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October 3rd, 2005, 04:23 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Re: Ermor Themes
Quote:
ioticus said:
I hope Dominions 3 tones down the power of undead themes because at present I think they are overpowered.
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I partly disagree... every nation should have one theme which is extremely powerful for the purpose of new players not getting killed on turn_10 during multiplayer games. Heck if I play 10 games during a month and my brother only plays one game I'm going to want him to have a more powerful theme available so I don't slaughter him every game.
Also hopefully computer opponents will be more challenging and be supplied with better AI in DOM_3. It's sad watching them not cast the more effective spells like the elemental royalties, flames from the sky, ghost riders, etc. Also it's sad watching them lose battles because they starved their armies.
__________________
There can be only one.
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October 3rd, 2005, 05:15 PM
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Sergeant
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Join Date: May 2004
Posts: 338
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Re: Ermor Themes
Carrion woods is not that strong.
Soul gate also gets lots of stealthy units, so mass stealth attacks are possible.
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October 3rd, 2005, 06:07 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
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Re: Ermor Themes
and having nations overpowered is good to give newbies advantages but what about when experienced players start using them??
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October 3rd, 2005, 06:53 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Ermor Themes
I agree with shovah. As Gandalf Parker says, the nations aren't balanced against other nations. They are balanced to be weaker and stronger against spesific nations/tactics. Marignon is made to be *the* anti-undead nation. It should be, but also weaker against something else (high-mr non-undead summons?). Similarly, Ulm should be stronger against some nations, weak against others (like Ermor themes). Playing Man against Soul Gate should always be hard, because Soul Gate's powers work well against Man (human units -> no exceptional magic resistance, fear works), although Man still has some options (lots of monks, vinemen/ogres to slow down the hordes of undead, Maggots).
This balance isn't perfect, yet, and might never be, but the situation was improved from Dom:PPP. Ermor themes now vost some design points, Ulm has some new units (although Sappers and Siege Engineers aren't the best possible units), Marignon wasn't changed. I trust that we will see something similar in DomIII.
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October 4th, 2005, 03:35 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: Ermor Themes
Quote:
Jurri said:
Quote:
Turin said:
Both themes seem to be incredibly strong (if you know how to make money with them) and I doubt anyone could win a 1vs1 vs my SG ermor.
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Quote:
quantum_mechani said:
I don't know, I never considered it much of a problem. If you know you're facing undead, and no other nations, you can adjust your strategy accordingly.
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I smell a match brewing How about you guys face off, save each turn and report to the community your findings; I think there's a distinct lack of a detailed, good guide on how to handle undead. Now, I'm sure an archived game like that would be a concrete tutorial! (Even though my money's on Turin Still, even then you'd see what's the worst that can happen, which is perhaps even more valuable than a step-by-step instruction... So either way it's bound to be interesting!)
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Heh, I'm always open for a 1vs.1 game with anyone.
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October 4th, 2005, 06:20 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
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Re: Ermor Themes
Quote:
NTJedi said:I partly disagree... every nation should have one theme which is extremely powerful for the purpose of new players not getting killed on turn_10 during multiplayer games.
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That is not the purpose of themes! Themes are there for flavour, not balance. However, I do not understand why dominions does not simply allow different pretender design points for different players. Why are you not allowed to give a newbie just 80 extra design points? Of course, you can always leave design points unspent and there are the mods, but an option for accepting an 'easy' pretender design cannot be too difficult to implement...
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October 4th, 2005, 09:32 AM
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Re: Ermor Themes
I'm not one of those who would argue that Ermor is unbeatably strong, but - purely in the interests of science - I'll challenge you quantum_mechani.
I'll take one of the dead Ermor themes, you pick any other nation/theme you like, and we'll see what happens.
Whadaya say?
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October 4th, 2005, 10:00 AM
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Sergeant
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Join Date: Jan 2005
Location: Germany, Leverkusen
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Re: Ermor Themes
I am one of those who thinks that emor(AE) is one or the strongest nation around: The death magic is SO ULTRA strong in nearly every stadium: For example: exelent early, middle and late summons
desintegrate(i have desinterated 2 Water queens in the MP-Game Padadise lost)
Dark Knowledege needs only D1 to cast....
Wraith sword etc.
I am quite sure that you are able to win over any strategy that is not designed ecpecially against emor.
Of course there are quite many tactics against emor, but most are quite useless(never got probs with priest, because i use arch bischops)
Cunclusio finalio: I love emor
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October 4th, 2005, 12:25 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
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Re: Ermor Themes
i love ermor too and just try it in a rich game 15 death gems a turn straight away+well of misery later on (tartarian/ghost rider spam anyone?)
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October 4th, 2005, 01:00 PM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 514
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Re: Ermor Themes
Quote:
Jurri said:
Also, in theory a dude with high attack and a magic weapon should repel the dipossessed spirits to death when they swarm him, right? Could be considered, in case you don't happen to have fireshield available.
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Not just in theory. They drop off like flies. I considered mentioning this, but figured it was covered by that whole "thugs vs ethereal" imperative, unless one favors 0-length weapons. Didn't think the whole morale weakness was worth pointing out, either, simply because SG has so many other, more easily exploited susceptibilities.
Quote:
Alneyan said:
Note that mindless units have no problem sieging a fort: they work just as well as anyone else here. Mindless units do work poorly when defending forts.
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Quote:
Jurri said:
Ashen seems better even in fort defense. And of course they crack forts like heads, being both numerous and strong.
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My mistake and point taken, respectively.
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