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July 29th, 2004, 10:07 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Ok So I Downloaded The Demo
The walkthru by Bruce Geryk is a very good start. It is fun to read and it guides you through a couple of turns.
http://www.maladjustite.com/dom2_walkthru.html
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July 29th, 2004, 03:02 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: Ok So I Downloaded The Demo
Uh Oh, we hooked Atrocities. The SEIV forum is gonna hate me.
One of the things I like most is that I dont feel like Im being forced to learn someone elses (the programmers) strategys. Each nation has a definate feel but its not like the strategies are completely built in. There is so much variation that you can play your own style. Berserker, researcher, defensive, expansionist, stealth, just about any style that fits you. You can find the best nation, best pretender, best scales, to pull off the moves you come up with. After years of playing Im still able to come up with some surprise tactics.
Early demo hints: play Ulm (low learning curve), play against ctis, man, pangaea (or at LEAST leave out Ermor and water nations), turn independent strength up to about 5 (slows the AI more than it hurts you)
[ July 29, 2004, 14:04: Message edited by: Gandalf Parker ]
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 30th, 2004, 12:07 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 31 Times in 19 Posts
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Re: Ok So I Downloaded The Demo
Thanks guys. I am looking forward to playing. 
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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July 30th, 2004, 01:01 AM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Thanked 45 Times in 35 Posts
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Re: Ok So I Downloaded The Demo
Atrocities, the things I like best are:
-Lack of MM. Most of my turn time goes into strategic thinking only
-Extreme Depth. Constantly surprised at all the new combinations of abilities.
-Solid balance. You'd think given the depth there would be a clear best path, but no.
-Sustained Fighting. Unlike some empire-building games, losing a big battle does not mean you will lose the war.
And as for getting into the game - reading has never been my thing (at least before I play with something). If you are like this too, I suggest you play your first SP game with Ulm. They have pratically no magic, so you can basically ignore that entire part of the game. That will give you an opportunity to understand recruiting, movement, and combat mechanics. Once you've done that, move on to a more magical race.
Lastly, the only word of warning I would give is: resist the temptation to build units in every province you take! I did this because I thought I was tyring to "maximize production" originally. But in truth, your national troops (from your Forts) are way better so only build there unless you need a particular indy unit.
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July 30th, 2004, 05:21 AM
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Corporal
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Join Date: Jul 2004
Location: Missouri, USA
Posts: 162
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Re: Ok So I Downloaded The Demo
Ironhawk,
You're Last statement is interesting about not recruiting from indy provinces. Keeping in mind I'm a newbie myslef, I find myself recruiting from indy's to replenish my losses, mainly because I can't get capital forces to the frontline soon enough. This is mainly archers and stuff, etc.
Which brings me to a question. Assuming a non-watchtower castling strategy, how often/when do you build a new fortress generally? To move your frontline? As a defensive anchor? High resource provinces?
Thanks,
Krool
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July 30th, 2004, 03:02 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Re: Ok So I Downloaded The Demo
Fortresses come in handy for a variety of reasons, such as keeping a short supply line -- supplies available get a bonus based on the shortest available path (not through hostile provines) to a friendly fort and it's admin rating, for instance. Handy unless you've got so much nature magic that you're rolling in wineskins, summer swords and cauldrons, or are using need-not-eat troops.
They're also useful for protecting a temple, obviously, but with a rapid-response team you can use a watchtower for that.
More importantly, if there's a unit type you like in that province -- be it from the independent type or a magic site -- a fortress will help you produce more if it's resource-limited. And it'll let you produce more of your national troops there and worry less about streaming reinforcements up, or it can serve to recruit your cheap researchers while your capital goes for some capital-only commanders. Or so forth.
If you're rolling in money because you can't recruit good troops fast enough, you probably need another castle. *g*
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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July 30th, 2004, 04:54 PM
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Corporal
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Join Date: Jul 2004
Location: Missouri, USA
Posts: 162
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Re: Ok So I Downloaded The Demo
Excellent information!
Since they drain resources from neighboring provinces, you wouldn't want to put one in *next* to a resource rich province, but rather in that province, correct?
Krool
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