.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
  #81  
Old November 13th, 2004, 04:17 PM

Peter Ebbesen Peter Ebbesen is offline
Second Lieutenant
 
Join Date: Jan 2004
Posts: 510
Thanks: 24
Thanked 31 Times in 12 Posts
Peter Ebbesen is on a distinguished road
Default Re: Alexander\'s ever-expanding Tome of Knowledge

Quote:
alexti said:
Oops, Peter Ebbesen's post I was replying to has disappeared... I guess he's realized how I scripted them.

Yes, sorry about that. I wrote a long post, then realised that I was dead wrong under the right circumstances, i.e. slaves placed right in the line of fire. I still think Hydra Skin Armour is a poor choice due to fatigue issues, but that does not invalidate your strategy.

You might want to add to your original post the point about how the slaves get activated and actually fight. Since many people use communion slaves in the rear row, the most common experience is that they do nothing at all no matter how you script them.
__________________
When I said Death before Dishonour, I meant alphabetically.
Reply With Quote
  #82  
Old November 13th, 2004, 07:31 PM

alexti alexti is offline
First Lieutenant
 
Join Date: Dec 2003
Location: Calgary, Canada
Posts: 762
Thanks: 0
Thanked 0 Times in 0 Posts
alexti is on a distinguished road
Default Re: Alexander\'s ever-expanding Tome of Knowledge

Quote:
Peter Ebbesen said:
Quote:
alexti said:
Oops, Peter Ebbesen's post I was replying to has disappeared... I guess he's realized how I scripted them.

Yes, sorry about that. I wrote a long post, then realised that I was dead wrong under the right circumstances, i.e. slaves placed right in the line of fire. I still think Hydra Skin Armour is a poor choice due to fatigue issues, but that does not invalidate your strategy.

Fatigue management needs to be tailored to the custom situation. If the enemy has a lot of living troops fatigue problem doesn't exist due to soul vortex and life-draining weapons. With masters going into melee the usual fatigue issues of communion disappear, so slaves suffer fatigue only from their own spells. There're several ways to deal with situation: have a slave scripted to relief (uncertain after round 5), minimize encumbrance, wear reinvigortion items (rainbow armor is a primary candidate to replace hydra skin),script slaves to 5 spells and attack. It is also possible to ignore the problem. Without masters casting, slaves only need to deal with their own fatigue, which starts to restore after it gets over 100. With Tartarian staying power and multiple aura effects, falling unconcious for few turns may not be a big deal, especially when different slaves use different strategies. And the only reason for hydra skin was to provide regeneration vs non-resistable damage, so if it doesn't work it should not be used.

Quote:
Peter Ebbesen said:
You might want to add to your original post the point about how the slaves get activated and actually fight. Since many people use communion slaves in the rear row, the most common experience is that they do nothing at all no matter how you script them.
Thanks, I've added explanation about that to my original post.

Actually, I think placing communion slaves in the back is impractical in many regular communions as well. Spellcasting slaves can add quite a bit of firepower, so in many situations I'd place them to have enemies within the range of spells I'd like to use.
Reply With Quote
  #83  
Old November 27th, 2004, 02:41 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: Alexander\'s ever-expanding Tome of Knowledge

Regarding "we walk in shadows": I don't understand the point of putting three Groups of two units each in the square directly in front of the mage. Why not instead do the thing that you want done: a squad of two units in the same square as the mage, a squad of three units in the square in front of the mage, and a squad of three units in the square south of the mage?

Or for that matter, why not just make a squad of 8 units and put it right on top of the mage?
Reply With Quote
  #84  
Old November 28th, 2004, 07:34 AM

Wendigo Wendigo is offline
Sergeant
 
Join Date: Sep 2003
Posts: 289
Thanks: 0
Thanked 0 Times in 0 Posts
Wendigo is on a distinguished road
Default Re: Alexander\'s ever-expanding Tome of Knowledge

Quote:
Zooko said:
Regarding "we walk in shadows": I don't understand the point of putting three Groups of two units each in the square directly in front of the mage. Why not instead do the thing that you want done: a squad of two units in the same square as the mage, a squad of three units in the square in front of the mage, and a squad of three units in the square south of the mage?

Or for that matter, why not just make a squad of 8 units and put it right on top of the mage?

Both your suggestion & Pocus are valid, yet for different targets.

Body ethereal is area 1 (1 square), thus you can etherealize Groups of 3x size2 infantry as you suggest, or Groups of 2x size3 horse, such as knights.

A different issue is whether to group everybody together or use small Groups. Both options have advantages & disadvantages (higher morale for a big group, but also higher loses & when you fail a check everybody is gone, which might result in an army rout).
One further reason in favour of using small Groups as Pocus suggests is that you have more control over battlefield placement (which is important to get everybody etherealized), when you stick a bunch of leaders in the same place as a unit (say, 3 mages & 24 troopers) they do not always end in the exact center, and if they are not well placed some of the soldiers might be out of range. Using multiple small units increases the micromanagement exponentially however.
Reply With Quote
  #85  
Old November 28th, 2004, 08:52 AM
Nagot Gick Fel's Avatar

Nagot Gick Fel Nagot Gick Fel is offline
Major
 
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
Nagot Gick Fel is on a distinguished road
Default Re: Alexander\'s ever-expanding Tome of Knowledge

Quote:
Wendigo said:
when you stick a bunch of leaders in the same place as a unit (say, 3 mages & 24 troopers) they do not always end in the exact center
True, the trick is not dumping the leaders on the same square. Try this:

Code:


+-------------------+
| +---+ |
| | | |
| +---+ |
| +---+ |
| | | |
| +---+ |
| +---+ |
| | | |
| +---+ |
+-------------------+




Big square = 24 Inf squad
Small squares = 1 etherealizer each

Always worked for me so far.

[Edit: for this to work, each leader must be at least 1 tile away from the battlefield edges]
__________________
God does not play dice, He plays Dominions Albert von Ulm
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 06:38 AM.


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