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October 27th, 2003, 09:00 AM
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Major
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Re: Poll: How much will the new bless effects affect your pretender design?
Quote:
Originally posted by Daynarr:
Since Man has tendency to start in forest provinces ...
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Really? That's new I think. Do all the factions have similar tendencies in Dom 2?
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October 27th, 2003, 09:08 AM
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Major General
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Re: Poll: How much will the new bless effects affect your pretender design?
Quote:
Originally posted by Jasper:
quote: Originally posted by Daynarr:
Since Man has tendency to start in forest provinces ...
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Really? That's new I think. Do all the factions have similar tendencies in Dom 2? I also rather suspect it's new, as I'm not entirely certain there were forests in Dom I
Dominions's system of terrain-morphing in response to dominion was one of the conceptually coolest things I've seen in a game - especially, for example, when I put Ermor in by accident and I could see this sickening frost spread across the world, before I had "officially" spotted them. But, the Dominions 2 maps are so much better looking, and appear to be so much more interesting (terrain having a much greater impact on gameplay) that even though I suspect morphing is gone, it's a good tradeoff.
That said -
Any betas (not to mention any names like Daynarr) know whether the terrain changes in response to dominion scales? For example, do forests die and change to wasteland under a death scale?
-Cherry
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October 27th, 2003, 09:35 AM
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Lieutenant General
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Re: Poll: How much will the new bless effects affect your pretender design?
Quote:
Originally posted by Jasper:
quote: Originally posted by Daynarr:
Since Man has tendency to start in forest provinces ...
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Really? That's new I think. Do all the factions have similar tendencies in Dom 2? Most of them do. C'tis will, for example, tend to start in swamp provinces, I believe Caelum and Jotunheim like Mountain provinces, Panganea likes forest as well, etc. Not sure every nation has a preference, but the map has great influence on starting province as well. No use if your nation likes forests and there are no or little forests on it.
As far as Ermor goes I have no idea what they like if they like anything since I've seen them in various locations.
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October 27th, 2003, 09:35 AM
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Major
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Re: Poll: How much will the new bless effects affect your pretender design?
Quote:
Originally posted by Daynarr:
Oh, and BTW level 9 in any path of magic is NOT particularly expensive if you use right pretender (for example, use Cyclops for Earth). I still get excellent dominion scales, not weak dominion and level 9 Earth at the same time. Getting 2 of level 9 is another story, though.
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Going from 3 -> 9 costs 168 pts! Four points less gets you Earth 4, plus a 3 and a 2 in magic your faction doesn't have. Or you could just go with Earth 4 and tip 4 dominion scales.
It doesn't seem worth trading these powerfull effects for more skill on your pretender than you can really use, plus +2 further protection and some reinvigoration for troops you can only produce in limited quantities. Even if you pay this many points, you still get a less powerfull bless effect than the default bless in Dom 1.
I very much like the intention of increasing the value of magic on a Pretender so that competitive players will actually take some, but I don't think this is enough. On the other hand, I think it's a good idea to make changes in this area slowly to avoid overcompensating.
Perhaps this area will be tweaked later if people find it to be unbalanced. I think it would be cool to see some dominion scale like effects tied to magic skill, to let higher skill levels make more of a difference on spell casting power, or even a small cost reduction in casting ritual spells.
Of course, this is all without having seen Dom 2. Perhaps many of the new spells require or give significant bonuses to a strong caster, which could be a real boon.
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October 27th, 2003, 09:38 AM
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Major
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Re: Poll: How much will the new bless effects affect your pretender design?
Quote:
Originally posted by Daynarr:
Most of them do. C'tis will, for example, tend to start in swamp provinces, I believe Caelum and Jotunheim like Mountain provinces, Panganea likes forest as well, etc. Not sure every nation has a preference, but the map has great influence on starting province as well. No use if your nation likes forests and there are no or little forests on it.
As far as Ermor goes I have no idea what they like if they like anything since I've seen them in various locations. [/qb]
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That's cool! I wonder what sort of impact this will have on balance? In general I'd be much happier starting near rich farmland, than near forests or swamps... Or does terrain have different value to different factions?
[ October 27, 2003, 07:39: Message edited by: Jasper ]
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October 27th, 2003, 09:42 AM
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Lieutenant General
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Re: Poll: How much will the new bless effects affect your pretender design?
Quote:
Originally posted by Saber Cherry:
- snip -
whether the terrain changes in response to dominion scales? For example, do forests die and change to wasteland under a death scale?
-Cherry
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No noticeable dominion effects on map. The dead forests you saw on some of those screenshots are usually a mark for wasteland, not winter or dominion effect.
Map don't change visual appearance dynamically so cold provinces will be noticed by cold scales, not by appearing white on screen. But it�s a good idea (for Dom 3 more likely - if they ever make it).
[ October 27, 2003, 07:45: Message edited by: Daynarr ]
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October 27th, 2003, 10:19 AM
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Lieutenant General
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Re: Poll: How much will the new bless effects affect your pretender design?
Quote:
Originally posted by Jasper:
quote: Originally posted by Daynarr:
Oh, and BTW level 9 in any path of magic is NOT particularly expensive if you use right pretender (for example, use Cyclops for Earth). I still get excellent dominion scales, not weak dominion and level 9 Earth at the same time. Getting 2 of level 9 is another story, though.
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Going from 3 -> 9 costs 168 pts! Four points less gets you Earth 4, plus a 3 and a 2 in magic your faction doesn't have. Or you could just go with Earth 4 and tip 4 dominion scales.
It doesn't seem worth trading these powerfull effects for more skill on your pretender than you can really use, plus +2 further protection and some reinvigoration for troops you can only produce in limited quantities. Even if you pay this many points, you still get a less powerfull bless effect than the default bless in Dom 1.
I very much like the intention of increasing the value of magic on a Pretender so that competitive players will actually take some, but I don't think this is enough. On the other hand, I think it's a good idea to make changes in this area slowly to avoid overcompensating.
Perhaps this area will be tweaked later if people find it to be unbalanced. I think it would be cool to see some dominion scale like effects tied to magic skill, to let higher skill levels make more of a difference on spell casting power, or even a small cost reduction in casting ritual spells.
Of course, this is all without having seen Dom 2. Perhaps many of the new spells require or give significant bonuses to a strong caster, which could be a real boon. Ok, here is the design I used in that particular game:
Cyclops pretender with Level 9 in Earth magic.
Fortified City
Dominion scales:
- Order +3
- Production +2
- Growth +1
- Misfortune -3
All the rest are neutral.
Dominion Strength 3; Note that Man has cheaper temple (100 gold) so getting higher strength during is quite easy for them.
Of course those scales can be a little different (+3 production and neutral growth, or �2 misfortune to get special commanders and neutral growth) but I like having positive growth since it gradually improves your income over time. Also, growth has larger effect on larger maps where having supply bonus from growth counts (large armies are more common) and having more provinces with growth means you get significantly more money from taxes over time then you would on smaller maps. This was large map with no Ermor player so I went for growth. I believe this is quite good dominion and it ensures that I get enough income and production to make lots of Wardens and get fast and efficient expansion with almost no losses at the start of the game. Also, my pretender will be able to empower himself later in air and nature magic while I will be able to find those resource/gold bonus sites with him. It was good combo, but not only one. I'm just pondering what possibilities I would have using other bless effects, like fire weapons bonus and improved attack, quickness and better defense, etc.
Bless does matter, but must be used carefully as not all bless effect will be beneficial to your sacred troops. For example, if you have sacred magic Users that you will employ often you will avoid nature blessing that will make them go berserk as soon as something touches them. Air or earth (or both) blessing will work better on them since they will be better protected from missiles (especially if they can�t cast air shield on themselves and you are up against nation that like archers) or reinvigoration, which will reduce fatigue significantly (getting level 6 or 8 in earth there seems good choice there since mages wont get much benefit from def+4).
O boy, another long post.
[ October 27, 2003, 08:31: Message edited by: Daynarr ]
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October 27th, 2003, 11:33 AM
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Lieutenant Colonel
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Join Date: Apr 2003
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Re: Poll: How much will the new bless effects affect your pretender design?
Regen effect :
IIRC the regen effect from blessing is a 10% regen, which lead to a 1 HP/round regen for the wardens.
Seems not that much interesting.
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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October 29th, 2003, 08:18 AM
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Major General
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Re: Poll: How much will the new bless effects affect your pretender design?
I have a question for the Dom I players. I've been a bit surprised while reading this at how many people prefer Pretenders with such weak magic skills. In Dom II, the really good stuff, like Arcane Nexus, Undead Mastery, Master Enslave, and so forth all require powers of 6-8. Is that a new thing, or do you just find other ways to meet the power criteria?
I can think of Empowerment, Communion/Sabboth, and magical items as ways to unlock those world-shakers, but they all have their drawbacks.
Empowerment can certainly boost one's Pretender up to a more godlike potency, but that would be so costly, and those gems can be used for so many other things! Communion and Sabboth are potent, but they only work on the battlefield and are no help at all for rituals. The magical items seem a good choice, but they are limited in how far they can boost you, plus they are expensive as well, and often also require a high level of power to forge in the first place!
I can't imagine wanting to have less than 6 or 7 in at least one magic path for my Pretender. Is it that the path requirements are higher in Dom II, or am I missing something in my equation here? The high power levels seem so very worth the cost!
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October 29th, 2003, 08:49 AM
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Second Lieutenant
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Re: Poll: How much will the new bless effects affect your pretender design?
>Is that a new thing, or do you just find other ways to meet the power criteria?
In Dom I'd say 75% of multiplayer games ended before anyone was able to cast such spells.
Frankly, I don't see this changing much in Dom II. You have to understand that multiplayer is vastly less laid back than single player. In single player you can lay back and generate all sorts of funky stuff. Against live players... if you don't maximize every turn, you will get savaged.
>I can't imagine wanting to have less than 6 or 7 in at least one magic path for my Pretender. Is it that the path requirements are higher in Dom II, or am I missing something in my equation here? The high power levels seem so very worth the cost!
The change from Dom 1-2 is that in Dom II the scales are less potent, thus you are inspired to spend more on the pretender in Dom II.
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