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November 11th, 2008, 05:11 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: New Nation: Dragons, Magic Incarnate UPDATE
will try to remember that for next time.. I'll be able to do an update in the weekend, probably not sooner though, quite busy with stuff.
Nice to hear you like the mod btw, will certainly make me put more effort in getting the balance better.
I'd like to thank all of you for your help so far and hope you will continue it till we get it right 
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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November 12th, 2008, 05:11 PM
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First Lieutenant
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Re: New Nation: Dragons, Magic Incarnate UPDATE
Results of the previously mentioned game:
One turn of recruits usually doesn't take losses against an indie province.
This time I got an initial starting position nowhere near as good for rapid expansion but I had 27 provinces at year's end, anyway despite being at war.
Pangea fell in year 2.
Year 3 saw C'tis and Man gone.
Year 4 was the end of Gath.
Year 5 and Caelum and Utgard were no more.
In Year 6, Patala and T'ien Ch'i meet their doom. They would have fallen in 5 except I had to get rid of their toehold in the water.
I had to spend a fair amount of time repositioning, it was year 8 before Ulm was no more.
At this point I was at peace and used the time to fix a very bad supply situation and get some globals up.
Returning to war, year 10 saw the end of Pythium and Arco.
All that's left is Atlantis and I see no point in bothering. I'm way ahead on dominion (although probably half of the map doesn't have a single candle from anyone) and have Gift of Health, Gift of Nature's Bounty, Wrath of God and Strands of Arcane Power up. All have at least 100 extra gems, they aren't coming down. I could finish it reasonably quickly with Thestis' Blessing.
I used no combat spells, forged no items beyond food & rings. All those globals are from a well-boosted seraph, not the dragons. (And the seraph originally came from my oracle pretender.) The only spells cast by any dragon are site-searching and GORing the Seraph.
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November 14th, 2008, 06:47 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: New Nation: Dragons, Magic Incarnate UPDATE
OK I get it.. this weekend I'll nerve the 2 combat recruit  etc etc
summoning a seraph is a crime IMHO when playing this nation.. enough very good summon in there dammit 
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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November 14th, 2008, 06:19 PM
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First Lieutenant
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Join Date: Nov 2006
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Re: New Nation: Dragons, Magic Incarnate UPDATE
Quote:
Originally Posted by Aezeal
OK I get it.. this weekend I'll nerve the 2 combat recruit  etc etc
summoning a seraph is a crime IMHO when playing this nation.. enough very good summon in there dammit 
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When I tried to summon that good astral one the game died, remember?
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November 14th, 2008, 10:03 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: New Nation: Dragons, Magic Incarnate UPDATE
there are others though
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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November 15th, 2008, 02:42 AM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
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Re: New Nation: Dragons, Magic Incarnate UPDATE
Quote:
Originally Posted by Aezeal
there are others though
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Somehow I was expecting to hear something more along the lines of, "But I fixed it". 
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November 15th, 2008, 04:50 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: New Nation: Dragons, Magic Incarnate UPDATE
will be but I'm having time problems here, seems my gf's mother became 50 this weekend... so needed to have dinner somewhere with them and tomorrow the rest of the family is coming there...
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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November 16th, 2008, 06:57 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
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Thanked 8 Times in 8 Posts
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Re: New Nation: Dragons, Magic Incarnate UPDATE
More observations:
I just whipped a batch of Impossible AI's. (Dominions 3.21)
Again, magic hardly played a role. I've changed my thoughts on their spellcasting: I would reduce their casting and I would get rid of the "Magic Incarnate" in their description. They don't need the magic, they are physically strong, why should they have good magic?
One turn of production, no bless will defeat almost any indie province. Not even Hinnom can do that.
Running up the difficulty level doesn't seem to make much difference to how this race does--it simply marches over anything even at impossible. Units rarely die no matter what you do, if you're overmatched you generally rout but get back almost everything unless you get cut off.
This game lasted only until the summer of 09. Knowing R'yleh was out there I built a lot of temples from the start. There were a dozen Impossible AI's, I got the same bad start I did last game. I managed to completely (except for water) surround Man and separately surround Abysia. Of course they reacted with war and were quickly annihlated. By the time I had disposed of those who declared war on me I had half the map. At that point I started munching on neighbors.
The nerf they did to R'yleh really hurt the AI--he barely got out of the lower lake of the left water (Glory of the Gods) and got chased back there by Mictlan! While I was smashing the empires in the NW Mictlan got dominion-killed by everyone else--when Mictlan popped I had 10 candles in every R'yleh province but he persisted for another 6 months! At this point I was steamrollering over Gath (the last land empire) and when I was done there were two empires that had escaped to the water and Gath held dominion over most of the NW lake.
I started forging boosters for Thestis' blessing but it turned out to be moot--I cast it and the game ended on dominion.
The only race I ever passed in research was R'yleh and remember they were confined to the southern lake--they never were remotely competitive.
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November 24th, 2008, 09:56 PM
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First Lieutenant
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Join Date: Nov 2006
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Re: New Nation: Dragons, Magic Incarnate V1.00
Tried the revision. Two games vs 12 impossible AI's.
#1: I was trapped behind Ermor. Even the old version of the race died in this situation, it simply can't cope with Ermor early on. Your troops get scared off.
#2: It expanded very fast but nowhere near as fast as before. Good strike groups need 2-3 months of recruits. Of course, the AI's strength calculation messes up and everyone thought I was easy pickings. I had conquered most of Tian Chi's space but one powerful army remained, Man wasn't much of a threat anymore, Gath wasn't after my core lands yet but then Atlantis stormed ashore over a wide front with huge armies. The situation was hopeless.
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November 25th, 2008, 09:34 AM
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General
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Join Date: Oct 2007
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Re: New Nation: Dragons, Magic Incarnate V1.00
Hmm, the vine dragon seems to have an issue. It shows a black background behind it and pink below it, at least when you're looking at it in the strategic view... I haven't seen it in battle yet. Might the sprite be bigger than it's supposed to be? The black background covers up part of the name and other commanders grouped near it.
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