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  #1  
Old October 27th, 2007, 08:14 AM

atul atul is offline
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Default Re: Looking for tips from the pros

"He gets a few of my province defense 1 border areas."

A tip that works only against the AI: It seems much of their decision who to attack depends on the apparent power and difficulty to attack bordering provinces. Setting PD to 1 on border province basically invites an AI nation attack. 11 or so should prevent some, I've noticed that with PD of 21 or higher AI rarely attacks.

Anyway, only in SP. In MP, PD above autopatrol (10) is usually waste of money, many times PD of 1 is perfectly viable.
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  #2  
Old October 27th, 2007, 09:00 AM

darkchampion3d darkchampion3d is offline
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Default Re: Looking for tips from the pros

Quote:
atul said:
"He gets a few of my province defense 1 border areas."

A tip that works only against the AI: It seems much of their decision who to attack depends on the apparent power and difficulty to attack bordering provinces. Setting PD to 1 on border province basically invites an AI nation attack. 11 or so should prevent some, I've noticed that with PD of 21 or higher AI rarely attacks.

Anyway, only in SP. In MP, PD above autopatrol (10) is usually waste of money, many times PD of 1 is perfectly viable.
Even with Mictlan? I'm getting a Jaguar warrior for every point above 19. Seeing as they cost 25gold anyways, it doesn't seem to be too bad of a deal to get up to 30ish PD for the Jags that don't count towards my normal production limit. AI is smart enough to bless too with the free priest even if my divine blesser moves on.

But I will try the suggestions given later on. Thanks
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  #3  
Old October 27th, 2007, 09:09 AM
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Endoperez Endoperez is offline
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Default Re: Looking for tips from the pros

It's good if you're going to fight a lot in that province, and keep on winning. Human players probably won't assault it many times with forces that aren't good enough to beat you. If it's a chokepoint, go for it. If it's not, he'll go around it. If he goes around it, or you take a few provinces and the front of the war moves, you can't move the PD elsewhere.

For some nations, it's worth the money, but it's always situational.
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  #4  
Old October 27th, 2007, 10:59 AM
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sector24 sector24 is offline
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Default Re: Looking for tips from the pros

Two very good suggestions already made:

1) The computer will only attack you when it perceives the gain of at least 1 province. If you pump the PD on your borders and/or leave small armies in those provinces, it goes a long way towards keeping the peace.

2) I think you went into blood research too early. I noticed you have 0 conjuration which generally means no thugs. If you are going to have a smaller army graph by recruiting higher quality troops, then you need to quickly move to thugs and SCs. If not, then it's in your best interest to get lots of slaves and 10/4 archers and other cheap units to pump up your graph.

For what it's worth, I have lost lots of promising games in the same way you did. The trick is to either change the map options (harder independants, higher mountain %, different map dimensions like a tower map) or quickly advance your magic because you can't beat their massive chaff armies unless you build equally large chaff armies yourself, which you typically don't want to do.

I think the people on the forums that say that AI is a joke change the map options in the player's favor, like lots of magic sites or only having 4 opponents. It's very easy to divide and conquer when there are so few nations. I play small maps with 20 opponents and usually default settings, and this type of thing happens all the time because everyone gets crunched up against each other quickly, and you always have the smallest army graph. These types of situations are winnable, but you have to have the thugs/SCs summoned and equipped before the 3rd nation declares war on you or you typically can't recover.
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  #5  
Old October 29th, 2007, 07:39 AM

Folket Folket is offline
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Default Re: Looking for tips from the pros

Quote:
sector24 said:
Two very good suggestions already made:

1) The computer will only attack you when it perceives the gain of at least 1 province. If you pump the PD on your borders and/or leave small armies in those provinces, it goes a long way towards keeping the peace.

2) I think you went into blood research too early. I noticed you have 0 conjuration which generally means no thugs. If you are going to have a smaller army graph by recruiting higher quality troops, then you need to quickly move to thugs and SCs. If not, then it's in your best interest to get lots of slaves and 10/4 archers and other cheap units to pump up your graph.

For what it's worth, I have lost lots of promising games in the same way you did. The trick is to either change the map options (harder independants, higher mountain %, different map dimensions like a tower map) or quickly advance your magic because you can't beat their massive chaff armies unless you build equally large chaff armies yourself, which you typically don't want to do.

I think the people on the forums that say that AI is a joke change the map options in the player's favor, like lots of magic sites or only having 4 opponents. It's very easy to divide and conquer when there are so few nations. I play small maps with 20 opponents and usually default settings, and this type of thing happens all the time because everyone gets crunched up against each other quickly, and you always have the smallest army graph. These types of situations are winnable, but you have to have the thugs/SCs summoned and equipped before the 3rd nation declares war on you or you typically can't recover.
I have won four front wars aaginst impossible AIs without using bless strategies and I allways play default settings. But I would say that blood magic is a little to slow for that.

Long time since I played the AI I should do that some time.
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  #6  
Old October 29th, 2007, 02:34 PM
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Baalz Baalz is offline
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Default Re: Looking for tips from the pros

Yeah, the thing is suggestions for SP games basically break down into two categories.

1) General strategy. You seem to have this down and suggestions you get are going to be along the lines of tweaks, not overhauls. You've laid out a very viable EA Mictlan early game strategy. Unfortunately, playing against the harder AIs means you're not playing on a level field, you can't just be better you need to be much better so you can kill off many times what you lose just to push even. This unfortunately means playing a good game is often not enough to win, particularly if you get placed in a bad position.

2) Tricks to exploit the AI - use a lot of PD for no purpose other than to fool it, create thugs that the AI can't cope with, etc.

Unfortunately category 2 is really what you usually need to do to fight against multiple harder AI's - by the time they team up on you they just field too many troops to "fight fairly". This is unfortunate because once you learn a few tricks that the AI just can't deal with it does become way too easy.
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  #7  
Old October 27th, 2007, 02:49 PM
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Velusion Velusion is offline
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Default Re: Looking for tips from the pros

Quote:
darkchampion3d said:
Quote:
atul said:
"He gets a few of my province defense 1 border areas."

A tip that works only against the AI: It seems much of their decision who to attack depends on the apparent power and difficulty to attack bordering provinces. Setting PD to 1 on border province basically invites an AI nation attack. 11 or so should prevent some, I've noticed that with PD of 21 or higher AI rarely attacks.

Anyway, only in SP. In MP, PD above autopatrol (10) is usually waste of money, many times PD of 1 is perfectly viable.
Even with Mictlan? I'm getting a Jaguar warrior for every point above 19. Seeing as they cost 25gold anyways, it doesn't seem to be too bad of a deal to get up to 30ish PD for the Jags that don't count towards my normal production limit. AI is smart enough to bless too with the free priest even if my divine blesser moves on.

But I will try the suggestions given later on. Thanks
Yep - even with Mictlan. PD manipulation is the best way to control where the AI will attack. In SP pumping up your PD to crazy levels (20+) *usually* keeps the AI from attacking. The PD/AI handicaps are one the main reasons I lost interest in SP and moved on to MP.

You have a challenging open position being very exposed on so many fronts. I would expect you to lose quite number of provinces before you leveled out and came back.
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  #8  
Old October 27th, 2007, 03:24 PM

Shovah32 Shovah32 is offline
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Default Re: Looking for tips from the pros

Also, when playing as Mictlan you should really the Jaguar Demons rather than beast bats.
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  #9  
Old October 27th, 2007, 05:43 PM

PyroStock PyroStock is offline
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Default Re: Looking for tips from the pros

Why the blood fountain? You get Dom7 with those scales & paths, but with the same scales & paths:

Imprisoned Morloch 9F9W4B, 6Dom = mobile SC;
Imprisoned Mirror 9F9W4B1D, 6Dom = mobile and extra path.

I know the blood fountain has a small hidden bonus for blood hunting, but with those paths wouldn't a fountain spend it's time better elsewhere? 7Dom is slightly better which (I guess?) makes sacrafices better, but that seems offset by your pretender being immobile (limiting it's dominion influence). Once broken free the death path or SC I think would help more.
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  #10  
Old October 27th, 2007, 09:46 PM

darkchampion3d darkchampion3d is offline
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Default Re: Looking for tips from the pros

I tried a better mobile pretender at first, but I noticed each point of dom that I lose really adds up a lot later when I'm making Jaguar Warriors in 4-5 forts (I try to get 5 temples up if I have the extra $$$ for that extra point). I didn't even know there was a blood bonus with the fountain... where would these hidden bonuses be listed?

Also dominion spread usually isn't a big deal. My scales are trash and as long as there is no risk of dominion death I just let everything but the core of my empire have whatever dominion happens to be there.

I'm usually very close to summoning my first Ice Devil by the time my pretender wakes up anyways and his main job is to make a blood booster and then make disease demons for a couple turns while I get con6. Then once I get con6, a rain priest makes a cheap water booster, I give him the blood booster my pretender was using to make disease demons and he calls an ice devil. He gets various easy to make items: demon whip, shield of the accursed, the cheap nature helmet w/ an extra attack, bless shroud, boots of the messenger, luck amulet, amulet of regen. Research alteration while the items are being made/he is being summoned (so he can quicken self), and send him out to wreak havoc.

After that I go for blood 7 then evo 7. Once I get those then I can summon phoenix pyring arch devils and those guys are hardcore

In my current game (with that independents mod installed) I'm doing much much better. Going f9/s9/b4 this time. The w9 seemed less important later Move doesnt matter when you fly w/ no lance right? large portions of my armies fly later on and the s9 protects my summoned devils from banishes and the big guys from annoying stuff like blind. There's also the bonus of being able to cast astral corruption, which seems to be devastating for everyone but me. If my pretender is s10/b7 when he casts it with 200 slaves, does he get the +5 bonus for each point he is above the spell requirement in each school or is it averaged?

Also, is there any way to get more messages at the start of each turn? (items crafted, troops trained, etc)

And for early thugs from conjuration, which ones should I go for? Normally I just get a devil or 2 from "hordes from hell" and they seem to do ok, and as an added bonus they can lead a big contingent of demons too. Normally I just ignore conjuration until later, maybe getting up to conjuration 3 for voice of aspu. Of course if I'm fighting someone from the water then that changes and I go straight for school of sharks/shark attack (those 2 together seem to be really really powerful)
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