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  #1  
Old July 3rd, 2004, 06:36 AM
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SelfishGene SelfishGene is offline
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Default Re: I suck with Pythium ... please help!

Its funny before on multiplayer game i strongly considered taking Pythium but decided not to because of the exact same reasoning in not having anything to summon (i wanted to make a rainbow).

You say the high level astral spells aren't any good? I was always aiming one day to try out some of the battlefield wide luck and mind control spells, but haven't ever gotten far enough yet to test them out (or/ie got bored and quit before then)...

If you took the Divine Emperor, however, you can place more Astral buffs on him than on any other Pretender chassis in the game. I beleive its Skull Cap +1, up to four of the following: Tome of High Power +1, Forbidden Light +2, Crystal Coin +1, and The Rings of Wizardry and Sorcery +1; and the Robe of the Magi +1. +7 Astral would make a pretty powerful battlefield caster, even if he only started with 4 or 5. Than how many more Astral buffs are there possible during the battle? Banner of Northern Star +1, Astral Self Buff +1, i think maybe one more... and on top of that, you get the communion bonuses, which will probably >= +3. So assuming 4 astral at the start, you get as a maximum uh, 14?. Doesn't sound too shabby for a flabby human.
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Old July 3rd, 2004, 07:41 AM

Norfleet Norfleet is offline
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Default Re: I suck with Pythium ... please help!

Quote:
Originally posted by SelfishGene:
Forbidden Light +2
Quote:
Doesn't sound too shabby for a flabby human.
I don't think horror-marking your flabby human is a good idea.
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  #3  
Old July 3rd, 2004, 07:47 AM

HotNifeThruButr HotNifeThruButr is offline
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Default Re: I suck with Pythium ... please help!

wait... weren't you the one who wrote the Pythium guide?

Anyways, I would convert my gems into something all my casters can work with. If you want to turn one elemental gem into another, you can convert it astral pearls first.
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Old July 3rd, 2004, 08:38 AM

Huzurdaddi Huzurdaddi is offline
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Default Re: I suck with Pythium ... please help!

Quote:
wait... weren't you the one who wrote the Pythium guide?
Well it was an initial try at a pythium guide!

And I've found the 1st part of the guide to be serviceable. You can expand quite well against high defence indeps with Principies+Theurg Acolytes casting body etherial. Works quite well.

And I wrote that guide without having played multiplayer which has shown me a big hole in the guide.

The problem with my strategy is what do you summon? And what kind of magic do you use after soul slay gets old?

I mean my current formula is something like :

1) research until turn 5 to get alteration 3.
2) expand using Principes ( and a few standards ) + theurg acolytes.
3) add in some theurgs and communicants to cast all of the soul slay/enslave mind that/stellar cascades that you want.
4) ????
5) ????

The strategy works great until 4. The problem is I don't know what to do after that! People are usually running around with mass summons and/or powerful SCs and they are hard to take down.

So seem to do quite well until about turn 40 or so and then it breaks down. I don't know what to do! Oh and whatever it is that I should do ( blood hunt a LOT? Figure out what to summon? ) I have to learn to somehow do it before turn 30 or so. I feel like I am *really* slow.

[ July 03, 2004, 07:50: Message edited by: Huzurdaddi ]
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  #5  
Old July 3rd, 2004, 11:03 AM
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Boron Boron is offline
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Default Re: I suck with Pythium ... please help!

yep i have the same problems .
i started my first mp game 2 days ago so i am at turn 2 = no expierience in mp

i liked pyhthium but as you say there are no good astral summons . and i don't know yet how do design a good pretender for pyhtium because the arch theurgs are expensive and the principles need much resources so you can't take a sloth scale .
if you don't have some paths at your pretender you have nothing good to summon

in the late game with astral 3 water 1 on arch theurgs you only need +1 water / astral and can summon abominations but thats really late game .

blood is only useful if you find indep blood hunters and/or a site with a high blood summon bonus of 40+% ihmo .

i really like pythium but suck with them
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Old July 4th, 2004, 11:03 PM

Master Shake Master Shake is offline
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Default Re: I suck with Pythium ... please help!

Pythium is a great nation. With it's strong astral mages and gem income, coupled with the easy and early generation of clam of pearls for more astrals all mean strong flexibililty in the later game.

A good early-mid strategy is to recruit indy archers and go for Wind Guide. Principes are great basic infantry, especially with the standards to boost morale. Backed up by astral magic and wind-guided archers, it's a good combo.

The key to Pythium, however, it to go for Acashic Record (AR) early. Go for those Waste, Mtn and Forest provinces, and cast AR on them (Wastelands first) early. You should get set up for a good, broad gem income with that. With your Arch Theurgs' random pick, or with Sages, Druids, Amazons, or those flying death mages, you can get into many different magic lines and summons.

Air elemental queens are awesome, the Harbinger, or even better Angelic Host (which get you a strong Fire Mage). Contact Couatl can get you into Nature magic if you haven't already done it with Druids. Death is very easy to get into with a death 1 sage or an Arch Thuerg with a random death pick.

Edit: Forgot to add that your water magic can easily get you to Summon Troll King Court, which puts you into the water in force.

[ July 04, 2004, 22:05: Message edited by: Master Shake ]
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Old July 5th, 2004, 12:41 AM

Kel Kel is offline
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Default Re: I suck with Pythium ... please help!

Quote:
Originally posted by Boron:
and i don't know yet how do design a good pretender for pyhtium because the arch theurgs are expensive and the principles need much resources so you can't take a sloth scale .
Or you can not make heavy use of principes.

Or you can make fast 2 turn castles and produce them from multiple points.

Or both.

- Kel
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Old September 10th, 2004, 08:10 PM

Thufir Thufir is offline
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Default Re: I suck with Pythium ... please help!

Quote:
Master Shake said:
...
The key to Pythium, however, it to go for Acashic Record (AR) early. Go for those Waste, Mtn and Forest provinces, and cast AR on them (Wastelands first) early.

Why go for wasteland first? Does anyone have exact stats on improved probability of sites? What I've seen to date simply says that Mtn, forest and waste are better than plains, with no specificity beyond that.


Apologies for quoting myself, but nobody's answered this one, so I'll give it another try:
Quote:

3) On Serpent Cataphracts, they seem like really good troops, but it's always a tough choice when you know you can get so many more Principe. So far I have put together a few times Groups of 5-7 Cataphracts, and they have been effective, but I wonder if I'm underutilizing them. Also, perhaps because my Groups were too small they didn't survive as long as I might have hoped (although in at least one case they took out a goodly number of devils before routing).

Anyone have any pointers on the minimal size of a Cataphract squad? Has anyone out there found it useful to mix other units in with the Cataphracts? Has anyone out there found the Serpent Lord worth paying for?

So, any help this time around?


On the subject of Arch Angels, I agree with Arryn in that they're useful in specific situations. With AA's, I think you have to remember (as Arryn pointed out), that many nations (esp. any clamhoarding nation, including Pythium), is going to be Astral rich, and as such will be likely converting a good percentage of their astral gems anyhow. The other thing that hasn't been mentioned is that Angelic Host can be targeted on any province, so from a balance perspective, it's cost should be compared to Co Wind or Co Wild. For a clamhoarder the value of their astral gems asymptotically (for you mathematicians out there ) approaches half that of wind or air, so it might be regarded as costing 25 gems compared to 5 for CoWind or 15 for CoWild. Which I think is reasonable when you look at what you get.

The one big lack w/r to Angelic Host is that the troops are non-replenishable, which is not true of most summoned leaders that come w/ matching troops. I think it would be cool, and not unbalanced to add a spell out there that summoned the Angel of the Host, at some low cost.

On the subject of Harbingers, I did a little bit of testing with their horns, under 2.12, and they seem to work pretty well, to me. I always have a hard time telling who did exactly what when I'm looking at combat replays, but it sure looked like the Harbingers were taking out devils with their horns, to me. It was equally clear that they weren't devestating to the devils, but it if you set them to "Fire Closest" (perhaps after a buff or two), they can play a useful support role when fighting devils. Again, as to whether they're worth the 25 astral, that's context dependent.

On the question of defeating devils, so far, I like Archolaept's plan w/ the 6+ theurgs and N communicants, the best. That plan gives me some good ideas on how to prioritize spending gold, but gives me no insight on how to spend my astral gems. For all you critics of AAs and Harbingers out there - do you have any better ideas on how to spend your astral gems for the purpose of defeating devils?

It is true that AAs or Harbingers are expensive, relative to other summons, so if there were a more cost effective way to use those gems, I'm all ears. I suppose I could always simply convert to death/earth/water and forge more equipment for my banelords, but it seems like there must be something better than that that could be done.
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