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Old June 9th, 2007, 12:41 AM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Re: Attempt at a MA Agartha guide

Good question, Sir Dr D. I'm going to see if I can find that out in the next hour. I have to settle on a commander first, though. But I have to sacrifice... Just can't have everything, no matter how hard I try.

What I want is an awake (out of 350 points then) Ghost King (120), five death (80), 4 astral (92), dominion 8 (147), Turmoil 1, Sloth 1, Heat 1, Growth zero, Luck 1, Magic 3 (sum -40). What do I sacrifice? What do I keep?

My goal, crazy and risky and mismatched as it is, is a stealthy Pretender able to cast Darkness (must), Utterdark would be nice (greedy), hence the 5 d. Is it possible to go as low as 3? I hope to be able to get the Rings of Sorcery, and thus Wizardry (Greedy). I also want to be able to cast luck on my entire army of shades and ghosts and spectres (must- but can I do it w/o communion and w/o a high astral reducing fatigue? Does me no good to have an unconscious pretender. But with invig- wait, don't have that, no earth.)

So yeah, I stuck my hand in the cookie jar, grabbed to many, and can't get out of the design screen again. What do I do? Give me some tough love please?

I've been working on my mage-priest section in my downtime at work. Unfortunately, I left the text file there. Otherwise I'd be finishing and then posting it now.

I will drop this tidbit. Don't underestimate Earth Readers. They may seem underwhelming at E, but with barely any work they can be casting E4. Sure, they may fall unconscious, but they'll live. Or, depending on who won that debate, they'll die. But they're expendable. Just have, say, four Earth Boots in your lab, and four earth readers in every fortress. Then, when a fortress comes under siege, equip those Earth Readers with those boots, script earth power spell, and just enough gems to enable casting, but not enough to eliminate fatigue. Broke your siege? Then send those boots back. Or forge four more. You probably could afford it.

ERR.. I wish I hadn't left my notes and manual. But what happens happens.

Edit: Oh well, I settled for Astral 3, Death 4, Dominion 7, Sloth 1, Turmoil 1, Heat 1, Death 1, Luck 1, Magic 3. I'll probably come up with something better soon, but none of my penalties are too severe. I'll see which affects me most and least.
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Old June 9th, 2007, 02:49 AM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Re: Attempt at a MA Agartha guide

While death 3 starts afflicting my Golem Crafters by the end of the first year, death 1 means most or all of them live to see the start of the third year, and only 3 out 6 get diseased. 1 out of six is blind and diseased. So... not perfect, by any means, but a lot more workable than death 3. I'd never recommend taking more than one death scale, and only when you have to. But then, Death has never been about long-term staying power.

I can afford the dead mages because I have a magic scale to make all my young indies and earth readers more useful. I may be adjusting my start strat to not include more than a couple Golem Crafters- Death 2 may be plausible, but I doubt it.

Heat one scale will cost you, but again, affordably. I'd take it before death, since it benefits your Cold Blooded troops and bothers your infantry none.

Sloth and Turmoil? You can work around it with Agartha. Its doable. Whether you want to is up to you.

Luck, really isn't worth it. You really only NEED earth gems, since your Crafters won't do much in other spheres, barring some specific pre-game plans. There are a few particular artifacts of interest, but generally, you'll have to work to find a use for any gems that come in, and by the time you need them, you'll be able to search the sites via independents or a spare Golem Crafter. Now because I'm biased towards luck because I enjoy it more and hope to get a hero, I recommend getting luck one. Rationalizing it away, it helps deal with the turmoil, and keep things from going to hell. I don't see much use in going higher though, as I believe there are no heroes available for MA Agartha unless you get Worthy Hero mod. I recommend that in general, but here for Great Olm multiheroes (with stealth! and rather strong magic, earth and water). I'm going to try out the Epic heroes mod next.
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