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Is there a spell that lets unmoveable pretenders search for magic sites? That's more or less why I've always been hesitant to play one. Edit: I somehow managed to miss all of them but the one for Arcane sites for the last 7 years. Pomp fucked around with this message at 21:14 on Sep 3, 2013 |
# ? Sep 3, 2013 08:34 |
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# ? May 13, 2024 11:11 |
Pomp posted:Is there a spell that lets unmoveable pretenders search for magic sites? That's more or less why I've always been hesitant to play one. There isn't one that will allow you to search remote provinces with a pretenders magic paths, but having 2 in a path allows you to cast a sitesearch spell for that path which reveals all sites of that path in a province.
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# ? Sep 3, 2013 08:36 |
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brainwrinkle posted:I've updated the Goon Game Service to be compatible with Dominions 4 for anyone crazy enough to try multiplayer on the beta. I haven't tested the implementation very thoroughly, so it will probably have some bugs. One aspect that could be particularly bug-prone is nation IDs, since I didn't have a list to look at. I managed to make a decent preliminary list from looking at a few nation ID's from .2h files, but there could definitely be some incorrect ones. What you really need to do is make it so various unit sprits appear flanking each of the games for maximum fun.
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# ? Sep 3, 2013 09:32 |
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On immobile sitesearching: there are a few options. Each path has an individual site search spell. It costs a couple gems and reveals all sites in that specific path. There are a couple multi search spells. If you are underwater, voice of tiamat searches all the elemental paths (AWEF) using water gems. For a massive 25 astral and a S3 caster turn, acashic knowledge (formerly acashic records) reveals all sites in any province, including holy. Finally; Immobiles can be moved a few ways - teleport definitely works, and I think most other transport magic does too, eg cloud trapeze etc. Not sure about Stygian paths or other spells. This is inefficient though - every province you want your immobile to leave will need a lab. Its more a handy trick for moving a big caster immobile onto a useful bonus site. Overall though Immobiles are better as cost- efficient ritualists and forgers.
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# ? Sep 3, 2013 09:42 |
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Victor Vermis posted:In other news, Arco's Engineers REALLY don't like long, drawn-out sieges. ...
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# ? Sep 3, 2013 10:09 |
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Update notes popped up when I launched a few minutes ago.code:
edit2: Had a game going where I could conveniently check the Crossbreeding change using a Freak Lord with the innate (10) boost to casting it: Before After edit3: Siege Bonus on Arco's Engineer is back down to (25) Victor Vermis fucked around with this message at 10:59 on Sep 3, 2013 |
# ? Sep 3, 2013 10:19 |
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Debug mod (gives 1 gem wish, most spells at 0 research and all 9 caster) works for dom 4 as well in case anyone was wondering. Mods are stored in your user directory now and there's a handy button under game tools in the menu to take you there. edit: also looks like the chalice doesn't work on tarts anymore. Fleur Bleu fucked around with this message at 12:46 on Sep 3, 2013 |
# ? Sep 3, 2013 11:10 |
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Fleur Bleu posted:edit: also looks like the chalice doesn't work on tarts anymore. How do they want you to heal undead then?
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# ? Sep 3, 2013 13:10 |
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Lilli posted:
Gift of Health?
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# ? Sep 3, 2013 13:43 |
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My guess is they don't!
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# ? Sep 3, 2013 16:23 |
Would be nice if there was a special spell/item under enchantment or construction for healing undead. GoH for Tarts is hopefully dead though. Have they diversified the selection of summonable SCs at all or will that have to wait for the CBM port?
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# ? Sep 3, 2013 16:26 |
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I would not expect SCs to really be a thing unless you go out of your way to aim a game's settings at them or you start playing with mods. Research across the board is slower, recruiting your good mages is slower, and bootstrapping your way into other paths is much more difficult.
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# ? Sep 3, 2013 17:02 |
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It seems like a lot of the changes they've made to the game are mean to de-emphasize supercombatants and promote conventional armies and battlemagic in the end game. I think that's cool!
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# ? Sep 3, 2013 17:13 |
How are u posted:It seems like a lot of the changes they've made to the game are mean to de-emphasize supercombatants and promote conventional armies and battlemagic in the end game. I think that's cool! Stretching the midgame is definitely a plus to me! I've always been partial to A nations and they kinda get hosed (at least in vanilla) unless you had bootstrapped into something else for the late game. I'll get to play with lightning for longer before it goes obsolete .
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# ? Sep 3, 2013 18:10 |
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Lilli posted:
Did some SP testing - GoH still works on Tarts, so I would assume that carries over to all undead. How are u posted:It seems like a lot of the changes they've made to the game are mean to de-emphasize supercombatants and promote conventional armies and battlemagic in the end game. I think that's cool! Some of the changes are probably actually counter-productive to that goal - making boosters harder to get will really hurt nations with limited path spreads available to them. And the removal of the ability to adjust taxes is also going to hurt nations in the long run. (No more LA Man patrol-tax-CASTLE SPAM cycle, for example.)
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# ? Sep 3, 2013 18:30 |
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Kenlon posted:(No more LA Man patrol-tax-CASTLE SPAM cycle, for example.) That was a theorycraft myth anyway. It hurts blood nations more than anything else.
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# ? Sep 3, 2013 18:34 |
Incy posted:That was a theorycraft myth anyway. It hurts blood nations more than anything else. If I understand the new system correctly, it will just force you to spread out blood hunting and take order for the passive unrest reduction. Hopefully there's a better way to move slaves around without labs as the micro with scouts was already rather annoying Don't hate on LA Man's castles. That was all I did when I got them in multiplayer and it worked well enough to annoy anyone trying to siege my un-siege-able castles. You aren't going to win as LA Man anyways so might as well annoy your neighbors!
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# ? Sep 3, 2013 18:45 |
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Incy posted:That was a theorycraft myth anyway. It hurts blood nations more than anything else. Wasn't a myth - I did it myself, and while it wasn't perfect, it gave me ludicrous research and income in a hurry.
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# ? Sep 3, 2013 20:27 |
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How are u posted:It seems like a lot of the changes they've made to the game are mean to de-emphasize supercombatants and promote conventional armies and battlemagic in the end game. I think that's cool! Yeah, it may lead to me being actually able to maybe win a game, so I'm cool with it. (Or maybe not, I'm still mentally wincing every time I remember how Lilli stamped on my great Furnace of Ulmitude. An army of 300+ fodder and a communion of dozens of mages, wiped out. Lilli lost something around five units, I think.)
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# ? Sep 3, 2013 20:40 |
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The copper arm is awesome, you can turn your huge chunk of stone pretender into a berserk axe wielding one with it!
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# ? Sep 3, 2013 21:07 |
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6 armed crone. Make it happen.
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# ? Sep 3, 2013 21:10 |
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There's no discount for owners of Dom3 or anything, is there? I'd like to get back into Goonmionions MP, but putting down another 35 for this isn't something I'm keen on doing.
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# ? Sep 3, 2013 21:23 |
Culka posted:The copper arm is awesome, you can turn your huge chunk of stone pretender into a berserk axe wielding one with it! I'm picturing this in my minds eye and it's loving perfect. I loving DARE YOU TO STAND NEXT TO ME. COME ON!
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# ? Sep 3, 2013 21:24 |
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Culka posted:The copper arm is awesome, you can turn your huge chunk of stone pretender into a berserk axe wielding one with it! Game of the Year all years i am sold.
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# ? Sep 4, 2013 04:43 |
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Is there a way to patch the beta or do you have to download the whole client to play the newest release?
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# ? Sep 4, 2013 04:58 |
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Problem: Your god is a pillar of stone with no hands or limbs. Solution: BUILD IT A ROBOT ARM. Man I'm going to buy this as soon as I can figure out for sure whether I'll have any money left this month.
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# ? Sep 4, 2013 13:55 |
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The only thing that seems like a weakness is magic duel. But early on, most people won't have that, so just set your monolith to blink or just stick him out way in front. The best thing about this though is that he can now wield Scepter of Dark Regency.How are u posted:It seems like a lot of the changes they've made to the game are mean to de-emphasize supercombatants and promote conventional armies and battlemagic in the end game. I think that's cool! amuayse fucked around with this message at 15:42 on Sep 4, 2013 |
# ? Sep 4, 2013 14:56 |
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So I started up a MA game of two teams, with each team consisting of one god and one disciple. Team 1 is Ermor (God) with Arco, and team 2 is Asphodel (God) with Marignon. Nobody gets to prophetize in Disciple games. The Disciples are effectively the prophets themselves. Notice the lack of "Become Prophet": Any commander of any nation has the ability "Relinquish Province", making the province change hands to whatever allied nation has a unit also in that province. Allied units can co-habitate in the same province. You will "see" other Allied units in your province through an accurate scouting report, like when selecting a province held by neutrals/enemy. You'll get confirmation once you've relinquished, but no notification if someone relinquishes to you. The Disciples' domain is their God's domain. So you can get Ermor freespawn in non-Ermor nations, like Arcosephale! ...but your people are going to die, too. And Arco doesn't Dom-scry as a Disciple nation.
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# ? Sep 4, 2013 15:43 |
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Well at least there's no unrest from them dying. Guess that Kool-Aid must be tasty. amuayse fucked around with this message at 16:27 on Sep 4, 2013 |
# ? Sep 4, 2013 15:48 |
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It turns out that LA R'lyeh makes a great disciple nation because they don't drive their teammates insane. I'm sure there will be several other thoughts regarding what makes a good team, like picking nations that benefit from similar scales (all moderate-to-high resource nations that can benefit from 2 or 3 Prod, for example). It's pretty cool. I guess I failed to stay away from the beta completely. At least I have avoided touching MA or any aquatic nation?
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# ? Sep 4, 2013 17:23 |
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Is Summon Ogres as much of a boon to MA Ulm as I think? Ogres have repeatedly killed my thugs, and the spell is super-cheap. I'm picturing an army of 40 ogres hitting the field the turn after Ulm hits Conj 2.
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# ? Sep 4, 2013 18:48 |
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Ogres seem pretty solid to me, but I am probably missing something. They hit really hard, though, and probably are going to go-to units unless something changes for nations with easy E access. In other Ulm news, EA Ulm has a hidden benefit/buff - in half (6) of a dozen or so provinces conquered so far, the following are recruitable WITHOUT a fort: Warrior Scout Warrior Chief Shaman (req. lab, temple) Archer Axe Warrior Warrior Mountain Warrior While Shamans aren't great, you will still likely want a bunch of them for diversification if nothing else over the smiths, and the fact that they are recruitable at all without forts seem interesting, and likewise for the other units. Getting the Warrior Chiefs is nicer than a typical indy commander also. Any other nations have this new 'recruitable national units in some provinces without a fort' feature?
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# ? Sep 4, 2013 20:25 |
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The Ur playtest had different recruits for fort/nonfort provinces and also swamp-only recruits.
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# ? Sep 4, 2013 21:00 |
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Is there a good list of nations up anywhere yet?
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# ? Sep 4, 2013 21:13 |
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Somebody posted an image in the PGS thread that has all the nations. EA Ermor's Flamen and Pontifices are only available without a fort. I'm sure there are plenty more.
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# ? Sep 4, 2013 21:27 |
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Ogres seem to get pooped on easily by anyone with decent evo. But they can kill 90% of any nation's infantry and most cavalry too.
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# ? Sep 4, 2013 22:26 |
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The preliminary draft of the modding manual has been released.
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# ? Sep 4, 2013 22:47 |
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How do you install the mods? The old method doesn't seem to work.
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# ? Sep 4, 2013 22:48 |
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amuayse posted:How do you install the mods? The old method doesn't seem to work. The mod folder is now in your user folders, not the dom3/4 folder.
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# ? Sep 4, 2013 22:56 |
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# ? May 13, 2024 11:11 |
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Thanks.
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# ? Sep 4, 2013 23:18 |