any MP game with the graphs off. So that doesn't affect me.
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Graphs do not effectively reveal clam hoarding, since clam income, like fever fetishes, earth blood stones, and certain summoned units, receive their gems directly and not in the score graph. Besides, clam hoarding wasn't "introduced", it's always been around. The concept of accumulating things that give you income is as old as time itself, and this is generally a rather slow investment process anyway, barring some lucky sites. Since there are no nations that can naturally produce all of the apparatus involved in the creation of clams, this is a greatly exaggerated issue.
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