.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 3: The Awakening

Reply
 
Thread Tools Display Modes
  #11  
Old April 21st, 2008, 04:38 PM
sector24's Avatar
sector24 sector24 is offline
Second Lieutenant
 
Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
sector24 is on a distinguished road
Default Re: Fomoria

Still batting .500, not bad.
Reply With Quote
  #12  
Old April 21st, 2008, 08:28 PM

churl churl is offline
Private
 
Join Date: Apr 2008
Posts: 7
Thanks: 0
Thanked 3 Times in 1 Post
churl is on a distinguished road
Default Re: Fomoria

Thanks, all. I'm not totally happy with the formatting, but I'm also too lazy to go back and re-edit everything. It looks great in vi. :/

I happened to catch Micah on the IRC channel yesterday, and he mentioned a few more things:

- he never used druids in combat; only for research and forging. So, perhaps all the stuff with bows only works well in SP?
Basically, he said since you have Kings, don't waste
gems on druids. I've had good results with druids and bows in SP, but everything works in SP.

- he wouldn't cast quickness on a thug king, because of fatigue concerns.

- he doesn't use storm, because of its negative effects on precision.

- he suggested building one Nemedian Champion early on (before you have the gold to be making kings every turn).
Keep the champion in reserve so that you have someone to lead your Nemedian Warriors.

- The Nemedian Warriors work well for a one-two capitol fort capture: on the first turn, surprise attack the fort with the stealthy nemedians, to kill the province defense. On the subsequent turn, bring in the main army (kings set on thunderstrike with a wall of unmarked). This way, you avoid fighting the enemy's mages and PD together, which will cause your mages to thunderstrike his PD. I suppose all of this assumes some cooperation on the part of the opponent: that he has his capitol mages set on retreat, until he sees your army coming, and then sets them up to attack.

- Fomorian Militia are a good unit to build right before being sieged: you can crank out a ton of them quickly, and they'll rebuild the fort and delay the siege.

- Fomorian Javelinist is pretty good, if you don't have the cash for Formorian Warrior

- the real power is at evo-4: thunderstrike. It might be so good that you should just rush to evo-4 first.
Reply With Quote
  #13  
Old April 22nd, 2008, 07:51 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Fomoria

The Nemedian Warriors defeating PD is more due to the fact that mages research unless they need to fight. When the stealth force attacks, the mages are still researching, or perhaps forging some last-minute items.
Reply With Quote
  #14  
Old April 22nd, 2008, 09:28 AM

LDiCesare LDiCesare is offline
Captain
 
Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
LDiCesare is on a distinguished road
Default Re: Fomoria

Quote:
I suppose all of this assumes some cooperation on the part of the opponent: that he has his capitol mages set on retreat, until he sees your army coming, and then sets them up to attack.
Why? Usually if you don't expect an attack, there's only the PD there, and mages are busy doing research, so sneaky atttacks will never face the mages (maybe just a few of them who were patrolling just in case, but that's likely a waste of mage time most often).
Reply With Quote
  #15  
Old April 22nd, 2008, 07:52 PM

churl churl is offline
Private
 
Join Date: Apr 2008
Posts: 7
Thanks: 0
Thanked 3 Times in 1 Post
churl is on a distinguished road
Default Re: Fomoria

Ok, I get it now. no cooperation required.
Reply With Quote
  #16  
Old September 23rd, 2008, 04:44 PM

Trumanator Trumanator is offline
BANNED USER
 
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
Trumanator is on a distinguished road
Default Re: Fomoria

Im playing Fomoria in SP right now and it hit that owl quill spam could be really beneficial in the early game. There aren't really all that many good uses for Air gems in the early game, and setting a couple A2 druids to forging owl quills can give you a good use for them and also provide a little jumpstart to your research. I was just wondering what others thought about this.
Reply With Quote
  #17  
Old September 23rd, 2008, 04:51 PM
SlipperyJim's Avatar

SlipperyJim SlipperyJim is offline
Sergeant
 
Join Date: Feb 2007
Location: Northern VA, USA
Posts: 321
Thanks: 51
Thanked 28 Times in 20 Posts
SlipperyJim is on a distinguished road
Default Re: Fomoria

Quote:
Originally Posted by Trumanator View Post
Im playing Fomoria in SP right now and it hit that owl quill spam could be really beneficial in the early game. There aren't really all that many good uses for Air gems in the early game, and setting a couple A2 druids to forging owl quills can give you a good use for them and also provide a little jumpstart to your research. I was just wondering what others thought about this.
I did the same thing with MA Man. Owl Quills aren't as good as Skull Mentors, but they are cheaper.

Of course, the best way to supercharge research is to combine Owl Quills and Skull Mentors. LA Atlantis (my current game) gets enough Angakoks with Air randoms to supply me with plenty of Owl Quill Powah!
__________________
More Trollz mod for Dom3
Reply With Quote
  #18  
Old September 23rd, 2008, 06:26 PM

Trumanator Trumanator is offline
BANNED USER
 
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
Trumanator is on a distinguished road
Default Re: Fomoria

On a somewhat related note, what kind of equipment is good for your kings at cons 2. I've been making them Horror Helms since it synergizes well with their high D magic, but I just leave the rest as is. It did lead to the hilarious event of 3 of them routing ~90 barbarians after killing only about 4. In retrospect sending them against barbarians was probably dumb, but it worked this time.
Reply With Quote
  #19  
Old September 23rd, 2008, 08:05 PM

TheMenacer TheMenacer is offline
Corporal
 
Join Date: Apr 2007
Posts: 82
Thanks: 0
Thanked 1 Time in 1 Post
TheMenacer is on a distinguished road
Default Re: Fomoria

I like sending in teams of one druid set to bless a group of ten unmarked, with an E9N8 it kicks at least as much *** as you paid for the group. On top of that, I love love love gift of reasoning Morrigans. Morrigans are nasty, nasty units and everyone should use them. On that note, Dance of the Morrigans is a fantastic spell, so use that.
Reply With Quote
  #20  
Old September 24th, 2008, 02:00 AM
Hoplosternum's Avatar

Hoplosternum Hoplosternum is offline
Second Lieutenant
 
Join Date: Nov 2003
Location: Romford, England
Posts: 445
Thanks: 95
Thanked 13 Times in 9 Posts
Hoplosternum is on a distinguished road
Default Re: Fomoria

The Kings are really great and while I am sure they are worthy of a big bless personally I like a Rainbow with a multiple minor bless which will fill in some gaps in your magic. You can get better scales that way too.

You will want order and some magic. As I think Fomoria are a Thug/SC nation I don't see Production as a priority. The sacreds are good but pricy and capital only. After buying a King there is not always the money to max out on sacreds. And I certainly would not want to buy sacreds before Kings once I had Mistform and probably not before either!

Earth is a must whether its big or small one, at least E4. It opens up a lot of forging with the hammers and you will want a lot of those to cut down the cost of equiping all your Kings. Plus the Kings worst enemy is fatigue with all that fighting and casting potential. You can't really have enough earth, but whether more than E4 is worth it I'm not sure. There are plenty of reinvigoration items (and all Kings want them) plus the E9+ bonus is nice but not essential with a King who has access to many buffs, inc. mistform and has lots of hp (and regeneration).

And some nature to for some regeneration to limit afflictions, at least N4. I like Hydra skin armour for the Kings as it adds Poison immunity and Mistform is the main protection so I am not sure a heavy regeneration is necessary rather than just desirable.

S4 will allow you to forge all the Astral boosters. Plus it opens up the communion matrixes but I am not sure this is a worthy use of your pretenders time. But it can help your Kings caste the bigger battle spells if you have access to Shamans/Amazons/Sages etc. for slaves.

I like F4 which gives your kings a minor attack boost but also opens up more forging potential especially the Charcoal shields which go well with the Kings. But you could go with air, water or death instead.

The Rainbow mage can be sleeping and will forge / caste globals for most of the game. You need a huge gem income to equip the number of Kings you will have so any of the gem producing globals are worth it. There is no point in having the forge as the main goal in mp as everyone wants it. But it is a game winner for Fomoria.

Early on before you can recruit a King each turn I would build Nemedian Champions NOT Druids. Although Druids are in some ways better they can be built at any fort so you will end up with lots. The NCs are capital only and do (with stealth and decent command) fill nieche rolls. You won't want to build one instead of a King but if you can't buy a King having a few later on will be appreciated.

I think Fomoria is very powerful. It is also a great beginner power as the Kings (whatever you do) are tough and fun to play around with.
Reply With Quote
The Following User Says Thank You to Hoplosternum For This Useful Post:
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 12:31 PM.


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