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Heroes Community > Other Games Exist Too > Thread: Disciples 2
Thread: Disciples 2 This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Serpent2
Serpent2


Famous Hero
Overlord of Tililea
posted January 31, 2009 10:27 AM
Edited by Serpent2 at 10:34, 31 Jan 2009.

Risking to have everyone become quite anal() about off-topic tings... First I'd like to say I admire Vlaad's method of drawing attention and the reaction it just caused Then I'd like to suggest a small corection to doomenezeu's last post: since anal is an adjective it would be more correct to say it still also means something like "buttsecsial" (btw I had no idea that "buttsecs" had such complicated spelling).
And finally I should say that there was a long period of time when I was completely inactive on HC, then made just a few posts over another long period of time and I've practically resumed activity with this topic so I don't know since when is tha fact that I'm about to note so but I just noticed it... OMG Baklava actually has a piece of baklava on his avatar
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted January 31, 2009 11:07 PM
Edited by Vlaad at 07:05, 05 Feb 2009.

Just finished the campaign. LOL When I played this for the first time (six years ago?) I went for Pegasus Knight, but I must admit Guildmaster has his advantages; not only do Thieves have additional options that can turn the tide of early game, but there's also Ranger's great movement (91 basic with +40% Boots + 91 with Dwarven Haste + 45 with Empire's Haste spell)... In other words, Ranger can cover an entire map in one turn, which means more fun in every way.

As for his stats, the final boss is no match for him (with all the spells and scrolls used before the end fight):



Thanks to his Soul Crystal (Paralyze), he can easily take out any dungeon alone and keep all the experience for himself, if you want him to. The trick is to retreat with all the other members of your party before the combat ends, of course. Here's my selfish Ranger fighting a Black Dragon:



As for the rest of the party, this time I went with a Hierophant, Oracle Elf, White Wizard, Assassin and Defender. I leveled the Hierophant because I got a Priest day one... He heals one unit only, but can revive a dead ally as well (once per battle, but it can even be the next battle!). The Oracle Elf joined because of the story and I simply included her (heals six targets). Assassin can tank very well in the first row, so I was wrong earlier in the thread. He also levels up quite fast and deals great damage. Here they are in a family photo, molesting Serpent2's sea cousins:



Believe me, you'll be fighting much more dangerous creatures later on... I won't talk more nor post more screens lest I spoil the great story. So, Serpent2, good luck and let us know how it went.

EDIT: Here's the list of leader abilities (copied from the Manual) - I've bolded my choices:

Artifact Lore - Allows the leader to equip Artifacts
Arcane Knowledge - Allows the leader to read magical Tomes
Banner Bearer - Allows the leader to equip Banners
Pathfinding - Increases the leader movement by 20%
Arcane Lore - Allows the leader to equip and use Orbs in battle
Leadership (x 2) - Allows the leader to take one more unit in his party
Travel Lore - Allows the leader to wear magical Boots
Might - Adds 25% damage to the attack of the leader
Natural Armor - The leader will absorb 20% of all the damage he suffers
Arcane Power - Allows the leader to equip and use Talismans in battle
Advanced Pathfinding - Increases the leader movement by 25%
Weapon Master - All the units in the leader's party will gain 25% more experience
Accuracy - Increases by  20% the chances to hit of the leader's attack
Keen-Sight - The leader will see further in the fog of war
Natural Healing - The leader will regenerate 15% of his hit points each day
Toughness - Adds 20% more hit points to the leader
Incorruptible - The leader becomes incorruptible to Thieves
Water Ward - Protects the leader against the first water based attack in battle
Forestwalk - The leader will suffer no move penalty in forests
Earth Ward - Protects the leader against the first earth based attack in battle
First Strike - Increases the initiative of the leader by 50%
Fire Ward - Protects the leader against the first fire based attack in battle
Air Ward - Protects the leader against the first air based attack in battle

I think an Archmage might benefit from First Strike though... Perhaps Arcane Knowledge too.
Quote:
OMG Baklava actually has a piece of baklava on his avatar
Yeah, whenever I log in here and see his avatar, I feel like eating a baklava.
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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted February 01, 2009 12:05 AM

Oh, I remember hardly being able to play the demo of the first Disciples because of inferior hardware I'll have to take another look some time.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted February 01, 2009 12:34 AM

Quote:
Oh, I remember hardly being able to play the demo of the first Disciples because of inferior hardware I'll have to take another look some time.
I tried it the other day, just because I never had before. It's exactly the same as D2 but with inferior graphics and probably less features.
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted February 07, 2009 10:24 PM
Edited by Geny at 22:25, 07 Feb 2009.

Out of curiosity, was someone here crazy enough to attack the Capital in either D1 or D2 and did he succeed?
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted February 07, 2009 10:49 PM

Quote:
Out of curiosity, was someone here crazy enough to attack the Capital in either D1 or D2 and did he succeed?
You just need maximum armor to survive the first hit, then start healing or paralyzing.

This is from map #1 of the Guardians of the Light campaign (you get to import your Dark Prophecy leader):


In map #4 you're actually encouraged to do it...


There are tougher bosses than that...
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted February 07, 2009 10:55 PM

Yeah, I guess Empire is the perfect capital siege race. Bringing it down with the Legion is slightly harder though, you have no healing units and it can be a problem obtaining enough buffing spells. I barely made it.
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Serpent2
Serpent2


Famous Hero
Overlord of Tililea
posted February 08, 2009 09:09 PM
Edited by Serpent2 at 21:14, 08 Feb 2009.

Hi again everybody. First I'd like to mention that last week I sort of ogt a break of playing Disciples and that's why I haven't been posting. Today I decided to restart the  campaign with the empire. On the first mission I decided to try doing assassins and inquisitors, but in a few turns I realised that:
1. My leader will be having a hard time going to lvl3 in this single map so I'll have to go with 2 archers and only 1 inquisitor till almoast the end and
2. My archers aren't ever gonna become assassin's since I can only build the archery range...
But I decided to keep going and they crushed me. Then I restarted with my old tactics it turned out much better. In fact then I got very "anal" about the map and in the end had 85% terrain transformed while the LOD had 2% and got my leader to lvl3. I haven't played the second map but instead played multiplayer with some friends - tried doomenziu's 5 hermits + 1 loremaster tactic - it didn't seem to work too well cus hermit's don't actually hit that hard despite being nukers also it would seem that guildmaster is the best choice for multyplayers - they both were playing as such while I was a mage lord and it was really annoying how slow I was compared to them. By the way I have two small questions... what makes hard and very hard mode harder - are enemy units tougher, does the AI get more resourcer and/or higher level units or ist just somewhat smarter etc...? Also how many maps does a campaign have?
PS:
Wtf "...? "  ?!
EDIT: Just when I clicked "Submit" I came up with a third question - does the storyline of the "Guardians of the Light"/"Servents of the Dark" campaign differ from that in "Dark Prophecy" cus I found out that the only new campaign in "Rise of the Elves" is actually that of the Elven Alliance and all the others are similar to "Dark Prophecy" (I haven't played any campaign in "Rise of the Elves" - just started them to see if it was the same thing - without the elven because it couldn't have been the same thing).
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted February 09, 2009 02:48 AM
Edited by Vlaad at 03:19, 09 Feb 2009.

I don't know about difficulty settings, it's been a while... I guess it must be the starting resources, but not sure about the AI. I recommend Very Hard - you'll actually have to think now and then. There's little strategy involved if you don't have to worry about your gold or mana.
Quote:
Also how many maps does a campaign have?
Seven, I think. If you're anal about every map, you get to level up your leader to level 15 or so (which is about the same time you stop being offered new skills, so pick carefully).
Quote:
does the storyline of the "Guardians of the Light"/"Servents of the Dark" campaign differ from that in "Dark Prophecy" cus I found out that the only new campaign in "Rise of the Elves" is actually that of the Elven Alliance and all the others are similar to "Dark Prophecy" (I haven't played any campaign in "Rise of the Elves" - just started them to see if it was the same thing - without the elven because it couldn't have been the same thing).
When you've beaten the Dark Prophecy campaign(s), you'll be able to export you leader to the Guardians of the Light and Servants of the Dark campaigns. Those are shorter (e.g. GotL only four maps), but it's worth it. The final bosses are fun... Harder than taking capitals. Story wise, you pick where you left off in Dark Prophecy. The Rise of the Elves is a completely new storyline.
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doomnezeu
doomnezeu


Supreme Hero
Miaumiaumiau
posted February 09, 2009 06:46 PM

Quote:
Out of curiosity, was someone here crazy enough to attack the Capital in either D1 or D2 and did he succeed?


You will need to capture the Undead capital in one campaign of the Disciples 2 Add-ons, don't remember which one. But in the same day you also have to beat the Golem Graveyard (or how's it called). Pretty nasty mission.
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Serpent2
Serpent2


Famous Hero
Overlord of Tililea
posted February 09, 2009 09:47 PM

Btw about skills: As far as I can see  Vlaad has marked 11 skills which means you get skills up to lvl12. With Archmage I start with "Use Staves/Scrows" and "Arcane Lore". I guess I'd chose also "Arcane Power", "Artifact Lore" and "Banner Bearer" but the other item's don't really seem to be as usefull. Also 2xLeadership is OBLIGATORY. So how about the other 6 skills for archmage. "Incorruptible" sounds well in case that it actually makes the party invincible to thieves as I hope it does, or does it just prevent te leader from suffering demage when a thief poisons the party...















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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted February 09, 2009 10:34 PM

Weapon Master is a must, especially for big armies. If you're playing Archmage First Strike will turn him into a creeping monster on high levels (to the point where you hardly need anyone else in your squad), especially if coupled with Might and some damage increasing artifacts.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted February 10, 2009 07:00 AM

Geny is right, First Strike is a must for the Archmage, and so are Pathfinding and Advanced Pathfinding because his movement sucks. Incorruptible is a waste.
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Serpent2
Serpent2


Famous Hero
Overlord of Tililea
posted February 10, 2009 08:21 PM

Ok so "Artifact Lore", "Banner Bearer", "Leadersnowp", "Leadership", "Arcane Power", "First Strike",
"Might", "Pathfinding", "Advanced Pathfindning", "Toughness", "Natural Armour"" and "Accuracy"?
And btw about Vlaad's post stating that RotE is a totally new story - I guess you meant the elven campaign in RotE only?
Also such a HUDGE PITY d3 will have 3 races to start from and then add the other 2 with expansions instead of start off with all the old ones and add new ones in the expansion. I'd even like it better if for exmaple in the first expansion they brought back theundead hordes and the mountain cans while in te second they added greenskins and something else for example merfolk, lizardfolk or possibly a mixed faction with the two in it...
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted February 10, 2009 08:27 PM
Edited by Geny at 20:28, 10 Feb 2009.

I'd take Weapon Master instead of... Accuracy. +25% EXP does wonders both for the hero and his group advancement, especially on higher levels where it's more problematic.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted February 10, 2009 08:41 PM
Edited by Vlaad at 20:42, 10 Feb 2009.

I agree with Geny. As for the Rise of Elves - yes, I was talking about the campaign.

By the way, there's another thread about Disciples 3. I also think three factions is too few, but then again I have never played Legions much. Frankly, I can't wait to finally get the game - after so many delays, I don't care for the number of races anymore. LOL
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted February 16, 2009 04:17 AM

Well, while Serpent2 is still contemplating his strategy for the first map of the campaign, I've beaten both expansion packs.

Here's my party from the final scenario (which was a disappointment, but the one before that was gorgeous). It's an odd company, developed that way only because I got those units day one.



One last tip for the Elven campaign: don't take the +60% Boots to the final mission, because another pair will be waiting for you there.
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Serpent2
Serpent2


Famous Hero
Overlord of Tililea
posted February 16, 2009 05:05 PM

Unfortunately Vlaad is a strange sort of right about me still making strategies for the first campaign but that'sbecause I haven't been playing much lately - instead I seem to be spending time on HC .
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Kreegan
Kreegan


Known Hero
Winged Anquietas
posted June 14, 2010 10:24 PM
Edited by Kreegan at 20:28, 23 Jun 2010.

Sorry for a little bit of off-top, but anybody knows how to extract build from D2:RotE with it's whole animation?

Edit - nevermind...
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nick: Irhak

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted May 03, 2011 09:42 PM

update

I've just replayed the Empire campaign with the Arch-Angel as my main hero. The thing is she starts with Leadership 1 and cannot deal damage, of course. I chose Guildmaster as the Lord so that I can use additional options with Thieves. The game actually required some strategy for a change. Eventually she was able to steamroll but it took a refreshingly long while. Here's a family photo at the very end:



I wonder if it's possible to beat other campaigns with rod planters. Anybody tried it? I guess Elves would be the easiest.

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