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  #1  
Old September 14th, 2004, 07:41 PM
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Boron Boron is offline
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Default Re: Are devils worth 7 blood each?

Quote:
Soapyfrog said:
I would however agree that the BEST thing to do (as upposed to simply excising the items in question) would be to add some additional constraints to these strategies as has been suggested by plenty of very smart people in this thread. Simple things like making them mage-only items and eliminating vampire lord summon allies ability would be welcome changes that might result in a common ground being found between those who think clamming is too strong and those who think its just fine.
Yeah some imo nice modifications would be :
- Leave clams as they are . But make them stockable only on mages or at least not on scouts which can't be targeted by flames / seeking arrows etc. .
- Remove a few allysummons and give them instead the ability to summon one special unit with a small bonus if that is possible .
A soul contract would give the possessor e.g. 20% discount on summoned devils and a vampire lord would get 40% discount on bloodrite or get +x vampires as a bonus when doing this special ritual .

Vampires and devils are both top 5 troops . Because of the get 1 / turn per allysummoning vampire lord / soul contract they become a bit too cheap and so they are really first choice for all nations who can afford them .
There is really nothing else which is similiar powerful which you can get out so quick and with little effort .

Only a wraithlord is similiar because he has too autosummon . The only other troop you can get in quite big quantities quite cheap is the vine ogre . But a vine ogre is only a living wall while a devil beats almost every other troop and can be dangerous to thugs too .
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  #2  
Old September 14th, 2004, 09:55 PM
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Default Re: Are devils worth 7 blood each?

Quote:
Boron said:
- Leave clams as they are . But make them stockable only on mages or at least not on scouts which can't be targeted by flames / seeking arrows etc. .
This wouldn't make any difference, because I'm going to have 50 mages researching in my capital underneaeh several domes by the time I have 100 clams anyways.
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Old September 14th, 2004, 10:21 PM
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Default Re: Are devils worth 7 blood each?

Quote:
Graeme Dice said:
Quote:
Boron said:
- Leave clams as they are . But make them stockable only on mages or at least not on scouts which can't be targeted by flames / seeking arrows etc. .
This wouldn't make any difference, because I'm going to have 50 mages researching in my capital underneaeh several domes by the time I have 100 clams anyways.
Hm but this would perhaps make dome wars a bit more interesting . If you bombard the domes with dozens of cheap spells like seeking arrow and at the end of the spellcastchain include a few fires i think this would be funny
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Old September 14th, 2004, 10:24 PM
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Default Re: Are devils worth 7 blood each?

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Boron said:
Hm but this would perhaps make dome wars a bit more interesting . If you bombard the domes with dozens of cheap spells like seeking arrow and at the end of the spellcastchain include a few fires i think this would be funny
Spells are cast in random order. You have no way to make your spells go in any particular order, and a proper set of domes only gives a 7% chance that any one spell will make it through.
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Old September 15th, 2004, 08:23 AM
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Default Re: Are devils worth 7 blood each?

Quote:
Graeme Dice said:
Quote:
Boron said:
Hm but this would perhaps make dome wars a bit more interesting . If you bombard the domes with dozens of cheap spells like seeking arrow and at the end of the spellcastchain include a few fires i think this would be funny
Spells are cast in random order. You have no way to make your spells go in any particular order, and a proper set of domes only gives a 7% chance that any one spell will make it through.
Oh i thought you can influence the order
At least bringing them to fall by seeking arrows or similiar is cost effective
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Old September 15th, 2004, 08:56 AM

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Default Re: Are devils worth 7 blood each?

Quote:
Graeme Dice said:
Spells are cast in random order. You have no way to make your spells go in any particular order, and a proper set of domes only gives a 7% chance that any one spell will make it through.
Graeme has a supberb knowledge of the game mechanics, but I believe he is wrong on this one:

Casting order is actually fully deterministic.

Every single trooper & commander in a Dominions game is tracked with an ID number (ranging from 1 to aprox 30,000) that is used to track experience, afflictions....
Spell casting orders (rituals+forging+battlefield spells) are resolved according to this number.

Back in Dom PPP you could use the debug screen to gather this data regarding your mages (& get the exact order in which spells would be cast), tho I believe this is no longer possible in Dom II. You can get some clues however if you pay atention.


This issue can & does decide games:
will you claim that Last unique commmander that just died or will you get a "Nobody answered the spell" because somebody else did?
will you forge that disputed artifact or will your opponent pull it instead?
Are you capable of getting your slaves to cast communion slave before their master runs through his script?
Will you burst the air dome with arrows & other cheapo spells before your MW/FFS have to roll vs it?
will you nail that teleporting SC with an assasination spell before he jumps away?
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Old September 15th, 2004, 09:46 AM

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Default Re: Are devils worth 7 blood each?

This are damn good to know if we could know the number of the guy ...

So you can dispel too and cast a global in the same game-turn, if the dispel is cast by someone with a previous number that the guy that casts the global.
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Old September 15th, 2004, 10:03 AM

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Default Re: Are devils worth 7 blood each?

JK established in this thread that the casting order of ritual spells is explicitly random.
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Old September 15th, 2004, 10:03 AM

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Default Re: Are devils worth 7 blood each?

Humm, nice information, even if it seems a bit cheesy to use.

The easy way, I suppose, is just knowing that if mage a casts before mage b, he will always cast before him in the future.

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Old September 15th, 2004, 12:52 PM

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Default Re: Are devils worth 7 blood each?

Quote:
Wendigo said:
Casting order is actually fully deterministic.

Every single trooper & commander in a Dominions game is tracked with an ID number (ranging from 1 to aprox 30,000) that is used to track experience, afflictions....
Spell casting orders (rituals+forging+battlefield spells) are resolved according to this number.

Not willing to bet my neck on this, but I believe Dom2 has added a small random variable here. Random turns resolve spells/forging in backward order, going from the largest ID to the smallest. I tested this with setting 6 casters on cast monthly ritual, and scrolling turns forward - there was only two different cast resolving ques, and they mirrored each other perfectly.

So, the order wouldn't be in a real sense random, but one can't have any foreknowledge what is the order of two castings.

Of course this can be abused if you have enough resources, putting the same casting on both ends of que, nearly ensuring a positive outcome.
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