|
|
|
|
 |

January 12th, 2004, 09:18 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Dominions 2 Demo Review
Quote:
Originally posted by Graeme Dice:
...
quote: I assume level of the caster matters, like Fire9 mage should hit more with his fireball than a Fire2 mage right? Or does that just let him cast more fireballs in one battle?
|
That just affects the statistics that have "+" or "-" symbols after them in the spell description, as well as the penetration bonus to overcome magic resistance for those spells which can be negated by such. Extra magic skill also divides down the fatigue cost, making it possible to cast many more spells with less effect on the caster.
PvK
|

January 12th, 2004, 09:26 PM
|
|
Second Lieutenant
|
|
Join Date: Nov 2003
Posts: 419
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Dominions 2 Demo Review
Saarud,
The problem with "fire at closest enemy not in melee" is that it would probably develop into a "fire at commanders" order.
I would actually be satisfied with an order to "fire at closest non-commander not dangerously close to a lot of my own troops but especially not in direct melee with them and under no circumstances fire into a melee that it looks like I will win without archer support. Just stand still and do nothing if you don't have a valid target."
|

January 12th, 2004, 09:36 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Dominions 2 Demo Review
Quote:
Originally posted by Imperator Fyron:
...
Other than flying units, how do you overcome castle defenses?
|
Fliers are good. A few other ways:
* Lots of cannon fodder (e.g. militia, tribals, mercenaries, undead).
* Units which are resistant to the defenders' weapons.
* Spells which protect powerfully against missiles.
* Other effective battlefield spells.
* Assassinate the commanders.
* Kill the defenders with ritual spells.
* If the Last enemy stronghold, sweep away their dominion and banish their god, and the men will give up.
Quote:
quote: Seems to me there is almost always a considered reason for the costs, even if it isn't obvious at first.
|
For some units, yes. But there are several Machaka and Jotunheim (the two nations I tried) units that increase in cost too drastically for what you get compared to the next weaker troop they have.
I've only been addicted to this game for oh, half a year or so, and I haven't even gotten around to playing either Jotunheim or Machaka. (I've only played six of the seventeen nations, and only one variant flavor of one of those, so far, just to give you a hint of how much gameplay there is...).
However I think you're probably just not aware of the reasons behind the costs. For example, holy units have major advantages such as being blessable and only costing half as much to maintain (so their true cost is nearly half-off if they survive). Having fought Jotunheim a lot, I know that the little guys can complement the giants in a combined arms fashion, particularly because they can sneak in between the giants to increase the attack of a front, and also to distract attacks from the giants. Or, they can do a quick flank/rear attack, or block one.
Quote:
quote: Maybe with low-morale units and fright-inducing effects (such as dead leaders, fighting monsters, etc), but that's intended. There are many spells, unit types, items, etc. which will very effectively reduce routing. I find the morale system extremely welcome and quite well-done. It would be a lot less interesting and less appropriate if everyone fought to the death regardless of circumstances. Terror and the ability to resist it is a major factor in war, especially when dragons and undead elephants are involved, etc...
|
But when you have no units with terror, they still route far too quickly... Maybe a matter of taste, or your particulars and inexperience. Having played a lot and watched all the battle replays, I think the morale system works really well.
...
And yes, all the castle stats should be available on start-up. That's an omission, though the fans of course have posted a nice table.
PvK
|

January 12th, 2004, 09:41 PM
|
 |
Major
|
|
Join Date: Nov 2003
Location: Finland
Posts: 1,050
Thanks: 0
Thanked 2 Times in 2 Posts
|
|
Re: Dominions 2 Demo Review
Spells like fireball, etc. are a lot more accurate if you place your mages close to the front lines. Distance from target makes a big difference.
__________________
Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
|

January 12th, 2004, 09:57 PM
|
|
Corporal
|
|
Join Date: Oct 2003
Location: Finland
Posts: 81
Thanks: 19
Thanked 0 Times in 0 Posts
|
|
Re: Dominions 2 Demo Review
>> But when you have no units with terror, they still route far too quickly...
Well sometimes morale system causes some odd results. I was fighting with Ermor (Ashen Empire) against Niefelheim. My province had about 150 ordinary longdeads, 3 mound kings and 1 arch bishop. Enemy had Son of Niefel and about 15 niefel giants. Those giants kept destroying my units until I had only 1 longdead, 1 mound king and the arch bishop left. Then those mighty giants decided to run away!
In that hilarious battle I managed to kill just one or two NGs long before enemy routed.
|

January 13th, 2004, 12:13 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Dominions 2 Demo Review
Don't overestimate the logic of fear.
PvK
|

January 13th, 2004, 12:53 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Dominions 2 Demo Review
Quote:
|
I don't think the demo was supposed to give you a complete game so this isn't really a fair criticism.
|
It gives me the ability to seige and storm a castle, so it most certainly is. I seiged it for 4 turns before the gates were broken, then failed several times over the next 10 turns to take out the meagre defenses of the castle with seemingly overwhelming forces before hitting the demo turn limit.
Quote:
|
Again, I think having all your guys into one or two really big squads helps with this.
|
That is silly. It makes separating them into multiple squads to have greater tactical flexibility a bad idea.
Quote:
|
Pretty good review, but you really need to read a LOT of forum Posts to learn the hidden info to make truly informed opinions about many features.
|
Basic info on how to play a game successfully should not be hidden. Advanced features, maybe, but not the basics.
Quote:
|
Friendly fire usually does more damage than good in my experience, so I don't even waste the resources on building ranged units.
|
Which is a really poor game design decision, and one of the reasons I will not be purchasing Dominions 2 at this time.
Quote:
|
Between Machaka hoplites and Spider warriors/knights? Or between hoplites and normal warriors? For the spiders, it's because that spider comes with a ranged web attack, is fast, has two normal attacks, one of which has death poison. Then when the rider gets killed the spider hangs around for the rest of the fight. For the black hunters you get a spider that is blessable and hangs around even riderless for many turns. Spider knights are also almost twice as fast as infantry, which lets them outflank their enemies.
|
It is much more a problem with Jotunheim than with Machaka. And no, I was certainly not comparing infantry with cavalry there. That would be silly.
Quote:
|
Remember that a single point difference can have a very large effect with the rolls as seen on the charts in this thread.
|
I would not call the differences from 1 point listed on that thread very large effects, certainly not for the extreme increase in cost to get that point.
Quote:
|
* Assassinate the commanders.
|
I tried that, actually... my assassin with Machaka just got slaughtered by a centaur commander. Do those regular troops that look like the assassin commander participate in the assassination battles?
Quote:
|
Maybe a matter of taste, or your particulars and inexperience. Having played a lot and watched all the battle replays, I think the morale system works really well.
|
Probably a matter of taste. I find it absurd that so many units will just run like hell after taking small losses when they are defending their homeland. Units should only very rarely be routed when defending their homeland (such as with independants), and even then it should just be a few units routed, not the entire army.
Quote:
|
However I think you're probably just not aware of the reasons behind the costs. For example, holy units have major advantages such as being blessable and only costing half as much to maintain (so their true cost is nearly half-off if they survive).
|
Yes, and I was not really considering holy units, especially for Jotunheim. I haven't tried other nations than them and Machaka, but then, I can't try most of them in the demo.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|