.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old May 6th, 2007, 12:19 PM

normalphil normalphil is offline
Corporal
 
Join Date: Jan 2004
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
normalphil is on a distinguished road
Default Re: Umbrals & Agartha Balance (v3.08)

My SP EA Agartha experience had been literally this, every single time:

Stay alive long enough to summon armies of Earth Elementals, Magma Children, and Umbrals. Use conventional troops as placeholders, with heavy Oracle support to make sure they don't automatically lose every fight they get in, regardless the odds.

Frankly the EA Agarthan national army stinks. It can't deal damage, it routs easy, and anything other than pure Seal Gaurdian forces with a heavy fire bless to jack up their attack skill loses fights to independants at even odds or better. Their 'national' force needs heavy evocation and conjuration support as a matter of course, which is why I'm pretty damn sure the designers knew exactly what they were doing when they gave them national spells that let them summon permament earth elementals for two earth gems, five flame-striking fire-creatures for two fire gems, and yes, umbrals for two death gems.

Story-wise, this fits. Agartha hasn't a chance unless they strip Seal Gaurdians from their ancient task and field them against their enemies, and goes down to the halls of the Seal and coax out as many Umbrals as they possibly can and unleash them on the world. It's just so easy and tempting. So that's probably what they did. And then they suffered the consequences.

(And I'd really like to hear the story behind the Seal)
Reply With Quote
  #2  
Old May 6th, 2007, 01:48 PM

danm danm is offline
Corporal
 
Join Date: Sep 2006
Posts: 64
Thanks: 1
Thanked 4 Times in 2 Posts
danm is on a distinguished road
Default Re: Umbrals & Agartha Balance (v3.08)

In EA, There are ways to make Ancient Ones useful enough to center your strategy on, with a LOT of bless and high dominion.

Oracles are H3 and Ancient Ones recruitable everywhere, so you can field large armies of triple-blessed sacreds, with one-round full-field blessing. They are also need not eat so you can take that army anywere without worrying about supply. Start with N8 for regen(not 10 -- sacred mages+berzerk==not pretty), and get Gift of Health up as soon and as long as you can. Add other bless paths to suit.

Avoid COLD. Nothing ruins my EA Agartha day like trying to fight in the snow. It took me quite a while to figure out why sometime my giant triple-blessed army would just get slaughtered by militia or whatever -- then i realized that COLD HURTS. I run heat3 religiously in the EA, just to try and keep as much of the world warm as possible (helps with points for bless as well) Large armies of Umbrals are probably Required in MP to have any chance at all against human-controlled cold nations. It is FAR easier to Cool a key province than warm it up. Remember, the Triple-Bless just makes Ancient Ones VIABLE... not unstoppable.

Anyhoo, IF you can pull off all of the above, you just might be in position to abuse those rotten overpowered Umbrals!

Being able to take umbrals underwater DOES help Agartha compete underwater, something i have not yet fully explored the signifigance of.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:44 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.