View Full Version : EA Oceania - Knight of the deep too good?
konming
December 8th, 2007, 04:14 AM
How do you fight EA Oceania as the other two underwater nations - Atlantis and R'lyeh?
With W9S9 bless, it seems those knights of the deep is just unbeatable.
I have seen EA R'lyeh throwing 500+ troops including over 100 mind blasters against less than 100 KotDs. Those 500+ troops managed to kill less than 20 KotDs. Even 20 KotDs easily defeated an ancient kraken combat SC.
Being Atlantis, there is no better luck either. No troop in their arsenal can touch (literally) those knights.
KotD is only 85 gold, recruits everywhere, and easily blessed with bishop fishes, and kills any and everything twice, three times, or five time the cost.
Summons? Low level summons are no good at all. Even level 9 abominations get killed easily. Attack spell? There seem to be no good attack spells underwater, against W9S9 KotDs anyway.
So how do you combat EA oceanias and their nicely blessed KotDs?
Jazzepi
December 8th, 2007, 04:17 AM
Are they aquatic only? If so, then combating a good bless for them is probably not something you have to worry about. If you're playing that nation, and you spend a whole lot of resources setting up a double bless for units that you can only use underwater, you're shooting yourself in the foot for the mid-late game when you'll be completely unable to get onto land. Your scales will be middling/poor, and your sacreds will only be usable in the water.
Basically if those units are aquatic, as I think they are, nobody is going to use the double bless strat.
Jazzepi
konming
December 8th, 2007, 04:40 AM
Well, that mid-late game weakness is no help for the other two EA aqua nations. I do not see a way how either can survive for more than a few turns against those knights. Even by some miracle, those two nations survived to mid game, I still cannot find any reasonable counter to those knights.
In any case, EA oceania poses little threat to land nations until late game, but kills aqua nation really fast.
Is there anyway an EA aqua nation may survive against EA oceania?
Digress
December 8th, 2007, 07:23 AM
I agree with Jazzepi.
When you are playing Oceania your focus has to be on getting out of the water and then building up armies on land. Basing your strategy on double blessed Knights seems a little foolish.
Its very easy to find yourself stuck in the ocean for too long and find yourself in a position where you don't have much influence on the outcome of the larger game (most of which is decided above the waves).
This is a game that provides no rewards for coming second.
Sombre
December 8th, 2007, 07:27 AM
It's a pretty well known issue that in EA a competent Oceania will beat a competent Rlyeh, a competent Rlyeh will beat a competent Atlantis and Atlantis will,.. uh,.. die horribly unless it's the only aquatic nation.
EA Oceania is supposed to be the shizzle underwater. Thus their UW only sacreds are among the best in the game and well worth a strong bless to get a really strong start, killing off indies and other UW nations with relative ease.
Of course an expert Rlyeh player can beat a newbie Oceania player in EA.
Zeldor
December 8th, 2007, 10:18 AM
But those Knights can go on land with items, yep?
llamabeast
December 8th, 2007, 10:22 AM
Nope. There aren't actually any items which allow aquatic creatures onto land, surprisingly.
B0rsuk
December 8th, 2007, 10:24 AM
One thing : strong early game often translates into strong middle, or even late game. In fact, if you know in advance that you're going to face both R'lyeh and Atlantis, it may be worth it to use even double bless. You're going to conquer two 30 000 population provinces and two strong magic sites, 6-5 gems/month each depending on era.
Meglobob
December 8th, 2007, 02:58 PM
If there are alot of water provinces that form a big continous ocean then a double bless is well worth it as EA Oceania.
As you can slaughter the other 2 water nations and use voice of tiamat to give you a huge gem income very fast.
Once you are the only water nation, leave the land nations to fight it out well clamming and fever fetishing like a mad fish from hell. Then pump out loads of seraphs and other high level summons and wipe out the remaining land nations.
Seen it done a few times... http://forum.shrapnelgames.com/images/smilies/biggrin.gif
But EA Oceania is overall balanced, as its also failed alot of times as well.
I personally have fought Ea Oceania and Ea R'lyeh (in 2 different games) as Ea Atlantis. I could not defeat either but I managed to fight them to a stalemate. All nations involved were played by good players, its tough but possible for the other water nations to survive.
In one I made good use of the basalt kings/queens as good thugs vs Ea R'lyeh and in the other vs blessed knights of the deep, I had to use my mages (lots of mages) to mass spam school of sharks to keep them occupied, water elementals to kill them and destruction to get rid of there protection.
Maraxus
December 9th, 2007, 06:53 PM
Why not take an Arch mage for Atlantis, with Earth 9, Nature 4, Fire 4.
Imprisoned, resonable scales, you should have domstrength 6-7 and your living pillars will have a reasonable chance to stand against Oceania's knights.
Sadly, the choise of Pretender-chassises is very limited for underwater nations. Not one pretender with earth (or fire, air, blood)
Baalz
December 9th, 2007, 07:30 PM
No doubt about it, those knights are *tough* with a W/S bless, I'm going head to head with them as MA Atlantis in the Evermore game right now. The thing about Atlantis is their troops just plain suck, certainly nothing at all that will even make a decent speed bump to a big group of those knights. R'yleh isn't much better. You definitely have to work a lot harder (I wouldn't say its a fair fight against equal opponents), but with R'leh/Atlantis you should be focusing more on mages than troops...Oceana is both investing in expensive knights *and* the design points to double bless them. Then comes the trick of figuring out how to make your mage superiority effective underwater. http://forum.shrapnelgames.com/images/smilies/happy.gif Since there are precious few damage dealing spells that work underwater you want to think more along the lines of buffs/debuffs as Meglobob alluded to mentioning destruction. Get some fairly tough summons (supported by chaff, of course) and then have a dozen mages casting body ethereal, luck, quickness, iron warriors, strength of giants, legions of steel, friendly currents, shark attack, school of sharks (great for soaking up that first strike bonus), and destruction. For example, as Atlantis I've been using Monster Fish (their national summon) to great effect when uber-buffed.
Twan
December 9th, 2007, 07:42 PM
Relying on living pillars is not very efficient if Rlyeh is in the game (pillars have MR 8). Also without prod 3 you may not be able to make more than 2 per turn (thanks the crappy 20 admin capitol).
IMO Atlantis only has chances as a thugs/mages nation on big maps (starting with an awake Dagon pretender you have an ultra easy start, and can use your gold advantage to make a shambler army for taking indies, so you should have 18-25 provinces by turn 10, and other forts for researchers before the other sea nations, then you can focus on construction/alteration and start to use mostly basalt king/queen thugs by turn 15-20 or so ; and the only units you'll make after are atlantian spearmen chaff (or the version with poisonous armor if you have ressources) -because they have MR 10 and so are less a waste if Rlyeh is in the game-).
Against Oceania knights the only working tactic I know is basalt kings chain casting Earth Meld/destruction etc behind a lot of chaff, so you'll also use atlantian spearman and basalt kings only.
On small maps hum... I think EA Atlantis simply lose.
Loren
December 9th, 2007, 07:55 PM
Just tried a game against the AI with EA Oceania--those knights are wonderful. Getting onto the land has proven quite problematic, though. I have almost all the water (there are a few provinces owned by someone I don't really want to go to war with right now), Atlantis is gone, and R'lyeh who amazingly owned only odd land provinces just died of dominion death.
Despite Wrath of God & Lure of the Deep the breakout proved very difficult--multiple beachheads were smashed. I finally managed to distract the AI from the real province by sending out the initial troops in both directions as bait. I had empowered & itemed my pretender to be able to cast lichcraft and I got a Tartanian factory up before the AI came after the real target. Almost all the really good summons are units that can't live underwater. (Yeah, I could have cast Thestis' Blessing but that would probably get me invaded.)
konming
December 9th, 2007, 10:12 PM
What tactics do you use with EA R'lyeh?
Potatoman
December 10th, 2007, 12:03 AM
Mind Lords make very quick (and gem cheap) SCs with their high HP and AOE life drain attacks when you have the right alterations researched. They also can teleport, which is really nice. Everything else about the nation is pretty much a write-off, though. None of their morale 8 troops are worth recruiting, so you're left with only lobos and Mind Lords.
Jazzepi
December 10th, 2007, 12:05 AM
Potatoman said:
Mind Lords make very quick (and gem cheap) SCs with their high HP and AOE life drain attacks when you have the right alterations researched. They also can teleport, which is really nice. Everything else about the nation is pretty much a write-off, though. None of their morale 8 troops are worth recruiting, so you're left with only lobos and Mind Lords.
I disagree. The militia are fine if you use them as flankers.
Jazzepi
Graeme Dice
December 12th, 2007, 06:22 PM
llamabeast said:
Nope. There aren't actually any items which allow aquatic creatures onto land, surprisingly.
Unless I'm mistaken and they've been removed since Dom 2, amulets of the fish allow aquatic creatures to go on land.
calmon
December 12th, 2007, 06:28 PM
Graeme Dice said:
llamabeast said:
Nope. There aren't actually any items which allow aquatic creatures onto land, surprisingly.
Unless I'm mistaken and they've been removed since Dom 2, amulets of the fish allow aquatic creatures to go on land.
Welcome back Graeme http://forum.shrapnelgames.com/images/smilies/happy.gif
I think Llama meant there is no item which allow troops (the knights of the deep) to enter land.
llamabeast
December 12th, 2007, 06:48 PM
I did, yep - rather loose wording there on my part.
archaeolept
December 12th, 2007, 07:27 PM
hey, nothing stops you from gift of reasoning them... ;p
Zeldor
December 12th, 2007, 08:47 PM
ALL of them? http://forum.shrapnelgames.com/images/smilies/happy.gif
VedalkenBear
December 12th, 2007, 09:36 PM
On that note, I fully support any item that would allow aquatic troops to go above-water. It would mean the most to Oceania and Rlyeh (EA each)
Sombre
December 13th, 2007, 12:09 AM
Yeah I'd like to see that item. A barrel of water would make as much sense as barrel of air does.
PyroStock
December 13th, 2007, 01:07 AM
Both EA Oceania & Rlyeh have national amphibians to hire in mass to access land & conquer indys, like an island, even early in the game. Most land nations require gems and research just to get into the water, even a small lake, unless they happen to get lucky with indy provinces.
An Amulet of the Fish is twice as many gems as a Ring of Waterbreathing, so using that scale a barrel of water would cost 25W + 25A gems, but at that difficulty even a 65W might be preferred.
I haven't dove into the sea nations yet, but do aquatics with the amulet of fish get the same penalties on land that non-aquatics get in water?
Ironhawk
December 13th, 2007, 03:01 AM
Water nations already have a huge advantage in the form of the sea barrier to protect them. I think its fine that they not be allowed to bring their best troops out of the water.
vfb
December 13th, 2007, 03:16 AM
Seconded! But a disband command to get rid of unwanted aquatic freespawn (or other units) would be nice.
Jazzepi
December 13th, 2007, 03:21 AM
vfb said:
Seconded! But a disband command to get rid of unwanted aquatic freespawn (or other units) would be nice.
I'm playing LA R'yleh in a 3.10 game, and I have this odd feeling that the amount of aquatic only freespawn has been reduced significantly. I was expecting to cart around lots and lots of the little buggers to die, but that just hasn't materialized at all. I have played LA R'yleh two times before, in earlier versions.
Jazzepi
Loren
December 13th, 2007, 03:24 AM
Graeme Dice said:
llamabeast said:
Nope. There aren't actually any items which allow aquatic creatures onto land, surprisingly.
Unless I'm mistaken and they've been removed since Dom 2, amulets of the fish allow aquatic creatures to go on land.
Commanders, not troops.
BigandScary
December 13th, 2007, 09:00 AM
The diference between the barrel of air and barrel of water is why these fishies can't leave the water. The humans with the barrel of air simply need something to breath, but many of the aquatic-only troops have fish tails and such that makes them immobile on land. The Amulet of Fish shouldn't even work on these guys, since they need a way to move on land, not just to breath.
on that note, what does a Knight of the Deeps leader look like on land?
thejeff
December 13th, 2007, 09:31 AM
He looks the same. In theory the Amulet of the Fish turns the air around them into water, allowing them to swim. Thinking about that too deeply raises all sorts of problems.
It would make far more sense to just claim it allows them to swim in air as well as breath it.
Haruhi_Suzumiya
December 13th, 2007, 10:25 AM
well...
im R'lyeh in that game konming talking about...
im defeated in the 24th turn ...
how can u beat Oceania?
Oceania's dom designs:
o3p2c3g2m3d2
dom str:7
god designs:
Sacred Statue
w9s9,imprisoned
btw: research is difficulty
Sombre
December 13th, 2007, 12:09 PM
I don't think you can explain a logical difference between barrel of air and a theoretical 'barrel of water' style item, because barrel of air already defies logic. How does a magic air barrel allow a bunch of fully armoured mounted knights to charge around underwater as if they were on land?
Because it's magic, of course.
Similarly a 'barrel of water' item would work because it's /magic/. Simple as that. It allows underwater stuff to act as if they're in water when they aren't, breathing and moving as normal.
It's an item I'd like to see in the game and unless it was seriously undercosted (not an issue with 90% of items in basegame) it shouldn't mess with balance too much.
thejeff
December 13th, 2007, 12:12 PM
You could also have it grant the equivalent of "poor amphibian", but in reverse. The unit is at a penalty out of the water.
cleveland
December 13th, 2007, 01:29 PM
Haruhi_Suzumiya said:
how can u beat Oceania?
Haven't tested this extensively, but an ice elemental approach could be an effective defense against the initial rush.
Strategy is simple: take Cold-3 with high dominion and access Conj-5 as quickly as possible. With Magic-3, you can open it on turn 14 with 1 Slave Mage/turn; with Magic-1, you can open it on turn 13 with 1 Mind Lord/turn.
Recruit Lobo Guards & the Net-wielding Mermen at a 3:1 ratio. When the rush comes, assign to your mages in mixed squads, form a line in the back row (with gaps in between!), Hold & Attack closest.
Put your mages in the gaps with 3 water gems each. Script (Summon Water Power)(Summon Water Elemental)(Summon Water Elemental) Spells.
Since you took cold scales, your water elementals will be ice elementals: high-protection trampling thugs. They've also got a cold aura, decreasing enemy defense.
The lances of the KoDs will be absorbed by the lobos. The mermen will intermittently entangle them, muting their effectiveness. Your chaff will keep the elementals from being overwhelmed, and shouldn't rout too quickly, as the lobos have morale=50.
It's a reasonable strategy that certainly doesn't cripple Rlyeh. It actually synergizes with them: underwater, so lots of water gems and no penalties for cold scales; no production scale needed; conjuration school, so voice of tiamet will keep the front lines stocked with water gems.
It's not offensively viable, but it should hurt Oceania enough to make him think twice about pressing the attack. You then have some breathing room to dive into thaumaturgy for mind burn --> paralyze --> soul slay --> enslave mind, all of which will be relatively successful thanks to the penetration bonuses of your high magic scale & Light of the Northern Star.
Thoughts?
Baalz
December 13th, 2007, 04:12 PM
Don't forget to, EA Oceana has some real difficulty getting astral mages so mind hunting should be a field day if you can last that long. Not only do none of thier nationals have astral, as far as I know none of the underwater indies have it either. Outside of thier pretender...I guess they could give waterbreathing rings to lizard shamen if they managed to get out of the water at all...
atul
December 13th, 2007, 04:37 PM
You really did wait your while to tell that tidbit, didn't you? ;p
After initial rush, Oceania doesn't have that many things going for it. Magic-wise, against Atlantis, hm, guess only nature. Against astral. Yay. But it sure takes a while to get there.
Baalz
December 13th, 2007, 05:22 PM
atul said:
You really did wait your while to tell that tidbit, didn't you? ;p
I would never think of denying you the joy of finding out what I've concocted as it's dropped on your head! Besides, this is a 'how to beat Oceana' thread, not a 'how to help Oceana beat the snot out of Atlantis' http://forum.shrapnelgames.com/images/smilies/happy.gif
I've only hit you with one so far though, I guess we'll test my thesis as to how effective it'll be in the coming turns. Nice thing about Atlantis though, easy access to rune smashers, eyes of the void and spell foci as well as the boosters to get failry cheap astral-4 casters. Even if a couple do get feebleminded, easy enough to swap all the equipment over to another 180 gold guy and reforge the eye of the void.
The down side is the research required for mind hunting takes doubly long as it's two schools that are otherwise very low priority for Atlantis (you also need construction, but you already need that anyway). But, as I said you should have a mage (and consequently research) lead on Oceana, so do your best to stall them until you can leverage it. Don't like to think how things would have played out if I'd started next to you....
Salamander8
December 13th, 2007, 05:52 PM
I was EA R'Lyeh in Evermore next to Atul's EA Oceania, and it was far uglier than I would have guessed (I still have not done many MP games as of yet).
I'm not naysaying you here Sombre, I am instead agreeing with you, but why is it like this?:
EA Oceania is supposed to be the shizzle underwater.
A game as complex and variable as D3 can't expect balance in all things, but having 1 of 3 water nations clearly better then the other 2 (and having 1 of those clearly better than the other) seems off. EA R'Lyeh is one of my personal favorite nations to play, but the sound thrashing that EA Oceania gave me, and this was after I pulled almost every mobile caster off research and hurled all my 2ndry force and home units at the multi-blessed knights, was terrible. My main force was way out west when he attacked, but I had at least 1 or 2 Mind Lords and several Aboleths with freespawns and other built melee troops to hold a line and it was quite one-sided. Those knights just screamed across the battlefield and none (or almost none) of my mind blasts or enslaves, or even my water-gem equipped shark summoners helped.
Having the aquatic only sacreds may not help in the mid-late game, but it sure as heck is rough for the other water folks early. I had a very similiar land experience vs DR P's multi-blessed giants in sophistry as Arco. Even with several casters and lots of national troops, it was a slaughter (of Arco by Niefelheim).
Baalz said:
Don't like to think how things would have played out if I'd started next to you....
Oh, it wasn't pretty. We (EA R'Lyeh) started really close to Atul's EA Oceania and even with an awake (if immobile) pretender to manufacture freespawn and give myself a research boost, it went badly. I'm still pretty green, but man was that ugly. http://forum.shrapnelgames.com/images/smilies/eek.gif
Loren
December 13th, 2007, 08:18 PM
Baalz said:
Don't forget to, EA Oceana has some real difficulty getting astral mages so mind hunting should be a field day if you can last that long. Not only do none of thier nationals have astral, as far as I know none of the underwater indies have it either. Outside of thier pretender...I guess they could give waterbreathing rings to lizard shamen if they managed to get out of the water at all...
Yeah, I'm taking a second crack at EA Oceania against the AI's, this time against a pack of impossibles. At this point I have one astral mage--by empowerment from clams.
atul
December 14th, 2007, 03:35 AM
I think the placement of the sea nations by DrP was quite deliberate - 2 duels in the early game, and sea winners duel at the mid game. In hindsight I should've just run over EA R'lyeh instead of wasting few turns trying to see whether there was any good opportunities to surface. Oh well, next time I know.
EA Oceania is really strong early on, but on sufficiently large maps/seas it starts to show they're the only underwater nation without Astral.
bgqsl
December 17th, 2007, 02:08 AM
Since i know it's a big team duel,and it's possible to get help from allies,maybe you can start your SC god as a Son of the sea,take w6s4d3 or w6s6,o2s3c3g1m1 scale with dom6.Start magic research alteration 3 and enchantment 1,ask your allies give eye shield,fire brand,dragon helm,chainmail of displacement,boots of the messenger,ring of regeneration,amulet of resilience,equip your SC god and script battle order as:personal luck,body ethereal,quicken self,breath of winter,attack close.It's much better than the Kraken SC.It's cost your team 35 N gems and 10 A gems and 15 other gems,but if you lost,your team lost the contral of the sea,it's worth it.
Now you have an unbeatable SC,i have tested it three times,first two i let 2 bishop fish with 50 Kotds to attack the SC,and then i let 3 bishop fish with 100 kotds attack,three times the SC takes easy win.only the final time he get weakened.So if you really unlucky and got your SC take a nasty wound like feeble mind at early start,you lost the game.Besides that,your SC can lead you to middle-late game.(btw,eye shield works on high mr kotds,and all three battle take place on you own dominions.and i tested it with f9s9 bless,with fr 100,it's ok to beat the kotds.)
Agrajag
December 17th, 2007, 04:57 AM
bgqsl, would it bother you terribly to stop using the letter 'u' as a word?
Aezeal
December 17th, 2007, 03:32 PM
ow no he didn't really edit that.. why r u whining about u's lol... it's not like his post was that bad...
llamabeast
December 17th, 2007, 05:53 PM
Aaagh Aezeal, stop it! I'm with Agrajag http://forum.shrapnelgames.com/images/smilies/happy.gif
Agrajag
December 17th, 2007, 06:41 PM
Its nice to see I have support http://forum.shrapnelgames.com/images/smilies/happy.gif
But since you asked a question, I will answer it:
1) It's annoying.
2) It's more difficult to understand.
3) It's discouraging, if you don't even put the milliseconds it takes to write two extra characters to improve readability and reduce annoyance, it makes me feel like not putting any effort in answering your questions or responding to your post.
4) It's confusing, especially the way he wrote things down originally (like sometimes using "u" instead of "a").
5) It's better for him* to get used to write things properly, as it can be useful later in life (for example, would you hire something that had "u" instead of "you" in their resume? Or god forbid "4" instead of "for"?)
*-I'm writing "him" and not "you" because I know you are being sarcastic http://forum.shrapnelgames.com/images/smilies/wink.gif
With all that said, I'd like to thank bgqsl for editing his post.
Aezeal
December 17th, 2007, 07:36 PM
only 6 is a valid argument to me.. and me being the selfish being I am don't care much about what is usefull for him later in life http://forum.shrapnelgames.com/images/smilies/laugh.gif I just hoped to read an interesting new reply to this thread I as following.. and then I saw
"bgqsl, would it bother you terribly to stop using the letter 'u' as a word?"
sector24
December 17th, 2007, 08:21 PM
Language just changes over time. There was probably some point in history where some abbott was annoyed that the young scribes were writing "here" instead of "hither". Also, if you were going to design a new language from scratch, would you really use words like "through" when "thru" is perfectly sufficient? There are lots of holdovers from earlier times. The only problem is when you misspell words with one letter. http://forum.shrapnelgames.com/images/smilies/wink.gif
Besides, you're on the internet. You should expect a certain level of short-hand. Any proper grammar and spelling you read is a delightful boon. Not that I don't prefer proper and complete sentences, but I don't necessarily expect them.
Agrajag
December 18th, 2007, 05:29 AM
Besides, you're on the internet. You should expect a certain level of short-hand.
Not when the forum comes equipped with an ignore user button http://forum.shrapnelgames.com/images/smilies/tongue.gif
And besides, that argument is also valid for "you're on the internet, you should expect people to post goatse* all over the place", and I'm sure none of us would support or allow that.
*-If you don't know, I really suggest you do not try and check it out for yourself. Try Urban Dictionary (http://www.urbandictionary.com/define.php?term=goatse) for information.
Also, if you were going to design a new language from scratch, would you really use words like "through" when "thru" is perfectly sufficient?
Well, the difference in negligible, it takes a very short time to type the few extra characters, and its not like you use "through" as every other word.
And you are more than welcome to switch to Hebrew, we've got almost no wasted characters http://forum.shrapnelgames.com/images/smilies/happy.gif
(Then again, if you don't know a word in Hebrew, good luck with trying to figure out how to read it without nikkud {which is the only kind of word you can expect outside of children's books})
Aezeal
December 18th, 2007, 06:30 AM
there are no wasted hebrew characters.. lol I'll not go there because it's probably politically incorrect but I could make some funny remarks about that which some wouldn't appreciate http://forum.shrapnelgames.com/images/smilies/laugh.gif... only I wonder if agrajag was never drunk ..
anyway basicly I agree with sector24.. only I didn't want to say it that seriously http://forum.shrapnelgames.com/images/smilies/laugh.gif
MX
December 18th, 2007, 06:37 AM
Agrajag said:
Its nice to see I have support http://forum.shrapnelgames.com/images/smilies/happy.gif
But since you asked a question, I will answer it:
1) Its annoying.
2) Its more difficult to understand.
3) Its discouraging, if you don't even put the milliseconds it takes to write two extra characters to improve readability and reduce annoyance, it makes me feel like not putting any effort in answering your questions or responding to your post.
4) Its confusing, especially the way he wrote things down originally (like sometimes using "u" instead of "a").
5) Its better for him* to get used to write things properly, as it can be useful later in life (for example, would you hire something that had "u" instead of "you" in their resume? Or god forbid "4" instead of "for"?)
*-I'm writing "him" and not "you" because I know you are being sarcastic http://forum.shrapnelgames.com/images/smilies/wink.gif
With all that said, I'd like to thank bgqsl for editing his post.
Agrajag, would it bother 'u' terribly to stop using 'Its' instead of 'It's'?
Agrajag, would it bother 'u' terribly to stop polluting this valuable tactics thread with your language preference discussion?
Oh, sorry. 'Its' annoying. (Why I don't have that feeling http://forum.shrapnelgames.com/images/smilies/confused.gif); 'Its' difficult to understand (Everyone can understand why you can not http://forum.shrapnelgames.com/images/smilies/confused.gif); 'Its' discouraging (Thank goodness 'u' are not a soldier or your squad will rout like rabbits...); 'Its' confusing(where? how? I'm confused...by nobody but Agrajag); Its better for him* to get used to write things properly(My god is that your business http://forum.shrapnelgames.com/images/smilies/confused.gif).
You just want a chance to teach others and show how professional you are. Go www.language.com (http://www.language.com) to get your position. Here is for dom3 not for you! what? I should put down "Dominions 3"? http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/eek.gif
llamabeast
December 18th, 2007, 06:54 AM
MX, that post was barely comprehensible. :p
I would just say it's a good deal more pleasant to read proper English, so it is nice when it is used. We are very lucky to have a corner of the internet where almost everyone writes clearly, which is a real strength of the forum.
Also, more controversially, I think subconsciously I notice that people who take the effort to write properly also tend to make more coherent and interesting points, and so I tend to respect their opinions more.
Aezeal
December 18th, 2007, 06:57 AM
ok now.. let's agree to disagree, let's agree on the fact that a drunk agrajag is a wasted hebrew character and then let's stop all off topic post now...
Tell me more of this Knight of the Deep PLEASE
llamabeast
December 18th, 2007, 07:04 AM
Okay, sorry. http://forum.shrapnelgames.com/images/smilies/happy.gif
I have never played as EA Oceania, and so have nothing useful to contribute. It sounds like they are the Vanheim/Niefelheim of the deeps.
Agrajag
December 18th, 2007, 07:17 AM
I wouldn't call myself a Hebrew, or a character. (Also, I got your joke on the first post)
And I also never get wasted http://forum.shrapnelgames.com/images/smilies/tongue.gif
MX - "Ignore User"
(I'm not saying this as a "talk to the hand" insult, but rather because if people put me on ignore I'd really rather know.)
Sorry for the OT* post Aezeal, but every post that has "a drunk agrajag" automatically merits a response http://forum.shrapnelgames.com/images/smilies/tongue.gif
* - Which is a silly acronym by the way, since it might as well stand for "on topic"
Twan
December 18th, 2007, 07:59 AM
Conclusion :
Wanted to slap Knights of the Deep with an heavy dictionary, but can't find how to forge the item (the spell "u" as well doesn't seem to be researchable)!? Are these things only available in the hebrew nation mod ? http://forum.shrapnelgames.com/images/smilies/happy.gif
MX
December 18th, 2007, 04:21 PM
The professor ignored me. Because he couldn't answer even one of my questions! Wonderful! I don't need to perform the spell checking every time!
llamabeast, the purpose of that post is to stop you guys arguing language problems in a tactics thread. Agrajag, who used his rough tones shouting to a newbie, just misled you guys to follow his topic, so that he can show how knowledgable he is.
When you just arrived here finishing your first post then was shouted "would it bother you terribly to stop...?", what will be your feeling? Would it bother him terribly to put down a simple greeting before pointing out mistakes maken by a newbie?
I'm also a newbie, and learned a lot from earlier replys to this thread. Suddenly his post jumped into my sight. It's just like a dying bug in my sandwich.
I apologize to everyone(exclude someone ignored me) for my previous post. It is worthless. But someone has to post it. Or this valuable thread will be completely destroyed.
Thanks the god he ignored me. Now I have the freedom of speech. By the way, I won't ignore him. Someone made a post means a human spend a part of his life on it. I'd like to show enough respect to every life.
Since the professor has gone, I could tell some of my own options without worry...there are many interesting tactics in previous posts, thank you guys to share them. Very valuable and helpful for me. But most of them are built on a high level of research. Your capital may be under siege at turn 12! Ice element is tough but you can not get a comparable amount of them! Knights of the deep are aquatic only but they can sweep the underwater provinces very quickly and give you a perfect early game. Then the snowball effect comes into play...
Baalz
December 18th, 2007, 04:44 PM
MX said:
Since the professor has gone, I could tell some of my own options without worry...there are many interesting tactics in previous posts, thank you guys to share them. Very valuable and helpful for me. But most of them are built on a high level of research. Your capital may be under siege at turn 12! Ice element is tough but you can not get a comparable amount of them! Knights of the deep are aquatic only but they can sweep the underwater provinces very quickly and give you a perfect early game. Then the snowball effect comes into play...
Yes, in a very early rush situation against good double blessed sacreds you're quite often screwed unless you get very lucky. You're similarly screwed starting next to an agressive Lanka or Vanheim with many nations. Against a double bless rush, early enough that research isn't significant pretty much your only hope is to have an awake SC pretender, which consequently is something that I feel is required for Atlantis/R'yleh. An in-dominion Ancient Kraken, with etherealness, regeneration, and iron skin/iron warriors (all of which are early research and can even be buffed by third party casters depending on what you've got) will easily kill hundreds of knights provided they've got no astral support. This certainly isn't gonna let you conquer Oceana, but if you're clever you should be able to buy some time for your research to kick in.
sector24
December 18th, 2007, 09:19 PM
"And besides, that argument is also valid for "you're on the internet, you should expect people to post goatse* all over the place", and I'm sure none of us would support or allow that."
That's not quite what I meant. What I should have said is that you should know that this behavior exists and it shouldn't bother you as much as it does. Rather than your example I would instead pose the situation in which you drive your car but become furious every time someone exceeds the speed limit. You know people speed, but would you get bent out of shape every time you see it happen? It's just not worth the effort. As such, trying to get people to adhere to proper grammar and spelling on the internet is an uphill battle to say the least. Although to your credit you did win this round vs. bgqsl. Score one for Scrabble players everywhere.
Back on topic, it seems to me that if you're in a situation where all 3 nations share the same sea, it would make sense for Atlantis and R'lyeh to both take awake SC pretenders and team up on Oceania regardless of whether or not Oceania decides on a bless. If you don't prepare for the rush, then it's your own fault when you get killed by it. It seems to me that Oceania is the one that is screwed in this case because they have to choose between dying early or having no mid-late game strategy for getting astral magic/land territory.
I do agree that if you're alone with Oceania you are in bad shape from the start, but like Baalz said, someone is bound to be neighbors with the double bless superpower. Of course this is assuming all the players in the game are aware of the strategies in this thread. http://forum.shrapnelgames.com/images/smilies/wink.gif
vfb
December 18th, 2007, 11:44 PM
The original post talked about a W9S9 bless. With an imprisoned W9S9 pretender and clams up to the gills, EA Oceania is very strong in Astral.
Kokythiads give them the ability to ramp up in Death too.
A horde of Mermages casting Frozen Heart behind a screen of Wave Warriors works pretty well on land, as does some Sea Kings with Warriors of Niefelheim, Grip of Winter, Quagmire, Foul Vapors (mermage), and Falling Frost spammage.
Agrajag
December 19th, 2007, 06:05 AM
sector24 said:
"And besides, that argument is also valid for "you're on the internet, you should expect people to post goatse* all over the place", and I'm sure none of us would support or allow that."
That's not quite what I meant. What I should have said is that you should know that this behavior exists and it shouldn't bother you as much as it does. Rather than your example I would instead pose the situation in which you drive your car but become furious every time someone exceeds the speed limit. You know people speed, but would you get bent out of shape every time you see it happen? It's just not worth the effort. As such, trying to get people to adhere to proper grammar and spelling on the internet is an uphill battle to say the least. Although to your credit you did win this round vs. bgqsl. Score one for Scrabble players everywhere.
Well, if you equate bad spelling with speeding than that also means that you agree that bad spelling is illegal http://forum.shrapnelgames.com/images/smilies/tongue.gif
Also, this is not a battle, I politely asked bgqsl to improve his post and he obliged. This is as much a battle as asking someone to pass the salt.
As for the topic, I haven't really thought this through (I just came up with the idea http://forum.shrapnelgames.com/images/smilies/tongue.gif), but could an awake rainbow pretender help in this case? Specifically, if you are looking into researching a certain spell to counter the knights, then using a rainbow pretender as a researcher for the first turns will give a huge boost to research that will help you reach the target research, and after that he is still as useful as any rainbow pretender.
Then again, it could get quite expensive.
I'll think about it further later on, now I have to meet up with some friends http://forum.shrapnelgames.com/images/smilies/happy.gif
vfb
December 19th, 2007, 08:22 AM
What are you going to research, though? Water Strike? Even Atlantis's cheapest mages are expensive, and 10 guys casting Water Strike are not going to hold off 50 KotDs.
Rlyeh has more of a chance I think. They can hire 17 lobo guards for the price of one Knight, and the lobo guards can mob the Knights, and they won't run away. At Const 4 you can make a Wave Breaker to tire out the Knights faster, or go for Water Strike with a few accompanying mages instead.
BesucherXia
December 19th, 2007, 09:29 AM
I think Friendly Current does not change encumbrance at momement like what the manual states(bug or WAD?), otherwise Wave Breaker+loboguards+sharks can really help against KotDs.
Baalz
December 19th, 2007, 10:34 AM
vfb said:
What are you going to research, though? Water Strike? Even Atlantis's cheapest mages are expensive, and 10 guys casting Water Strike are not going to hold off 50 KotDs.
Baalz said:
Then comes the trick of figuring out how to make your mage superiority effective underwater. Since there are precious few damage dealing spells that work underwater you want to think more along the lines of buffs/debuffs as Meglobob alluded to mentioning destruction. Get some fairly tough summons (supported by chaff, of course) and then have a dozen mages casting body ethereal, luck, quickness, iron warriors, strength of giants, legions of steel, friendly currents, shark attack, school of sharks (great for soaking up that first strike bonus), and destruction. For example, as Atlantis I've been using Monster Fish (their national summon) to great effect when uber-buffed.
Kraken are only conj-3, with 60hp, 20 protection (iron warriors), etherealness, strength of giants and quickness, supported by a couple castings of destruction, school of sharks, etc. you can almost certainly take knights out when greatly outnumbered - not bad for 3 gems. If you've got 10 guys casting water strike you're really missing the point of mages in underwater fights - evo spells underwater are the exception, not the rule.
Atlantis' mages are not cheap, but they are *good*, and due to the fact that you've got good magic diversity and no point in going for a bless you should have very good scales. Combine this fact with the fact that your troops just plain suck and you shouldn't be recruiting too many, and you should be focusing your gold advantage towards mages anyway while Oceana invests in a double blessing and very expensive knights.
Agrajag
December 19th, 2007, 11:55 AM
vfb said:
What are you going to research, though?
Like I said, I didn't really stop to think about what I'd research, I just came up with an idea an wrote it down (and went to play some cards).
As you can see, baalz has given some ideas as to what you can research, and I'm pretty sure his original post about proper use of magic is what inspired me to think about using an awake rainbow pretender as an early researcher.
Aezeal
December 19th, 2007, 04:08 PM
This is as much a battle as asking someone to pass the salt. --> and how much of a battle that is depends on the company in which you are asking that
anyway let's stay on topic now please (you too MX) else the thread will be closed and I will never know more about knights of the deep (I've never even seen them in game but want to be prepared http://forum.shrapnelgames.com/images/smilies/laugh.gif)
Salamander8
December 19th, 2007, 05:41 PM
In Evermore, my shark summoning (I had at least 3 mages with water gems scripted to cast it) would have helped more had I had better flank protection. I met Atul's force with insufficient mindless and militia cannon fodder as my main army was so far west. The knights screamed across the battlefield and were able to hit the Giboleths and mages too early.
I'm a big fan of a Poypal Queen with heavy magic along with sloth3 (and usually growth3), but if I'm ever EA R'Lyeh in an MP game again, I may have to switch to an SC and research 'buff' spells earlier to defend against this kind of thing.
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