.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old October 16th, 2003, 01:17 AM

Jasper Jasper is offline
Major
 
Join Date: Sep 2003
Location: Oregon
Posts: 1,139
Thanks: 0
Thanked 0 Times in 0 Posts
Jasper is on a distinguished road
Default Re: Dom I Strategies which WON\'T work in Dom II

Quote:
Originally posted by Pocus:
Murdering winter is level 7, that's easily reachable. With some water income, you can have a big reserve when you can cast it. Sure, you wont see many of these spells cast in small to medium games, or games ending at turn 50, but otherwise they are really detrimental to the gameplay (in the experience of our group).
Even worse, this strategy synergizes with the underpriced Ice Devils, which are immune to the effects, and generate water gems to pay for casting Murdering Winter.

This is a very popular strategy and effective strategy; 3 out of 6 players in my current game seem to use it!
__________________
brass-golem.com
Reply With Quote
  #2  
Old October 16th, 2003, 01:37 AM
apoger's Avatar

apoger apoger is offline
Second Lieutenant
 
Join Date: Oct 2003
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
apoger is on a distinguished road
Default Re: Dom I Strategies which WON\'T work in Dom II

>Even worse, this strategy synergizes with the underpriced Ice Devils, which are immune to the effects, and generate water gems to pay for casting Murdering Winter.

I have heard that blood hunting has been altered somewhat, and that the large blood summons will be handled differently in Dom II.

Perhaps some of the testers could enlighten us about the way it works now.
Reply With Quote
  #3  
Old October 16th, 2003, 07:29 AM

Pocus Pocus is offline
Lieutenant Colonel
 
Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
Thanks: 1
Thanked 0 Times in 0 Posts
Pocus is on a distinguished road
Default Re: Dom I Strategies which WON\'T work in Dom II

Quote:
Originally posted by Jasper:
quote:
Originally posted by Pocus:
Murdering winter is level 7, that's easily reachable. With some water income, you can have a big reserve when you can cast it. Sure, you wont see many of these spells cast in small to medium games, or games ending at turn 50, but otherwise they are really detrimental to the gameplay (in the experience of our group).
Even worse, this strategy synergizes with the underpriced Ice Devils, which are immune to the effects, and generate water gems to pay for casting Murdering Winter.

This is a very popular strategy and effective strategy; 3 out of 6 players in my current game seem to use it!

the demons&devils commanders are now limited in number in doms II (as the elemental kings and queens), so at least this abuse will be fixed. It wont change much how much murdering winter can be used anyway (the Caelian player I mention never recruited ice devils, but still managed to cast something like 10 MW - each time you gather a sizable force to counter him, bLast, you were back to stone age, very frustrating).

I wonder who really appreciate these spells, (gameplay wise not power wise). Alex Poger gave his opinion, but I would like to hear some MP vets like Wendigo, YWL, Sunray, etc.
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
Reply With Quote
  #4  
Old October 16th, 2003, 08:42 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Dom I Strategies which WON\'T work in Dom II

I have a question about the greater wards, those that take longer to research and which offer full protection. Do they give full protection, or something like 90% resistance, which added to the normal ward would offer immunity?
And how powerful wizard do you need for these spells? Atleast both need gems.

Just came to my mind, and would like to check this out.
Reply With Quote
  #5  
Old October 16th, 2003, 10:12 AM

Zerger Zerger is offline
BANNED USER
 
Join Date: Sep 2003
Posts: 81
Thanks: 0
Thanked 0 Times in 0 Posts
Zerger is on a distinguished road
Default Re: Dom I Strategies which WON\'T work in Dom II

Quote:
Originally posted by Jasper:
quote:
Originally posted by Mortifer:
Lads, if the mod tools will be powerful enough and we can disable spells, these problems won't exist. Simply you will have the chance to disallow the disliked spells.
I typically play multiplayer, and modding individual aspects that don't fit my taste isn't really a viable option.

Besides, I don't have time to do the balancing necessary to make a good mod of Dominions.[/QB]

Well I will play singleplayer, and you bet that I will make a mod without those uber, unbalanced spells, if disabling spells will be possible. [It must be!]
Reply With Quote
  #6  
Old October 16th, 2003, 10:32 AM

Pocus Pocus is offline
Lieutenant Colonel
 
Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
Thanks: 1
Thanked 0 Times in 0 Posts
Pocus is on a distinguished road
Default Re: Dom I Strategies which WON\'T work in Dom II

Quote:
Originally posted by Zerger:
Well I will play singleplayer, and you bet that I will make a mod without those uber, unbalanced spells, if disabling spells will be possible. [It must be
it is anyway better to reach a consensus about these spells. Something like 40 to 50% of the people here (according to two polls) play MP. It would be far better to have a common set of rules accepted in this case.

In solo you will encounter the problem too with most of the scenarios, if modding tools are allowed. The scenario author will have surely modded some particular aspects of doms, to better fit the setting of the map. Thus you will have to play with his mod, not your.
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
Reply With Quote
  #7  
Old October 16th, 2003, 11:43 AM
Nagot Gick Fel's Avatar

Nagot Gick Fel Nagot Gick Fel is offline
Major
 
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
Nagot Gick Fel is on a distinguished road
Default Re: Dom I Strategies which WON\'T work in Dom II

Quote:
Originally posted by Pocus:
it is anyway better to reach a consensus about these spells.
Although I too think these spells are a bit too potent for my comfort, in my own games MW/FFTS abuse did little to alter the balance of power, as when a side starts using them the opposition isn't long to reply with weapons of the same caliber. At the very least it seems everyone is Leprosy-capable at some point.

On the contrary I've sometimes seen an overwhelmingly dominant faction being leveled to reasonable size by a coalition of weaker, but more numerous nations (with a bigger gem income) - and I'd say that's a rather good thing.

In any case, since game balance is really only an issue in MP, the players can always vote to ban these rituals or restrict their use.

Re: the "dispatch the offending mage with VOTD" - in my experience the offender is more often than not an Ice Devil, thus undead, thus unaffected by VOTD.
__________________
God does not play dice, He plays Dominions Albert von Ulm
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:19 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.