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October 27th, 2007, 02:45 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: Powergamers Mod
for the missing naiton, just combine the Mictlans, add nemedian mages... dunno what the heretics are like... but the micts + nemedia should be a powerhouse enough...
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October 27th, 2007, 04:55 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Thanked 1 Time in 1 Post
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Re: Powergamers Mod
This looks like fun, stickied and dl'ing now
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October 29th, 2007, 01:17 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Re: Powergamers Mod
This is an impressive amount of work. This must have taken quite a while DrPraetorious.
Playing it, I've noticed four (and a half) things so far:
1. The pretender design is quite complicated. Since many of the pretenders are high HP and immortal a number of very nasty mid game scenarios are opened up if proper magic paths are selected. However, this may come at the cost of an overpowering bless. Also, since the pretender is such an awesome unit you want to have it immediately available, which limits points. Oh and finally you really need dom10 since it is moderately cheap and many other pretenders will have it. It is vexing! GJ. I would love to see how these immortal pretenders play out in a multiplayer game. Please list some builds. I would love to see how others are designing their pretenders!
2. E9N9 Niefel Giants are very hard to handle. Actually I should start a thread in the main forum for counters, especially in the early game. Other than blowpipes I don't know that there is one (I have not tried this but in theory it should work). I easily rolled impossible AI's in my one game (as usual with the giants).
3. If you only play with the mortal races (ie: no giants) stealth units play a major role. Many nations have assassins or spies (or both!) and they are very effective (especially the stalker and the ninja). In an MP game patrol will very important (also many units have a patrol bonus so those may actually figure into a game! Fantastic!).
4. The PD seems pretty solid. I like it. I have not tried all of the natios but the two that I have tried so far (Icy Horde and Western Empire) both had decent PD. I like it.
5. (this is more of whine than anything else so you can skip) The new hydras are comically bad compared to the old hydras. Simple archers crush them rather badly. Ah well. They were only really decent in CB anyway.
One pretender design (probably sub-optimal, but with Neifel it does not matter that much):
Monolith: E9, S6, N10. Order:3, Sloth:2, Cold:3, Misfortune:1, Magic:1, Dom:10. Awake.
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October 29th, 2007, 09:04 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Thanked 67 Times in 27 Posts
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Re: Powergamers Mod
On Domstr:
Domstr 3 is *half* the dominion spread of domstr 6. It's pretty easy for a domstr 6 power to squelch a domstr 3 power (let alone a domstr 10 power!).
Domstr 7 is more than two thirds of domstr 10, and there is no domstr 14 to worry about.
Domstr is quite cheap - but if you need the points for something else you can generally get by with < 10.
Okay, these are my builds:
Icy Horde:
Imprisoned Monolith, E9N9S6, Domstr 10, Order 3, Sloth 1, Cold 3, Growth 3, Luck 3.
High Ones:
Dormant Archmage, F9W9A4S4, Domstr 7, Order 3, Cold 3, Misfortune 2, Magic 1.
Western Empire:
Awake Prince of Death, E9D9, Domstr 10, Order 3, Misfortune 2, Drain 2.
-- try his bless on your Knights, not on your vestals.
OR
Imprisoned Baphomet, F9W9A4S9, Domstr 10, Order 3, Sloth 3, Misfortune 2.
-- try his bless on your shadow vestals and flagellants.
Kingdom of Isles:
This one amused me, but is probably far from the most effective:
Awake Lady of Love, W9E9N4, Domstr 10, Order 3, Sloth 1, Death 3, Misfortune 3, Drain 3.
-- She's got like +6 awe, a prot of 12 and a def of 20. Of course, your going to be inundated with plagues in no-time.
Eastern Empire:
Imprisoned Statue, W9E9S9, Domstr 10, 3 Order, 3 Productivity, 2 Misfortune.
-- Hosts of ancestor vestals and red guards.
Iron Kings:
Imprisoned Lich Queen, A4W9E9D9, Domstr 8, 3 Order, 3 Productivity, 3 Cold, 1 Misfortune, 3 Drain.
-- This bless is *insane* on wind riders and helhirdings. With the reinvig and the awesome infliction chance, you raid the Icy North to death.
The Lost:
Awake Wyrm, W9E9, Domstr 10, 3 Order, 3 Sloth, 3 Heat, 3 Growth, 2 Misfortune.
-- This bless is decent on your heavy infantry, and you get a SC with strong scales. Not my most exciting build, I'm afraid.
The Wilds:
Awake Gorgon, E9N9, Domstr 10, Turmoil 3, Luck 3, Drain 2.
-- Start out with giants, then the Pandemoniacs bloodhunt while the Maenads patrol. Spend the blood slaves on an ungodly dominion push.
The Fiery Horde:
Awake Scorpion King, E9F9, Domstr 10, 3 Order, 3 Heat, 2 Misfortune.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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October 30th, 2007, 12:01 AM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Re: Powergamers Mod
Your western empires PoD is much like mine (although I did not go for drain-2), I am a huge fan of the PoD.
Anyway from your pretenders, and the ones I designed, I felt like the scared troops were playing an even bigger role in this mod in vanilla DomIII (which is saying something!). Is this what you intended?
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October 30th, 2007, 12:40 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Thanked 67 Times in 27 Posts
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Re: Powergamers Mod
Well, if you give everyone the best possible stuff, that is what's going to happen, yes.
I considered a variety of workarounds for this - but decided that if I'm going to do a powergaming mod, I should just go for it.
Several nations with very strong non-sacred units can get away without any kind of bless at all, but there's little advantage to doing so that I can see.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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November 9th, 2007, 08:41 PM
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Private
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Join Date: Aug 2007
Posts: 12
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Thanked 0 Times in 0 Posts
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Re: Powergamers Mod
Thank you for this mod, it is a ton of fun.
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