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November 2nd, 2003, 10:40 AM
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Corporal
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Supercombattant pretenders....what about...
What about do not allow the Pretenders to leave their home province?
That would be the best. Why?
1. Supercombattant Pretenders can be abused easily.
2. The AI won't make stupid things, like moving with his pretender from province to province ALONE. The AI is always loosing his pretender very fast. I don't understand that what is the AI is doing with his pretender anyways...IT is always moving it..
So this way both problems would be solved.
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November 2nd, 2003, 10:43 AM
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Lieutenant Colonel
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Re: Supercombattant pretenders....what about...
super combatting pretenders are only half (or a third, YMMV) of the problem. Your forget the numerous SC still available.
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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November 2nd, 2003, 11:09 AM
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Corporal
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Re: Supercombattant pretenders....what about...
Quote:
Originally posted by Pocus:
super combatting pretenders are only half (or a third, YMMV) of the problem. Your forget the numerous SC still available.
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But it IS a problem, a big problem in fact. These pretender SCs are too cheap in early game.
Also you can abuse the AI with it.
[ November 02, 2003, 09:10: Message edited by: MStavros ]
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November 2nd, 2003, 11:19 AM
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Second Lieutenant
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Re: Supercombattant pretenders....what about...
>These pretender SCs are too cheap in early game.
I know.
>Also you can abuse the AI with it.
Not just the AI, other players as well.
I would love to see the computer AI fielding super combatants when on the impossible level. That would make players lives a bit tougher.
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November 2nd, 2003, 11:27 AM
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Second Lieutenant
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Re: Supercombattant pretenders....what about...
>Anyways I've made a topic about this, reply there if you want.
-Ok I'm here-
I like the idea of having mages/spells that would help repel super combatants.
For example, I never use my combatants versus a lizard province. They have lizard shaman that almost always "curse" my combatants.
This is perfect. If there were a few more ways that mages could potentially hurt a SC, players could use these spells for defense, plus the computer could scatter a few mages around in indy provinces to deter using SC to steam roll at the game start.
That way we can have the strategy of SC's, but also counters for it. If we force pretenders to stay at home or remove the SC abilities, it weakens the game by removing options. I like adding options rather than losing.
[ November 02, 2003, 09:28: Message edited by: apoger ]
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November 2nd, 2003, 01:55 PM
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Major
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Re: Supercombattant pretenders....what about...
Quote:
Originally posted by MStavros:
quote: Originally posted by Pocus:
super combatting pretenders are only half (or a third, YMMV) of the problem. Your forget the numerous SC still available.
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But it IS a problem, a big problem in fact. These pretender SCs are too cheap in early game.
Also you can abuse the AI with it. I agree with this.
Quote:
Originally posted by apoger:
If we force pretenders to stay at home or remove the SC abilities, it weakens the game by removing options. I like adding options rather than losing.
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..but I agree with this too.
So what can we do??????? The AI cannot defend himself against these early pretender SCs...
Damn lot of things are screwed....the strat. AI, and now this...I am so pissed.
[ November 02, 2003, 11:55: Message edited by: DominionsFAN ]
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November 2nd, 2003, 03:18 PM
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Sergeant
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Re: Supercombattant pretenders....what about...
[quote]Originally posted by MStavros:
Quote:
Originally posted by apoger:
This is perfect. If there were a few more ways that mages could potentially hurt a SC, players could use these spells for defense
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They exist, It's just that you haven't found them yet.
Soul slay has seen its range increased. Paralyze is deadly now.
Try the new mind bLast, or those Mictlan spiders with their webbing & death attacks.
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Ok than how can you stop the pretender SC abuse?
[/QB]
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You kill them. Been there, done that in Dom I multiple times.
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MAYBE the players can defend against it, but the AI is screwed. [/QB]
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The spell AI is actually pretty good. I had a couple of Behemonths & a commander with 2 lifelong contracts recently stoned & slowly hacked to pieces by the AI. Did you know that the contract doesn't work if the bearer cannot move?
Maybe you should try playing vs different AI nations that the ones you have faced until now.
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November 2nd, 2003, 03:25 PM
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Corporal
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Re: Supercombattant pretenders....what about...
Quote:
Originally posted by Wendigo:
The spell AI is actually pretty good. I had a couple of Behemonths & a commander with 2 lifelong contracts recently stoned & slowly hacked to pieces by the AI. Did you know that the contract doesn't work if the bearer cannot move?
Maybe you should try playing vs different AI nations that the ones you have faced until now.
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Wendigo, the spell AI is good, but the strategic AI is very weak, thus you can massacre whole AI armies with your pretender SC in the early game, and that is very unbalanced.
[ November 02, 2003, 13:26: Message edited by: MStavros ]
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November 2nd, 2003, 03:28 PM
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General
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Re: Supercombattant pretenders....what about...
I don't expect the AI to be able to handle a supercombattant, especially in the very early game. But I don't know any AI able to withstand an early rush well either. (Or please name one AI able to handle a very early rush, either in a RTS or a TBS, without cheating) It sounds even like an exploit for me, going in for the kill and wondering why the AI fell that easily.
However, I am not saying anything about what it is like in MP, for a very good reason: I simply don't have enough experience with Dominions in MP so.
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November 2nd, 2003, 03:31 PM
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Shrapnel Fanatic
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Re: Supercombattant pretenders....what about...
Quote:
Originally posted by MStavros:
What about do not allow the Pretenders to leave their home province?
That would be the best. Why?
2. The AI won't make stupid things, like moving with his pretender from province to province ALONE. The AI is always loosing his pretender very fast. I don't understand that what is the AI is doing with his pretender anyways...IT is always moving it..
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Locking a pretender in his castle makes it susceptable to other tactics although they would at least be later-game tactics.
If the AI has a combatant pretender then he should use it. Thats its purpose and its not disastrous to lose it in combat. As far as the moving it around I think what happens is that the pretender leaves home early with an army but is quickly the only survivor left. What seems to be lacking is not that the pretender shouldnt leave home but that it should recognize when to get reinforcements.
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