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-   -   attempt for a mid-lategame strategic protection guide(domes). info needed :) (http://forum.shrapnelgames.com/showthread.php?t=19786)

Boron July 31st, 2004 11:55 PM

Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
 
Quote:

Originally posted by Sheap:
I think what happens (based on reading forums not experience) is that all the spells which target "half the army" will all hit the same half of the army. So you can lose at most half your mages per turn.
<font size="2" face="sans-serif, arial, verdana">hm that would be very simple . i thought every of these spells targets randomly about 50% of the units present in the province .

still if you are correct this would still be disasterous :
when unprotected by domes : if you have 50 mages in your capitol 1-2 flames from the sky will probably kill almost 25 mages .
even if you spread your mages that you have only 10 mages / province :
20 gems for a simple flames from the sky will probably still kill 2-3 mages .
now guess they hit your summoner enchanced with several path increasing items .

5 fire needed for flames from the sky is not very high . i think lategame you can expect from everyone with natural firemages with whom you are at war at least an attack on either 4-5 provinces with 1 flames from the sky each or 4-5 on 1 province .
especially machaka is there fearful : probably high base fire income by fiever fetishes + not hard to get some F5 casters for them .


how do you protect against that ?

and can e.g. abysian demonbred be damaged by flames from the sky because of their 100% fire resistence ?

Norfleet August 1st, 2004 03:45 AM

Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
 
Quote:

Originally posted by Boron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Sheap:
I think what happens (based on reading forums not experience) is that all the spells which target "half the army" will all hit the same half of the army. So you can lose at most half your mages per turn.

<font size="2" face="sans-serif, arial, verdana"></font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This is very much untrue, because I've lobbed multiple flames from the sky at an enemy army and achieved kill rates in excess of merely half the army. Whoever is spinning that yarn is making stuff up. ALL WAS LAID TO BURNINATION!

[ August 01, 2004, 02:50: Message edited by: Norfleet ]

lonewolf August 1st, 2004 05:05 AM

Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
 
I've tried Flames on enemy armies with a view to experimenting and I have got results like 43 killed, 37 killed, 23 killed in succession, out of about 150 enemy units.

There are two possibilities I'm thinking about. 1) it is 50% of surviving units which is the target space, as Norfleet seems to imply; 2) in between my Flames, the enemy summoned more troops, thus increasing the size of the original target space in a different way (50% of original, whether dead or not, plus 50% of summoned units). Which it is, I don't know. But I try to aim for a kill rate of about 40 units per strike.

[ August 01, 2004, 04:06: Message edited by: autolycus ]

Kristoffer O August 1st, 2004 10:23 AM

Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
 
I think it is a 50 % chance that a unit is not hit at all.

Edit: Fires from afar has a set number of effects, but will never target more than a percentage of the army.

[ August 01, 2004, 09:25: Message edited by: Kristoffer O ]

Boron August 1st, 2004 12:20 PM

Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
 
Quote:

Originally posted by Kristoffer O:
I think it is a 50 % chance that a unit is not hit at all.

Edit: Fires from afar has a set number of effects, but will never target more than a percentage of the army.

<font size="2" face="sans-serif, arial, verdana">thnx kristoffer .

yeah fires from afar has only a number according to spell description it is something like a "light" Version of flames from the sky .

so only 1 thing is still left unanswered so far :

can you wound/kill cold immune units by murdering winter ?
if no then the simplest protection for your clams would be : play caelum , conquer a sea province , park all your clam-mules there .
norfleet you seem to play often caelum + like to clamhord . do you do my suggested method to protect your clams ? thnx for sharing your expierience here in advance .

can you wound/kill fire immune units by flames from the sky ?

PvK August 1st, 2004 06:21 PM

Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
 
Fire immunity should of course protect from such fire spells.

Anyone know what the chance is for Baleful Star to curse a military unit in a province?

PvK

Norfleet August 1st, 2004 07:36 PM

Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
 
Quote:

Originally posted by Boron:
norfleet you seem to play often caelum + like to clamhord . do you do my suggested method to protect your clams ? thnx for sharing your expierience here in advance .
<font size="2" face="sans-serif, arial, verdana">This is a lousy plan. You are not able to erect air domes underwater, which means you are susceptible to all of the other commander-slayers, of which Flames from the Sky is a relatively minor concern. Furthermore, underwater castling has a rather high cost for a land-based nation, and without a castle, all of your mages can be suddenly mowed down in a ghost rider attack. It's easier to just erect a full set of domes over the important provinces, which you sort of have to do anyway to keep out randomly teleporting people and other riffraff.

Quote:

can you wound/kill fire immune units by flames from the sky ?
<font size="2" face="sans-serif, arial, verdana">No. These spells cannot harm people who are immune.

archaeolept August 1st, 2004 07:46 PM

Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
 
norfleet is correct. the best defense for a large group of clamhoarders/whatever is a set of domes.

unhappily, there is no defense against Armageddon.

Boron August 1st, 2004 08:18 PM

Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
 
Quote:

Originally posted by archaeolept:
norfleet is correct. the best defense for a large group of clamhoarders/whatever is a set of domes.

unhappily, there is no defense against Armageddon.

<font size="2" face="sans-serif, arial, verdana">hm how does armageddon work ? never used it myself so far because sunrays spell description says about 20% in most provinces in the world are killed that includes your own too or ?

Boron August 1st, 2004 08:22 PM

Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
 
Quote:

Originally posted by Norfleet:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Boron:
norfleet you seem to play often caelum + like to clamhord . do you do my suggested method to protect your clams ? thnx for sharing your expierience here in advance .

<font size="2" face="sans-serif, arial, verdana">This is a lousy plan. You are not able to erect air domes underwater, which means you are susceptible to all of the other commander-slayers, of which Flames from the Sky is a relatively minor concern. Furthermore, underwater castling has a rather high cost for a land-based nation, and without a castle, all of your mages can be suddenly mowed down in a ghost rider attack. It's easier to just erect a full set of domes over the important provinces, which you sort of have to do anyway to keep out randomly teleporting people and other riffraff.

</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">could you please be a bit more specific ?
what expect murdering winter can target underwater mages protected by a castle ?
i mean which other spell that works underwater can target more than 1 underwater mage ?


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