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

This Month's Specials

The Star & the Crescent- Save $9.00
winSPWW2- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old December 4th, 2011, 02:48 AM

krpeters krpeters is offline
Second Lieutenant
 
Join Date: Dec 2006
Posts: 564
Thanks: 1
Thanked 10 Times in 7 Posts
krpeters is on a distinguished road
Default Blowpipe paralyze

Well, this was quite a surprise.

I decided to give the Sidhe Lord strategy another try. Much to my surprise, they got whacked by Woodsmen Blowpipers. My reaction was "WHAT???!!!"

It turns out that in CBM 1.92 (and maybe earlier versions, I don't know), Woodsmen Blowpipes now do *paralyze* damage instead of fatigue damage. So you really get pegged hard instead of just getting hurt a bit.

I *presume* that casting resist poison before going into battle will take care of this, but... it's just yet another example of Dominions always finding a way to mess you up.
Reply With Quote
  #2  
Old December 4th, 2011, 05:11 AM

TigerBlood TigerBlood is offline
Corporal
 
Join Date: Sep 2011
Posts: 163
Thanks: 1
Thanked 4 Times in 4 Posts
TigerBlood is an unknown quantity at this point
Default Re: Blowpipe paralyze

Technically, the blowpipes do normal damage. On a hit, they will have an additional effect. Paralyzing poison occurs on a few units in addition to woodsmen.

The effect 'paralyzing poison' can be resisted with poison resistance, I believe, in the latest version of CBM. Previous versions may have handled blowpipes differently,.
Reply With Quote
  #3  
Old December 5th, 2011, 06:58 PM

ghoul31 ghoul31 is offline
First Lieutenant
 
Join Date: Jul 2009
Posts: 601
Thanks: 3
Thanked 14 Times in 13 Posts
ghoul31 is on a distinguished road
Default Re: Blowpipe paralyze

Yes they are overpowerd. Thery are super cheap and you can wipe out a whole army of SC's with them.
Reply With Quote
  #4  
Old December 5th, 2011, 08:22 PM

TigerBlood TigerBlood is offline
Corporal
 
Join Date: Sep 2011
Posts: 163
Thanks: 1
Thanked 4 Times in 4 Posts
TigerBlood is an unknown quantity at this point
Default Re: Blowpipe paralyze

They're good, but they are not that good. I've seen paralyzed SC's force a rout by virtue of low fear/awe or even aura effects like fireshield or chill.

Blowpipes + specialised thug or SC support, will ruin an opposing SC's day, but i don't believe that they are by themselves an effective counter to SC's.

Due to the short range, even massed blowpipes do not stand up well against a similar number of chaff units. They are great at breaking up formations, but are not neccesarily something that can't be countered easily.

I may have some misconceptions based on my play experience though. If so, I would appreciate being corrected.
Reply With Quote
  #5  
Old December 5th, 2011, 08:23 PM

krpeters krpeters is offline
Second Lieutenant
 
Join Date: Dec 2006
Posts: 564
Thanks: 1
Thanked 10 Times in 7 Posts
krpeters is on a distinguished road
Default Re: Blowpipe paralyze

Remind me not to build SCs
Reply With Quote
  #6  
Old December 5th, 2011, 08:33 PM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Blowpipe paralyze

No, you build SCs anyway but use them against appropriate targets.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
Reply With Quote
  #7  
Old December 6th, 2011, 10:59 AM

Starbelly Geek Starbelly Geek is offline
Private
 
Join Date: Oct 2011
Posts: 44
Thanks: 1
Thanked 7 Times in 7 Posts
Starbelly Geek is on a distinguished road
Default Re: Blowpipe paralyze

If you mix blowpipes in with shielded front line chaff, do opposing archers with "fire archers" target them?

Even if not, that mix set to "fire closest" can do some intriguing things to any army that's relying on mortal assault troops, especially tramplers. I think you have to arrange for the first unit in the group to have a ranged weapon (blowpipe or javelin work).

Against heavy trampler armies or thug groups, a mix of blowpipes and wolf tribe dagger dudes or indy lizards with their two attacks per round could do some damage.

I kind of like the archers that come with those provinces, too - they have a slight boost to Ranged, don't they, making them superior to Deer Tribe or equivalent indy archers?
Reply With Quote
  #8  
Old December 7th, 2011, 03:33 PM

JonBrave JonBrave is offline
Second Lieutenant
 
Join Date: Aug 2010
Posts: 546
Thanks: 100
Thanked 10 Times in 8 Posts
JonBrave is on a distinguished road
Default Re: Blowpipe paralyze

Isn't it unethical to mix troops like that? Or perhaps All's Fair in Love & MP...
Reply With Quote
  #9  
Old December 7th, 2011, 05:11 PM

Starbelly Geek Starbelly Geek is offline
Private
 
Join Date: Oct 2011
Posts: 44
Thanks: 1
Thanked 7 Times in 7 Posts
Starbelly Geek is on a distinguished road
Default Re: Blowpipe paralyze

Quote:
Originally Posted by JonBrave View Post
Isn't it unethical to mix troops like that? Or perhaps All's Fair in Love & MP...
Un... ethical?
MP games could have agreed-upon rules that prevent it, I suppose, but I don't think rules against troop-type mixing are at all common. Mix elephants with slower, high-morale units to pump up the average morale of tramplers. Mix big units (giants, bandars) with tiny units (vaetti, markata, hoburgs) to give more targets per square and increase the survivability of the big dudes. Mix shielded units with offensive (zweihanders, say) units to up the chances of getting through missiles or spells with enough punch to crack through tough screens.

If you think certain tactics give you too much advantage against the AI and using them makes SP unfun, by all means don't use them, but it's worth understanding the mechanics that make those tactics valuable under the right circumstances.
Reply With Quote
  #10  
Old December 7th, 2011, 07:23 PM

JonBrave JonBrave is offline
Second Lieutenant
 
Join Date: Aug 2010
Posts: 546
Thanks: 100
Thanked 10 Times in 8 Posts
JonBrave is on a distinguished road
Default Re: Blowpipe paralyze

Very interesting! I don't do any of the above, just seems too sneaky against AI to me. Or perhaps I just wouldn't like seeing them all mixed up on the tactics screen, I like to keep types all separate, maybe some OCD
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 04:38 AM.


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