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October 6th, 2011, 09:02 AM
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Corporal
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Join Date: Oct 2011
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Re: Whoah theres a lot of micro management in this game
Horrors cant be permanently killed?
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October 6th, 2011, 09:51 AM
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Colonel
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Re: Whoah theres a lot of micro management in this game
Quote:
Originally Posted by Knai
Quote:
Originally Posted by Soyweiser
Knai, you never know how many horror marks you get from one horror mark attack iirc.
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Watching the battle helps. Moreover, that was just one example, Umor seems to have a penchant for jumping pretender gods. I only cited that one because I remember it better, mostly because I actually ended up winning that game. As for Umor horror marking, that was what insured that coming back failed as miserably as it did - though comparatively few horror marks were gained, on account of being massacred quite quickly. Umor lives up to its name, at least in that case.
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Well, each hit on him probably has a horror mark chance. (I assume a MR check is made, just like blood vengeance). The last form has this ability with the number 7 added to it. Which is probably a MR malus. So you get a mr check against 19 for the last form.
And yeah, if your pretender is marked, you always have a high chance of getting a horror attack. And the upgrade to doom horrors is likely. I think I saw the maker of ruins. Instakilled my poor druid lord pretender.
Pretenders are special cases sadly. (Or thankfully, as it depends on which side of the pretender you are ).
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October 6th, 2011, 09:54 AM
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Colonel
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Join Date: Nov 2008
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Re: Whoah theres a lot of micro management in this game
Quote:
Originally Posted by Question
Horrors cant be permanently killed?
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Of course they can. But the astral plane as an unlimited amount of doom horrors.
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October 6th, 2011, 10:08 AM
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Corporal
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Re: Whoah theres a lot of micro management in this game
With the same name?
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October 6th, 2011, 10:36 AM
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Colonel
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Re: Whoah theres a lot of micro management in this game
Yeah. So there is no way to permanently get rid of the horrors. (But if you want to change the mechanics, in a quick way, remove the call horror spells, the horror marking ones and mod the different horrors to have horrible stats.
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October 6th, 2011, 02:14 PM
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General
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Re: Whoah theres a lot of micro management in this game
Quote:
Originally Posted by Question
How much defence do you need for a horror to not reliable hit you? What happens if you banish a horror to the inferno?
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A generic Horror has 18 attack skill and 4 attacks. This means you want to have more than 24 defense if at all possible. You also want to have luck, and to be able to kill the horror on the first round of attacks to minimize its chances of being able to hit you.
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October 6th, 2011, 03:59 PM
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Corporal
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Join Date: Aug 2011
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Re: Whoah theres a lot of micro management in this game
Honestly Question, if horrors are ruining your game and you aren't having fun, why not just start another one? Especially if it's SP; it kind of sucks to just drop out of a MP game if you aren't on the verge of death but no one cares what you do in your SP games. I am currently playing 2 MP games (my first ever, which I must say are a lot more fun than SP with diplomacy and all) but I also like to have a SP game going just to mess around and try things out. The minute I stop having fun with it though (Pretender gets killed through some stupid event, the enemy shows up at my doorstep with an army of 750 troops in like turn 20), I just delete it and start a new one. They are good learning experiences for things like this, namely that horror marks, afflictions, and curses can really eff up even the most well designed and powerful creature, so it's best to just try and avoid them. At the same token, if you run into a game where the enemy is throwing some incredible SC at you, you now know there are ways to neutralize it somewhat.
Anyway there are a lot of quirks and such to Dominions 3, but if you like most of the basic mechanics, there is a lot of fun to be had. If you want to mess around with some extra-powerful units, try the AwesomeGods mod and the Epic Heroes mods; just tried them for the first time and loving them, though I don't know how imbalanced they might make a MP game.
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October 6th, 2011, 05:23 PM
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Corporal
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Join Date: Aug 2011
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Re: Whoah theres a lot of micro management in this game
I should add that in my most complete SP game ever, I tried to use my 10D Prince of Death as a SC without really gearing him up very well. He ended up dying a bunch of times and I had to keep wasting time calling him back. Eventually, when he had four afflictions that made him a useless combatant, I threw him in a lab for research and summoning. He was basically able to create undead armies on his own as well as to cause destruction in enemy provinces in the late game with leprosy and Ghost Riders, when all I really thought he'd be doing was scaring enemies away as a combatant with fear. Just saying that a gimped Pretender CAN still be a lot of fun, maybe just not in the way you pictured.
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October 6th, 2011, 10:15 PM
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Corporal
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Re: Whoah theres a lot of micro management in this game
My main issue with it is that if you buy a combat pretender, you only get to use him for a limited time before afflictions and horror marks render him useless (mute/feeble mind even destroys his ability to research or summon).
Meanwhile if i pay for a 0 pt cost archmage or other equavelent, i can use him from the start for research, site searching and mage support in combat, and hes likely to be safe in the backrow.
One thing i noticed about spells like legion of steel and other AOE : 25 spells is that when my mage casts the spell, only a limited number of units in the squad seems to be getting buffed. Typically this is the center-back rows of the block...the front rows of the block dont seem to be getting the buff at all, even though the graphic effect is large enough to cover them. And if i script mages to cast the spell more than once, it still doesnt help. Why?
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October 6th, 2011, 10:48 PM
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Corporal
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Re: Whoah theres a lot of micro management in this game
I should also add : I have had the most success using rainbow archmges and the llike so far. Having 4 or 5 paths at level 4 is great for site searching and makes your pretender really versatile for casting and item crafting.
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