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February 10th, 2006, 12:24 PM
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Major
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Join Date: Sep 2005
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Re: SC\'s vs Thugs
Does CB increase damage of arbalests? Last I looked they did 13ap damage.
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February 10th, 2006, 03:05 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: SC\'s vs Thugs
Quote:
Folket said:
Does CB increase damage of arbalests? Last I looked they did 13ap damage.
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Yes, they are now 17 damage.
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February 10th, 2006, 03:08 PM
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Colonel
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Re: SC\'s vs Thugs
im guessing its to make up for the lack of speed? next you'll be telling me smiths come with e2 AND f1
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February 10th, 2006, 04:32 PM
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Major
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Re: SC\'s vs Thugs
Quote:
shovah said:
im guessing its to make up for the lack of speed? next you'll be telling me smiths come with e2 AND f1
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It is relatively easy to look at the mod file itself, in a text editor, and see the changes for yourself. I believe the Readme file is still not updated from 5.0 (maybe I could do this in my "free" time...)
There is no need to be smart-***; if you don't like the mods, don't use them and don't play in multiplayer games that do. If changes concern you, look them up.
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February 10th, 2006, 04:57 PM
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First Lieutenant
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Re: SC\'s vs Thugs
Quote:
There is definatley a line that keeps units, no matter how they are equipped, from performing in the SC role. Thats basically what I was trying to determine. If you have that, you can basically quickly look at a unit and determine if it could be deployed and utilized as a SC would.
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This game has too much variety to have rules that easy. It depends on what you can equip, what magic you can cast, and most importantly, what armies you are facing.
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February 10th, 2006, 05:16 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: SC\'s vs Thugs
Not to mention, how much you're willing to empower critters that aren't usually considered SCs. GoR a tarrasque and empower it a bit, and it certainly falls into the potential SC class. ( I did this in a game on the World map - think it had air, water and fire all at 2 or 3, making it a very big way to say "hello" by cloud trapezing it in  )
__________________
Wormwood and wine, and the bitter taste of ashes.
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February 12th, 2006, 02:32 PM
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Second Lieutenant
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Re: SC\'s vs Thugs
Quote:
Cainehill said:
Not to mention, how much you're willing to empower critters that aren't usually considered SCs. GoR a tarrasque and empower it a bit, and it certainly falls into the potential SC class. ( I did this in a game on the World map - think it had air, water and fire all at 2 or 3, making it a very big way to say "hello" by cloud trapezing it in )
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Whoa. About 12 tarrasques worth of tarrasque. I never went further than GoRing one as a relatively cheap throwaway platform for Kurgi's Gift. I guess the middlin' MR is kind of a turn-off. Now, a GoRed abomination, especially one with an MR-enhancing item and/or path, that's Soul Slay resistant. The lifedrains are a plus, too.
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February 10th, 2006, 06:05 PM
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Colonel
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Re: SC\'s vs Thugs
Quote:
Morkilus said:
Quote:
shovah said:
im guessing its to make up for the lack of speed? next you'll be telling me smiths come with e2 AND f1
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It is relatively easy to look at the mod file itself, in a text editor, and see the changes for yourself. I believe the Readme file is still not updated from 5.0 (maybe I could do this in my "free" time...)
There is no need to be smart-***; if you don't like the mods, don't use them and don't play in multiplayer games that do. If changes concern you, look them up.
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its called a joke
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February 10th, 2006, 06:56 PM
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Second Lieutenant
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Re: SC\'s vs Thugs
From the man who coined the terms:
Quote:
apoger said:
New Classifications
A while back I coined the term Supercombatant as a description of super high power units. Over time players have started to use this term in ways that are different than the initial meaning. This has caused some frustrating conversations, and subsequent confusion. Simply put, the Dominions community needs more naming conventions so players can communicate with more precision.
Many players have started using the term Supercombatant for almost anything larger than heavy infantry. That isn't very useful since the scope of units that are more potent than heavy infantry is fairly large. As such I am now suggesting two new classifications, and redescribing the term Supercombatant.
THUG
Simply put a thug goes out and beats things up and has a reasonable chance of surviving. Thugs don't beat up high power armies, and they aren't meant to be invincible. They are meant to be cheap and efficient ways of applying a beat down.
Some examples of thugs would be:
Neifelheim Giant
Hydra
Wyrm (no/little magic)
Vanjarl - with magic weapon and casting mistform
Jotun Herse - with a few choice magic items
Troll
Lava Warrior
Knight
As you can see there is a hefty power scale fluctuation even in the thug classification. However these guys are not Supercombatants and that is what I am trying to make clear.
SLAYER
A Slayer is a unit that has been cultivated to be powerful enough to wreck conventional armies. This is really a specialized sub-class of supercombatant. The Slayer is built with cost cutting in mind, to make it as cheap as possible and still be able to disperse conventional forces. Slayers are not meant to deal with mages or magic creatures. They are used primarily as an early game expansion aid, and as attack/defense while player nations aren't fielding much magic. During the late game when potent magic is available, Slayers are usually relegated to raiding duty.
Some examples of slayers would be:
Manticore
Astral magic - 6
On entering battle it casts, Body Etheral, Personal Luck, Astral Shield, Astral Weapon, and then attacks.
Heliophagus
Wraith Sword, Robe of Shadows, Boots of Quickness, Pendent of Luck, Ring of Regeneration
SUPERCOMBATANT
Supercombatants are built in an attempt to walk onto a battlefield alone and clean house versus any opposition. The potency/penetration of the spell Paralyze has made life a bit tough on Supercombatants and players of Dom2 are using more thugs and slayers than they did in Dom1. Still it's fun to use them, and they can still be effective. Just keep in mind that they are very powerful, but not invincible.
An example of a supercombatant would be:
Nataraja
Earth magic - 4
Air magic - 2
Nature magic - 3
Wraith Sword, Faithful, Charcoal Shield, Starshine Skullcap, Robe of Shadows, Boots of Quickness, Anti-Magic amulet.
On entering battle it casts, Invulnerability, Mist Form, Personal Regeneration, Elemental Fortitude, and then attacks
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Supercombatant and Thug have become a permanent part of the Dominions lexicon. For some reason, Slayer never caught on.
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February 10th, 2006, 07:08 PM
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Colonel
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Re: SC\'s vs Thugs
thug is fun to say, sc sounds fun but slayer is just.. well... slayer. lets all try to use slayer a little more
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