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October 3rd, 2005, 12:05 PM
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Second Lieutenant
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Join Date: Sep 2004
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Re: Ermor Themes
Quote:
thejeff said:
Turin, I'm curious. How do you take provinces with just the centurions? They seem to die pretty easily against any real opposition. What does the holdx5 accomplish?
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Pretty much the reasons Jurri stated. Additional points are that your centurion will be able to attack the fleeing units for a longer time, thus getting more xp. And enemy mages/priests have only a very poor chance of hitting him.
And once they get into the HoF they can become really nasty: heroic toughness, battle bellow, quickness or protection are all amazingly useful on them.
Indie strength isn´t that important, the only provinces that you should really stay away from are lizard provinces. Provinces with crossbowmen or heavy cav can be problematic too, they are usually for the prophet centurion or centurions with good heroic abilities.
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October 3rd, 2005, 12:10 PM
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Second Lieutenant
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Join Date: Feb 2004
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Re: Ermor Themes
I hope Dominions 3 tones down the power of undead themes because at present I think they are overpowered.
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October 3rd, 2005, 01:04 PM
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Private
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Join Date: Oct 2005
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Re: Ermor Themes
thanks for all the tips on Soul Gate, my game has improved tremendously
but now i want to try Ashen Empire, any tips on that? or play roughly the same way.
by the way, the propheted centurion/consul truely rocks. he just goes thru indies like water 
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October 3rd, 2005, 04:23 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Ermor Themes
Quote:
ioticus said:
I hope Dominions 3 tones down the power of undead themes because at present I think they are overpowered.
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I partly disagree... every nation should have one theme which is extremely powerful for the purpose of new players not getting killed on turn_10 during multiplayer games. Heck if I play 10 games during a month and my brother only plays one game I'm going to want him to have a more powerful theme available so I don't slaughter him every game.
Also hopefully computer opponents will be more challenging and be supplied with better AI in DOM_3. It's sad watching them not cast the more effective spells like the elemental royalties, flames from the sky, ghost riders, etc. Also it's sad watching them lose battles because they starved their armies.
__________________
There can be only one.
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October 3rd, 2005, 05:15 PM
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Sergeant
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Join Date: May 2004
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Re: Ermor Themes
Carrion woods is not that strong.
Soul gate also gets lots of stealthy units, so mass stealth attacks are possible.
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October 3rd, 2005, 06:07 PM
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Colonel
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Join Date: Aug 2005
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Re: Ermor Themes
and having nations overpowered is good to give newbies advantages but what about when experienced players start using them??
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October 3rd, 2005, 06:53 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Ermor Themes
I agree with shovah. As Gandalf Parker says, the nations aren't balanced against other nations. They are balanced to be weaker and stronger against spesific nations/tactics. Marignon is made to be *the* anti-undead nation. It should be, but also weaker against something else (high-mr non-undead summons?). Similarly, Ulm should be stronger against some nations, weak against others (like Ermor themes). Playing Man against Soul Gate should always be hard, because Soul Gate's powers work well against Man (human units -> no exceptional magic resistance, fear works), although Man still has some options (lots of monks, vinemen/ogres to slow down the hordes of undead, Maggots).
This balance isn't perfect, yet, and might never be, but the situation was improved from Dom:PPP. Ermor themes now vost some design points, Ulm has some new units (although Sappers and Siege Engineers aren't the best possible units), Marignon wasn't changed. I trust that we will see something similar in DomIII.
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October 4th, 2005, 06:20 AM
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Captain
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Join Date: Feb 2004
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Re: Ermor Themes
Quote:
NTJedi said:I partly disagree... every nation should have one theme which is extremely powerful for the purpose of new players not getting killed on turn_10 during multiplayer games.
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That is not the purpose of themes! Themes are there for flavour, not balance. However, I do not understand why dominions does not simply allow different pretender design points for different players. Why are you not allowed to give a newbie just 80 extra design points? Of course, you can always leave design points unspent and there are the mods, but an option for accepting an 'easy' pretender design cannot be too difficult to implement...
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October 4th, 2005, 09:32 AM
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Re: Ermor Themes
I'm not one of those who would argue that Ermor is unbeatably strong, but - purely in the interests of science - I'll challenge you quantum_mechani.
I'll take one of the dead Ermor themes, you pick any other nation/theme you like, and we'll see what happens.
Whadaya say?
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October 4th, 2005, 10:00 AM
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Sergeant
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Join Date: Jan 2005
Location: Germany, Leverkusen
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Re: Ermor Themes
I am one of those who thinks that emor(AE) is one or the strongest nation around: The death magic is SO ULTRA strong in nearly every stadium: For example: exelent early, middle and late summons
desintegrate(i have desinterated 2 Water queens in the MP-Game Padadise lost)
Dark Knowledege needs only D1 to cast....
Wraith sword etc.
I am quite sure that you are able to win over any strategy that is not designed ecpecially against emor.
Of course there are quite many tactics against emor, but most are quite useless(never got probs with priest, because i use arch bischops)
Cunclusio finalio: I love emor 
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