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  #51  
Old April 26th, 2004, 09:53 PM

love crime love crime is offline
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Default Re: National troops and mages vs SC and High Magics

Personally, I think the strength of SCs, summons and high magic in general are exactly fitting with the theme of Dominions 2: achieving godhood. Although it shares aspects of it, Dom2 is not a historical combat simulator. If it allows for godlike beings to take the field and slaughter 1000s of mere mortals, well, that's because the game centers around godlike beings.

Like other people said, if you want to play it as more of an army simulation, find people who want to play it that way with you, and use the settings that make the game play that way. As far as radically changing the default behaviour of the game: well, that would be a whole different game you are wanting to play.
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  #52  
Old April 26th, 2004, 10:02 PM
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Graeme Dice Graeme Dice is offline
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Default Re: National troops and mages vs SC and High Magics

Quote:
Originally posted by Nagot Gick Fel:
That may be true, but 5 Volvur - or similar mages - scripted (Stellar Cascades)x2 (Solar Rays)x3 will take care of any VQ without worrying about this issue.
They will take care of any normal VQ, but I've seen one that's had several thousand pearls dumped into it. One that had 250 hitpoints thanks to a wish for power and from being in a province with a dominion strength of 10 with gift of health active.
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  #53  
Old April 26th, 2004, 11:49 PM

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Default Re: National troops and mages vs SC and High Magics

I'd like new buildings such blacksmith (perhaps building only where you find a mine -not so- magic site) or other buildings to improve a little your armies recruited there.

Mithril, Adamantium and other materials, found in mines could be nice.

Add sites for army training ... ie Academy of War gives all the troops recruited there some experience. If you want to add more enhancment to this, you can order to a commander Train ... and troops recruited there have starting experience = TrainerExp/X - where X is a variable -.

I'd heavily improve too the stats of National Heroes, and giving them all the prophet bonus in stat for friendly domain. (not the conVersion rate however) ...

I proposed scales for military, but this is another good way.
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  #54  
Old April 26th, 2004, 11:59 PM
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Default Re: National troops and mages vs SC and High Magics

Quote:
Originally posted by Graeme Dice:
quote:
Originally posted by Nagot Gick Fel:
That may be true, but 5 Volvur - or similar mages - scripted (Stellar Cascades)x2 (Solar Rays)x3 will take care of any VQ without worrying about this issue.
They will take care of any normal VQ, but I've seen one that's had several thousand pearls dumped into it. One that had 250 hitpoints thanks to a wish for power and from being in a province with a dominion strength of 10 with gift of health active.
LOL - I never play games that go that far. Well, if she's in her own dominion, there's little point in killing her anyway - unless you want her gear, in that case you could TP in with a dozen mages, a couple "decoy" items like Lifelong Protections (on different mages), maybe a SoS. Get her down to 200 fatigue with 1 round with Cascades, finish her with 48 Solar Rays (or 47 + 1 VoR if you want everyone back home). A Totem Shield would also come in handy here, if she's not cursed already.

OFC it's hard to do unless you're R'lyeh, Arco or one of the other astral nations. Or if she's with troops of her own.
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  #55  
Old April 27th, 2004, 12:09 AM
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Default Re: National troops and mages vs SC and High Magics

Quote:
Originally posted by Nagot Gick Fel:
LOL - I never play games that go that far.
Well, that was actually only around turn 60 on the Karan map with 50% magical sites.
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  #56  
Old April 27th, 2004, 01:36 AM

Norfleet Norfleet is offline
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Default Re: National troops and mages vs SC and High Magics

Quote:
Originally posted by Graeme Dice:
Well, that was actually only around turn 60 on the Karan map with 50% magical sites.
It helps when you're a blood nation and otherwise have nothing constructive to do with any of your gems you've found...and rule half the map.

[ April 27, 2004, 00:37: Message edited by: Norfleet ]
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  #57  
Old April 27th, 2004, 05:56 AM

HotNifeThruButr HotNifeThruButr is offline
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Default Re: National troops and mages vs SC and High Magics

Quote:
Originally posted by johan osterman:
Hotknife: Dominions 2 doesnt have extensive province/city upgrade features, this is intentional. Adding the sort of buildings and upgrade paths you suggest would take dominions down a road that have been consciously avoided, so it is unlikely that it will ever appear in any possible future inststallment expansion or patch.

As for avoiding of super combatants, play with rich, slow research, low site frequency and agree to not pick blood nations, use a smaller map. And with curse and a few choice items or spells, most supercombatants can be countered, obviously it costs a bit but it should, since most supercombatants represent a significant investment in gems and research effort.
Why should it be left out of the game? If the magical facet of the game improves, why can't the mundane?

BTW, with technology, I'm not talking about Mictlan with guns and lasers, I'm talking about a simple tech tree.
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  #58  
Old April 27th, 2004, 07:10 AM
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Default Re: National troops and mages vs SC and High Magics

WoW after reading all these Posts I came to one conclusion...for every crazy strategy there probably is some counter. Lets be honest that is what is great about Dominion II, the pure depth of it allows all sorts of possible counters. A good example is the issue with VQ's, even though I grumble and complain about it possibly being overpowered I find myself late at night playing SP versus VQ's to try to find a counter. Currently I am trying out a multi armed Natahara with ranged weapons (you can actually set them to aim at only large monsters ..SC)and I am have a great time trying to figure out a counter. Is this not what makes Dominions II GREAT???

Commander of Operation "Take the VQ ***** Down"

[ April 27, 2004, 06:11: Message edited by: Pirateiam ]
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  #59  
Old April 27th, 2004, 07:24 AM

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Default Re: National troops and mages vs SC and High Magics

Quote:
Originally posted by HotNifeThruButr:
quote:
Originally posted by johan osterman:
Hotknife: Dominions 2 doesnt have extensive province/city upgrade features, this is intentional. Adding the sort of buildings and upgrade paths you suggest would take dominions down a road that have been consciously avoided, so it is unlikely that it will ever appear in any possible future inststallment expansion or patch.

As for avoiding of super combatants, play with rich, slow research, low site frequency and agree to not pick blood nations, use a smaller map. And with curse and a few choice items or spells, most supercombatants can be countered, obviously it costs a bit but it should, since most supercombatants represent a significant investment in gems and research effort.
Why should it be left out of the game? If the magical facet of the game improves, why can't the mundane?

It wouldn't improve the game. It would make it overly complex.
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  #60  
Old April 27th, 2004, 09:28 AM
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Default Re: National troops and mages vs SC and High Magics

Quote:
Originally posted by Graeme Dice:
quote:
Originally posted by Nagot Gick Fel:
LOL - I never play games that go that far.
Well, that was actually only around turn 60 on the Karan map with 50% magical sites.
Seems like a long game in my book. I'd say about 3 out of 4 MP games I played (Dom 1 & 2) had a winner before turn 60 - although most would have Lasted longer if played to the bitter end, but usually people prefer to agree on a winner or winning team and move to the next game when the outcome is clear.

BTW, the shortest MP game I've ever played Lasted only 13 turns. (The Coven scenario in Dom 1 - bleh, I've grown a strong dislike for games with victory provinces because of that).
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