|
|
|
|
 |

February 12th, 2010, 09:30 AM
|
|
First Lieutenant
|
|
Join Date: Jan 2010
Posts: 712
Thanks: 5
Thanked 40 Times in 32 Posts
|
|
Re: a new direction to guides
Cleveland, I think you misunderstood my intention. I'm not simply asking for a step by step guide to late game, as that would be silly as you started saying, way too situational and nation dependent... all I said was that the late game for all nations seem similar, so some sort of guide on late game possibilities(tarts, blood summons, globals, etc) could be helpful to a lot of newbie players who are starting games and will eventually get into the late game(assuming they survive until than) and than will be pretty lost. again, not a step by step guide but more on line with the current guides available to the different nations, a few available options, why are they good, what are their key weaknesses, etc, so us newbies will know what to look for and what to expect. as an example, right now when you look at tarts you see undead(so you automatically run through all the good undead counters) than you see the need for nature mages for GoR and either GoH or the Chalice, and of course you see all the advantages you've mentioned here. a newbie on the other hand will not see all these things because he lacks the knowledge and experience that you and the other vets have accumulated... another example, a lot of people are talking about the all powerful blood summons(be it uniques or devils, vamps, etc), why are they so impressive? what makes these options so much better than the other standard options(say tarts) which makes these blood nations so much more powerful in the late game, what are some standard ways to counter these blood nations, etc.
basically the way the current guides, and other information, are presented here on these forums, they are meant mostly(but not only) for newbies yet they assume you(not you personally, more like most guide writers) already know the basics you're referring to in the guide. however the newbies reading those guides are missing these basics you're assuming they have. again, this is not a criticism on the current guide writers, far from it. this is just raising into awareness the fact that the first few steps are still missing from the staircase, and it would be very helpful, and a lot of newbies will greatly appreciate it, if there would be some more guides that cover those first few steps along with those aiming for the higher steps.
|

February 12th, 2010, 01:43 PM
|
|
BANNED USER
|
|
Join Date: Dec 2007
Location: Alberta, Canada
Posts: 518
Thanks: 26
Thanked 55 Times in 29 Posts
|
|
Re: a new direction to guides
Blackguard,
I think you have a good point. I actually spent 2 years playing SP and reading all the guides in the strategy index before I stopped lurking and joined MP. And it's not very conveniently organized although I don't mean to imply that it's not a superb effort.
I strongly suggest you join the wiki project and we can work on that stuff there. For example, there are some pages for each magic path with specific and viable strategies suggesting cost effective uses of the gems and the viable summons. I wrote the water page. Some are not complete but if you join the wiki as an editor and post questions in the appropriate sections you'll probably get some response from the other editors.
I for one will add to my work to answer any noob questions there.
Here's the wiki link and the link to the water page as an example:
http://dom3.servegame.com/wiki/Main_Page
http://dom3.servegame.com/wiki/Water
Here is Raiel's excellent guide to battlefield placement and scripting:
http://dom3.servegame.com/wiki/Placement
So have a look at those. There are other sections such as the key spells that are specifically written for new players. Volunteers are badly needed to take the stuff from the strategy guide and move it to the wiki. And you can be a noob to do that.
Right now, the wiki seems to be more up to date and maintained than the strategy guide. And it's frankly a more robust format for this type of work.
PS: We can always review this stuff on IRC too.
Cheers,
Maer
|

February 12th, 2010, 02:48 PM
|
|
First Lieutenant
|
|
Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
|
|
Re: a new direction to guides
Well, some ideas hope they help.
Thugs and SCs
Well, I think Ballz guides covered that quite nicely. To recap, what you want ideally is to take no damage at all. A human swordsman deals between 10 and 22 damage so anything with 25 prot should be save (not against giant nations or other thugs, though). That is if he doesn't get fatigue. Same goes for other things like defense, awe or somesuch, but that's more complicated.
And you want to deal enough damage to kill everyone, so brands are often taken (area damage).
Tarts
Some can Cloud Trapeze + Rain of Stones (death to all communion nations)
Some can Master Enslave iirc
Some can cast Acid Storm
Well, normal mages can do that too, but they usually kick the bucket after (insert applicable battlefield spell here).
Those that have all slots usually make good SCs (Fire Brand, Charcoal Shield, Elemental Armor, some helmet, antimagic amulet, ring of regen as some idea what you can give them).
Globals
Well, most notable are the gem generating ones, like well of misery. Everyone likes extra gems.
The other ones (like the admirals army) are hardly worth it imo unless if you have some funny strategy with them, they can be quite good. For example Enchanted Forest is extremely cheap in CBM, and will result in a neverending stream of vinemen. These are not very good in combat and will die in droves but since they are practically for free who cares?
The things is as with everything else you'd have to look for synergies.
Marverni has very good but frail long range mages (able to cast army of gold and battle fortune at the start of the battle, if applicable also elemental resistance, regen, etc) and ok troops that have a morale problem. You just use them as a meatshield that takes a while to hack through while your mages decimate your opponent from the back.
Every 40 vineman are another druid (since you just bought 30 warriors less) and they don't run from the field leaving your exhausted mages to die.
Another example - haunted forest. Every unit that is killed is instantly reanimated as a sleep vine beasty. Sleep vines cause fatigue damage which can be the death of any elite that doesn't pass the mr check on a regular basis. Now who'd like that? Niefel with their 1 man armies? Or Machaka who can get 100 militia out of the next best fort any instant and they still all die?
I don't know if they work against undead, there are so many caveats (for example, vine men can't be reanimated as undead or vine beasts... d'oh) in the game that you can't know them before you actually have used them. If you don't want to be surprised in a MP game you have to run tests yourself.
Otoh there is a reason why the common late game strategies (blood and tartarians) are common. Thinking your new strategy is so powerful that you can live without them is most likely a mistake.
There are also the extremely powerful globals:
Arcane Nexus ... what a Seraph costs only 100 pearls? (well, you don't actually use the pearls you wish for gems and make tartarians...)
The Forge ... forging for cheap. 50 item lab limit sucks
Utterdark ... everyone is broke and everyone is blind but you (well, if you are you did something wrong ... demons and undead ignore darkness or even grow stronger)
Astral Corruption - never seen it but it sounds fun
These either kill you (through gangrape) or win the game.
Blood
Well, firstly it's massable and reliable. The only limit to your income is the number of provinces you can hunt without killing population.
Another thing is you don't get blood in exchange for gems but in addition to them.
Resummoning an air queen is a lot more painful than loosing a demon lord, since your air gems are in demand for items, too, and your income is hardly as high as her cost. A late game blood nation can summon a unique every turn. And there are also a lot of unlimited summons besides the uniques, with only tartarians to keep the balance.
And then you have some extremely powerful spells to dispose of enemy SCs.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|