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  #1  
Old January 4th, 2013, 01:35 PM

Tiavals Tiavals is offline
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Default Re: Middle Age Crisis ,CBM1.94+Assimilation mod 1.1 6/8 Players Remaining

I don't mind what the interval is, long or short, both is good.
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  #2  
Old January 4th, 2013, 10:59 PM

Hereward Hereward is offline
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Default Re: Middle Age Crisis ,CBM1.94+Assimilation mod 1.1 6/8 Players Remaining

Ok so you are going to put the timer to 48 or 60 now or after you've finished moving kitty?
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  #3  
Old January 6th, 2013, 10:57 AM

Minor Kitty Minor Kitty is offline
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Default Re: Middle Age Crisis ,CBM1.94+Assimilation mod 1.1 6/8 Players Remaining

ABSOLUTELY, I just got back and due to some nice polite Natives and their railraod block for Idle no More I'm late 8 hours. I need to get stuff like food and textbooks so I'll delay until tonight
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  #4  
Old January 6th, 2013, 08:03 PM

Sluagh Sluagh is offline
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Default Re: Middle Age Crisis ,CBM1.94+Assimilation mod 1.1 6/8 Players Remaining

Hehehe, it's for the greater good.
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  #5  
Old January 7th, 2013, 08:13 PM

krpeters krpeters is offline
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Default Re: Middle Age Crisis ,CBM1.94+Assimilation mod 1.1 6/8 Players Remaining

Did I miss something? I thought this was a newbie game...
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  #6  
Old January 7th, 2013, 11:45 PM

Tiavals Tiavals is offline
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Default Re: Middle Age Crisis ,CBM1.94+Assimilation mod 1.1 6/8 Players Remaining

Quote:
Originally Posted by krpeters View Post
Did I miss something? I thought this was a newbie game...
???
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  #7  
Old January 10th, 2013, 08:28 AM

krpeters krpeters is offline
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Default Re: Middle Age Crisis ,CBM1.94+Assimilation mod 1.1 6/8 Players Remaining

Well, after watching one of my major forces getting squished like a bug, I'm feeling a bit outclassed.

I have one or two tricks still up my sleeve, but if they don't work, I think I'll be giving up on Dominions.
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Old January 10th, 2013, 09:28 AM

Hereward Hereward is offline
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Default Re: Middle Age Crisis ,CBM1.94+Assimilation mod 1.1 6/8 Players Remaining

One thing I noticed peters is that you didn't have any mage support in our main battle, and i'm guessing you didn't have many mages in the battle against tiavals due to the sea element. Army strength could be considered 1/3rd troops, 1/3rd thugs and SCs and 1/3rd mages, roughly, and if you are lacking this 3rd element then it's pretty likely you will lose...
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Old January 10th, 2013, 09:46 AM

Hereward Hereward is offline
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Default Re: Middle Age Crisis ,CBM1.94+Assimilation mod 1.1 6/8 Players Remaining

Also one of bandar's main strengths is the mobility of its top tier mages, who can teleport around and so join a battle all the way across the map in 1 or 2 turns from the capital.

As for the newbie element of this game, players who haven't played many mp games could still be way higher in ability than other 'new' players because of the strange learning curve of this game and the almost infinite different strategies you can employ. Although many of the players, especially agartha and ermor and me, and ulm before he left, are very competent in decisions and compositions, they still seem to me to be many levels below the upper tier of players - I have been playing one other game, my second, where there were some upper-tier players, and I was facing many SCs in the 30-40 turn period, and facing such strategies as small stealthy forces attacking many of my provinces each turn which I could hardly defend against. This game in comparison is much easier and 'standard' in that it consists of large areas which are very defendable through a few choke points, which encourages more standard large army vs large army play.
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  #10  
Old January 10th, 2013, 08:45 PM

Tiavals Tiavals is offline
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Default Re: Middle Age Crisis ,CBM1.94+Assimilation mod 1.1 6/8 Players Remaining

Well, the cutting line was "less than 10 MP games played." and when I joined the game, that was true. By now, I have played over 10, and my learning curve has been exponential(which is normal for dominions).

The reason why your armies did so little is because I am so far ahead in research and the battle was underwater. To go to the mechanics, it was because of fatigue. Since your guys aren't natural ambhibians, they were at 7 encumberance underwater. This is extremely bad for units with high defence like your white ones, since each 10 fatigue lowers defence by 1. Practically each 3 combat rounds remove their defence by 2 and attack by 1. But what is more, I cast Curse of Stones, which increases fatigue on a unit, making it even more terrible for your guys to fight. And finally, I cast School of Sharks and Army of Gold and Lead. The sharks are useless normally, but with the Army of Gold spell, their protection increases by a massive amount. What this means, is that your white ones have to hack away at them for a longer time(and underwater it means more fatigue). By the time my naturally ambhibian agarthans arrived to the battle, your guys were severely tired, and with each round, they became even more tired(since my protection is immense, so while my guys are terrible at fighting, they can remain in the combat for a long time without being killed, which means more fatigue for your guys). Not to mention my powerful battle mages(earth magic 5 for many) cast Magma Eruption, which practically killed everyone in it's path, and my Pretender cast Prison of Sedna, which freezes a full 10 squares of white ones(they can't act, and they take more fatigue).
And as the final point, I had Sword of Aurgelmer on a guy, meaning all of my guys were under the effects of the Luck spell(50% of all damage sources are cancelled.)
Overall, you had just 2 battle mages(siddhas, with 2 air and 3 astral magic levels, both of which are some of the worst for underwater battles(except for high level unit boosting spells), while I had at least 6, among which were my pretender(fire 6, water 5, earth 5 or something), an agarthan with earth 4, one with earth 5, and one with water 5. I also had two great krakens, who, while being not so great as spell casters, are unstoppable underwater in combat unless countered with heroes specifically designed to kill them.


Overall, it was a battle of attrition due to my high level spells and liberal gem use.

Had it been not underwater, but over water, it would have been different since: a) I couldn't use my great krakens, b) couldn't cast the shark spell, c) your fatigue and defence situations would have been massively better since you wouldn't have had the underwater penalty, d) I couldn't have cast prison of sedna.

For the smaller battle, I had 3 poison golems with expensive gear and area kill weapons. It's no wonder why they won, since they're worth at least 100 gems each and you had no way to counter it.

This late in the game, mundane armies aren't that useful as killers. They're more useful as targets for mages and slowing enemy SCs down. With research and item use at such a high level, mundane troops lose much of their power. At least until you reach the research I have, since I can cast Weapons of Sharpness(halves protection) and Army of Gold/Lead(upps protection by a massive amount). Other spells exist, like Fog Warriors which are super good.

With the resources you had, you couldn't have done much differently, it's true. Your mages and troops were ill suited for an underwater battle against my naturally underwater guys and powerful mages.

I am by no means a great player, this is the first game ever I'm on a position where I might actually win. And that's due to great luck in the beginning. Playing against actually great players is a horrible experience, where they send out Bane Lords with flying boots and the like by turn 20, and you can do little except weep as your troops get killed as they hop from province to province while avoiding your mages who might stand a chance against it.


I hope this helps your morale, you haven't been steamrolled yet, I have barely touched your provinces. If you coordinate your attacks with Abysia properly, you should be able to counter my advance, and it would be wise to recruit allies against me.

The point is, choose your battles where you know you are going to win, and don't fight against a large enemy army without first knowing what sorts of units and tactics they use, unless you have a great advantage due to some factors, like I did.


As for your problems with mages in the beginning, use a lot of worthless troops(like markatas). The enemy mages will cast their spells on them and soon they will be without fatigue and can't cast anything. Then your better troops that were behind the monkeys will attack them. Using expensive units like White Ones against mages is generally a bad idea(especially unsupported), since they don't have much ranged or magic defence. Their advantage is melee combat


And there are indeed huge differences in beginner players. It was stipulated that one should have played less than 10 games. Yet, the difference between 1 and 9 games is huge, since you learn a massive amount playing against humans rather than the AI. I have also been studying how the game works by checking http://dom3.servegame.com/wiki/Main_Page and http://dom3-mod-inspector.googlecode...?mod=CB1.94.dm

Knowledge is power.
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