Warning: Illegal string offset 'type' in [path]/includes/class_postbit.php(294) : eval()'d code on line 65
Tir na n'Og - Page 2 - .com.unity Forums
.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #11  
Old September 29th, 2009, 11:55 AM
vfb's Avatar

vfb vfb is offline
General
 
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
vfb is on a distinguished road
Default Re: Tir na n'Og

Quote:
Originally Posted by AreaOfEffect View Post
Your thugs have nature magic. The spell to cast is Elemental Fortitude combined with items like the frost brand.

The frost demons are called Ao-Oni. They a recruitables for the nation of Yomi, so seeing them is a matter of starting a new game with the nation and pressing 'r'. These units become summons in later ages.

In regards to Yomi being a pushover or not, the truth is that any nation can be a challenge with the right player set behind it. All nations have tools to deal with any other nation, and if they don't, well that is what pretenders are for. A pretender can always lend any nation things they do not naturally have, thus give them new advantages. Sure some nations have natural advantages over several others, and some nations are just easier to conquer with (looking at you skinshifters), but all nations have a chance to 'pwn'.

Edit: Also, I would not rely on the AI to cast spells that you want. I would also not buff a thug and then set them to cast spells at all. You buff a thug so that they can wade through melee. Casting spells yields too much fatigue in the end and will cause your units to die. Fatigue lowers attack and defense skill, it also allows for a greater chance of critical hits, making your units armor nearly worthless. Instead you should have ordered your units to: buff, buff, buff, hold, hold, attack. Holding allows your thugs to recover fatigue from the buffs. Either script your units to cast evocations and the like on the enemy before they reach you, or cast buffs and attack. A mix of the two will generally get you killed.
There's nothing wrong with a Tuatha buffing up some mistform and resistance, then letting loose with a bunch of shockwaves, especially if he's got some nice gear like a vine shield and rainbow armor, and an EN bless. He'll rout any non-100%SR army long before turn 50, and will average 5 fatigue all battle. You do have to hope that he doesn't fire off a barkskin if there are enemy F mages in the PD (or Yomi Aka Oni, or Fire Drakes, etc).
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
Reply With Quote
  #12  
Old September 29th, 2009, 12:26 PM
KissBlade's Avatar

KissBlade KissBlade is offline
Major
 
Join Date: Jan 2006
Posts: 1,055
Thanks: 4
Thanked 29 Times in 13 Posts
KissBlade is on a distinguished road
Default Re: Tir na n'Og

Yomi is pretty solid. It's just that some other EA nations are so uber it overshadows Yomi's strength. That and most people think Yomi is just Niefel-lite (which IMO is more Fomoria since Yomi has their own individual strength ...). The main weakness of most thugs tend to be artillery mages which Yomi is happy to supply anyway not counting the hardhitting oni troops with fire/ice/psn ranged.
Reply With Quote
  #13  
Old September 29th, 2009, 01:44 PM
WraithLord's Avatar

WraithLord WraithLord is offline
General
 
Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
WraithLord is on a distinguished road
Default Re: Tir na n'Og

Lot's of good advice here. I'd say the key points are (According to descending priority).
1. Awake SC god with nice bless. E6N4 Cyclops or E4 Wyrm. Too crowded for sleep/imprisoned.
2. Intel+Adaptation. See what they have coming at you. Quickly change your game plan. Elemental attacks on low prot demons hah?- how about holding spells+banish/shock artillery and thugs with CR 50% (elemental fort.)
3. Attack is best defense. Your stealthy thugs should rarely be used in direct battle. They should raidX3.

And last but probably most important - dubbed 0 b/c ppl (myself included ) tend to forget it time and again.
0. Whatever you do, make sure *not* to underestimate your enemy!
Reply With Quote
  #14  
Old September 29th, 2009, 04:56 PM

Alpine Joe Alpine Joe is offline
Sergeant
 
Join Date: Aug 2008
Posts: 337
Thanks: 1
Thanked 13 Times in 7 Posts
Alpine Joe is on a distinguished road
Default Re: Tir na n'Og

Quote:
Originally Posted by vfb View Post
Quote:
Originally Posted by AreaOfEffect View Post
Your thugs have nature magic. The spell to cast is Elemental Fortitude combined with items like the frost brand.

The frost demons are called Ao-Oni. They a recruitables for the nation of Yomi, so seeing them is a matter of starting a new game with the nation and pressing 'r'. These units become summons in later ages.

In regards to Yomi being a pushover or not, the truth is that any nation can be a challenge with the right player set behind it. All nations have tools to deal with any other nation, and if they don't, well that is what pretenders are for. A pretender can always lend any nation things they do not naturally have, thus give them new advantages. Sure some nations have natural advantages over several others, and some nations are just easier to conquer with (looking at you skinshifters), but all nations have a chance to 'pwn'.

Edit: Also, I would not rely on the AI to cast spells that you want. I would also not buff a thug and then set them to cast spells at all. You buff a thug so that they can wade through melee. Casting spells yields too much fatigue in the end and will cause your units to die. Fatigue lowers attack and defense skill, it also allows for a greater chance of critical hits, making your units armor nearly worthless. Instead you should have ordered your units to: buff, buff, buff, hold, hold, attack. Holding allows your thugs to recover fatigue from the buffs. Either script your units to cast evocations and the like on the enemy before they reach you, or cast buffs and attack. A mix of the two will generally get you killed.
There's nothing wrong with a Tuatha buffing up some mistform and resistance, then letting loose with a bunch of shockwaves, especially if he's got some nice gear like a vine shield and rainbow armor, and an EN bless. He'll rout any non-100%SR army long before turn 50, and will average 5 fatigue all battle. You do have to hope that he doesn't fire off a barkskin if there are enemy F mages in the PD (or Yomi Aka Oni, or Fire Drakes, etc).

Yeah make sure you don't get hit in the face with a fireball after you've buffed barkskin.......
Reply With Quote
  #15  
Old September 29th, 2009, 05:00 PM
AreaOfEffect's Avatar

AreaOfEffect AreaOfEffect is offline
Major
 
Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
AreaOfEffect is on a distinguished road
Default Re: Tir na n'Og

[quote=vfb;712523]
Quote:
Originally Posted by AreaOfEffect View Post
There's nothing wrong with a Tuatha buffing up some mistform and resistance, then letting loose with a bunch of shockwaves, especially if he's got some nice gear like a vine shield and rainbow armor, and an EN bless. He'll rout any non-100%SR army long before turn 50, and will average 5 fatigue all battle. You do have to hope that he doesn't fire off a barkskin if there are enemy F mages in the PD (or Yomi Aka Oni, or Fire Drakes, etc).
There are exceptions, and your right, it is reasonable to do such a thing, provided that shockwave is scripted. Go back the original post and note that he 'hoped' shockwave would be cast after 4 rounds of buffing, 1 round of attacking, and scripting 'cast spells'. I can't abide by trusting the AI to cast the spells I want.
__________________
Strategy Guide: MA Caelum - Fear of Flying
Strategy Guide: LA Man - Death and Taxes
Strategy Guide: MA Mictlan - An Introduction
Guide Supplement: LA Man - Castle Warfare
Referance: Prophet Transformations
Reply With Quote
  #16  
Old September 29th, 2009, 05:13 PM

Alpine Joe Alpine Joe is offline
Sergeant
 
Join Date: Aug 2008
Posts: 337
Thanks: 1
Thanked 13 Times in 7 Posts
Alpine Joe is on a distinguished road
Default Re: Tir na n'Og

[quote=AreaOfEffect;712568]
Quote:
Originally Posted by vfb View Post
Quote:
Originally Posted by AreaOfEffect View Post
There's nothing wrong with a Tuatha buffing up some mistform and resistance, then letting loose with a bunch of shockwaves, especially if he's got some nice gear like a vine shield and rainbow armor, and an EN bless. He'll rout any non-100%SR army long before turn 50, and will average 5 fatigue all battle. You do have to hope that he doesn't fire off a barkskin if there are enemy F mages in the PD (or Yomi Aka Oni, or Fire Drakes, etc).
There are exceptions, and your right, it is reasonable to do such a thing, provided that shockwave is scripted. Go back the original post and note that he 'hoped' shockwave would be cast after 4 rounds of buffing, 1 round of attacking, and scripting 'cast spells'. I can't abide by trusting the AI to cast the spells I want.

Just did this in a game, and if you have troops within range the AI always casts shockwave. At least it always did for me.
Reply With Quote
  #17  
Old September 29th, 2009, 05:36 PM
Hoplosternum's Avatar

Hoplosternum Hoplosternum is offline
Second Lieutenant
 
Join Date: Nov 2003
Location: Romford, England
Posts: 445
Thanks: 95
Thanked 13 Times in 9 Posts
Hoplosternum is on a distinguished road
Default Re: Tir na n'Og

Tir has the advantages of Eriu but less of the downsides. Unlike Eriu it is not totally capital dependent (apart from Sidhe Lords, Eriu doesn't really have much to recruit outside the capital - troops or leaders). You have a decent reserach mage recruitable anywhere and decent glamoured Infantry at all castles unlike Eriu. So playing on a small crowded map negates their main advantage over their MA brothers - Eriu and some of the very capital dependent Early Age powers.

The Ri (Tuathans are Eriu) and Sidhe Lords are well worth a nature/earth bless so they can be Thugged. But this bless is not much use on their sacred glamoured infantry. At 50 gold each I don't think they are worth it especially as they are capital only and fairly high resources. Tir is a recruitable Thug nation and you don't want to waste the bless on those sacreds. Save the bless for your Thugs and expand with the none sacred glamoured troops (25 gold each and less resources). With the cheaper none glamoured troops as missile shields.

The Ri is weaker than Eriu's Tuatha, having one less Air. But he is still a great Thug with 2A2N and 110% AWEN. So glamour, high defence, masses of buffs, cloud trapeze etc. And at 330 he is only 50 more than a Sidhe Lord and a much more flexible Thug chassis. He is capital only along with the Tuathan Sorceress and the unusual 2A Assassin Tir have.

I think Tir is not going to shine in a really cramped map. They need the buffs to make the Thugs pay although the Firbolg infantry has decent stats for light infantry (high attack) and the none sacred glamoured infantry can be massed easily. And if the Thugs are likely to be swarmed by stuff that can actually hurt them (cold blasts freezing them) you could operate them with armies (!) While they buff the Yomi demons would waste their freezes and throw flames on your troops after which the buffed Thugs ride down the flanks to rout the demons....

While Tir don't suffer as Eriu does in research in the mid/late game as they have decent mages at all castles they still lack any easy way in to Death, Astral or Blood, including on their Pretender who is needed for a nature/earth bless. Nor do they have any recruitable clammers, fetish or blood stone makers. So the end game could be painful unless you have made that strong mid game of theirs pay.
Reply With Quote
  #18  
Old September 29th, 2009, 06:17 PM
vfb's Avatar

vfb vfb is offline
General
 
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
vfb is on a distinguished road
Default Re: Tir na n'Og

Quote:
Originally Posted by Alpine Joe View Post
Quote:
Originally Posted by AreaOfEffect View Post

There are exceptions, and your right, it is reasonable to do such a thing, provided that shockwave is scripted. Go back the original post and note that he 'hoped' shockwave would be cast after 4 rounds of buffing, 1 round of attacking, and scripting 'cast spells'. I can't abide by trusting the AI to cast the spells I want.

Just did this in a game, and if you have troops within range the AI always casts shockwave. At least it always did for me.
That's right Alpine Joe, my poor PDs were the victim of your thug! Thanks for the lessons in shockwave.

I think a couple of events had pushed it up to 40 in a couple of provinces, and Marignon PD is nothing to sneeze at (unless you are a buffed Tuatha casting shockwave!)
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
Reply With Quote
  #19  
Old September 29th, 2009, 06:25 PM
Squirrelloid Squirrelloid is offline
Major General
 
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
Squirrelloid is on a distinguished road
Default Re: Tir na n'Og

Quote:
Originally Posted by Hoplosternum View Post
While Tir don't suffer as Eriu does in research in the mid/late game as they have decent mages at all castles they still lack any easy way in to Death, Astral or Blood, including on their Pretender who is needed for a nature/earth bless. Nor do they have any recruitable clammers, fetish or blood stone makers. So the end game could be painful unless you have made that strong mid game of theirs pay.
A W2 bean sidhe can forge clams with a single water booster, making clamming easy (but requiring Constr 6 - of course, you wanted that anyway for Staff of Storms).
Reply With Quote
  #20  
Old September 29th, 2009, 07:27 PM

Festin Festin is offline
Corporal
 
Join Date: Oct 2008
Posts: 162
Thanks: 13
Thanked 7 Times in 5 Posts
Festin is on a distinguished road
Default Re: Tir na n'Og

Quote:
He is capital only along with the Tuathan Sorceress and the unusual 2A Assassin Tir have.
The assassin (Baobhan Sidhe) is recruitable anywhere. Still quite useless, IMO, because it is almost always better to hire a Bean Sidhe or a Sidhe Lord.

I still think that Tir is a wrong nation for a strong bless/bad scales setup, except on small maps, maybe. You can expand well with Firbolgs, and I would always get a Tuatha Sorceress instead of Ri it capital. Thugs are important, but not absolutely central to them like they are to Eriu.

Concerning the late game, clams/late game astral were a good solution before the clam nerf in CBM 1.6, and right now I do not really know what to do with these guys.
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 03:50 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.