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January 2nd, 2009, 02:38 AM
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Re: First Post: Introduction and Request For Help Getting Up To Speed
Thanks for the quick answers! The booster guide and spell index were especially helpful!
As for the Jaguar (858), I was browsing Pretenders in the dom_db to decide which ones I wanted to try first. The Jaguar caught my eye, but then it seems there was no nation for which the Jaguar is available.
My latest bit of comedy for those who want a laugh was trying the Arch Druid. I had planned a magic path based on putting on Earth Boots to get to Earth 3, only to find that he would not take them. Turns out he can't wear any footwear. That is something I didn't find written anywhere. Even though he rides a horse, I fail to see the logic of why that would keep him from wearing some boots. I still like the Arch Druid, even if he does not have feet
Anyway, I am playing a few games with the AI to get up to speed, and will save my other questions until I have played and studied a bit more. I look forward to playing some multiplayer, but not until I have at least gotten a good enough grasp of the game to beat the AI consistently. I feel it is a waste of other players' time for a newbie who has not even mastered the basics to occupy a slot in a game with real players.
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January 2nd, 2009, 02:54 AM
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Re: First Post: Introduction and Request For Help Getting Up To Speed
You will find that frequently people start newbie games for people who don't have much multiplayer experience, many of the people in these games have been registered on the forum for a month or less before playing and experience levels vary wildly. They may even be playing their first game of dom3. A basic understanding of how the game works is pretty much enough to play in one of those newbie games, though in doing so you will almost undoubtedly lose  But don't take losing too seriously in this game, with potentially dozens of pretenders in a single game, just surviving the first few years can be a feat in and of itself.
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January 2nd, 2009, 03:21 AM
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Re: First Post: Introduction and Request For Help Getting Up To Speed
Even though the mount is not explicitly modeled (in most cases at least), mounted commanders differ from regular commanders in several ways:
1.) They can't wear magic boots,
2.) Their melee encumbrance is not affected by the shields or armor they wear,
3.) They get an extra +3 to defense.
#2 and #3 are positive, #1 is negative. In some cases, the mount sticks around and fights for you after the rider is dead (most mounts are upkeep-free, i.e. goldcost per turn is 0, but their MR is usually pretty poor too). Some mounts stick around only for the duration of the battle (Serpent Cataphract mounts and those lobster rider guys that R'lyeh or Oceania has), others stick around until they get killed (Machakan spider-rider mounts).
Anyway, the slots on a pretender are sometimes an important consideration. One major difference between a lich and a master lich, for example, is that a master lich has 3 misc slots, which is sometimes the difference between needing to buy an extra level of magic in order to cast a certain spell (e.g. Arcane Nexus) vs. being able to plan to just stick on another booster. And as the manual points out, you don't want to plan to use a skull staff to cast Utterdark and then find that you picked a Monolith with no hands.
-Max
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Last edited by MaxWilson; January 2nd, 2009 at 03:23 AM..
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January 2nd, 2009, 10:35 AM
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Re: First Post: Introduction and Request For Help Getting Up To Speed
Quote:
Originally Posted by MaxWilson
...
Anyway, the slots on a pretender are sometimes an important consideration. One major difference between a lich and a master lich, for example, is that a master lich has 3 misc slots ...
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That is good to know! Do you know of anything that documents what slots are available on which pretenders?
A couple more quick questions if you don't mind:
1. I made the Chalice because I have some diseased crones. I equipped the Chalice, but the crone is still diseased. Is there something I need to do to invoke the power of the Chalice? Is there a better way to heal my diseased crones before they die?
2. From what I read, Longbowmen are supposed to be amazing archers. But I have two squads of 40 archers that maybe damage 2-3 enemy per turn, and not very heavy damage at that. It seems that ranged units are not very effective, even against unarmored barbarians. Are my expectations too high?
3. Is there something that can be equipped that improves that stats of the units under a leader's command, other than a standard?
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January 2nd, 2009, 11:30 AM
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Re: First Post: Introduction and Request For Help Getting Up To Speed
Quote:
Originally Posted by markmayhugh
That is good to know! Do you know of anything that documents what slots are available on which pretenders?
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Edi's database does, iirc.
Quote:
1. I made the Chalice because I have some diseased crones. I equipped the Chalice, but the crone is still diseased. Is there something I need to do to invoke the power of the Chalice? Is there a better way to heal my diseased crones before they die?
2. From what I read, Longbowmen are supposed to be amazing archers. But I have two squads of 40 archers that maybe damage 2-3 enemy per turn, and not very heavy damage at that. It seems that ranged units are not very effective, even against unarmored barbarians. Are my expectations too high?
3. Is there something that can be equipped that improves that stats of the units under a leader's command, other than a standard?
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1. Read the healing section in the faq at the top of this forum.
2. I don't believe 80 archers are doing that little damage against unarmoured barbarians. They should be absolutely shredding them. Please give a different example - what you expected to happen and what did happen.
3. Nope. The standard /ability/ increases morale of troops, that's all. There are various spells to improve troops, but not passive abilities, unless there's some weird case KO and JK put in for kicks.
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January 2nd, 2009, 12:53 PM
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Re: First Post: Introduction and Request For Help Getting Up To Speed
Quote:
Originally Posted by markmayhugh
2. From what I read, Longbowmen are supposed to be amazing archers. But I have two squads of 40 archers that maybe damage 2-3 enemy per turn, and not very heavy damage at that. It seems that ranged units are not very effective, even against unarmored barbarians. Are my expectations too high?
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As vfb said, it does help if you use other (shielded) units to block them long enough for the archers to hit them at point-blank range. Even so, unless you're hitting low-Prot + unshielded targets like barbarians, archers are less for killing things than softening them up and routing them. 80 longbowmen are likely to damage 50 heavy infantry moreso than kill 20 of them, and the routing algorithm pays a lot of attention to who is at partial HP.
Wind Guide and Fire Arrows improve longbowmen significantly. Overall, though, I think your expectations are too high because longbowmen are not so much "amazing" archers as the best archers available. (Well, crossbowmen are better in some cases.) They still have to hit a square with an enemy, and win the dodge check, and do more damage than he has Prot, in order to do even 1 point of HP damage. Generally that's less damage per longbowman than you would get out of a foot soldier with a mace or something--although longbowmen also scale better.
-Max
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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January 2nd, 2009, 10:12 PM
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Re: First Post: Introduction and Request For Help Getting Up To Speed
Thanks for pointing out that the dom3_db documents item slots in AllUnits. I had looked in Pretender Summary, which did not have the info.
Suddenly, some pretenders are looking more interesting, like the Crone with 4 misc slots. Before seeing this, I was not sure why anyone would ever pick the Crone. Anyway, the slots are important to know to plan appropriately. I ended up having to use Empowerment to boost Earth in my current game because my plan was based on using boots to boost Earth on an Arch Druid with no feet slot.
As for archers, I noticed in several battles that they were not having that much of an effect on the battle compared to melee units. When I attacked an independent with 20 barbs and a commander, I paid close attention because I wanted to see the effect of weak armor. My 80 archers only damaged 5 units before they got into melee range, which I thought was pretty poor performance. Once in melee range, they were decimated so quickly I could not tell if the damage was from archery or my melee troops.
Other battles against larger forces (usually armored), even at close range the archers seem far less of a factor than my melee troops. Just my initial observations as a newbie.
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January 2nd, 2009, 10:05 AM
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Re: First Post: Introduction and Request For Help Getting Up To Speed
The Dom3 DB error you get with Excel is because the file was saved to Excel format in Open Office. If you open it with Excel, you get the error. Once you save the file in Excel, the error goes away permanently.
As far as the jaguar pretender, that's the alternate, shapechanged form of the Smoking Mirror pretender that EA and LA Mictlan have available. There is no purely jaguar pretender available for any nation.
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January 2nd, 2009, 11:19 AM
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Re: First Post: Introduction and Request For Help Getting Up To Speed
Edi's DB has all unit slots documented in the 'All Units' tab. Pretender IDs are in the 'Pretender Summary' tab.
1. It takes a while for afflictions to heal, even using the Chalice. There's nothing else you need to do with the Chalice other than have someone in the province wield it. Casting Gift of Health in addition will speed up old age affliction removal.
2. Have some high-defense shield-wielding units stop the advance of the barbarians and let the archers shoot the barbarians for a few more rounds.
3. In general, no. The Sword of Aurgelmer gives luck to all your troops. Underwater, the Wave Breaker trident improves stats. The Sword of Injustice improves MR for Ermor.
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January 2nd, 2009, 11:45 AM
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Re: First Post: Introduction and Request For Help Getting Up To Speed
Are your archers getting a clear view of the enemy? If your eyesight were down to their level would you be looking at the back of your infantry? Using the formats screen to set the archers off to the side seems to help, and it helps in avoiding friendly fire. But dont put them up equal to your frontline or they draw too much attention.
As to playing the AI prior to MP, be sure to try all the nations abit. They each have pros and cons. Most of them will seem weak if their advantages dont match things you would make use of. Finding the nation which best matches your playing style will make a difference in MP games.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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