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April 29th, 2004, 11:05 AM
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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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April 29th, 2004, 06:44 PM
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General
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Join Date: Aug 2003
Location: Sweden
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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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April 29th, 2004, 07:50 PM
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Major
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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.
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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).
__________________
God does not play dice, He plays Dominions Albert von Ulm
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April 29th, 2004, 08:04 PM
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Re: Carrion Woods Reanimations
The issue is not having a steady or regulated # in order to count on creating armies with Flanking Carrion Horses.
In fact I keep the Carrion Horses away from anything but my largest army because they *are* so fast and take the brunt of most melee which they are exceedingly poor at dealing with (superlow defense and protection).
Mandragora's on the other hand make a hard and solid flank while using the base manikins for fodder (because that is the only thing you have, not because you want to).
If the economy wasn't crippled so badly by the death of population then you could afford to keep up with research and create a least a partial army, but as it stands, you can't count on any sort of real income after turn 10, when you really start needing it and your dryads and/or sages start accumulating more and more upkeep.
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April 29th, 2004, 08:32 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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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.
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I've tried it, but haven't had much luck. Yes, the carrion beasts get into combat more quickly, but that just means they die even more quickly.
In fact, in the ... 4 (counting SP) CW games I have going now, I've only found two means of success with the carrion / manikins.
One is to use them as totally disposable chaff, allowing living creatures to do the job with fewer casualties. Unfortunately, given CW's death economy, you really can't afford to use living creatures as the backbone of the army.
The other is to wait for one big carrion creature - the carrion elephant in particular. If you only have that unit, plus a carrion lord, you can effectively cast Regrowth to give it regeneration,, and then repeatedly cast Mend the Dead to heal it.
This is an awfully ineffecient use of a Carrion Lord, but the Carrion Lady can't cast Mend the Dead and the Carrion Centaur can't even Regrowth. Making things worse is the way that, if you make a Carrion Lord your Prophet, you get a battlefield-wide spell, Carrion Growth, which is easily negated by magic resistance.
Just why your own minions would be trying to resist your beneficial magic is ... baffling. But as it's easily negated by MR, _most_ of your creatures aren't affected. Not even the low level manikins, despite the spell description stating that it "makes the animating vines of most Manikin on the battlefield regrow at incredible speed".
"Easily Negated" means a penetration value of 7; the basic Manikin has an MR of 12. Seems like that difference of 5 means that the spell only has approximately a 1 in 5 chance of affecting each particular manikin - hardly "most".
So, you kind of have to spam-cast the spell, with what is usual the only commander (if any) capable of casting it, thus making the spell rather less than useful.
Seems like even with the special CW unholy magics, the carrion critters are pretty horrible in combat, _and_ you can't / don't generate them fast enough to build them up - basically you need at least a Carrion Centaur for every province to round up carrion, because the Black Dryad and Pan's can't lead them.
__________________
Wormwood and wine, and the bitter taste of ashes.
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April 29th, 2004, 09:04 PM
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Re: Carrion Woods Reanimations
If you adjusted the price of the Carrion Summons to be on par with Ermor it might be more fitting in terms of turns per summoning.
So a Ashen Empire Bishop or a Soul Gate Shadow Tribune each cost 10D to summon, which is one turns worth of base Gem income. While the Carrion Centaur costs 10N to summon, 2 turns of base Gem Income.
The way the theme works and the spells associated with it, even if you have a high Nature Gem income, you have to have enough Apostates to summon the units. If you lowered the time to summon based on base gem income it would lower the discrepency. Or at the very least change it to a 2/3's ratio.
7N = Carrion Centaur
10N = Carrion Lady
17N = Carrion Lord
Etc.
[ April 29, 2004, 20:05: Message edited by: Zen ]
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