View Full Version : Can those who have the game now...
Joonie73
November 15th, 2003, 03:17 AM
POST INTERESTING INFO? PLEASE?
Joonie73
November 15th, 2003, 04:22 AM
Darn it! Is everyone already playing?!!!
trebuchet
November 15th, 2003, 07:36 AM
Yes, I think most of us are.
I have mostly been interested in the new Ermor themes, and trying out various things with them. Soul Gate seems very nice to start with - *starting* with ethereal troops is quite the advantage - though at this point I haven't seen any sacred troops. Ashen Empire Ermor, though, with the Knights of the Unholy Citadel and a pretender that is loaded with magic (Ermor has lots of points) may be even better. Though I don't think their base priests have a "Bless" spell, I'm sure that can be worked around http://forum.shrapnelgames.com/images/icons/icon7.gif
trebuchet
November 15th, 2003, 08:58 AM
Thus far, one difficulty with Ermor I've had already that was never a factor in Dom I is a lack of leaders. They still generate undead troops in provinces of their own dominion (in Ashen Empire and Soul Gate), but there are no handy spontaneous Mound Kings to ferry them around.
One improvement is that the Longdead Velites carry, and use, javelins. Javelins in Dom II seem generally improved to me, and this makes Ermor more interesting, tactically, than they were before.
Joonie73
November 15th, 2003, 09:08 AM
I have so many questions but...
What are the nations with level 4 priests other than Pythium?
Also, how deep into the game have you gotten? Is AI competitive even toward end game?
trebuchet
November 15th, 2003, 09:59 AM
Can't answer the first question... with regard to the second question, the AI isn't competetive in the early game. This means that even if it were very good at endgame tactics, it would tend to arrive at the endgame with a significant disadvantage.
In some ways the AI is improved over Dom I. However some of these improvements seem to have been passed by as far as changes to the game. Independent archers, for example, more intelligently target the back ranks where leaders and mages are to be found; on the other hand, missile precision seems to have been downgraded between Dom I and II to where you can no longer hit at the same range.
Saber Cherry
November 15th, 2003, 06:40 PM
Originally posted by Joonie73:
What are the nations with level 4 priests other than Pythium?
<font size="2" face="sans-serif, arial, verdana">Ctis, Marginon, and Abyisa at a minimum, and probably Tien Chi as well.
Taqwus
November 15th, 2003, 07:10 PM
Hmm. How much do Soul Gate and Ashen Empire cost, now that Broken Empire is the default?
trebuchet
November 16th, 2003, 01:20 AM
50 points. You won't really notice the cost when designing an Ermor pretender, however. With all the negative scales you can take, you have plenty of points to spend.
Sammual
November 16th, 2003, 02:26 AM
Any chance I could get a copy of the Item List that shipped with the game? I would be more than happy to show my order from Gamers Front (It has shipped but is not here yet) to prove that yes I did buy the game.
Thanks,
Sammual
Gandalf Parker
November 16th, 2003, 02:43 AM
Thank you for the Origian map or whatever that big one is.
Thank you for making default Pangaea even more of what I thought Pangaea was doing interesting. (bigger better sneak army)
I still miss my Lord of Night but the other new gods are interesting.
Pangaea Longbows (centaurs) dont seem to have an option to fire at the rearmost?
And I know Harpys were toned down as patrollers but then you made speed a patrolling factor. Harpys have a speed of 4 ?!?
Raen
November 16th, 2003, 02:46 AM
What I want to know (while I wait) is:
1) Does it have a sh*tload of maps? Including the European one?
and
2) Is there more music than is in the demo?
Taqwus
November 16th, 2003, 04:04 AM
Originally posted by trebuchet:
50 points. You won't really notice the cost when designing an Ermor pretender, however. With all the negative scales you can take, you have plenty of points to spend. <font size="2" face="sans-serif, arial, verdana">'k. I was wondering about this since, say, Desert Tombs cost *200*. So dead Ermor will still be able to go crazy with magic on the pretender. Cool.
Chris Byler
November 16th, 2003, 04:08 AM
Originally posted by Saber Cherry:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Joonie73:
What are the nations with level 4 priests other than Pythium?
<font size="2" face="sans-serif, arial, verdana">Ctis, Marginon, and Abyisa at a minimum, and probably Tien Chi as well. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Mictlan, too, IIRC (although he can't preach). And they have sabbath access, so on the battlefield they can go above 4 (like Pythium).
Oh, and Atlantis. Don't forget them.
WraithLord
November 16th, 2003, 06:15 PM
Just curious.
How did you get the game so fast?
Is there a way to check the order's status at USPS?
TIA
Teleolurian
November 16th, 2003, 08:42 PM
I got mine Last night via USPS (ordered in September).
Doesn't have a bunch of maps, but there's a very nice small Britain one and a large portion of SP scenarios.
Teleolurian
November 16th, 2003, 08:50 PM
I'm at work now, but it's slow and I'm looking for neat stuff in the manual to post...
The new Full Battlefield Wards (like Warriors of Muspelheim, Warriors of Niefelheim) are Enchantment 8, 100- Fatigue, 1 Gem.
More interesting are the Army of Gold and Army of Lead spells, with 600- and 700- Fatigue costs respectively (6 and 7 gems apiece), which make armies resistant to the appropriate type of damage. These are Earth spells... wonder if they might be feasible for late-game Ulm to make them more effective versus magic?
Joonie73
November 16th, 2003, 08:54 PM
Keep them coming & thanks!
Teleolurian
November 16th, 2003, 09:02 PM
Strands of Arcane Power
Evo 9, Astral 7, Ritual
70 Gems
This mighty enchantment enables the caster to project his mind to many distant places at once, via strands of arcane power. While projected, the caster will only be able to sense and affect magic, but this still makes it possible to search for magic sites and enemy mages. The caster will be able to project himself into all provinces that have a friendly dominion.
[long disclaimer text about mind-dueling everyone in a five mile radius and having worse sitesearching when astrally projected clipped]
Multiple sitesearches!? http://forum.shrapnelgames.com/images/icons/shock.gif Mind you, Evo 9/Astral 7 probably means you've already searched most of the sites around, but this still sounds like a dream come true http://forum.shrapnelgames.com/images/icons/icon7.gif
Sammual
November 16th, 2003, 09:09 PM
Originally posted by Teleolurian:
The new Full Battlefield Wards (like Warriors of Muspelheim, Warriors of Niefelheim) are Enchantment 8, 100- Fatigue, 1 Gem.
<font size="2" face="sans-serif, arial, verdana">What are these?
Sammual
Sammual
November 16th, 2003, 09:12 PM
Originally posted by Teleolurian:
Strands of Arcane Power
Evo 9, Astral 7, Ritual
70 Gems
This mighty enchantment enables the caster to project his mind to many distant places at once, via strands of arcane power. While projected, the caster will only be able to sense and affect magic, but this still makes it possible to search for magic sites and enemy mages. The caster will be able to project himself into all provinces that have a friendly dominion.
[long disclaimer text about mind-dueling everyone in a five mile radius and having worse sitesearching when astrally projected clipped]
Multiple sitesearches!? http://forum.shrapnelgames.com/images/icons/shock.gif Mind you, Evo 9/Astral 7 probably means you've already searched most of the sites around, but this still sounds like a dream come true http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Sweet. Empower up to Astral 10 and you can search all your provinces AND magic-duel enemies in a 5 mile (Province?) radius at the same time.
Sammual
Teleolurian
November 16th, 2003, 09:18 PM
The long disclaimer I edited out:
Magic sites are more elusive when searching by this way and a very powerful mage is required to find those that are well hidden. Mages are usually able to stay hidden from the projected mind if they have a good magic resistance value. If an Astral mage is found, a battle of the minds will ensue. Only one will leave it with their mind intact. Other mages cannot try to retaliate, but neither do they risk losing their sanity in the process. However, they will be subjected to a minor Mind Burn attack if they are found.
Lasts until caster is killed, feebleminded, or dispelled (the enchantment, not the caster).
Sorry. The 5-mile radius thing was just a colloquialism for 'a lot of space'. The in game effects are apparently your entire dominion.
Sammual
November 16th, 2003, 09:39 PM
Originally posted by Teleolurian:
The long disclaimer I edited out:
Magic sites are more elusive when searching by this way and a very powerful mage is required to find those that are well hidden. Mages are usually able to stay hidden from the projected mind if they have a good magic resistance value. If an Astral mage is found, a battle of the minds will ensue. Only one will leave it with their mind intact. Other mages cannot try to retaliate, but neither do they risk losing their sanity in the process. However, they will be subjected to a minor Mind Burn attack if they are found.
Lasts until caster is killed, feebleminded, or dispelled (the enchantment, not the caster).
Sorry. The 5-mile radius thing was just a colloquialism for 'a lot of space'. The in game effects are apparently your entire dominion. <font size="2" face="sans-serif, arial, verdana">Sweet. I can see the people going Astral 9 for Bless, then empower up to 10 and cast this spell. Any mage with Astral in your Dominion gets mind fried.
Sammual - Avoiding Astral.
Teleolurian
November 16th, 2003, 09:45 PM
What are these?
Sammual <font size="2" face="sans-serif, arial, verdana">Enchant 8 full-battlefield wards.
Warriors/Muspelheim: Fire 4, All friendly troops resistant to fire.
Warriors/Niefelheim: Water 4, All friendly troops resistant to ice.
Storm Warriors: Air 4, All friendly troops resistant to lightning.
Daynarr
November 16th, 2003, 09:49 PM
Originally posted by Gandalf Parker:
Pangaea Longbows (centaurs) dont seem to have an option to fire at the rearmost?<font size="2" face="sans-serif, arial, verdana">Only commanders have that option. All standard ranged troops lack "fire rearmost" order.
Sammual
November 16th, 2003, 10:03 PM
Originally posted by Daynarr:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Gandalf Parker:
Pangaea Longbows (centaurs) dont seem to have an option to fire at the rearmost?<font size="2" face="sans-serif, arial, verdana">Only commanders have that option. All standard ranged troops lack "fire rearmost" order. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Fire Archers works like fire rearmost after all the archers are dead.
Sammual
Kristoffer O
November 16th, 2003, 10:47 PM
No, when all archer are dead the AI chooses another target. It might be someone at the back, but it might also be the closest one.
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