Dominions 3: The Awakening/Tactical Battles: Difference between revisions

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{{All Game Nav|game=Dominions 3: The Awakening}}
{{Header Nav|game=Dominions 3: The Awakening}}


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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===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'.
Each commander can command a maximum of 5 different squads of units.
Scripting a small squad of units (2-5) to guard a mage keeps them within a square or two of the mage, providing a meat shield that can greatly increase survivability against breakaway enemies because enemies tend to attack whomever is closest instead of picking out spellcasters specifically. This is also worth doing if a warrior commander is going to charge into melee; it prevents him from getting totally surrounded. Since mages cost 200+ gold apiece it's worth a little investment in a couple of light infantry to keep him alive. Think of it as a virtual hit point boost.


===Scripting mages & commanders===
===Scripting mages & commanders===
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.
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