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April 28th, 2004, 06:29 PM
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Thanked 92 Times in 43 Posts
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Re: Carrion Woods Reanimations
Quote:
Originally posted by Sunray_be:
Ooops, just realized that the Last exemple seems illogical.
Kristoffer wrote that autosummon in forests gives "1+growth+magic% chance of powerful stuff" then later "Of these (4 beasts) one or two would be powerful". If 1+2+2=5%, I'll be damn lucky if I get two powerful beasts out of a total of 4... that means 50%!
Should I understand that autosummon in forests gives 10 x (1+growth+magic) % chance of powerful stuff ?
Cheers
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One or two out of 9+4. A powerful manikin is a mandragora. 1+2+2 = 5%. 5% out of 13 is one or, if you are lucky, two. Zero is not uncommon either. Slight miscalc on my part.
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April 28th, 2004, 06:36 PM
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Join Date: Aug 2003
Location: Sweden
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Re: Carrion Woods Reanimations
Has anyone played CW before and after 2.11. I would like to get some feedback. The changes are somewhat limited. Are they noticeable at all?
Reanimations
Dominion based reanimation
Survivability of manikin
Power of manikin
Power of unholy spells
Research - reanimate trade off
Comparisons with Ermor
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April 28th, 2004, 06:47 PM
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Re: Carrion Woods Reanimations
Quote:
Originally posted by Kristoffer O:
Reanimations
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Slightly quicker, though not better. Using a Carrion Lord to Reanimate still seems like an exercise in futility.
Quote:
Dominion based reanimation
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This has been another minor increase I haven't seen much in the way of making this work. I also haven't seen any leaders reanimated to drag over some of these Manikins for free.
I have not seen this change at all, they are still on par with skeletons as far as getting destroyed enmasse.
To be quite honest Manikins rarely are able to survive long enough to gauge this.
Did not notice a difference with these.
Quote:
Research - reanimate trade off
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Still nearly crippling slow even with Magic 3. If you don't recruit a Dryad every turn and get a secondary fortress or find a Library you will be behind most other nations except those in Drain enviroment.
Much better than it was, still nowhere near either Theme of Ermor, which is a good thing. Maybe an idea or suggestion to make the reanimation fall more in line as the game progresses is to have provinces under CW Dominion revert to Forest after a period of time. Thus increasing it's overall ability to produce more and more free manikins.
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April 28th, 2004, 07:03 PM
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Join Date: Aug 2003
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Re: Carrion Woods Reanimations
Sorry, I wasn't very clear.
There are only changes in the reanimation, but I wanted some general feedback as well.
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April 28th, 2004, 08:28 PM
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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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April 28th, 2004, 09:08 PM
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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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God does not play dice, He plays Dominions Albert von Ulm
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April 28th, 2004, 09:34 PM
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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.
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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.
__________________
God does not play dice, He plays Dominions Albert von Ulm
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