Warning: Illegal string offset 'type' in [path]/includes/class_postbit.php(294) : eval()'d code on line 65
Making non Magic national commanders more worthwhile - Page 3 - .com.unity Forums
.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
  #21  
Old December 7th, 2011, 12:36 PM

Olm Olm is offline
Sergeant
 
Join Date: Jun 2011
Posts: 272
Thanks: 13
Thanked 6 Times in 6 Posts
Olm is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

Quote:
Originally Posted by Starbelly Geek View Post
They aren't great thugs, though, except against the AI. Well, maybe the Warden to raid, especially since MA Man has to work to get into death.
The Knights as thugs are only useful as army support. For me they are there, so I kit them out to deal some extra damage and give them some bodyguards so they don't die.

Lord Wardens are IMO great raiders because of the stealth and them being great fighters for humans. (hp:23!)
Reply With Quote
  #22  
Old December 7th, 2011, 01:11 PM

Olm Olm is offline
Sergeant
 
Join Date: Jun 2011
Posts: 272
Thanks: 13
Thanked 6 Times in 6 Posts
Olm is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

Btw: Quickening Song is just a great addition in CBM, especially in conjunction with the fast Knights of Avalon. You get quickened Knights of Avalon from turn 2. 6 KoA with a mother is a very reasonable expansion party, able to beat most indy provinces. And later in the game many an enemy is takan aback by Knights with 60 AP rushing to their backline the first turn into battle.
Reply With Quote
  #23  
Old December 7th, 2011, 01:35 PM
Squirrelloid Squirrelloid is offline
Major General
 
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
Squirrelloid is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

Define 'well defended'

In MP players rarely build more than 1 PD unless they're (1) anticipating an army vs. army showdown in that province in the near future (in which case you have no business attacking it with a thug because there's going to be an enemy army there too), (2) random events gave it to them, (3) nation has good enough PD that light (5-6) amounts of it will fend off common cheap remote spells like Call of the Winds.

Even given that, a bane will cheerily eat through 10-20PD with a frost brand and a vine shield against most nations.
__________________
The ignorant shall fall to the squirrels.
--Chip 4:2

Ulm: Order of the Black Rose - Reimagining MA Ulm

A more Sombre forum: http://z7.invisionfree.com/Dom3mods/index.php?.act=idx. Now with more Maerlande.
Reply With Quote
  #24  
Old December 7th, 2011, 02:01 PM

Olm Olm is offline
Sergeant
 
Join Date: Jun 2011
Posts: 272
Thanks: 13
Thanked 6 Times in 6 Posts
Olm is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

Quote:
Originally Posted by Squirrelloid View Post
Define 'well defended'

In MP players rarely build more than 1 PD unless they're (1) anticipating an army vs. army showdown in that province in the near future (in which case you have no business attacking it with a thug because there's going to be an enemy army there too), (2) random events gave it to them, (3) nation has good enough PD that light (5-6) amounts of it will fend off common cheap remote spells like Call of the Winds.

Even given that, a bane will cheerily eat through 10-20PD with a frost brand and a vine shield against most nations.
Provinces at the front should have an army near, just for the case of raiders or enemy armies. That I mean with well defended. IMO raiding works well as strike and run tactics in the backyard of the enemy, not at the front.

I raise all my PD to 5 when an enemy starts to use Call of the Winds or that Ghoul sending spell. Even for 30 provinces thats only an investment of 450 gp. Well worth for saving the trouble.

Raising all provinces to a level that could stop thug raiders on the other hand is unthinkable.
Reply With Quote
  #25  
Old December 7th, 2011, 03:44 PM

Mightypeon Mightypeon is offline
Second Lieutenant
 
Join Date: Jun 2011
Posts: 435
Thanks: 18
Thanked 3 Times in 3 Posts
Mightypeon is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

10 PD may be quite worth it on occassion too, although it of course depends on the nation. Your size, etc.
However, the simple fact that it is not scriptable makes the vast majority of PD quite useless againt the vast majority of early thugs/raiding detachments.
Reply With Quote
  #26  
Old December 7th, 2011, 07:04 PM
Squirrelloid Squirrelloid is offline
Major General
 
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
Squirrelloid is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

Quote:
Originally Posted by Olm View Post
Quote:
Originally Posted by Squirrelloid View Post
Define 'well defended'

In MP players rarely build more than 1 PD unless they're (1) anticipating an army vs. army showdown in that province in the near future (in which case you have no business attacking it with a thug because there's going to be an enemy army there too), (2) random events gave it to them, (3) nation has good enough PD that light (5-6) amounts of it will fend off common cheap remote spells like Call of the Winds.

Even given that, a bane will cheerily eat through 10-20PD with a frost brand and a vine shield against most nations.
Provinces at the front should have an army near, just for the case of raiders or enemy armies. That I mean with well defended. IMO raiding works well as strike and run tactics in the backyard of the enemy, not at the front.

I raise all my PD to 5 when an enemy starts to use Call of the Winds or that Ghoul sending spell. Even for 30 provinces thats only an investment of 450 gp. Well worth for saving the trouble.

Raising all provinces to a level that could stop thug raiders on the other hand is unthinkable.
Thugs are rarely used by themselves. You don't win a war with thugs alone. If you have an army operating in the area, you can often dictate what your opponent does with their army and slip your thugs around the side.

And thugs have work to do after you force an army confrontation and defeat their army in the field, since you still have a lot of land to claim. They free up your army to go straight to sieging castles and leave the thugs to clean up the rest of the provinces.

Or you might stab someone whose armies are occupied elsewhere.

Yes, having mobile thugs is frequently helpful, but walking thugs definitely have roles they can fill
__________________
The ignorant shall fall to the squirrels.
--Chip 4:2

Ulm: Order of the Black Rose - Reimagining MA Ulm

A more Sombre forum: http://z7.invisionfree.com/Dom3mods/index.php?.act=idx. Now with more Maerlande.
Reply With Quote
  #27  
Old December 8th, 2011, 01:18 PM

Shangrila00 Shangrila00 is offline
Corporal
 
Join Date: Dec 2011
Posts: 156
Thanks: 2
Thanked 6 Times in 6 Posts
Shangrila00 is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

Is it possible to make some national commanders recruitable without a fort? Because nonmage commanders are perfectly useful as they are, it's just that the indy variants are nearly as good without needing the investment of a fort, so all armies get led by swarms of generic indy commanders despite how unthematic it is. Ideally, indy nonmage commanders should be the same as indy mages and troops, recruited for what they offer that nationals don't rather than endlessly spammed.

Maybe make basic national scouts/commanders/priests tied to an event generated site called "successful assimilation" or maybe just make them indy but only recruitable by a single nation like capital recruits. Probably impossible for hardcoded reasons, but hey...
Reply With Quote
  #28  
Old December 8th, 2011, 04:15 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: Making non Magic national commanders more worthwhile

This probably/doubtless a misguided remark, and I don't know anything about this subject, but if what you want to do is make it so you'd rather recruit your own non-mage commanders, can't it just be modded simply so that all indie commanders have a leadership of 0?
Reply With Quote
  #29  
Old December 8th, 2011, 06:03 PM

Shangrila00 Shangrila00 is offline
Corporal
 
Join Date: Dec 2011
Posts: 156
Thanks: 2
Thanked 6 Times in 6 Posts
Shangrila00 is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

No indy maps already do that. But there are issues. For one, you'll still never recruit second line troop commanders, scouts, or priests. Nobody is going to recruit a scout over a spy, a basic priest over a priest-mage/high level priest, or the 40/80 troop commanders over the 120s with standard. For another, some nations have legitimate reasons to hire indy commanders. Like LA Marignon, whose national commanders are all squishy low hp guys without shield or armor, and dangerously vulnerable to stray arrows.
Reply With Quote
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 02:49 AM.


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