.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 April 29th, 2008, 04:44 PM

Aezeal Aezeal is offline
Lieutenant General
 
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
Aezeal is on a distinguished road
Default Tips for newbs - just add

After attacking a lizardmen province in one of my early turns with my pretenders I would like to share:
( I know it's known to most, I had even read it somewhere before )

TIP:
DO NOT ATTACK LIZARDMEN INDIES WITH VALUABLE TROOPS/COMMANDERS/PRETENDERS

reason: the damn mage will cast curse on you, getting a cursed pretender is not nice

--> plz add more general newb info, I and I suppose other have a lot to learn (preverably not the hard way)
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
Reply With Quote
The Following User Says Thank You to Aezeal For This Useful Post:
  #2  
Old April 29th, 2008, 04:52 PM

ologm ologm is offline
Corporal
 
Join Date: Jun 2006
Posts: 105
Thanks: 0
Thanked 1 Time in 1 Post
ologm is on a distinguished road
Default Re: Tips for newbs - just add

Don't attack independent barbarians with your pretender in the beginning, they can hurt. Barbarians can't handle arrows.
Reply With Quote
The Following User Says Thank You to ologm For This Useful Post:
  #3  
Old April 29th, 2008, 05:01 PM

Ironhawk Ironhawk is offline
General
 
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
Ironhawk is on a distinguished road
Default Re: Tips for newbs - just add

Heavy Cav / Knight provinces are also dangerous to attack with high value units due to thier lances.
Reply With Quote
The Following User Says Thank You to Ironhawk For This Useful Post:
  #4  
Old April 29th, 2008, 05:08 PM

Ironhawk Ironhawk is offline
General
 
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
Ironhawk is on a distinguished road
Default Re: Tips for newbs - just add

Always buy at least 1PD in every province. Don't buy more than 10PD unless you have a specific reason to do so.
Reply With Quote
The Following User Says Thank You to Ironhawk For This Useful Post:
  #5  
Old April 29th, 2008, 05:17 PM

K K is offline
First Lieutenant
 
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
K is on a distinguished road
Default Re: Tips for newbs - just add

-Always script Divine Blessing and Blessing if you have sacred troops, because the casting AI is not smart enough to do it.

-Alway double-check Stealth commanders, because they Stealth as a default and won't join battles.

-Mercenaries are a great way to site search for Paths your nation doesn't have naturally.
Reply With Quote
The Following User Says Thank You to K For This Useful Post:
  #6  
Old April 29th, 2008, 05:23 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Tips for newbs - just add

Yogolgna is a great way to build underwater temples, if youre a landlubbing nation.
Reply With Quote
  #7  
Old April 30th, 2008, 09:16 AM
cleveland's Avatar

cleveland cleveland is offline
Captain
 
Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
Thanks: 33
Thanked 187 Times in 66 Posts
cleveland is on a distinguished road
Default Re: Tips for newbs - just add

In general, it's more helpful to choose a pretender that diversifies your nation, rather than a pretender that builds on your nation's existing strengths.

So if your nation has strong Nature magic, don't waste design points giving him a lot of Nature magic.

If your nation has access to flying commanders, don't waste points on a flying chassis.

If your nation has powerful non-capital mages, don't waste points on a Magic-3 scale.

Etc.
Reply With Quote
The Following User Says Thank You to cleveland For This Useful Post:
  #8  
Old April 30th, 2008, 09:27 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: Tips for newbs - just add

Quote:
cleveland said:
If your nation has powerful non-capital mages, don't waste points on a Magic-3 scale.
What do you mean "waste"? Faster research is faster research, even if your researchers are also good in fights. There might be better options, but that doesn't make this one weak or wasteful, just not-quite-optimal.
Reply With Quote
The Following User Says Thank You to Endoperez For This Useful Post:
  #9  
Old April 30th, 2008, 09:43 AM
Dedas's Avatar

Dedas Dedas is offline
Lieutenant Colonel
 
Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
Dedas is on a distinguished road
Default Re: Tips for newbs - just add

Quote:
Endoperez said:
Quote:
cleveland said:
If your nation has powerful non-capital mages, don't waste points on a Magic-3 scale.
What do you mean "waste"? Faster research is faster research, even if your researchers are also good in fights. There might be better options, but that doesn't make this one weak or wasteful, just not-quite-optimal.
Also, people tend to forget that Magic 3 gives several other benefits than just research points. For example:
  • * 30% less fatigue when casting spells in combat.

    * -1 MR (actually good if your troops/mages have high MR and the enemy has low).

    * Some spells effectiveness rely on magic scale.

Pushing that magic scale into enemy lands (with dominion) could benefit your invasion a lot. It is also a good thing to have if attacked in some cases.
Reply With Quote
The Following User Says Thank You to Dedas For This Useful Post:
  #10  
Old April 30th, 2008, 10:39 AM
mathusalem's Avatar

mathusalem mathusalem is offline
Sergeant
 
Join Date: Mar 2005
Location: France (Paris)
Posts: 227
Thanks: 1
Thanked 1 Time in 1 Post
mathusalem is on a distinguished road
Default Re: Tips for newbs - just add

use boots of quickness to double the effect of items with spell (acid staff, Tempest, Sceptre of Corruption, Rod of Pheonix, Herald Lance, Rod of Kurgi, Sword of Justice, Crossbows & Bows, Crown of Overmight, Wand of Wild Fire, O'al Kan's Sceptre, Sun Slayer, Standard of the Dammed, Winter Bringer, Skull Standard)

ex : a non-mage commandant can cast 2 drain life per turn with boots of quickness and a Standard of the Dammed

Awaken Sleeper are great for this purpose : high precision and lot of hit points

About Combattants and low level paths
1 level in Water is good for quicken self
1 level in fire for fire shield
1 level in astral for luck / body etheral
1 level in death for reanimation
1 level in nature for protection / forge food / eagle Eyes
1 level in air for aim
2 level in air for mistform
3 level in death for soul vortex
1 level in blood for blood Vengeance



In blood :
Blood Boil is the only battle spell usable without slaves (1b & 1f)
Agony is really useful with High level caster, Harm too.
Infernal Prison or Claws of Kokytos are usefull for casting under astral corruption or to send to hell big horrors
Reply With Quote
The Following User Says Thank You to mathusalem For This Useful Post:
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 11:10 PM.


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