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January 3rd, 2004, 10:24 PM
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Sergeant
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Join Date: Oct 2003
Posts: 363
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Re: Blood?
Quote:
Originally posted by Jasper:
It doesn't take much effort to start summoning Ice Devils, which are effective. Hordes from Hell is even easier to get.
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This just doesn't fit my experiance Jasper. I find it takes alot of effort and as Saber says the game is generally fundamenally over by the time the goodies start to pour out. Hmm lets see I've pretty much won the game now but my Ice Devils have finally arrived. If I had never bothered I could have won it well back. This is how I'm finding it SP. Still I have to give Alex's scout hunting a good try. Not looking forward to it due to the micro-management.
cheers
Keir
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January 3rd, 2004, 11:25 PM
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Second Lieutenant
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Join Date: Sep 2003
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Re: Blood?
Quote:
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This just doesn't fit my experiance Jasper. I find it takes alot of effort and as Saber says the game is generally fundamenally over by the time the goodies start to pour out. Hmm lets see I've pretty much won the game now but my Ice Devils have finally arrived. If I had never bothered I could have won it well back
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I'm curious about this. What maps are you playing, vs how many opponents, and when is the game "fundamentally over"? I've had great fun with blood magic, and I use it because I do think its fun. Its also not so large an investment, depending on how you work it, so I'm also puzzled by the if I'd never bothered I could have won well back part.
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January 4th, 2004, 11:24 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Blood?
I think it has a lot to do with skill level and play style. Keir talks about playing each nation several times, etc. He's an extremely experienced player. I've been putting most of my free gaming time into Doms I and Doms II for months, and the two games of Doms II I've actually finished of Doms II, ended because the AI wiped me off the map. In the other game, I think I may likely win, but I am still finding it rather challenging (and extremely enjoyable) and I'm having a lot of fun with the blood magic, which is seeming useful and worthwhile. I find that a single blood-1 hunter who now has 3 +1 blood items on him, producing about 9 blood slaves per turn from a 40,000 population province with 60-70% taxes keeping the unrest more or less constant without patrolling, and still providing a good gold income.
It's true I'm focusing more on having fun than trying to maximize my competetiveness, so I don't mean to contest that Blood might not be very efficient compared to other choices, especially for short/small competetive games with humans. Seems like one could generate a whole ton of blood income though if one really focused on that, though.
PvK
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January 4th, 2004, 03:34 PM
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Major
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Join Date: Sep 2003
Location: Oregon
Posts: 1,139
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Re: Blood?
Quote:
Originally posted by Keir Maxwell:
quote: Originally posted by Jasper:
It doesn't take much effort to start summoning Ice Devils, which are effective. Hordes from Hell is even easier to get.
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This just doesn't fit my experiance Jasper. I find it takes alot of effort and as Saber says the game is generally fundamenally over by the time the goodies start to pour out. Hmm lets see I've pretty much won the game now but my Ice Devils have finally arrived. If I had never bothered I could have won it well back. This is how I'm finding it SP. Still I have to give Alex's scout hunting a good try. Not looking forward to it due to the micro-management. That's not my experience in multiplayer at all. Admitedly this is all from Dom 1, but Ice Devils aren't much harder to summon now. A Pretender or national mages able to summon Ice Devils only requires Blood 5, Construction 4, Alteration 2, and an easily attainable amount of resources.
The Last game I was in was essentially over before turn 60, and saw dozens of equipped Ice Devils, plus Pazazu, etc. This game was far from over before Ice Devils arrived, and they had a definite impact upon it.
I can easily see all Ice Devils being summoned in a competitive game, with the possible exception that the power of Paralyze may scare people away from the strategy.
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January 5th, 2004, 03:57 AM
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Re: Blood?
The tone and setting of the MP is based in the first 15 turns of the game. Then adaptation of that tone and manipulation of the setting are what wins MP games (of moderate size, I'm not talking the largest maps with 17 players, these are more complex to make a statement that bold).
Super-combatants in my opinion while valuable early are not *as* valuable late. Mobility is stronger than strength in this instance and this is where Ice Devils and any other supercombatants are useful. They are usually very mobile and hard to pin down as well as take out with magic if they are built properly.
By and large it is the early supercombatants that provide the initial resource boost that allows you to mold the game in whichever way you are planning. As well as determining if you are an ally, enemy, target, or not worth the cost to fight at that particular time.
This is where astrally potent races excel as they can place a few units (commanders) in provinces or clean up provinces taken by the enemy that can handle and eliminate alot of the high mobility supercombatants.
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January 5th, 2004, 12:24 PM
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Sergeant
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Join Date: Oct 2003
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Re: Blood?
Playing the AI's I find I get to the stage in a game when its cleanup time. Before this is a period in which you are not quite sure if your opponnets will suprise you but then it becomes clear you have got the game won as your armies reach killer status - tight and unbeatable by anything on the board. I like the game to end about this point so at present I'm playing on the non wrap around desert eye with 656 as the dominion total for victory. I had the total at 700 but this actually makes it harder for an AI to steal a win - seeing how many temples they build they have a real shot at beating me even if I would win in the long term. I reach the dom target sometime between turn 40-50 generally. The Last 5-10 turns are often a bit of a chore (I have an extremely taxing other life) as things are generally pretty clear and its only errors to watch out for.
Sure I could play on bigger maps and have longer games and I'm sure thats where blood shines - just my shoulder gives up and my head starts to ache real bad. So I go shorter games.
Jasper I suspect your Dom1 experiance is not as relevant as you might think. In Dom1 I could get Ice Devils on turn 8-9 using a Caelum race focused to the purpose. It's just not the same in Dom2. First there is less money, then there is dousing rods at con4 and only useable by blood mages creating a need for heaps more money, then there is the extra research ofg getting to blood5 instead of 4, then there is the changes to patrolling discouraging you from using a blood7-9 Fountain of Blood to hunt in your home province - that really slows things down.
I find in Dom2 I have to focus more on the basics - army building - and less on the magic. Sure over time the magic kicks in but not as fast. There are alot of different reasons for this from less gold early to decline in the power of Seasonal Spirits.
Of course I accept this is all but speculation and I'm trying hard to prove myself wrong and do some real damage with blood. I appealed because I was getting stuck and I needed some fresh idea's. I'm quite excited about trying out my new Mictlan design with powerful dominion and FoB. I've got the start working but the mid game is really tough and human players would eat me. Mass Protection is what I think the race will turn around not blood. Magic3 for getting to Mass protection relatively early and a starting Dom of 10 for lots of sun Warriors and its looking alot rosier.
Cheers
Keir
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January 5th, 2004, 04:10 PM
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Major
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Join Date: Sep 2003
Location: Oregon
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Re: Blood?
I realize full well that it takes more effort to get to Ice Devils in Dom 2 than in Dom 1, but this merely tones down this most broken of Dom 1 strategies into something more reasonable.
Sure, you'll see less Ice Devils, but I hardly expect to see none -- researching a path to 5 and getting 55 blood slaves just isn't that hard. I doubt you can still get them on turn 8, but you can get them by turn 20 without undue effort.
If Ice Devils end up being unviable, it will be due to fear of Paralyzation.
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