|
afaik it's an exploding die roll, so you could conceivably take stamina damage from a fire aura +1 unit even if you have 75 fire resistance, it's just not very likely
|
# ? Sep 29, 2013 20:48 |
|
|
# ? May 13, 2024 07:21 |
|
Decrepus posted:How much resistance do I need to withstand heat and cold auras with this new system? If you mean the kind that surrounds enemy units, then it just needs to surpass the strength of their aura I think. Damage number versus a reduction number and all. Edit: Or what he said, hell if I know how auras damage people. If you mean avoiding fatigue from Heat/Cold 3 dominion scales, I think it's just at least one point of resistance, as it was before. Haven't tested it extensively, but seeing as nations with Heat/Cold 3 preference frequently have units whose resistances are <10, I assume it's not too high. Tangent on the new resistance system, but among other things it has made it so that the Ancient Kraken doesn't poison itself with its own attacks, despite not having especially high poison resistance. That is a thing that always bothered me slightly when I used it, even though it wasn't a big deal. Roland Jones fucked around with this message at 23:57 on Sep 29, 2013 |
# ? Sep 29, 2013 20:50 |
According to the mod guide, a fire or cold resistance of 5+ protects you from the fatigue effects of the appropriate aura. Also by the mod guide, it looks like heat/cold auras don't vary their strength, only their area.
|
|
# ? Sep 29, 2013 21:11 |
|
So is this out officially? Or are we still waiting on that. I'm itching to play some multiplayer.
|
# ? Sep 29, 2013 23:12 |
|
Multiplayer works right now, but there are some events that are broken in the new patch. Namely the one that sends hundreds of vikings after you, and another one that causes an entire province's population to disappear.
|
# ? Sep 29, 2013 23:15 |
|
NinjaDebugger posted:According to the mod guide, a fire or cold resistance of 5+ protects you from the fatigue effects of the appropriate aura. Also by the mod guide, it looks like heat/cold auras don't vary their strength, only their area. So that confirms how I thought heat and cold auras worked in dom3.
|
# ? Sep 29, 2013 23:49 |
|
Sorry for this question since I'm sure it's been asked before, but the OP mentions that Desura keys can be used on steam to unlock dom3. Is that also going to be the case for dom4?
|
# ? Sep 30, 2013 00:26 |
|
Does Dom 4 have any good mods yet?
|
# ? Sep 30, 2013 00:34 |
|
amuayse posted:Multiplayer works right now, but there are some events that are broken in the new patch. Namely the one that sends hundreds of vikings after you, and another one that causes an entire province's population to disappear. Well its not that it doesn't work. It's that I'm assuming there'll be some patch which I'll end up getting and messing up the current multiplayer games
|
# ? Sep 30, 2013 01:24 |
|
3.99i is out now. As always you can download from the desura website if you don't have the client installed. http://www.desura.com/games/dominions-4-thrones-of-ascensions
|
# ? Sep 30, 2013 04:47 |
|
I can't recall if this was the case in dom3 as well, but I have noticed the battle ai will now override scripts to cast Breath of Winter if there are friendly (not cold resistant) units within the chill aura range
|
# ? Sep 30, 2013 20:43 |
|
Berytos has greek names, is that WiP or are they supposed to be Fantasy Ionian Colonies instead of Fantasy Carthage?
|
# ? Sep 30, 2013 20:56 |
|
They're fantasy Carthage. Whether they end up with a new, custom name list or if reusing Greek names will be good enough is another question.
|
# ? Sep 30, 2013 21:02 |
|
So apparently there's a new patch. F9/D9 blesses have been changed so that they work on missile weapons, including magic weapons. Are there any sacred troops other than LA Tien'Chi ancestor vessels that have ranged weaponry? Also flaming arrows is now apparently automatic and works on all non-magic missile weaponry, so flaming sticks and stones from monkey nations could be amazing.
|
# ? Sep 30, 2013 22:33 |
|
Dirk the Average posted:So apparently there's a new patch. F9/D9 blesses have been changed so that they work on missile weapons, including magic weapons. Are there any sacred troops other than LA Tien'Chi ancestor vessels that have ranged weaponry? Also flaming arrows is now apparently automatic and works on all non-magic missile weaponry, so flaming sticks and stones from monkey nations could be amazing. Why do archers have to be even better?
|
# ? Sep 30, 2013 22:37 |
|
Dirk the Average posted:So apparently there's a new patch. F9/D9 blesses have been changed so that they work on missile weapons, including magic weapons. Are there any sacred troops other than LA Tien'Chi ancestor vessels that have ranged weaponry? Also flaming arrows is now apparently automatic and works on all non-magic missile weaponry, so flaming sticks and stones from monkey nations could be amazing. Hmm, Caelum archers with a Virtue SC?
|
# ? Sep 30, 2013 22:49 |
|
Ashodel gets sacred undead centaur archers in their freespawn. Several sacred R'lyeh things have mind blast, some random javelin sacreds, LA Man's Wardens have crossbows, Kailasa's Yavana Archers and EA Agartha's Ancient Stone Hurlers.
dis astranagant fucked around with this message at 22:57 on Sep 30, 2013 |
# ? Sep 30, 2013 22:50 |
|
Demiurge4 posted:Hmm, Caelum archers with a Virtue SC?
|
# ? Sep 30, 2013 22:51 |
Dirk the Average posted:So apparently there's a new patch. F9/D9 blesses have been changed so that they work on missile weapons, including magic weapons. Are there any sacred troops other than LA Tien'Chi ancestor vessels that have ranged weaponry? They're doubly scary with the changes to Flaming Arrows, too. e: Also many Pretenders, so in Disciple games, you're going to get Sacred Fire Dragons whose Fire breath is both Flaming Weapons'd and Flaming Arrows'd, for Extra Fire. extra edit: Not sure how it'll work with LA Patala's Naga troops, but it would hypothetically affect their poison spit, too, as well as maybe (maybe?) their hypnotise ability, which is classed as a ranged attack. extra edit x3: Nope. Naga troops' ranged attacks do not proc Flaming Weapons. This leads me to believe that only ranged attacks that directly do a point of damage are eligible for this. jBrereton fucked around with this message at 23:18 on Sep 30, 2013 |
|
# ? Sep 30, 2013 22:56 |
|
Dirk the Average posted:So apparently there's a new patch. F9/D9 blesses have been changed so that they work on missile weapons, including magic weapons. Are there any sacred troops other than LA Tien'Chi ancestor vessels that have ranged weaponry? Also flaming arrows is now apparently automatic and works on all non-magic missile weaponry, so flaming sticks and stones from monkey nations could be amazing. I guess you could always give your Mictlan priest a Bow of War?
|
# ? Sep 30, 2013 22:58 |
|
I assume this means Agartha has access to giant flaming boulders, for whatever that is worth. I should really pay better attention. LordSloth fucked around with this message at 23:53 on Sep 30, 2013 |
# ? Sep 30, 2013 23:21 |
Has anyone been summoning Zizs? Mine seem to crawl across the ground instead of flying.
|
|
# ? Sep 30, 2013 23:56 |
|
Speaking about archers, how useful are nonbuffed short bows in MA and LA against other nations?
|
# ? Oct 1, 2013 03:25 |
|
Laughably bad except in such gigantic numbers that they can't help but dicerape someone.
|
# ? Oct 1, 2013 04:04 |
|
It seems like, in addition to composition changes, you get a hell of a lot more PD in Dom 4. Been doing some games against the AI and end up with retardedly huge amounts of forces on chokepoints by the late game.
|
# ? Oct 1, 2013 04:22 |
|
The fact that you get pop specific PD can be so nice as an ape nation. It's wonderful.
|
# ? Oct 1, 2013 05:24 |
|
Just trying out my first few games against the AI and wow, micromanagement hell is an understatement. I can see why this gets so engrossing A few newbie questions: am I correct in understanding that forts are best placed somewhere surrounded by forests and mountains? What is a good ratio of site-searchers to researchers in the early game? How much of a handicap is a European timezone to playing in multiplayer?
|
# ? Oct 1, 2013 11:31 |
|
Gato posted:Just trying out my first few games against the AI and wow, micromanagement hell is an understatement. I can see why this gets so engrossing In general there are a few fort placement strategies I've seen. 1. Buy only the cheapest forts. Wherever that is. Usually forests. 2. Put forts in high pop provinces so you get the most long term benefit. 3. Put forts in choke points regardless of 1/2. So when you're playing and you see a fort that's not in one of those places (or that is right next to another fort) it's usually guarding something juicy. Usually I like one or two mages of each path remote site searching. As a general rule, wait to research remote site searching until after you've hit your first research goal. I don't like manual site searching because I'm lazy and also other totally legitimate game reasons. None. There are a fair number of European players and US players who are on IRC when you are/will be. Not being on IRC is a terrie hindrance to both learning the game and not getting attacked in MP (as is not talking to your neighbors).
|
# ? Oct 1, 2013 12:34 |
|
Site searching spells are generally harder to research and are limited by range compared to Dom3, especially gnome lore and auspex (Tha4). Arcane Probing (Evo3), Bowl of Blood (B2), and Dark Knowledge (Conj 3) needs only 1 respective of the path, so they might be more useful.
amuayse fucked around with this message at 16:04 on Oct 1, 2013 |
# ? Oct 1, 2013 15:03 |
Here's an accurate list of remote sitesearching spells in Dom 4 in the order of magic types as they appear on mages: Fire: - Augury (Thaumaturgy 3, searches Land): Range 5, need 2 ranks of Fire magic, costs 2 Fire gems. Air: - Auspex (Thaumaturgy 4, searches connected Land): Range 2, needs 2 ranks of Air magic, costs 2 Air gems. Water: - Voice of Apsu (Conjuration 4, searches Land): Range 3, needs 2 ranks of Water magic, costs 2 Water gems. - Voice of Tiamat (Conjuration 5, searches Underwater): Range 4, needs 2 ranks of Water magic, costs 8 Water gems, finds all Elemental (Fire, Air, Water, Earth) sites at once. Earth: - Gnome Lore (Thaumaturgy 4, searches Any): Range 3, needs 2 ranks of Earth magic, costs 3 Earth gems. Astral: - Arcane Probing (Evocation 3, searches Any): Range 4, needs 1 rank of Astral magic, costs 3 Astral pearls. - Acashic Knowledge (Conjuration 6, searches Any), Range 10, needs 3 ranks of Astral magic, costs 25 Astral pearls, reveals all magic sites at once. Death: - Dark Knowledge (Conjuration 3, searches Any): Range 3, needs 1 rank of Death magic, costs 4 Death gems. Nature: - Haruspex (Thaumaturgy 3, searches Any): Range 3, needs 2 ranks of Nature magic, costs 2 Nature gems. Blood: - Bowl of Blood (Blood 2, searches Land): Range 5, needs 1 rank of Blood magic, costs 5 Blood slaves.
|
|
# ? Oct 1, 2013 15:31 |
|
3.99j has dropped today, but I don't have a change log and I'm not going to install the Desura client to find one. Someone tell us what's in it.
|
# ? Oct 1, 2013 16:23 |
Lilli posted:3.99j has dropped today, but I don't have a change log and I'm not going to install the Desura client to find one. Someone tell us what's in it.
|
|
# ? Oct 1, 2013 16:28 |
|
3.99j Added missing short nation descriptions Atlas of Creation and some other items with rituals didn't work any longer Chariot sprites Command rating for many national commanders +20 Dryad can seduce Event fixes F9 and D9 blessing now works on missile weapons too (including magic ones) Flaming arrows effect is now automatic and will affect all non magic missile weapo Max number of teams 8 -> 15 Monster number 6999 couldn't be used for modding Nation restricted items not possible in events New look for some spells Open user data directory had stopped working in Windows Skeletal body fixed Sleeper sprite and stats changed Sound effect volume didn't affect trample Typo and stat fixes Unique works on global events Utterdark no longer affects cave and deep sea MAC Updated icon MAPS Added 2 new maps by Antoine Miquel Streamlands got saildist 1 MODDING Gems added to site overwrote other effects New mod commands #invulnerable, #inspiringres
|
# ? Oct 1, 2013 16:44 |
|
For dom4, another strategy is to put forts on forests so you can build Roads there to improve your mapmove.
|
# ? Oct 1, 2013 17:19 |
|
Sound effect volume didn't effect trample.
|
# ? Oct 1, 2013 18:58 |
Speleothing posted:Sound effect volume didn't effect trample.
|
|
# ? Oct 1, 2013 19:27 |
|
Gah, Bow of War used to do magic damage before this patch. I suppose that's how it's supposed to work, I still hate undocumented changes though!
|
# ? Oct 1, 2013 20:12 |
|
Speleothing posted:Sound effect volume didn't effect trample.
|
# ? Oct 1, 2013 20:52 |
Pierzak posted:But how does it affect trample now? Pretty sure it means that trample was causing sound effects at a constant volume regardless of the sound effect setting, nerds.
|
|
# ? Oct 1, 2013 22:29 |
|
|
# ? May 13, 2024 07:21 |
|
PHWOOOOW! PHWOOOOW! PHWOOW! There is a reason I don't play Mammoth/Elephant nations. Or if I do, I don't use them. Shhh, little monkeys. I still love you.
|
# ? Oct 2, 2013 09:44 |