.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 March 6th, 2008, 01:36 AM

Darkstone Darkstone is offline
Corporal
 
Join Date: Feb 2008
Posts: 167
Thanks: 0
Thanked 0 Times in 0 Posts
Darkstone is on a distinguished road
Default Magic Items in MP

As a novice to MP,... I'd like to hear from some of the veterans about your thoughts and opinions about magic item trade.

I was also wondering if any of the (non-artifact) magic items are treated in a special or unusual way in terms of value or trade (such as Dwarven Hammers or anything else that's good).
Reply With Quote
  #2  
Old March 6th, 2008, 01:58 AM
OmikronWarrior's Avatar

OmikronWarrior OmikronWarrior is offline
Sergeant
 
Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
OmikronWarrior is on a distinguished road
Default Re: Magic Items in MP

Trades (excluding aid and tribute) come in two froms: one way or two way. A one way trade is somebody needs something you've got, so you can name your price. Two way is a mutually advantageous trades, like finding a bunch of death gems and trading them for a horror helm from Ermor when you have no death mages.

Aid is something different, its when you basically give something away to help another player out. A classic example is giving anti-undead equipment to a player going up against Ermor so you don't have to.

Obviously, tribute is a demand for resources in exchange for not anihilating a player.

As for individual items, here's my list of items worth trading for if you can't get them naturally:

-Any gems that you don't have an income for, but do have mages capable of casting the site searching spell for.

-Fire Brand and Frost Brand

-Horror Helm

-Various elemental immunity rings

-Amulet of Resiliance, Messenger Boot, and Girdle of Might

-Rune Smasher

-Luck Amulet or other Luck items

-Boots of Quickness

-Magic Path boosters and will let you build the boosters

OK, most of those items are for thug and SC chasises, I guess that tells you where my playstyle is at right now.
Reply With Quote
  #3  
Old March 6th, 2008, 02:34 AM

Xavier Xavier is offline
Sergeant
 
Join Date: Jan 2004
Posts: 229
Thanks: 0
Thanked 0 Times in 0 Posts
Xavier is on a distinguished road
Default Re: Magic Items in MP

questions for you then re: thugs/SCs - at what point in a game do you look end up transitioning from the armies needed to break out against indies into SCs to take out individual players? how do you balance construction research versus (e.g.) conjuration?
Reply With Quote
  #4  
Old March 6th, 2008, 03:18 AM
Tuidjy's Avatar

Tuidjy Tuidjy is offline
Major
 
Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
Thanks: 0
Thanked 30 Times in 11 Posts
Tuidjy is on a distinguished road
Default Re: Magic Items in MP

I have an awake SC Pretender in 90% of my games. I expect him to be _ready_ to
start busting heads by turn five. This does not mean that I will use him for
combat unless there is a pressing need. Sometimes, site searching is just as
important. By ready I usually mean Alt2 + Const4, but if someone comes knocking
at the door earlier, he'll go to war with an ice sword and a raw hide shield.
Without a good subset of Fire Shield, Body Etherial, Mirror Image, Mistform,
Personal Luck, Quickness, Ironskin he won't do much, of course.

As for secondary thugs/SCs, it depends on the race. Niefel's Jarls are fearsome
at the start. At Alt2/Const4, they are quite the threat to anything not cold
immune, including other SCs. So are Tir-Na-Nog/Vanheim/etc... mounted mages,
LA Atlantis Angakoks, Jotun's were-Skatti, Fomorians, etc...

If you are playing a race without recruitable thugs, then you rely on Conjuration.
Pyhthium, Marignon, among many others have great national summons. Death races can
use some great standard summons, up to Wraithlords/Tartarians. Blood races have
the Ice Devils, etc...

But my rule of thumb is that unless I play a very strong death/astral race, I will
start using at least thugs by the first year. I always leave 1-2 indy provinces
that will give my first solo unit 50xpt (two stars)
__________________
No good deed goes unpunished...
Reply With Quote
  #5  
Old March 6th, 2008, 01:35 PM

Karlem Karlem is offline
Corporal
 
Join Date: Jan 2008
Posts: 163
Thanks: 0
Thanked 1 Time in 1 Post
Karlem is on a distinguished road
Default Re: Magic Items in MP

And easy question Tuidjy: why Jarls are fearsome against non cold inmune SCs? Because of the frost brand or is there anything else?
Reply With Quote
  #6  
Old March 6th, 2008, 01:38 PM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Magic Items in MP

Probably because the non-cold-immune SC will quickly fall asleep to the Jarl's strong cold aura, I guess.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #7  
Old March 6th, 2008, 03:19 PM

triqui triqui is offline
Sergeant
 
Join Date: Feb 2008
Posts: 341
Thanks: 3
Thanked 10 Times in 9 Posts
triqui is on a distinguished road
Default Re: Magic Items in MP

does breath of winter add up with the jarl cold aura?
Reply With Quote
  #8  
Old March 6th, 2008, 03:35 PM
OmikronWarrior's Avatar

OmikronWarrior OmikronWarrior is offline
Sergeant
 
Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
OmikronWarrior is on a distinguished road
Default Re: Magic Items in MP

I think so, but it might just make the area of effect bigger as oppose to increasing the damage done to those inside the area of effect. Regardless, I think that it maxes out at 25.

As for the "timing" of switching to a more thug/SC strategy as oppose to national troops... that depends. Basically, you want to have the best armies possible as soon as possible. If thats achieved by equiping jarls, then thats how its achieved. Or, if you have great air, fire, or water mages, then maybe you should focus on battle field evocation spells instead. Another consideration is what your opponents are using. If you're up against Marignon, then you can expect the spell flaming arrows and massed crossbowmen, which you can easily counter if you research the Enchant-6 spell of Arrow Fend. Of course, thats a high level spell and can't just be "researched" over a turn or two.
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 06:34 PM.


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