Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Newbie Questions
(10-17-2017, 09:03 PM)Diws Wrote: Teleport brigade, division etc happens after movement, correct?  Can I teleport 2 divisions to the same location and transfer troops postmove?  Seems that the turn parser doesn't like it.

Its all back to sequence of events, which you have sorted for you when you verify orders.  So if Teleport is after all transfers, you can't transfer.
Reply

(09-27-2017, 08:28 PM)PTRILEY Wrote: I would think a unit with elite troops and a warlord would have the knowledge, in game terms, to defeat the Dome?

That I could agree to also
Reply

(10-18-2017, 04:00 PM)Mad Hatter Wrote:
(09-27-2017, 08:28 PM)PTRILEY Wrote: I would think a unit with elite troops and a warlord would have the knowledge, in game terms, to defeat the Dome?

That I could agree to also

While in Maelstrom Dispel Dome will be generally available around Power 3, I kind of like the idea of a Warlord and an Elite brigade defeating the Dome.  The Dome seems to be about the most controversial thing in Alamaze.
Reply

Hidden capitals and using level 1 agents to move into them is still pretty big on the BS meter.
Reply

(10-18-2017, 06:36 PM)Ry Vor Wrote:
(10-18-2017, 04:00 PM)Mad Hatter Wrote:
(09-27-2017, 08:28 PM)PTRILEY Wrote: I would think a unit with elite troops and a warlord would have the knowledge, in game terms, to defeat the Dome?

That I could agree to also

While in Maelstrom Dispel Dome will be generally available around Power 3, I kind of like the idea of a Warlord and an Elite brigade defeating the Dome.  The Dome seems to be about the most controversial thing in Alamaze.

What is controversial about Domes?  I still don't think this has ever been properly explained.

In fact, if I recall correctly, the spell description for Dome lists orders that it does not affect: "The spell has no effect against political actions, parleys, diplomacy spells, or siege."  Additionally, Domes are relatively high-level spells.  The trade off is that military kingdoms enjoy a huge early game advantage while magic kingdoms have to expend time and treasure to advance their wizards.  Domes can only be cast by wizards in the same region as the pc. Also, Dispel Dome is available to all kingdoms at a much earlier level than is Dome.

A group containing both a Warlord and elite troops is capable of parleying a pc (relative regional reactions matter and the strength of the group as well)!  Therefore, "elite troops and a warlord ... have the knowledge, in game terms, to defeat the Dome".

What am I missing?
Reply

(10-18-2017, 08:15 PM)WARMASTER Wrote:
(10-18-2017, 06:36 PM)Ry Vor Wrote:
(10-18-2017, 04:00 PM)Mad Hatter Wrote:
(09-27-2017, 08:28 PM)PTRILEY Wrote: I would think a unit with elite troops and a warlord would have the knowledge, in game terms, to defeat the Dome?

That I could agree to also

While in Maelstrom Dispel Dome will be generally available around Power 3, I kind of like the idea of a Warlord and an Elite brigade defeating the Dome.  The Dome seems to be about the most controversial thing in Alamaze.

What is controversial about Domes?  I still don't think this has ever been properly explained.

In fact, if I recall correctly, the spell description for Dome lists orders that it does not affect: "The spell has no effect against political actions, parleys, diplomacy spells, or siege."  Additionally, Domes are relatively high-level spells.  The trade off is that military kingdoms enjoy a huge early game advantage while magic kingdoms have to expend time and treasure to advance their wizards.  Domes can only be cast by wizards in the same region as the pc. Also, Dispel Dome is available to all kingdoms at a much earlier level than is Dome.

A group containing both a Warlord and elite troops is capable of parleying a pc (relative regional reactions matter and the strength of the group as well)!  Therefore, "elite troops and a warlord ... have the knowledge, in game terms, to defeat the Dome".

What am I missing?

Well, its the thing that keeps coming up.  As I get older, I try to incorporate others' ideas more rather than insist I am right.  Is that a strength, or a weakness?
Reply

I think it has to do with domes being stackable. Wizard kingdom has more domes than military kingdoms have dispel dones. Thats the only problem i noticed.
Reply

The changes coming in maelstrom seems already good for balancing this dome issue.

There are other ways as well.
-Domes could be a higher turn order that effect a PC the following turn. So the Mage would need to predict where the army will be moving. You could still cast multiple domes maybe a warlords/elite combo who know how many are cast. This would allow the attacking army decided try and dispel the dome(s), or siege, or perhaps move on, on even stay hoping they do not dome again

-maybe domes are physical and magical so an army could beat on them. The dome strength based on caster level and other mages stacking on. Military units would do damage based on long range missile and storm phase plus magic combat spells. So no dispell just break it down. Maybe if you can break it using only long range missile and magic you can attack that turn. Or if you break it down after storm phase you can attack the next turn with no dome possible, since you are now to close to block the troops out. No damage to the attacking group because the dome actually protects both sides.

could come up with numbers but just posting concepts
Reply

I agree we can handle the Dome mechanic in a myriad of different ways than it is handled right now. The players will - of necessity - simply adjust.

My question was, "Why is Dome a problem?" I then listed all manner of ways that Dome is addressed in present game mechanics. I remain unconvinced that all the existing game mechanics are insufficient to balance the use of the Dome spell (even multiple castings - which, of course, carry opportunity costs for the mages).

I will readily acknowledge that I haven't won The Choosing contests, so maybe I do not have the requisite authority to say Dome is not a problem. Maybe some of our better Alamaze players will indicate how they deal with Domes so others can hear from our experts. JohnDoe did indicate previously how DW kingdom should address Domes. Domes are clearly not stopping military kingdoms from winning contests, as Ry Vor regularly comments upon how balanced various kingdoms are in terms of victories and average status points, etc...
Reply

I did see domes as stronger in 3rd cycle due to higher starting wizard levels and cheaper advancement. Coupled with kingdoms not always even having reasonable access to the dispel dome spell. Still I have played many military kingdoms and many mages. Dome is not the almighty spell some make it out to be, it is a spell you need to plan around. It could be split your groups up advance a wizard beyond there natural level and surprise a Mage at a critical time. Maybe use siege engineering and move onto 5 towns and siege them all for 2 turns. It is pretty easy to get 5 groups with less that 15k strength. Engage the wizards units so they risk the wizard in combat if they cast a dome.
Reply



Forum Jump:


Users browsing this thread:
1 Guest(s)

Powered By MyBB, © 2002-2026 Melroy van den Berg.