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August 1st, 2004, 08:34 PM
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Lieutenant General
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Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
why do you need more than one? murdering winter could devastate your clamhoarders, unless they are cold immune. as well, its difficult to have a mass of scouts underwater, who should be your second line of defense against arrows and the like.
however, it is substantially weakened by them being in a castle, which means you'ld want to cast "living castle", which is somewhat difficult however.
and then still put up domes.
[ August 01, 2004, 19:35: Message edited by: archaeolept ]
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August 1st, 2004, 09:12 PM
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Lieutenant General
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Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
Quote:
Originally posted by archaeolept:
why do you need more than one? murdering winter could devastate your clamhoarders, unless they are cold immune. as well, its difficult to have a mass of scouts underwater, who should be your second line of defense against arrows and the like.
however, it is substantially weakened by them being in a castle, which means you'ld want to cast "living castle", which is somewhat difficult however.
and then still put up domes.
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you could as caelum use high seraphs underwater .
the castle in mp you could achieve by trading with ryleh . i think if you are not at war in exchange for a good overland province ryhleh will accept this
then equip the high seraphs with a robe of missile protection this should make seeking arrows not too cost effective and is cheap .
it is a bizzarre strat hehe but at least possible i think
archaeolept can you finally say how armaggedon works ? can more then 1 armaggedon be wished for in 1 turn ?
is there still a damage throw involved in armaggedon damage or does it chose randomly the targets and they always die ?
i mean do very strong leaders like arch demons survive 1-2 armaggedons or not ?
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August 1st, 2004, 09:22 PM
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Lieutenant General
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Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
and a small additional thought :
if immortals like wraith lords get killed in own dominion by e.g. flames from the sky do they revive in the capitol then too ?
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August 1st, 2004, 10:39 PM
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Corporal
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Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
I have found Murdering Winter to be amazingly underwhelming. In a recent game, I've cast it 3 times on an army of 170+. Each time I kill less than 10 units for 30 water gemes each cast.
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August 1st, 2004, 11:36 PM
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General
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Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
Damage from murdering winter depends on the cold-scale of the targeted province.
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August 2nd, 2004, 11:18 PM
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Lieutenant General
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Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
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August 2nd, 2004, 11:22 PM
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Major General
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Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
Quote:
Originally posted by Boron:
if immortals like wraith lords get killed in own dominion by e.g. flames from the sky do they revive in the capitol then too ?
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Yes, they do. An immortal that dies in its own dominion always respawns in the capitol, unless the capitol is not habitable, such as being underwater for a non-amphibious immortal, or entirely occupied by the enemy. This results in a very funny message when an immortal wishes for "Death".
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August 5th, 2004, 08:43 PM
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Corporal
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Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
Hi,
So I haven't seen the one thing I really want to know about domes in this thread. The question of how much extra time do extra gems invested in a dome give? The answer was +1 turn per gem.
However when the spell description says that the dom Lasts for a short time (or whatever)....how long is that base duration? 1 turn? 5 turns? 10 turns? random 1D6 (oe)?
Thanks!
John
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August 5th, 2004, 09:11 PM
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Lieutenant General
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Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
Quote:
Originally posted by JJ_Colorado:
Hi,
So I haven't seen the one thing I really want to know about domes in this thread. The question of how much extra time do extra gems invested in a dome give? The answer was +1 turn per gem.
However when the spell description says that the dom Lasts for a short time (or whatever)....how long is that base duration? 1 turn? 5 turns? 10 turns? random 1D6 (oe)?
Thanks!
John
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i asked that too but nobody answered yet
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