Anyway…
…QT3FeedingFrenzy seems to have gone unavailable. Nick, could you give the server a kick (or even do something technical, if you prefer).
Thanks.
Err, am I hosting this one?
Err, am I hosting this one?[/quote]
Err, I thought you were. But I’m not sure, now, why I thought that…
If not you, then who?
Anyway, the problem seems to have cleared (it’s possible I was trying to connect just as the turn was hosting). So I suppose I can go back to not needing to know who hosts this game.
Ignorance being bliss and all that :)
That’s why it’s always good to have some slave laborer do the hosting in arduous menial procedures of sending/receiving/copying player files. Preferably people who couldn’t possibly have a better use for their ample free time. That’s how the Cradle2 game is being done, and I really won’t complain. Work harder, Lutes!!!
Fuckin A Gatdang that was funny
FaerunTest - Caelum
I finally think I know how to play Dominions 2. As evidence: my last turn in this game was organized around a particular purpose. I don’t think this has happened before.
Is there a website that gives a detailed description of what each magic spell accomplishes? For “Seeking Arrow”, e.g., we are told that “A suitable commander is found and an arrow heads straight for his heart.” Does “suitable” mean “randomly chosen” or “randomly selected based on magic resistance, strength, and how many pairs boots this unit has worn in the past”? Does “heads straight for his heart” mean it’ll hit his heart, or does it mean it MIGHT hit his heart?
Anyhow, details would be cool, if anyone knows where a compendium of such information might reside.
http://www.freewebs.com/dominions2/spells.html
This site gives some good information, though not quite as detailed as you’d probably like.
That’s a heck of a lot better than I knew before! Thanks, Mercutio, for the link.
Two links I find indispensible:
Magic Item quick reference:
http://www.dominions-2.org/downloads/MIQRv31.pdf
Summons Quick Reference:
http://www.dominions-2.org/downloads/SCQRv10.pdf
Obviously thiese dont 100% apply to modded games like Faeruntest ;) But they are excellent rescources.
faeruntest(marignon) : I am trying to figure out an army that would be capable of taking one of c´tis forts.
It has to be able to:
- beat cost effectively 15+castings of ghostriders(that´s 15 good ethereal thugs with wraithswords and 495 undead horsemen.)
- deal with well equipped airqueens
- be small enough/fire resistant, so that flames from the sky is not worth casting on them.
- be able to heal afflictions, because they will be hit with leprosy.
- deal with other things c´tis has, of which I don´t know anything yet.
If anyone has got any ideas let me know ;) .
Mechanical men… disease immune, fire immune, high prot…
They are, imho, THE end-game troop. Obviously devils are an excellent choice too but with no prot they don’t do very well against GRs.
Vine ogres… so cheap who cares if you lose them in droves. Pretty good vs GR due to high hp.
Undead… although easy for Ctis to counter so maybe not optimal.
And of course always include heavy mage support, equipped with items. regen as proof against disease (or its effects anyway), rings of fire, etc.
I fail to see how mech men are a counter vs ghostriders. I just ran a testgame with 20 mech men vs 1 casting of ghostriders. The mech men won, but lost 9 and the rest got injured(from the long lances). That means you lose almost 15 earth gems vs 5 death gems.
And that army was worth 6 times as much as one casting of ghostriders.
Anyone know the status of Qt3 Relaxed? Bruce Geryk hasn’t posted his turn for months it seems.
Mechanical men do well enough against ghost riders, particularly when they are part of a combined force.
The key is your armies have to be well constructed. High prot troops who will slow down the enemy, powerful mages who will nuke’m. Heck you have D4 casters thats clear, a few D4 casters shielded by mech men can probably wipe out almost any number of ghost riders.
I have seen plenty of ghost-rider proof armies. The nice thing about mechanical men is that they are also fire and disease immune. It’s as close to a one size fits all solution (as far as troops go) as you are going to get in Dom2.
I’m pretty sure that the wraithlords from ghost riders don’t have wraith swords.
I’m pretty sure that the wraithlords from ghost riders don’t have wraith swords.[/quote]
You are correct sir! It would make sense that they would have Bane Blades but they don’t even have that. They have broadswords IIRC.
WorldWar - Machaka
Caelum is quite a staunch opponent, as he has lasted around 20 or 30 rounds with four large nations opposing him. It seems as if his SC’s are only able to put out fires at this point; his attack on Lower Egypt a dozen turns ago was his last major offensive. That was my favorite point of this game so far: seeing Lower Egypt beseiged by Caelum, and wondering if there was any way to stop him. When C’tis busted out of the fortress and drove back the attackers, all the people of Machaka cheered the news. No matter what happens, I give kudos to both Caelum and C’tis for the great show.
Faeruntest (Pythium): My site-searching team was passing through a farm province that I had taken, oh, about 50 turns ago. I noticed that I had never searched it - farms being low priority and all. They found 3 sites worth 4 gems/turn. I suppose I should be happy to have the new gem income, but I can’t help thinking more about the :!: 200 :!: gems I could have had.