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Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
why do you need more than one? murdering winter could devastate your clamhoarders, unless they are cold immune. as well, its difficult to have a mass of scouts underwater, who should be your second line of defense against arrows and the like.
however, it is substantially weakened by them being in a castle, which means you'ld want to cast "living castle", which is somewhat difficult however. and then still put up domes. [ August 01, 2004, 19:35: Message edited by: archaeolept ] |
Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
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the castle in mp you could achieve by trading with ryleh . i think if you are not at war in exchange for a good overland province ryhleh will accept this http://forum.shrapnelgames.com/images/icons/icon7.gif then equip the high seraphs with a robe of missile protection this should make seeking arrows not too cost effective and is cheap . it is a bizzarre strat hehe but at least possible i think http://forum.shrapnelgames.com/images/icons/icon7.gif archaeolept can you finally say how armaggedon works ? can more then 1 armaggedon be wished for in 1 turn ? is there still a damage throw involved in armaggedon damage or does it chose randomly the targets and they always die ? i mean do very strong leaders like arch demons survive 1-2 armaggedons or not ? |
Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
and a small additional thought :
if immortals like wraith lords get killed in own dominion by e.g. flames from the sky do they revive in the capitol then too ? |
Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
I have found Murdering Winter to be amazingly underwhelming. In a recent game, I've cast it 3 times on an army of 170+. Each time I kill less than 10 units for 30 water gemes each cast.
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Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
Damage from murdering winter depends on the cold-scale of the targeted province.
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Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
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this is the Last thing i want to know about strategical warfare in dominions http://forum.shrapnelgames.com/images/icons/icon7.gif armaggedon seems like a global nuke strike in dominions http://forum.shrapnelgames.com/images/icons/icon7.gif 2 key questions : -can you cast multiple armaggedons / turn ? -is there a damagethrow involved ? especially the damagethrow is important for me http://forum.shrapnelgames.com/images/icons/icon7.gif and which kind of damage is armaggedon ? perhaps fire damage ? thnx for revealing these game secrets in advance Kristoffer or Johan http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
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Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
Hi,
So I haven't seen the one thing I really want to know about domes in this thread. The question of how much extra time do extra gems invested in a dome give? The answer was +1 turn per gem. However when the spell description says that the dom Lasts for a short time (or whatever)....how long is that base duration? 1 turn? 5 turns? 10 turns? random 1D6 (oe)? Thanks! John |
Re: attempt for a mid-lategame strategic protection guide(domes). info needed :)
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