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  #1  
Old April 28th, 2004, 08:28 PM

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Default Re: Carrion Woods Reanimations

A worthy addition might be a CW only spell that requires 2N that is Raise Manikins, replacing Raise Skeletons. Or if you'd rather, 1D1N, so it was fairly Carrion Specific. This is another distinct advantage that a Death Nation has over CW. Along with Drain Life (if there was something equivilant as far as damage/effect for CW it would be appropriate).

Or alternatively you could give them much better Tangle Vine(typish) Theme specific spells. (I.E. Carrion Vine, lifedraining Tangle Vines)

[ April 28, 2004, 19:29: Message edited by: Zen ]
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  #2  
Old April 28th, 2004, 09:08 PM
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Default Re: Carrion Woods Reanimations

Oh, BTW, any common undead (soulless, longdead) benefits from regeneration when the ad hoc unholy prayer is cast. It sure doesn't make CW overpowered, but is it a wanted feature or an oversight?

So far, I can't say I saw any good reason to pick Growth+3 instead of +1. (1) It costs points (2) The few extra manikins you might get aren't enough to compensate the fact invaders get extra supplies from your higher Growth scale (I'm not 100% positive on this, but I think they get extra supplies from it)

Otherwise, I second Zen's comments on every point.

And I really like his suggestion about turning provinces into forests.
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Old April 28th, 2004, 09:34 PM
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Default Re: Carrion Woods Reanimations

Quote:
Originally posted by Kristoffer O:
Sorry, I wasn't very clear.

There are only changes in the reanimation, but I wanted some general feedback as well.
Sorry, I missed that.

>Reanimations

Some are nice, some are really nice, but this is a very slow way to build an army (and expensive in nature gems, which could be used to summon things as Pangaea usually do, except CW can't), and conventionnal troops eat up your treasury fast.

>Dominion based reanimation

Seems weak with a low dominion, I haven't tried otherwise yet.

>Survivability of manikin

On par with your basic undead. Better than completely unarmored soulless or longdead though.

>Power of manikin

The stun damage is great vs heavies. Otherwise nothing to write home about.

>Power of unholy spells

I find the battlefield-wide prayers more than OK, and I like the fact that the small area regen prayer seems to target big critters first (hmmm, regenerating Carrion tramplers).

>Research - reanimate trade off

No real issue here since I use Dryads for research and Carrion leaders to reanimate and lead armies.

>Comparisons with Ermor

Much much weaker. Can't get wet on top of that.
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Old April 29th, 2004, 11:05 AM

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Default Re: Carrion Woods Reanimations

Some more suggestions.

1) All nature gems are used to summon carrion priests, so death magic is in fact the main school of CW. I've never been able to cast Mother Oak or even Call of the Wild...

2) Curiously, death magic gives no "national" units to CW, unlike Ctis and Jotun.
IMHO Reanimation, Animate Skel. and Raise Skel. sould give manikins. Animate/Raise Dead should give mandragoras. Undead Horde should give both. Pale Riders sould give carrion cavalry. Carrion Reanimation should give mandragoras (yes that's powerful, but Ench 7 is a long term target for CW). Maybe 10% of stronger carrion beasts, like the undead giants of Jotunheim.

3) The price of carrion priests seems too high and should be slightly reduced IMHO. They are mostly used to reanimate and to cast unholy spells. Nature magic is thematic but practically useless and should not count in their price.
Or give indep priests unholy powers, instead of holy powers (like Ermor IIRC). But who will summon the expensive (in gems) carrion priests then ?
And I suggest to add some death magic to the carrion Lords. They are dead after all. What about, say, 3xUnholy + 2xDeath + 1xNature ? Still in the theme, and not higher than the Apostate.

4) Minor problem : other vine units (vine men/ogre and dark vines) should logically benefit from the special unholy spells.

5) Manikins are good when in large numbers. 3/1 seems a minimum against human HI, and archery fire can decimate them at long range. But autosummoning is very slow, even with a strong dominion. No problem if you control a large empire. Exemple : 20 provinces (including 5 forests) in a strong dominion can give you every turn about 20 manikins + 1 mandragora + 5 carrion beasts (including 1 powerful stuff every 4 turns or so). OTOH 5 Carrion Ladies can give you 2x less manikins but 4x more powerful beasts, even on a small map. So I always give priority to reanimation, over autosummoning.

Cheers
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Old April 29th, 2004, 12:40 PM

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Default Re: Carrion Woods Reanimations

And I posted my guide for Carrion Woods here
http://www.freewebs.com/dominions2/cw.html

Thanks to Pocus and Mike for their comments.

Cheers
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Old April 29th, 2004, 06:44 PM
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Default Re: Carrion Woods Reanimations

Several good points.

The lack of battle summoning is indeed a big difference compared to Ermor. Manikin Versions of raise dead might be the way to go.

The regenerating undead is an oversight. Not sure if it matters much (thematically). It is indeed useful on summoned undeads.

Has anyone tried quick roots to get carrion beasts into battles quickly. The horse carrion is incredibly quick when 'blessed' and can compensate for some of the problems with manikin dying before they reach the enemy.
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Old April 29th, 2004, 07:50 PM
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Default Re: Carrion Woods Reanimations

Quote:
Originally posted by Kristoffer O:
Has anyone tried quick roots to get carrion beasts into battles quickly. The horse carrion is incredibly quick when 'blessed' and can compensate for some of the problems with manikin dying before they reach the enemy.
I've tried, and they're indeed blazingly quick. Too quick, sometimes I think I've seen 2 types of fast carrion critters. An issue with them is CW has no control on their production, while Ermor can reanimate longdead horsemen or animate some with Pale Riders. Being given the choice when reanimating is an advantage CW don't get (I don't beg for this to be changed, just stressing a difference).
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