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

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old January 16th, 2004, 01:04 PM

Saxon Saxon is offline
Captain
 
Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
Thanks: 4
Thanked 1 Time in 1 Post
Saxon is on a distinguished road
Default Re: Defending starspawn in the gate

As a side note, I personally believe in using the ring of the body guard and beefing up the personal security. It has been established that I am the most unlucky player of this game, so you may now want to listen to me. However, I have not seen the incredible fighting power of the lone priest with no magic items that some people report! Giving this guy ten units, even the immobile ones you summon occasionally, buys him time and fighting power. Throw in some magic items and you protect the one unit that can summon some big units to fight for you.

But as I say, I am Mr. Unlucky, so you can probably get away with less…
Reply With Quote
  #2  
Old January 16th, 2004, 06:14 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Defending starspawn in the gate

...whereas if you're feeling fairly lucky, you might well get way with Ritual of Returning (well, once you reach Ench 5; astral-2 so many starspawn will need help) + scripted Returning (Thaug 1, 2 astral, req 2 astral pearls) and dispense with the guards altogether. The Ritual of Returning will help if your starspawn gets feebleminded AND attacked in the same attempt.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #3  
Old January 16th, 2004, 08:21 PM
Potatoman's Avatar

Potatoman Potatoman is offline
Sergeant
 
Join Date: Sep 2003
Location: The Urban Wilderness
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
Potatoman is on a distinguished road
Default Re: Defending starspawn in the gate

Yeah, I've had the most luck with defending my Gate Starspawns with all the immobile junk I summon from the Void. Anything that doesn't leave with an army that turn stays with the harvester and protects him from Void critters.

Be careful not to defend the Starspawn harvester with only illithids or units that rely on mind bLast to kill; many of the void critters are mindless and therefore immune to these attacks.

[ January 16, 2004, 18:22: Message edited by: Potatoman ]
Reply With Quote
  #4  
Old January 18th, 2004, 09:42 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Defending starspawn in the gate

Regarding luck, during an wackily long single-player game as R'lyeh, I got my first and only Void Gate summoner to 60+ summoning skill without guards; just the use of Returning and Ritual of Return to keep him safe, and Gift of Health to erase afflictions (once lost an eye to a Greater Otherness, once or twice feebleminded by a partly-successful summons). Luck +3, Poger's 'Luck' mod as the only mod in use.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #5  
Old January 19th, 2004, 05:03 AM
Vger's Avatar

Vger Vger is offline
Corporal
 
Join Date: May 2001
Location: Oxon Hill, Md. USA
Posts: 91
Thanks: 0
Thanked 0 Times in 0 Posts
Vger is on a distinguished road
Default Re: Defending starspawn in the gate

Hi,

Those items that provide extra beings help too. I had a successful spawn (L22, didn't die for the course of the game once he replaced my first guy) and I gave him that pact item that gives you imps and a full kit of choice items, like Charcoal Shield.

I didn't realize that you could use Guard Commander like this, I thought units always entered sites alone, reguardless of bodyguards.

It also helped that he had some death magic, so he'd cast some summons, creating more fodder.


Ciao,
V'ger gone
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 10:20 PM.


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