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  #1  
Old August 1st, 2004, 08:22 PM
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Default Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)

Quote:
Originally posted by Norfleet:
quote:
Originally posted by Boron:
norfleet you seem to play often caelum + like to clamhord . do you do my suggested method to protect your clams ? thnx for sharing your expierience here in advance .
This is a lousy plan. You are not able to erect air domes underwater, which means you are susceptible to all of the other commander-slayers, of which Flames from the Sky is a relatively minor concern. Furthermore, underwater castling has a rather high cost for a land-based nation, and without a castle, all of your mages can be suddenly mowed down in a ghost rider attack. It's easier to just erect a full set of domes over the important provinces, which you sort of have to do anyway to keep out randomly teleporting people and other riffraff.


could you please be a bit more specific ?
what expect murdering winter can target underwater mages protected by a castle ?
i mean which other spell that works underwater can target more than 1 underwater mage ?
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Old August 1st, 2004, 08:34 PM
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Default Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)

why do you need more than one? murdering winter could devastate your clamhoarders, unless they are cold immune. as well, its difficult to have a mass of scouts underwater, who should be your second line of defense against arrows and the like.

however, it is substantially weakened by them being in a castle, which means you'ld want to cast "living castle", which is somewhat difficult however.

and then still put up domes.

[ August 01, 2004, 19:35: Message edited by: archaeolept ]
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Old August 1st, 2004, 09:12 PM
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Default Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)

Quote:
Originally posted by archaeolept:
why do you need more than one? murdering winter could devastate your clamhoarders, unless they are cold immune. as well, its difficult to have a mass of scouts underwater, who should be your second line of defense against arrows and the like.

however, it is substantially weakened by them being in a castle, which means you'ld want to cast "living castle", which is somewhat difficult however.

and then still put up domes.
you could as caelum use high seraphs underwater .
the castle in mp you could achieve by trading with ryleh . i think if you are not at war in exchange for a good overland province ryhleh will accept this
then equip the high seraphs with a robe of missile protection this should make seeking arrows not too cost effective and is cheap .

it is a bizzarre strat hehe but at least possible i think


archaeolept can you finally say how armaggedon works ? can more then 1 armaggedon be wished for in 1 turn ?
is there still a damage throw involved in armaggedon damage or does it chose randomly the targets and they always die ?

i mean do very strong leaders like arch demons survive 1-2 armaggedons or not ?
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Old August 1st, 2004, 09:22 PM
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Default Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)

and a small additional thought :

if immortals like wraith lords get killed in own dominion by e.g. flames from the sky do they revive in the capitol then too ?
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Old August 1st, 2004, 10:39 PM

Master Shake Master Shake is offline
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Default Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)

I have found Murdering Winter to be amazingly underwhelming. In a recent game, I've cast it 3 times on an army of 170+. Each time I kill less than 10 units for 30 water gemes each cast.
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Old August 1st, 2004, 11:36 PM
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Default Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)

Damage from murdering winter depends on the cold-scale of the targeted province.
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Old August 2nd, 2004, 11:18 PM
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Default Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)

Quote:
Originally posted by Kristoffer O:
Damage from murdering winter depends on the cold-scale of the targeted province.
could you please share info on how armaggedon works too ?
this is the Last thing i want to know about strategical warfare in dominions

armaggedon seems like a global nuke strike in dominions

2 key questions :
-can you cast multiple armaggedons / turn ?
-is there a damagethrow involved ?

especially the damagethrow is important for me

and which kind of damage is armaggedon ? perhaps fire damage ?

thnx for revealing these game secrets in advance Kristoffer or Johan
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