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  #1  
Old January 12th, 2004, 07:24 AM

Saarud Saarud is offline
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Default Re: Dominions 2 Demo Review

I agree with Imperator Fyron on most parts. Especially the combat situation where your archers kills your own unit. I would like to see some additional orders for archers "fire at closest enemy NOT in melee" and so on. That would really be great.

However I do think Fyron is to quick to judge the unit situation. I love the fact that there is so much different units to choose from. I think that if we would ask a group of veterans which units they use for a specific nation I bet we would see a spread out result among most units and perhaps one or two Favorites.
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  #2  
Old January 12th, 2004, 09:18 PM
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Default Re: Dominions 2 Demo Review

Quote:
Originally posted by Graeme Dice:
...

quote:
I assume level of the caster matters, like Fire9 mage should hit more with his fireball than a Fire2 mage right? Or does that just let him cast more fireballs in one battle?
That just affects the statistics that have "+" or "-" symbols after them in the spell description, as well as the penetration bonus to overcome magic resistance for those spells which can be negated by such.
Extra magic skill also divides down the fatigue cost, making it possible to cast many more spells with less effect on the caster.

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Old January 12th, 2004, 09:26 PM

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Default Re: Dominions 2 Demo Review

Saarud,

The problem with "fire at closest enemy not in melee" is that it would probably develop into a "fire at commanders" order.

I would actually be satisfied with an order to "fire at closest non-commander not dangerously close to a lot of my own troops but especially not in direct melee with them and under no circumstances fire into a melee that it looks like I will win without archer support. Just stand still and do nothing if you don't have a valid target."
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Old January 12th, 2004, 09:36 PM
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Default Re: Dominions 2 Demo Review

Quote:
Originally posted by Imperator Fyron:
...

Other than flying units, how do you overcome castle defenses?
Fliers are good. A few other ways:

* Lots of cannon fodder (e.g. militia, tribals, mercenaries, undead).

* Units which are resistant to the defenders' weapons.

* Spells which protect powerfully against missiles.

* Other effective battlefield spells.

* Assassinate the commanders.

* Kill the defenders with ritual spells.

* If the Last enemy stronghold, sweep away their dominion and banish their god, and the men will give up.
Quote:
quote:
Seems to me there is almost always a considered reason for the costs, even if it isn't obvious at first.
For some units, yes. But there are several Machaka and Jotunheim (the two nations I tried) units that increase in cost too drastically for what you get compared to the next weaker troop they have.

I've only been addicted to this game for oh, half a year or so, and I haven't even gotten around to playing either Jotunheim or Machaka. (I've only played six of the seventeen nations, and only one variant flavor of one of those, so far, just to give you a hint of how much gameplay there is...).

However I think you're probably just not aware of the reasons behind the costs. For example, holy units have major advantages such as being blessable and only costing half as much to maintain (so their true cost is nearly half-off if they survive). Having fought Jotunheim a lot, I know that the little guys can complement the giants in a combined arms fashion, particularly because they can sneak in between the giants to increase the attack of a front, and also to distract attacks from the giants. Or, they can do a quick flank/rear attack, or block one.

Quote:
quote:
Maybe with low-morale units and fright-inducing effects (such as dead leaders, fighting monsters, etc), but that's intended. There are many spells, unit types, items, etc. which will very effectively reduce routing. I find the morale system extremely welcome and quite well-done. It would be a lot less interesting and less appropriate if everyone fought to the death regardless of circumstances. Terror and the ability to resist it is a major factor in war, especially when dragons and undead elephants are involved, etc...
But when you have no units with terror, they still route far too quickly...

Maybe a matter of taste, or your particulars and inexperience. Having played a lot and watched all the battle replays, I think the morale system works really well.

...

And yes, all the castle stats should be available on start-up. That's an omission, though the fans of course have posted a nice table.

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Old January 12th, 2004, 09:41 PM
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Teraswaerto Teraswaerto is offline
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Default Re: Dominions 2 Demo Review

Spells like fireball, etc. are a lot more accurate if you place your mages close to the front lines. Distance from target makes a big difference.
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Old January 12th, 2004, 09:57 PM

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Default Re: Dominions 2 Demo Review

>> But when you have no units with terror, they still route far too quickly...


Well sometimes morale system causes some odd results. I was fighting with Ermor (Ashen Empire) against Niefelheim. My province had about 150 ordinary longdeads, 3 mound kings and 1 arch bishop. Enemy had Son of Niefel and about 15 niefel giants. Those giants kept destroying my units until I had only 1 longdead, 1 mound king and the arch bishop left. Then those mighty giants decided to run away!
In that hilarious battle I managed to kill just one or two NGs long before enemy routed.
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Old January 13th, 2004, 12:13 AM
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Default Re: Dominions 2 Demo Review

Don't overestimate the logic of fear.

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