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==Tactical battles== | |||
Dominions is primarily a strategic game, not a tactical game. Furthermore, it is designed with an eye towards supporting a variety of multiplayer methods, including play-by-email (PBEM); and a large number of players, of which only two will be in any one battle. Therefore, the players' control of tactical battles is limited to preparation; it is up to the tactical AI to determine what individual units will do, and when. | Dominions is primarily a strategic game, not a tactical game. Furthermore, it is designed with an eye towards supporting a variety of multiplayer methods, including play-by-email (PBEM); and a large number of players, of which only two will be in any one battle. Therefore, the players' control of tactical battles is limited to preparation; it is up to the tactical AI to determine what individual units will do, and when. | ||
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All battles are single-attacker versus single-defender, although either or both sides may summon monsters. Most summoned monsters are loyal to their summoner, although some will attempt to slaughter everyone on the battlefield. Battle summons are ephemeral, and will disappear after the battle. | All battles are single-attacker versus single-defender, although either or both sides may summon monsters. Most summoned monsters are loyal to their summoner, although some will attempt to slaughter everyone on the battlefield. Battle summons are ephemeral, and will disappear after the battle. | ||
===Army setup=== | ===Army setup=== | ||
Army setup is quite important. For instance, it would normally make little sense to have your frail magicians in the front and your slow-moving heavy infantry in the rear. You want your vulnerable-but-important units to be fairly safe, while you want others ready to enter the fray. If you have units which are always surrounded by flames, cold, or poison, you might want to keep them separated from units which are not immune. And so forth. | Army setup is quite important. For instance, it would normally make little sense to have your frail magicians in the front and your slow-moving heavy infantry in the rear. You want your vulnerable-but-important units to be fairly safe, while you want others ready to enter the fray. If you have units which are always surrounded by flames, cold, or poison, you might want to keep them separated from units which are not immune. And so forth. | ||
Troops may be organized into squads, each of which can be placed somewhere within the army organization, and then given some basic order such as 'Hold and Attack'. | Troops may be organized into squads, each of which can be placed somewhere within the army organization, and then given some basic order such as 'Hold and Attack'. | ||
===Scripting mages & commanders=== | |||
Scripting | |||
As with squads, you can give your commanders a particular place to stand when planning the disposition of your army. | As with squads, you can give your commanders a particular place to stand when planning the disposition of your army. | ||
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===Killer combos=== | ===Killer combos=== | ||
If you want your magicians to use specific combinations, you should script them to ensure their use. | If you want your magicians to use specific combinations, you should script them to ensure their use. |