.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 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #21  
Old May 31st, 2005, 04:03 PM
Bummer_Duck's Avatar

Bummer_Duck Bummer_Duck is offline
Corporal
 
Join Date: Jan 2005
Location: MN
Posts: 55
Thanks: 0
Thanked 0 Times in 0 Posts
Bummer_Duck is on a distinguished road
Default Re: More Tien Chi !

Quote:
Endoperez said:
Which magic would suit them better, in your opinion? If I did a small mod, what should I change? Celestial Master to FAEWW? with no Astral, cabable of casting (automatically) Magma Bolts, Iron/Steel skin, cabable of getting E2 -> Earth Boots -> Dwarven Hammer?

That wouldn't be bad... With a master/slave items and Earth boots, you could at least cast Blade wind. However, I'm not sure how valuable this would be for early expansion. The real issue I have is with SA. I love the concept of diversified mages and early gem income, but if you can't take any provinces you lose badly. I Can't figure out a good way to expand with the national troops SA gets. It was either poorly thought out, or I am doing something wrong. I think SA should have Cheap Crossbowman, or Longbowman.

Maybe some could suggest a different strategy? So far, I have been unable to expand very fast. I can't afford enough HI, even though the guide by Zen says you should buy a couple a turn. I have better luck with archers combined with a combat pretender attacking after turn 5 (researhing to Alt 3). I have been using a Jade Emp, that casts Quickness, Ethereal, Mistform, and Luck (Astral Shield and Astral weapon later on). However, without at least 30 Archers, the pretender seems to die... Running against HI/HC is pure suicide, as the archers do nothing other than die badly along side the Pretender. So, if this nation starts in a rich neighborhood, I lose every time. Wah!

Quote:

He would lose his Magic Duel suspectibility, but also the option of casting Power of the Spheres. What about making Master of the Way to S? instead of W?, giving Tien Chi lots of low-Astral fodder to use as Magic Duel bait and as communion slaves, instead?

Now that is a truly good idea!

I have never tried it, but can you give a Crystal Matrix thing to one mage, and cast Communion Slave on the others? Can you mix and match the various communion/slave items and spells? How about the blood variety?

Quote:

Of course, I would change the starting spells too.
Maybe something useful for taking provinces?
Reply With Quote
  #22  
Old May 31st, 2005, 07:34 PM

Ironhawk Ironhawk is offline
General
 
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
Ironhawk is on a distinguished road
Default Re: More Tien Chi !

One tactic I had some fun with as TC was with Wands of Acid or whatever they are called. You get one of your Celestial Masters, give him a hammer and just bang them out. Then you recruit Masters of the Way and hand them a wand when they walk out of the recruitment office. Script them to quickness/acidboltx5.

On a side note aboug TC magic, I usually go straight up Evoc. Acid Bolt/Acid Rain are a little lower level than thier counterparts and just as (and sometimes more) effective.
Reply With Quote
  #23  
Old June 1st, 2005, 11:44 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default [long post] Lots more Tien Chi!

Quote:
Bummer_Duck said:
Quote:
Endoperez said:
Quote:
Celestial Master to FAEWW? with no Astral

That wouldn't be bad... With a master/slave items and Earth boots, you could at least cast Blade wind. However, I'm not sure how valuable this would be for early expansion. The real issue I have is with SA. I love the concept of diversified mages and early gem income, but if you can't take any provinces you lose badly. I Can't figure out a good way to expand with the national troops SA gets. It was either poorly thought out, or I am doing something wrong. I think SA should have Cheap Crossbowman, or Longbowman.

Okay, I think I can change Tien Chi units around so that one of those shared by both base and S&A will be the cheap crossbow, and S&A loses access to different unit. I can probably do it without affecting Barbarian Kings, but I don't think that would a big problem with a mod anyway.



Quote:
Quote:

What about making Master of the Way to S? instead of W?, giving Tien Chi lots of low-Astral fodder to use as Magic Duel bait and as communion slaves, instead?

Now that is a truly good idea!

I have never tried it, but can you give a Crystal Matrix thing to one mage, and cast Communion Slave on the others? Can you mix and match the various communion/slave items and spells? How about the blood variety?
As I understand, all of them work with each other.
I will probably do this or change/give them sorcery random.


Quote:
Quote:

Of course, I would change the starting spells too.
Maybe something useful for taking provinces?
I meant the summoning spells. Currently they need Astral, which is the Celestial magic even though no one in Tien Chi seems to be very good in its use.

Besides, before I finish my dream project, it won't be possible to add starting spells without removing it from the research list.

I am thinking of giving the Master of the Way $ (sorcery random) instead of sraight S. If I incorporated the changes of Sabbath Mod(Sabbath Master/Slave fatique cost down, so no slave needed) or if this mod was to be used with one of the mods changing that (mainly Zen's spell mod, if it does this), half of the Masters would be communable. I don't think water/sorcery would be very useful, so I would have to change that pick, too. Maybe # and $ randoms (elemental and sorcery, as with S&A Celestial Masters). If I were to go with S? route, Celestial Masters would get better with Astral.

What would be useful, but not overpowering magic for Celestial Masters? I'm thinking of taking away some regular magic of CM and giving them #$ randoms (base) or #$? (S&A). This would give them very nice random power. Is Air important for base Tien Chi, thematically or gameplay-wise? I am thinking of WWEF#$ base (Acid, Magma, Rust, ) and WWAF#$? for S&A (Acid and lots of general power for CM, possibility for Air 3, changing E to A to keep Mot5E only sure Magma Bolters). I would probably calculate the cost following one of the Universal Dominions Unit Pricing Theories the scientific minds threw around here some time ago.

I would like to get this playtested after I put this together. Any #dominions regulars in here? Would you care to Blitz with possibly unbalanced Tien Chi? Should I make a poll out of this to get opinion of more forumites?
Reply With Quote
  #24  
Old June 1st, 2005, 12:03 PM

Zooko Zooko is offline
First Lieutenant
 
Join Date: Sep 2004
Posts: 666
Thanks: 0
Thanked 0 Times in 0 Posts
Zooko is on a distinguished road
Default Re: [long post] Lots more Tien Chi!

Not to discourage you, but personally I'm perfectly happy with the current T'ien Ch'i. Maybe I'll feel differently after my current multiplayer game comes to an end.
Reply With Quote
  #25  
Old June 1st, 2005, 12:11 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: [long post] Lots more Tien Chi!

I understand that many people are happy with Tien Chi as-is. I am one of those. However, today was my last exam for this spring, and I only have to show up on Friday. I would like to get back to modding/programming business with something easy, and I got carried away by this Tien Chi discussion. Besides, I would like to know what can be done to make Tien Chi more competitive.

If I won't get too much discussion here, I'll put together that poll, and ask some general questions about usefulness of Tien Chi with it.
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 12:52 AM.


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