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

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  #1  
Old January 18th, 2010, 02:50 AM
Squirrelloid Squirrelloid is offline
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Default Re: The Early Days. Game running.

The water teleport is about as crappy as i thought it would be.

There is basically nothing a water nation without astral can do to defend against raiding, especially with something powerful like a QoW. Being able to water teleport on top of raiders is almost essential - you might actually be able to kill the damn thing. But otherwise water movement is really fricking slow, and a raider could strike almost anywhere (especially as most raiders will tp/cloud trapeze in). In the case of a powerful raider like QoW, it can just avoid any army which might give it problems, and it's virtually impossible to force a confrontation.

I spent the last like 5 turns of that game chasing raiders totally ineffectually.
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Old January 18th, 2010, 02:38 PM

Isokron Isokron is offline
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Default Re: The Early Days. Game running.

Thanks for the game I certainly had fun playing it. Lanka clearly felt like the most powerful nation I have played so far once it got going. I think cbm might be a bit off in lowering the price for some of their summons (ie Davanas 75->65 blood slaves 3->4 summoned).

Although I have to admin a lot of my impression and the outcome of this game depended on the lucky find of a 40% blood sites toward the end of my war with Marverni.
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Old January 18th, 2010, 06:20 PM

rdonj rdonj is offline
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Default Re: The Early Days. Game running.

Yeah, those danava were crazy. Between them and the mandeha, we in the west had no chance since we pretty much all relied on sacreds to do our fighting.

Burnsaber - CPCS is great fun. I didn't really have a chance to use the UWGIM stuff.
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