.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old January 21st, 2004, 07:36 PM

onomastikon onomastikon is offline
Corporal
 
Join Date: Jan 2004
Posts: 197
Thanks: 8
Thanked 4 Times in 2 Posts
onomastikon is on a distinguished road
Default Last question (I hope) on magic learning strategies (Machaka or similar multi-path)?

First of all, thanks so much for all of you answering my questions I have been posting here.

I hope this is the Last really newbie one. OK here goes:

Learning which magic schools to invest in and when, and how to set up my Pretender (rainbow, same-as-nation-mages, whatever) has been getting better, especially with the couple of races I have been trying and having some success with (namely: Pangaia, Man, and Ulm). I also think these may be the "easier" races to do ok with (my newbie impression) since the magic is straightforward and fairly limited in scope (two paths). I can deal with that.

I am failing at Machaka. Perhaps someone can help?

What I find really hard to deal with is the magic being so broad but not potent. Pangaia has its main mage having 2 nature and 3 earth, plus 1 random -- simple, and high. But Machaka has most of its mages spread out with ONE point in THREE paths (exception: black sorceror). I find this very tough, because now it seems I have to rely on my Pretender to forge items they cant even MAKE in order to get them the +1 boost in a path so that they can forge the items themselves AND/OR forge items to give them the +1 boost to cast those "power of" spells giving them the +1 path they need to cast other spells.
Otherwise, one point in a path just doesnt get me far. What is the point of having all those great varied paths when you have no power in them?

This of course is NOT a rhetorical question: can anyone help me out with their experience here?

It doesnt have to be Machaka, any multi-but-weak-path race tips would be good, but I sure would like to play them, they seem so.... interesting. I kind of like the tribal motif.

thank you
Reply With Quote
  #2  
Old January 21st, 2004, 07:39 PM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: Last question (I hope) on magic learning strategies (Machaka or similar multi-path)?

Attack all provinces that say they have amazons in them.
__________________
-- 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!)
Reply With Quote
  #3  
Old January 21st, 2004, 07:53 PM
Nagot Gick Fel's Avatar

Nagot Gick Fel Nagot Gick Fel is offline
Major
 
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
Nagot Gick Fel is on a distinguished road
Default Re: Last question (I hope) on magic learning strategies (Machaka or similar multi-path)?

Quote:
Originally posted by onomastikon:
Machaka has most of its mages spread out with ONE point in THREE paths (exception: black sorceror).
You forgot the 190 gold Sorceror - 2 nature, 1 ?. There aren't that many nations that can get mages with 2-3 levels in 3 different paths.

Quote:
it seems I have to rely on my Pretender to forge items they cant even MAKE in order to get them the +1 boost in a path so that they can forge the items themselves AND/OR forge items to give them the +1 boost to cast those "power of" spells giving them the +1 path they need to cast other spells.
Sorcerors can forge Thistle Maces (+1 nature)
Black Sorcs can forge Earth Boots (+1 earth)
All mages can forge Fire Skulls (+1 fire)
Black Sorcs with a Fire Skull can forge Flame Helmets (+1 fire)

That's without even considering random magic picks. Quite a decent list I'd say.
__________________
God does not play dice, He plays Dominions Albert von Ulm
Reply With Quote
  #4  
Old January 21st, 2004, 08:16 PM

onomastikon onomastikon is offline
Corporal
 
Join Date: Jan 2004
Posts: 197
Thanks: 8
Thanked 4 Times in 2 Posts
onomastikon is on a distinguished road
Default Re: Last question (I hope) on magic learning strategies (Machaka or similar multi-path)?

Oh right fire skull -- but that's a "very" powerful item, right? So would you suggest going "construction" all the way for a long time first -- and use the casters for research and searching only? And rely on spiders till then?

Quote:
Attack all provinces that say they have amazons in them
I dont understand.
Reply With Quote
  #5  
Old January 21st, 2004, 09:01 PM
Nagot Gick Fel's Avatar

Nagot Gick Fel Nagot Gick Fel is offline
Major
 
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
Nagot Gick Fel is on a distinguished road
Default Re: Last question (I hope) on magic learning strategies (Machaka or similar multi-path)?

Quote:
Originally posted by onomastikon:
Oh right fire skull -- but that's a "very" powerful item, right?
That's a Construction 6 item, yes, if that's what you mean. There aren't that many accessible items earlier.

Quote:
So would you suggest going "construction" all the way for a long time first -- and use the casters for research and searching only?
You still get the Earth Boots, Mace and (if you find a +fire Black Sorc) Flame Helmet at Construction 4. Add Skull Staves if you find a +death Sorc or Black Sorc, or the hero Sorceress. You don't find many other nations that can build so many +skill items at that research level.

Re research: Witch doctors are cheap and good researchers, usually I don't have problems with pushing research with Machaka, and actually I think it's one of the best races in that area. The other mages are free to support troops.

Quote:
And rely on spiders till then?
I prefer to rely on hoplites and bowmen. When I recruit spiders, it's more for the fun than for anything else.
__________________
God does not play dice, He plays Dominions Albert von Ulm
Reply With Quote
  #6  
Old January 21st, 2004, 09:37 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Last question (I hope) on magic learning strategies (Machaka or similar multi-path)?

onomastikon...

if your main concern is forging items then have your pretender start with at least 4 earth magic. The spell 'Forge of the Ancients' will allow your commanders to forge just about any item.
Machaka is my favorite race so far too... the biggest weakness I see is their province defense sucks.
__________________
There can be only one.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:56 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.