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  #1  
Old June 20th, 2006, 08:00 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Why am I not able to win the Orania Map ?

It seems awfully early to plan a complete changing mod for Dom3. But I guess I cant really speak since I will release a Dom3 version of my Poke_in_the_Eye scenario, and a randomize everything module, early after its release. And most likely a "play against every single nation in one giant game" scenario.
All of which tends to make Johan shake his head at me.
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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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  #2  
Old June 20th, 2006, 08:12 PM

DominionsFan DominionsFan is offline
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Default Re: Why am I not able to win the Orania Map ?

Quote:
Gandalf Parker said:
It seems awfully early to plan a complete changing mod for Dom3. But I guess I cant really speak since I will release a Dom3 version of my Poke_in_the_Eye scenario, and a randomize everything module, early after its release. And most likely a "play against every single nation in one giant game" scenario.
All of which tends to make Johan shake his head at me.
Hehe, nah it is not early. We must design everything in our head before the game is out. I am playing with many ideas still, not to mention that I must start to work on the unit gfx also...
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Old June 24th, 2006, 10:30 PM

Arker Arker is offline
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Default Re: Why am I not able to win the Orania Map ?

I'm having similar troubles. I can win Brittania pretty reliable, in a 3 nation game, with any nation I pick. But Orania kicks my butt.

Currently playing it as Ulm. My pretender is also an oracle, with 3-5-5 earth astral nature and 10 dominion. I tend to play pretenders like this, simply because they're easier for me to get value from. With mobile pretenders, I agonise over whether it's worth the risk to use him in this battle, worth the lost research to move him over here, etc. With an oracle, I can't move him, so I don't need to worry about it. I max the dominion, because my (admittedly limited) experience with the game tells me dominion is very important. How many times have I lost my entire army and snatched defeat from the jaws of victory when I gave the storm fort order? But I've found if I just keep him under siege and use preachers and temples with a very high dominion pretender, he'll evaporate. This particular pretender was built so that he'd be able to cast some important spells, acashic record, gift of health, the firbolg summoning spell, I forget the other one... I research acashic record first, then gift of health, then throw research into construction.

Ulm seems to have a significant advantage in the home-guard too... 10 points of defense is pretty meaningless with, say, Mictlan, but fairly powerful with Ulms troops.

I tend to use two different types of armies. One will be a mounted commander and several of Ulms ultra-heavy knights. Moving quickly, it's good for defense or offense, as well as squelching unrest. The other will be a foot commander, backed up by one or more master smiths, preachers, and engineers. I use sappers for my archery section (they aren't quite as good as Ulm Arbalesters or Longbowmen that I sometimes get to build when I conquer the right province, but they are fairly good and really rock for sieges as well.) Up front, three squads of troops, heavy infantry with shield and flail that can soak up plenty of missile attacks without a scratch, axemen on a flank I *try* to get in a position to flank the enemy after they are tied up on the shielded men (sometimes works) and light infantry with javelins (obviously from a conquered province, but fairly common) on the other flank and forward a bit, they're cheap to replace so I'd rather see them get hit than my axemen. Sometimes both types of armies combine, then the horsemen get stuck on a flank and told to hold/attack rear.

Generally I do quite well with battles, it seems. Lots won without a loss. But, so far, every game eventually ends with another nation bringing in an army so much bigger than anything I can field that it becomes hopeless... or else I lose my pretender, loaded with enchanted items and on top of the hall of fame, to a storm-castle command that doesn't work despite outnumbering the enemy by 10 to 1 with heavier troops, in which case I throw up my hands in disgust and quit.

I've tried with R'lyeh, Arcosephale, Mictlan, and Man so far, lost with all of them. I've conquered other maps with them fairly easily. So any tips you more experienced players might offer will be thankfully appreciated...

Oh yeah, fortresses, I've mostly used wizard towers and fortified cities in the past, this time I went with hill forts, for more defense. I generally try to place them as efficiently as possible, given that (if I'm understanding this correctly) perfect efficiency would mean every province without a fort borders one and only one province with a fort. I also weight provinces that have special troops I want to build (druids, for instance, as Ulm are a great boost, they can do everything my priests can do and a lot more.) Anyone else have insights into what fortresses to use and where to place them?
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Old June 25th, 2006, 05:34 AM
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Default Re: Why am I not able to win the Orania Map ?

Try a rainbow pretender as Ulm - a human wizard with low levels (no more than 2) of every magic path, and use them to search for sites, and later, forging rare items.
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  #5  
Old June 25th, 2006, 07:33 AM
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Default Re: Why am I not able to win the Orania Map ?

Dominions is important, but dominion 10 is probably a bit over the top. With an Oracle, you can afford it, though. If you choose to go with good dominion, you'd better invest on good scales as well. Ulm doesn't need as much money as the other nations, so I take Luck with them. The math-guys (and gal) will tell you it isn't feasible, but I like the random element. You should also max Production. Remember to take Drain 3 - your pretender is affected, but your Master Smiths can research just as well even with the drain.

Your armies sounded fairly good. However, I wouldn't use Sappers that much - they cost twice the amount of normal archers. They do have mapmove 2, which allows you to use them with your Black Knights, but I don't use them in my normal armies. I recruit indep shortbowmen for that. They can't harm your own units at all, so friendly fire is much less of an issue as long as any crossbowmen you might have aren't ordered to Fire Closest.

Breaking sieges can be hard. Did you send lone commanders in first, to see the defending force? Knowledge is power.
Why did you lose? Powerful magics? Ulm does have access to some quite powerful spells, use them. Conjuration 3 for Earth Power, and your Smiths are Earth 3. Constr 4 and Earth Boots, and they all are Earth 4. Blade Wind and Magma Eruption are the two that have the most delightfully devastating effects.

As for forts - choose something with high Admin value. That gives you more resources. The one named 'Castle' is pretty good, but 'Fortress' also works if you're short on points.

If you go with Sandman's suggestion of a rainbow pretender (which can also be a good choice, especially with Ulm), you won't get that high paths. Acashic Record takes Astral 3, Gift of Health Nature 5 IIRC.
If you research Evocation 3 (Magma Bolts), then Conjuration 3 (Earth Power), then Evocation 4 (Blade Wind), then Construction 4 (Earth Boots, Thistle Mace) and then either Constr. 6 (Moonvine Bracelet, Ring of Sorcery, Starshine Skullcap, Staves of Elemental Mastery, Treelord's Staff) or Enchantment up to Gift of Health - you will get Gift of Health much later, but magical support much earlier. Also, initial Nature of 3 will be enough to cast the Gift of Health - Thistle Mace boosts N3 -> N4, Moonvine Bracelet N4->N5, and if needed, Treelord's Staff N5 -> N6 (as it replaces Thistle Mace, but gives +2 N).
Nature 3, Astral 3 is good for the general boosters. You want access to at least one of the Staves of Elemental Mastery - Earth/Air will take E2A3, Fire/Water F2W2. And of course, you want to be able to cast Forge of the Ancients. It will allow your mages to craft many more items. E5 is not too tough a requirement. Earth Boots and one of the Staves of the Elemental Masteries should be enough, so initial Earth 3 is enough.
Air/Earth has pretty nice items, and Earth/Astral as well, but the first Air booster is at level 3. Fire 1/Death 1 will allow for Flaming Skulls and +1 Fire, but Forge of the Ancients will let all of your Smiths to make those.

So, S3N3E3A3, D2 and/or W2 if you can afford it.
Monolith starts with S and N, and Dominion 4, but it doesn't have the slots to use the booster items, so we can't use that. And the human pretenders all have too low starting dominion values to boost it up to 10, or 9 or 8. With Great Sage, dominion of 6 allows for good scales, or for boosting one path to four, or for getting two new paths at levels 2 and 1. If you go just for scales, Production 3 and Drain 3 leave you enough points to get two other positive scales. You could go Order 3/Misfortune 1 for lots and lots of money and very few events, which will be bad more often than not but too rare to really harm you. You could go for Fortune 3/Turmoil 1 if you like to gamble, and receiving lots of good events. If you have supply problems (probably not, as Ulm builds its armies slowly, and you will get Enormous Cauldrons of Broth at Constr. 2 and Endless Vineskins at Constr. 4).
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Old June 25th, 2006, 09:16 AM

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Default Re: Why am I not able to win the Orania Map ?

with ulm ive had success with a full rainbow pretender: f3a3w3d3s3n3e5(forge of the ancients ect) and possibly but usually not b3. This beast searching your provinces is almost as good as a spell costing 25 astral, he can also forge practically every avaliable item and can cast a huge number of spells (and with boosters...). If you can afford it try it on a freak lord, load him with defence and reinvig items and send him into battle casting alot of defensive buffs(and breath of winter). You can even make black lords into uber thugs like this, if its un-modde give them wraith sword, jade armour, horror helm, amulet of resilence and luck (not all of those are needed but they help) and he will carve up armies like you wouldnt believe. Since his strength isnt that high it should also be ok using CB.
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Old June 25th, 2006, 09:45 AM
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Default Re: Why am I not able to win the Orania Map ?

Personally, I'd rather get better scales than have a rainbow mage with 3 in several fields. The search advantage is minimal, and it'll be quite a while before you see any benefit.
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Old June 25th, 2006, 10:36 AM
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Default Re: Why am I not able to win the Orania Map ?

Quote:
Sandman said:
Personally, I'd rather get better scales than have a rainbow mage with 3 in several fields. The search advantage is minimal, and it'll be quite a while before you see any benefit.
I'd agree if I hadn't just posted a 4-times-3 rainbow pretender.

2 is enough for most sites, but for the items, and the initial levels and equipment slots needed to get access to both Forge of the Ancients and Gift of Health, that's the best I can come up with. If you just want to find lots of sites and play with the gems, possibly with empowering as well, then 2 is enough in most paths, and 3 should only be taken for those you'd most want to have. Fire might be a good choice for Ulm, because their Master Smiths already get a pick and it will also let you forge a booster. Flaming Helmet is a poor battle booster, but better than F2 allows for Phoenix Power, and Fire 3 is already quite powerful.
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Old June 25th, 2006, 02:02 PM

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Default Re: Why am I not able to win the Orania Map ?

Quote:
Arker said:
Generally I do quite well with battles, it seems. Lots won without a loss. But, so far, every game eventually ends with another nation bringing in an army so much bigger than anything I can field that it becomes hopeless... or else I lose my pretender, loaded with enchanted items and on top of the hall of fame, to a storm-castle command that doesn't work despite outnumbering the enemy by 10 to 1 with heavier troops, in which case I throw up my hands in disgust and quit.
First, keep in mind that the AI focuses on quantity, not quality. So even if they field what appears to be an overpowering force, it probably isnt as powerful as you might think. And if you are really having manpower shortages, its like just because you are playing resource-heavy Ulm. Just build hordes of hoburgs or militia or something to take up space on the battlefield and ease the burden on your powerhouse troops.

Losing your pretender, or a prize SC, that is totally decked out is just the way things go. It happens even to veteran players and you shouldnt beat yourself up over it. Just call him back, rearm, and get out and fight again.

As for losing seiges with 10-1 odds, you really shouldnt be surprised. After all that is the purpose of walls, is it not? To allow few soldiers to defend against many. The trick with walls is that your ground troops must fight thru the Gate. And the Gate allows so few troops thru that even tho you have 10-1 odds, you are fighting the battle with only 1 of your men against 2 enemy while the rest of your army sits around and gets shot to hell. The trick to winning seiges is to negate the value of the Gate as much as possible. Some tips for doing so:

1) Put your absolute best troops in the attack position. If you can breakout here you will be able to employ your numbers. Heavy Cavalry work well cause they have high prot, high morale, and many strong attacks.

2) Use way, WAY more archers. During a seige you should have something like 2/3rds of your army as archers since they can fire over the wall and do not need to go thru the gate. Place them as far forward as possible.

3) Additionally, as above, use mages. A couple of well place fireballs or blade winds will clear a path for your vanguard.

4) Lastly, if you have them available, flying troops are incredibly valuable in a seige. If you are incredibly brave, they can attack on the first turn and possibly stop the enemy from even getting to its own Gate. Otherwise you can use them to flank or attack the enemy rear, regardless of the protection of the wall.
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