Yes, yes indeed.Zinegata wrote:Air Dome goood.
Dominion 3 Strategy & Questions
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TheNotSoEvilNecromancer
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Actually, since I'm about to go nuclear in a couple of games I'm in, I'd be interested in more details on the merits of the various Dome spells if anyone feels inclined to share them. I mainly have access to Water and Air in the main game I'm involved in right now, but the game's gone on long enough that I have a bit of everything but Blood. I suspect that I'll have to deal with an onslaught of Fires from Afar and Disease Demons from Abysia as soon as Eriu expires, leaving the two of us the only remaining factions.Gnosticism Is A Hoot wrote:Yes, yes indeed.Zinegata wrote:Air Dome goood.
Well, water domes have a 30% chance of stopping a spell and do cold damage any time someone casts a spell at them regardless of whether or not it is blocked. Fire dome does fire damage but doesn't stop spells, nature is 30% chance of stopping with 50% chance of burning if it stops a fire spell. Dome of solid air is an 80% of stopping each spell but shatters if one passes by. Arcane warding is a flat 50% chance and doesn't shatter. Blood horror marks dudes in the province but can feeblemind hostile casters. But, um, don't cast it on a mage-rich province. It would end in tears.
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Having an effective missile defense shield is very important in the later part of Dominions when everyone starts getting nasty ritual attack spells. And unlike Reagan's Star Wars, these actually work. Sort of.
The following Domes have a duration, so they're kinda sucky since you have to keep putting them up once the duration expires, but they often bring pain on the caster that tries to cast through it which is very good:
- Fire - costs 8 gems base, inflict AP fire damage on anyone who casts a spell on the province (but doesn't stop the spell)
- Arcane - costs 10 gems base, 50% chance of stopping spells. Probably the suckiest Dome.
- Frost - costs 15 gems base, inflicts AP cold damage AND a 30% chance of blocking
Air, Nature, and Blood Domes by contrast have no duration. Air is probably the best general-purpose one, blocking 80% of spells. Its only drawback is it goes down after a spell finally gets through, but that's just a 1 in 5 chance. It does cost 20 gems, but it's not that expensive when you consider the previous domes require extra gems to extend duration.
Nature gives you a flat 30% chance of blocking forever. Unless it's a fire spell, in which case there's a 50% chance of burning the dome down. Plus it's cheap at 10 gems and permanent duration.
The Blood Dome (Dome of Corruption) costs 20 slaves, lasts forever, and offers 75% resistance AND forces enemy casters to make a MR-2 check or be feebleminded if their spell bounces off. It would be hands down the best dome if it weren't for the fact that the mages hiding under the dome also run the risk of getting horror marks and and increased chance of getting attacked by horrors when they are horror marked. The Blood Dome may seriously cost you more mages than the enemy if he decides not to use remote attack spells!
Note also that multiple Domes can be cast on the same province. So you can have an Air Dome to block 80% of spells and a Dome of Flaming Death on top of that to deal AP fire damage to all comers.
One last note: Make sure the caster of the Dome doesn't die. Otherwise your missile defense system goes *poof*.
The following Domes have a duration, so they're kinda sucky since you have to keep putting them up once the duration expires, but they often bring pain on the caster that tries to cast through it which is very good:
- Fire - costs 8 gems base, inflict AP fire damage on anyone who casts a spell on the province (but doesn't stop the spell)
- Arcane - costs 10 gems base, 50% chance of stopping spells. Probably the suckiest Dome.
- Frost - costs 15 gems base, inflicts AP cold damage AND a 30% chance of blocking
Air, Nature, and Blood Domes by contrast have no duration. Air is probably the best general-purpose one, blocking 80% of spells. Its only drawback is it goes down after a spell finally gets through, but that's just a 1 in 5 chance. It does cost 20 gems, but it's not that expensive when you consider the previous domes require extra gems to extend duration.
Nature gives you a flat 30% chance of blocking forever. Unless it's a fire spell, in which case there's a 50% chance of burning the dome down. Plus it's cheap at 10 gems and permanent duration.
The Blood Dome (Dome of Corruption) costs 20 slaves, lasts forever, and offers 75% resistance AND forces enemy casters to make a MR-2 check or be feebleminded if their spell bounces off. It would be hands down the best dome if it weren't for the fact that the mages hiding under the dome also run the risk of getting horror marks and and increased chance of getting attacked by horrors when they are horror marked. The Blood Dome may seriously cost you more mages than the enemy if he decides not to use remote attack spells!
Note also that multiple Domes can be cast on the same province. So you can have an Air Dome to block 80% of spells and a Dome of Flaming Death on top of that to deal AP fire damage to all comers.
One last note: Make sure the caster of the Dome doesn't die. Otherwise your missile defense system goes *poof*.
Last edited by Zinegata on Fri Apr 15, 2011 2:21 am, edited 3 times in total.
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Username17
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Twiceborn works any time you die in your dominion as far as I know. It does not clear any afflictions, though it does make you immune to further damage from Disease. But if you go feeble mind or something before the Twiceborn triggers, you're just as useless as a Wight.TheNotSoEvilNecromancer wrote:Does Twiceborn work if the mage dies of old age disease?
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So, I can never find myself interested enough to play out the end game against the AI. I usually get to research maxed out, thugging 10-12 Tart's, having all the unique summons, and just like, spending turns mowing through armies and provinces disinterestedly; knowing I'll win.
Is the problem that the AI sucks, or is the problem that the end game is tedious?
Is the problem that the AI sucks, or is the problem that the end game is tedious?
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More of the former than the latter.Ikeren wrote:So, I can never find myself interested enough to play out the end game against the AI. I usually get to research maxed out, thugging 10-12 Tart's, having all the unique summons, and just like, spending turns mowing through armies and provinces disinterestedly; knowing I'll win.
Is the problem that the AI sucks, or is the problem that the end game is tedious?
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Username17
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Tartarians. Some of the crazier stuff that pops up out of (improved) Crossbreeding. Some of the better stuff that pops out of the Void Gate. Anything you wish for (usually Seraphs). Anything really cherry that you enslave mind on.Gnosticism Is A Hoot wrote:So what sort of units do people usually use Gift of Reason on? I know Gargoyles are popular candidates, and I can see why, but what else?
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Mostly, it's because the endgame is tedious. The amount of micromanagment becomes really bad after turn 40 and a single turn can take several hours to play.Ikeren wrote:So, I can never find myself interested enough to play out the end game against the AI. I usually get to research maxed out, thugging 10-12 Tart's, having all the unique summons, and just like, spending turns mowing through armies and provinces disinterestedly; knowing I'll win.
Is the problem that the AI sucks, or is the problem that the end game is tedious?
I mean, I've sometimes spent an hour and a half scripting a single endgame battle. I think the game could really benefit from some kind of prototyping mechanic like in Alpha Centauri where orders are prescripted and magic item build orders are automatically made by the smallest caster capable of doing it and automatically placed on units. I'm also confused why mages aren't automatically on Research when they are in a lab.
More often, I'll just build an army I know the AI can't beat and just auto-pilot through. In MP, that kind of behavior gets you killed.
Last edited by K on Fri Apr 15, 2011 11:58 pm, edited 2 times in total.
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I googled "dispel globals", and I turned up this quote:
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I am trying to turn a randomly generated map into a wraparound map, but the generator and editor combo is being uncooperative. I take it that you have to add all the new province connections yourself once you set a map to wrap in the editor?
Bolding mine.Extra gems means the global in question is harder to "dispell". That means actually casting Dispel, and other ways spells get dispelled. If you cast a global when 5 are already up, the game will RANDOMLY pick one to attempt to "dispell", with out regard to how hard or easy it will be to dispell. If the spell selected had a lot of extra gems in it, then chances are it won't be dispelled unless you used extra gems.
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I am trying to turn a randomly generated map into a wraparound map, but the generator and editor combo is being uncooperative. I take it that you have to add all the new province connections yourself once you set a map to wrap in the editor?
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TheNotSoEvilNecromancer
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Is it possible for an caster, to be both an communion slave ans master?
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.