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October 16th, 2003, 01:17 AM
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Major
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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).
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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!
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October 16th, 2003, 01:37 AM
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Second Lieutenant
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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.
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October 16th, 2003, 07:29 AM
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Lieutenant Colonel
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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).
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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.
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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October 16th, 2003, 08:42 AM
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National Security Advisor
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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.
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October 16th, 2003, 10:12 AM
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BANNED USER
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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.
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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!]
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October 16th, 2003, 10:32 AM
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Lieutenant Colonel
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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
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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.
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October 16th, 2003, 11:43 AM
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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.
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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.
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God does not play dice, He plays Dominions Albert von Ulm
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