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I'd also be up for newbie Dom4 game.
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# ? Sep 15, 2013 18:38 |
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# ? May 13, 2024 06:52 |
Applebee123 posted:So in theory a nation trailing in last place with the fewest provinces could teleport a few scs to each of the thrones along with a h3 priest and then claim them that turn winning the game if the other player doesnt have anything to teleport there the next turn? Assuming claiming thrones occurs after battles in the turn generation order? Claiming thrones happens before battles, actually, so if you haven't forted them up you dont even get a chance to respond.
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# ? Sep 15, 2013 18:45 |
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How many thrones do you need to win? Also I'll be down for a noob game
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# ? Sep 15, 2013 19:07 |
WYA posted:How many thrones do you need to win? For example, on a map with one three strength throne, two two-strength thrones and five one-strength thrones where you need seven points to be victorious, there are a number of ways to win.
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# ? Sep 15, 2013 19:18 |
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Zurai posted:I like Slow to Recruit for mages. I do not at all like Slow to Recruit for troops. Why the gently caress are Jotun Skinshifters STR? Yeah, they're good, but they're not "you can only recruit one every other turn" good. Neither are Ur's Sirrushes. I really doubt Hydras are actually that good, either. The problem with STR troops as I see it is really that troops have a fairly limited window of usefulness in Dominions and making key troops STR just basically means that you have no opportunity to use them. By the time you've gathered enough Skinshifters to be useful against indies, you've already got a dozen provinces. By the time you've got enough to fight other players' armies, they're fielding summons. Without necessarily saying you're wrong -- remember that research speeds in Dom4 are much longer/slower compared to Dom3. So the window where troops are useable may have been extended as well.
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# ? Sep 15, 2013 19:32 |
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I imagine that slow to recruit troops will be modded out pretty quickly. Actually there's nothing to stop people from modding in troops that are nasty enough to be worth the slow to recruit tag.
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# ? Sep 15, 2013 20:26 |
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Zurai posted:I like Slow to Recruit for mages. I do not at all like Slow to Recruit for troops. Why the gently caress are Jotun Skinshifters STR? Yeah, they're good, but they're not "you can only recruit one every other turn" good. Neither are Ur's Sirrushes. I really doubt Hydras are actually that good, either. The problem with STR troops as I see it is really that troops have a fairly limited window of usefulness in Dominions and making key troops STR just basically means that you have no opportunity to use them. By the time you've gathered enough Skinshifters to be useful against indies, you've already got a dozen provinces. By the time you've got enough to fight other players' armies, they're fielding summons. Jotun skinshifter are not slow to recruit in 3.99g. Are you using 3.99f?
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# ? Sep 15, 2013 20:40 |
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I think slow to recruit is awesome and adds depth to the game
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# ? Sep 15, 2013 21:00 |
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WYA posted:I think slow to recruit is awesome and adds depth to the game I'd like to see them play with cooldowns on how often you can recruit certain things. Something like for Jomon, where their recruit anywhere 2S2? mages that are, for some inexplicable reason, slow to recruit. Instead of slow to recruit, it'd make more sense to restrict them to only being able to be recruited every other month, while still allowing the fort to be used for other things in the interim. Why on earth did they make those mages slow to recruit? Jomon is even described as having weak mages; I'm surprised they made the list of things strong enough to warrant being slow to recruit.
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# ? Sep 15, 2013 21:07 |
Dirk the Average posted:Why on earth did they make [Onmyo-ji] slow to recruit? Jomon is even described as having weak mages; I'm surprised they made the list of things strong enough to warrant being slow to recruit.
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# ? Sep 15, 2013 22:53 |
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Turns out that using aoe evocations with a blood 9 bless is a bad idea.
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# ? Sep 15, 2013 23:09 |
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Kin33 posted:Turns out that using aoe evocations with a blood 9 bless is a bad idea. This made me laugh way too hard.
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# ? Sep 15, 2013 23:10 |
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dis astranagant posted:This made me laugh way too hard. Please explain, I need a laugh
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# ? Sep 16, 2013 00:37 |
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Blood 9 bless returns damage taken to whoever dealt it. Apparently this includes arrows and spells. You still take the damage, but the enemy battlemages and the like get hosed.
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# ? Sep 16, 2013 00:41 |
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dis astranagant posted:Blood 9 bless returns damage taken to whoever dealt it. Apparently this includes arrows and spells. You still take the damage, but the enemy battlemages and the like get hosed. Except, in my situation, it was my own mages collateral damage hitting my own blood 9 blessed troops.
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# ? Sep 16, 2013 00:55 |
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Kin33 posted:Turns out that using aoe evocations with a blood 9 bless is a bad idea. Kin33 posted:Except, in my situation, it was my own mages collateral damage hitting my own blood 9 blessed troops. This is the most wonderful story.
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# ? Sep 16, 2013 03:27 |
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dis astranagant posted:Blood 9 bless returns damage taken to whoever dealt it. Apparently this includes arrows and spells. You still take the damage, but the enemy battlemages and the like get hosed. Huh, that actually gives Blood 9 bless a surprisingly useful utility in the mid late game. It takes a bit more fiddling to actually use it around your mages, but I think the ideal case is to not use sacreds around your mages, and instead use them as a suicide squad later on to kill enemy communions. Mix in small numbers of sacred with normal line troops and the feedback from enemy spells could be disastrous.
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# ? Sep 16, 2013 03:37 |
Starting forts feeling obnoxiously hard to crack for anyone else? No idea how Mictlan, for example, is going to deal with it.
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# ? Sep 16, 2013 03:42 |
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jBrereton posted:Starting forts feeling obnoxiously hard to crack for anyone else? Mictlan can levy slaves but yes the inflation in basic defence scores feels quite odd and makes early game aggression a little harder i guess with the amount of stuff needed to crack a fort.
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# ? Sep 16, 2013 04:05 |
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jBrereton posted:Starting forts feeling obnoxiously hard to crack for anyone else? Try any of the ape nations, where 95% of their units are Animals that get a big penalty to sieges.
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# ? Sep 16, 2013 04:31 |
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Busting forts was always one of the toughest parts of dom3, and they made it tougher? Well, more reason to stick to the adage of not starting a war unless you can win it.
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# ? Sep 16, 2013 04:43 |
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How are u posted:Try any of the ape nations, where 95% of their units are Animals that get a big penalty to sieges. Pretty sure the animal siege penalty is just a thing people made up.
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# ? Sep 16, 2013 04:57 |
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Its because capitals start with their forts fully upgraded which makes their defense rather high.
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# ? Sep 16, 2013 04:58 |
Jon Joe posted:Busting forts was always one of the toughest parts of dom3, and they made it tougher?
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# ? Sep 16, 2013 05:07 |
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Maybe in the earlier ages. In LA they're 1100 defense with 1800 supplies.
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# ? Sep 16, 2013 05:26 |
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Lilli posted:Pretty sure the animal siege penalty is just a thing people made up. I thought the animal siege penalty was that they dont contribute/reduced contribute to fort defence
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# ? Sep 16, 2013 05:31 |
Ah, I was checking in MA and wrongly assuming it'd be universal. Having looked, for EA, it's a total clusterfuck in that era. Yomi: 50(!!!) defence Palisade (with lovely admin of 24). Hinnom: 850 Castle. Formoria: 700 defence Fortress.
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# ? Sep 16, 2013 05:33 |
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jBrereton posted:Ah, I was checking in MA and wrongly assuming it'd be universal. EA Mictlan is also all palisades.
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# ? Sep 16, 2013 05:56 |
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LordLeckie posted:I thought the animal siege penalty was that they dont contribute/reduced contribute to fort defence Yeah, animals (and things like lobo guards) can't defend well. They can still smash things, and that includes walls and gates. Anyway, I'm going to see something on this topic soon, so I'll report my findings when, well, I find them.
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# ? Sep 16, 2013 06:16 |
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So castles no longer change based on terrain, but are universal for each nation?Big Sean posted:EA Mictlan is also all palisades. What does Man look like then? If they have good admin on a cheap/mid-tier fortress then the old Castles-R-Us strategy might still work.
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# ? Sep 16, 2013 07:45 |
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Big Sean posted:EA Mictlan is also all palisades. A m-mictlan n-nerf???
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# ? Sep 16, 2013 08:43 |
Slaan posted:So castles no longer change based on terrain, but are universal for each nation? Man has the same castles as the rest of LA, but magister arcana being non StR gives them a relative buff.
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# ? Sep 16, 2013 09:49 |
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I like the idea of LA Ermor where they get chaff for free and use gems to summon their mages. I don't like their 'kill everything' aura of death. Is it possible to make a mod nation where they get free chaff? Or is that something that only an Ermor thing? I'm interested in trying my hand at modding a nation and that would be the kind of thing I'm interested in making.
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# ? Sep 16, 2013 10:26 |
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It's not LA Ermor anymore, they are in MA now.
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# ? Sep 16, 2013 10:28 |
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I know that, but it is an example. LA Ermor is replaced by an L starting one with Soul Gates or something.
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# ? Sep 16, 2013 10:37 |
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Dom4 has an #autoundead mod command which gives your mod nation Ermor's undead spawning. You can also mod in EA/LA Mictlan's dominion effects, and a load of scales mods (like the heat and cold of Abysia and Niefelheim).
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# ? Sep 16, 2013 11:42 |
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LordLeckie posted:A m-mictlan n-nerf??? The blood hunting nerf should probably count too.
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# ? Sep 16, 2013 12:37 |
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Lord Windy posted:I like the idea of LA Ermor where they get chaff for free and use gems to summon their mages. I don't like their 'kill everything' aura of death. You could also consider Pangaea - their mages summon maenads for free just by existing. Modifying commanders to either actively summon or passively summon is generally easier to balance and modify compared to Ermor's freespawn. The other problem is that Ermor's freespawn are balanced around the idea that Ermor has no real monetary income to speak of. This means that they don't hire mages, can't really afford units with upkeep, and have to pay death gems out the wazoo to get any decent research done.
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# ? Sep 16, 2013 12:38 |
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Lord Windy posted:I like the idea of LA Ermor where they get chaff for free and use gems to summon their mages. I don't like their 'kill everything' aura of death. Look at MA Marignon in TheDemon's DominionEnhanced. The freespawn mechanic is another one, but it gets massive Flagelants... LordLeckie posted:A m-mictlan n-nerf??? Actually an buff (cheaper, faster to build forts).
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# ? Sep 16, 2013 12:43 |
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# ? May 13, 2024 06:52 |
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Dirk the Average posted:You could also consider Pangaea - their mages summon maenads for free just by existing. Modifying commanders to either actively summon or passively summon is generally easier to balance and modify compared to Ermor's freespawn. The other problem is that Ermor's freespawn are balanced around the idea that Ermor has no real monetary income to speak of. This means that they don't hire mages, can't really afford units with upkeep, and have to pay death gems out the wazoo to get any decent research done. Or Asphodel - they have some interesting mechanics, even if I'm having a hard time figuring out how to exploit them. What do people feel about Asphodel in general? I can't help feeling like I need to sacrifice too much to actually use their free-spawn, and take scales I don't necessarily feel like taking. At the same time, without that free-spawn Asphodel is just a nation with two magic paths and Pangaea's expensive troops - not exactly enticing. It honestly feels like I need to put points into everything but a bless, to make Asphodel do anything.
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# ? Sep 16, 2013 12:59 |