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What's the best way to deal with Lemuria as LA Atlantis?
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# ? Feb 8, 2014 22:57 |
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# ? Jun 23, 2024 20:06 |
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-Troika- posted:What's the best way to deal with Lemuria as LA Atlantis? The cheapest ice weapons you have + arsetoots if you got the bless. You'll tear through Lemuria no problems.
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# ? Feb 8, 2014 23:01 |
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You also have Dust to Dust access and Wither Bones if necessary for picking Lemuria thugs. I recommend Wind Guide if you're using Dust.
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# ? Feb 8, 2014 23:21 |
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Just had an incredibly frustating experience as MA Arcos in a MP game and I'm hoping for some pointers. All of these are issues I ran into the in the first year and a half of the game, so I'm looking for answers that can reasonably be attained in that time period. 1) Every time I run into Ulm in a MP game they are pumping out armies every turn that are what would take me 3-4 turns to produce. My elephants won me some early fights but the sheer numbers of reinforcing armies are something I could not compete with. 2)After a couple battles where my elephants routed Ulm, they moved their whole army to the rear of the field and used small groups of knights to tie my spear and elephant line up for AOE spells, and my dudes rout before their actual chaff line gets in range of my Mages. How do you counter a rear-deploy tactic? Moving my mages closer to the front seems like a good way to get them all killed with one Blade Wind. 3) In general I feel like I'm often way behind on everyone else in army size, but I already feel so strapped for gold in the early game trying to get research and site searching going that I don't know how dropping other scales to increase Prod would actually get me better results. Should I not be trying to use all my fort turns on mages in the first couple years?
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# ? Feb 8, 2014 23:31 |
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LordLeckie posted:Im so glad that both LA and MA Ctis are right near one another in Grandpas closet, nigh identical flags, now they must fight to the death to see who is the TRUE CTIS. Nah we decided to be lizardbros instead and form a gigantic history-spanning empire of dead and poisonous lizards. -Troika- posted:What's the best way to deal with Lemuria as LA Atlantis? All your dudes have magic weapons so literally anything.
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# ? Feb 9, 2014 02:12 |
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Cross-posting from the signups thread an idea for a game setup I've heard and would like to see developed on. A Disciples game with experienced players acting as mentors and team leaders to less experienced players, working together on a larger strategy as a way to learn more in-depth about the game as well as from general experience, could help develop some cross-level learning and also be a fun way to keep experimenting with team game mechanics. Depending on the interest, could be one mentor to one or two players in equal teams of 2 or 3, around 8 or 12 players?
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# ? Feb 9, 2014 02:42 |
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Sign me up as a disciple!
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# ? Feb 9, 2014 02:57 |
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I'd be up for that as a disciple too.
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# ? Feb 9, 2014 04:41 |
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Games come about because someone is willing to do the not-insignificant busywork to get them going. If you think it's a good idea and are willing to take on the role of game admin, then go ahead and arrange for a server and take signups in PGS. e: Regardless of setup games pretty much fill in a week, usually a lot quicker, so interest checks are pretty much all going to be "yes please"
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# ? Feb 9, 2014 04:45 |
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From IRC:code:
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# ? Feb 9, 2014 05:12 |
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Man, I've been comparing troops like crazy in the Inspector, and Mictlan not only have their wtfopness bless troops, even their regular average troops are very cost effective, because they are a bit cheaper than they should be (in comparison with other nations). An EA warrior with 10 in every stat including prot except defence 12, with spear and ranged sling just 9 gold / 6 res?? It should be 10g/10res (or at minimum, 9res). Which it seems a pittance of difference, but if someone is recruiting full armies of them in every fort every turn, the difference is notable. edit: they have move 1 instead of 2, I didn't see at first, but it isn't so bad. Which so many special provinces (forests, swaps, mountains, wastelands, etc) most armies end up moving just 1 province/turn. Turin Turambar fucked around with this message at 13:03 on Feb 9, 2014 |
# ? Feb 9, 2014 13:01 |
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Move 1 is actually pretty big; unless you get buttfucked by the map it's usually possible to set up 'corridors' with forts\roads and open provinces that you can use to quickly send dudes around inside your territory. It might not justify the cost differential but map move 1 is definitely an issue when defending.
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# ? Feb 9, 2014 13:17 |
Thanks for the replies about pretender expansion. How would you guys go about playing LA Man? I gave them a shot because I like the flavour and I'm doing alright, but I'm at a roadblock breaking into Vanheim and Gath's cap while fending off Marignon. It's relatively early days and I've done alright so far with wind guided longbows behind tower guard but haven't got much direction beyond that. I have gold sites out the rear end and decent scales and a crone with varied paths. I suspect crossbows are more sensible LA without flaming arrows? Curse of stones sounded pretty good in my last climactic loss at the Van cap but they didn't give no fucks. I really enjoy feeling my way in this game though.
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# ? Feb 9, 2014 20:58 |
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Curse of stones can be resisted, and it can take a while for its effects to be noticeable. Try building small communions to cast evocations.
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# ? Feb 9, 2014 21:08 |
Captain Diarrhoea posted:Thanks for the replies about pretender expansion. How would you guys go about playing LA Man? I gave them a shot because I like the flavour and I'm doing alright, but I'm at a roadblock breaking into Vanheim and Gath's cap while fending off Marignon. It's relatively early days and I've done alright so far with wind guided longbows behind tower guard but haven't got much direction beyond that. I have gold sites out the rear end and decent scales and a crone with varied paths. I suspect crossbows are more sensible LA without flaming arrows? Pump out as many Magister arcana you can, go storm --> Thunderstruck spam. The only hard counters are earthquake/rain of stones. And you have F2 mages, so you can cast flaming arrows by casting phoenix power and then using an extra gem to get a +1 path for that spell. Longbows backed by tower guard is good, make sure you have your tower guard taking advantage of their crossbows and wind guide. Also flaming arrows works on crossbows (it works on all non-magical projectiles, actually. Some conflict with other on-hit effects thought, although they may have fixed that.)
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# ? Feb 9, 2014 21:26 |
TheDemon posted:I only have one Dominions 4 vid up, but you could take a look at my stream archive where I stream a few duel games. Dominions 3 plays the same way Dom4 does so most of the archived vids should be a fairly good demo. These were very good, you should do more of them because it is very informative and interesting watching you play. Also I expected you to be an old rear end man.
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# ? Feb 9, 2014 22:18 |
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If a stealth army (say a pack of Atavi from Lanka) attacks a province in the middle of enemy territory and is forced to retreat, are they wiped out like other armies retreating into hostile territory, or do they just re-stealth?
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# ? Feb 10, 2014 04:37 |
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They die. You can't under any circumstances retreat through enemy territory. Sneaky fuckers, birdmen and teleporting Buddha thingies are not exempt.
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# ? Feb 10, 2014 04:52 |
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Siddha dying on retreat is so very silly.
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# ? Feb 10, 2014 04:59 |
So, for Pythium Communicants, besides using them as a spare battery, is there anything else I can have them doing before I send them off to fuel my Archtheurgs?
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# ? Feb 10, 2014 06:24 |
Neruz posted:Siddha dying on retreat is so very silly. For teleporting units it doesn't make much sense in game terms but the surrounded army rule for absolutely everything is a) probably hardcoded and b) there to prevent uncounterable/exploitative strategies.
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# ? Feb 10, 2014 06:25 |
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Donkringel posted:So, for Pythium Communicants, besides using them as a spare battery, is there anything else I can have them doing before I send them off to fuel my Archtheurgs? I forget if they have any leadership at all, but unless they can ferry around a handful of elites, no. They are unable to research or sitesearch or forge.
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# ? Feb 10, 2014 06:27 |
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Neruz posted:Siddha dying on retreat is so very silly. If they lost, then obviously they weren't truly an enlightened Buddha. Thus, the universe takes away their immortality and puts them back on The Path of Rebirth.
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# ? Feb 10, 2014 10:09 |
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Speaking of rebirth does anyone have even the faintest idea how White One Reincarnation works? I've seen plenty of white ones of all kinds; warriors, tiger riders, gurus etc die and I cannot recall seeing anything reincarnationy happening.
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# ? Feb 10, 2014 10:12 |
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Neruz posted:Speaking of rebirth does anyone have even the faintest idea how White One Reincarnation works? I've seen plenty of white ones of all kinds; warriors, tiger riders, gurus etc die and I cannot recall seeing anything reincarnationy happening. My understanding is that they have to die from non-battle related causes, since violence is a stain on the soul that prevents moving to a higher existence. Or it's hard-coded that way, I don't know. Dying from BoT, assassin spells, or during retreats may trigger the events.
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# ? Feb 10, 2014 17:27 |
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Can the Wound Fend amulet help prevent old age afflictions on dudes too? I'm tired of my mages going senile on the front lines.
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# ? Feb 10, 2014 17:36 |
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Donkringel posted:So, for Pythium Communicants, besides using them as a spare battery, is there anything else I can have them doing before I send them off to fuel my Archtheurgs? Well they are cheap sacreds. See how far a tri bless communicant thug strategy will get you
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# ? Feb 10, 2014 21:44 |
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Would Rust Mist + Blade Wind shred armor or does Blade Wind not hit hard enough? I'm up against an earth bless army of Palankashas (probably ~50-75 and then an extra 100+ chaff) as Agartha and figure if Blade Wind is going to do anything to the Palankashas I'll have to reduce their protection somehow. Other advice is welcome. It's a newb game and we all pretty much suck.
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# ? Feb 11, 2014 04:24 |
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boho posted:Would Rust Mist + Blade Wind shred armor or does Blade Wind not hit hard enough? I'm up against an earth bless army of Palankashas (probably ~50-75 and then an extra 100+ chaff) as Agartha and figure if Blade Wind is going to do anything to the Palankashas I'll have to reduce their protection somehow. H3 banish spam + tons of penumbrals. Banish spam will kill your own guys too but c'est la vie. Penumbras should be able to tank palankasha for a while because life drain keeps their health up and ethereal means the palankasha don't hit much. You'll still need a lot. Like all your cap only guys banishing and 30+ penumbrals + some regular blockers.
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# ? Feb 11, 2014 05:14 |
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boho posted:Would Rust Mist + Blade Wind shred armor or does Blade Wind not hit hard enough?
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# ? Feb 11, 2014 05:47 |
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builds character posted:H3 banish spam + tons of penumbrals. Banish spam will kill your own guys too but c'est la vie. Penumbras should be able to tank palankasha for a while because life drain keeps their health up and ethereal means the palankasha don't hit much. You'll still need a lot. Like all your cap only guys banishing and 30+ penumbrals + some regular blockers. Sounds like its time to break the seal and get 200+ umbrals and penumbrals.
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# ? Feb 11, 2014 07:04 |
boho posted:Would Rust Mist + Blade Wind shred armor or does Blade Wind not hit hard enough? I'm up against an earth bless army of Palankashas (probably ~50-75 and then an extra 100+ chaff) as Agartha and figure if Blade Wind is going to do anything to the Palankashas I'll have to reduce their protection somehow. Funnily enough, I went up against more or less this exact matchup in my last game as Agartha. The extra prot will diminish its effectiveness, but bladewind is still going to punch through occasionally, plus it'll really whittle down the chaff. That said, no matter how many guys you have casting it, it won't win you the battle. Seal Guards +indie heavy infantry in a mixed unit will hold up the enemy surprisingly well, and depending on your bless the Seal Guards might even get a couple of kills too, moreso if you're casting earth grip/maws of the earth, though obviously they're all going to die. Curse of stones can be a battle winning spell, (or not, if they resist) but the real superstar is the Living Mercury summon. Hopefully you haven't just been massing engravers all game, and hopefully you've done some site searching, because if you have the earth readers and the gems saved up to pump out Living Mercuries, they can be beastly. Set them to hold and attack, and have a bunch of casters on hand to cover them in legion of steel/the first ironskin other spell/strength of giants and voila, you've got at least a couple of protection 23 hp 48 MR 17 poison cloud units with no fatigue that take half damage against everything in melee and can kill anything but a giant in one hit, which you should be able to help them do with earth grip type spells. Their poison cloud is no joke though, so make sure your regular units don't come into contact with for as long as possible. Palankashas will fatigue a lot against them, even with an earth bless. If you have any indie astral mages, having the mage cast Body Ethereal on them is also good, and using an N1 indie mage to cast protection ain't a terrible idea either. Basically, living mercuries can hold up the front line for quite awhile, and they're not affected by banishment at all, so even if you can only get a small group of them, they're very useful. I wouldn't send Penumbrals against Palankashas--Umbrals for sure, but probably only on one flank, especially if you're going for mass banish/banish demon. Smerdyakov fucked around with this message at 13:48 on Feb 11, 2014 |
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# ? Feb 11, 2014 13:42 |
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So, how much chance there is from being horror marked when using a tainted item like Soul Contract? How horror marks work, in general?
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# ? Feb 11, 2014 14:13 |
Turin Turambar posted:So, how much chance there is from being horror marked when using a tainted item like Soul Contract? Horror marking isn't a flat 0/1 thing, either, it can build over time to be more dangerous. quote:How horror marks work, in general? So use the shittiest N1 mages to research with Lightless Lanterns and don't expect them to live while attacked by horrors. Appreciate the cheap extra research, because it's not really super likely to happen in a shortish game, you only run into big trouble by stacking items which are Tainted, and by running into enemy S2 mages who horror mark your poo poo.
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# ? Feb 11, 2014 14:36 |
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I read something like that before, for now I'm building soul contracts with my Pretender but giving them to cheap priests/researchers in my capital.
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# ? Feb 11, 2014 14:46 |
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The exact mechanics of horror marks are deliberately obfuscated; you know if a unit is horror marked or not but that is the only information you get. The strength of the mark determines what kind of horrors will find the marked unit as well as how often they will show up; get the mark strong enough and you'll be seeing Doom Horrors showing up to say hi but there's no way to tell how strong a mark is. Most horrors also have horror marking attacks which makes the entire process that much harder to measure. The magic scales of the province the unit is in matter too; horrors are much less likely to turn up in D3 scales than in M3 scales. It is also worth noting that there is very little that can stand against a Doom Horror in a fight. A couple of the Doom Horrors can be dealt with by powerful mage\sc pretenders but there's other's that can threaten even a monument in its domain (you do not want the Eater of Gods angry at you, that name is not a joke.) Neruz fucked around with this message at 15:11 on Feb 11, 2014 |
# ? Feb 11, 2014 15:07 |
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Is there any point to the ritual that wards your province against enemy spells but slowly horror marks all your units under it's protection?
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# ? Feb 11, 2014 15:20 |
Torrannor posted:Is there any point to the ritual that wards your province against enemy spells but slowly horror marks all your units under it's protection? It stops toads or spells like it rather nicely. Obviously you will want to move everyone out but the casting mage and ensure he has a suitable guard force to survive the horrors. It is actually one of the better domes if you can cast it since a lot of them suck and/or have exorbitant costs. Any mage capable of casting the dome can also easily destroy any horrors that are attracted if given a couple of slaves. Nuclearmonkee fucked around with this message at 15:29 on Feb 11, 2014 |
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# ? Feb 11, 2014 15:22 |
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It's excellent if you only need a short-term dome as the horror marking is relatively light.
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# ? Feb 11, 2014 15:37 |
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# ? Jun 23, 2024 20:06 |
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I'm on a 4-player Disciple team. If I throw down Mother Oak am I the only one that gets the 5N/turn or does my whole team get it for a total of 20N/turn? EDIT: More newbie questions actually. Can someone shed some light on the 'Curse' effect vs. 'cursed items'? Do items referred to as Cursed give you the Curse effect or is it just an indicator that the item has some weird traits like Armor of Thorns being irremovable? Also how do Horror Marks and Taint and everything all mix in with this? MagnumOpus fucked around with this message at 19:13 on Feb 11, 2014 |
# ? Feb 11, 2014 19:08 |