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Is there any way of transferring the Desura key for Dom4 to Steam? Project Zomboid had a way to do it, but I can't seem to find anything about this.jsoh posted:Games>activate product on steam> put in the cd key. Thank you! retpocileh fucked around with this message at 03:39 on Dec 16, 2013 |
# ? Dec 16, 2013 03:21 |
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# ? May 13, 2024 21:28 |
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retpocileh posted:Is there any way of transferring the Desura key for Dom4 to Steam? Project Zomboid had a way to do it, but I can't seem to find anything about this. Games>activate product on steam> put in the cd key.
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# ? Dec 16, 2013 03:25 |
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Ok, trying this again. Going LA Man with the God of War? Pretender. Crank him up to W9, then get Dominion 6, Order 1, 3 production and 3 Drain. Start him asleep. My troop strategy is to focus on massing Heavy Archers, and Wardens, with Tower Knights coming out when my second Castle is up and running. The Archers will be lead by normal Castellians and the Wardens by Lord Wardens/Prophet for blesses. The troops are backed up by Magistrates bringing down magic, eventually communizing them for bigger boom spells. Since all my Magistrates are A and R I'll give all my researchers Owl Quills for a bigger bonus. Once my Pretender awakens I'll have him site search and equip him with the best gear I can; probably anti-fatigue gear and regeneration stuff. With all of that set, does it seem viable or am I missing something obvious?
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# ? Dec 16, 2013 08:36 |
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Excelsiortothemax posted:Ok, trying this again. Going LA Man with the God of War? Pretender. Crank him up to W9, then get Dominion 6, Order 1, 3 production and 3 Drain. Start him asleep. I'm still completely grasping at things and barely understand how site searching works, but dont you need a high skill in a path to find sites? So W9 would mean he's fantastic at finding water sites but does fuckall to help you find the others. And should I assume that rushing Thaumaturgy 3 is a given for a lot of people because that's where all the remote site search spells seem to be? Goddamn, I tried doing manual searching and that about drove me mad.
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# ? Dec 16, 2013 08:39 |
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Yes, you do need higher skill to find sites. But only up to a point. Once you hit level 4 in any magic path, then you cannot find any more sites. The rarest sites are level 4, and the most common are level 1. Getting site search spells is often a goal for players, especially if they are trying to increase their diversity. Buying independent mages might only get you a new path every 5-6 turns, so you want them doing nothing but site searching spells to get your income up as fast as possible. But with stronger mages which have lots of paths, you should just do manual searching. Its a lot of busywork, but its more gem and mage-turn efficient.
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# ? Dec 16, 2013 08:49 |
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Excelsiortothemax posted:With all of that set, does it seem viable or am I missing something obvious? That's utterly terrible in almost all ways. Man doesn't have good sacred troops, so the W9 is a waste. You can't use your god as a supercombatant, because he has no awe with only Deom 6. You've cut your gold income for no good reason by not going for Order 3, limiting your ability to spam troops and forts. Some better options:
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# ? Dec 16, 2013 09:18 |
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Magisters are top-tier mages that are not Cap-Only or StR so that's pretty powerful.
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# ? Dec 16, 2013 11:32 |
Real hurthling! posted:How would you use her in the early game that's more valuable than getting 30 rp/turn in the capital? Compare that to an Olm where a similar bless/research output type affair is a bit of a nightmare to work around. Dom 5 and a lovely scale? Eugh. Lot of cheap temples around in MA. Dom 6 and two to take them awake? V. unappealing.
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# ? Dec 16, 2013 16:24 |
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So what are the most straightforward ways to deal with skellie spam in general? As a fairly new player it seems like shaping my army to deal with this tends to lose to other things. Also I'm bad
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# ? Dec 16, 2013 16:51 |
jBrereton posted:You can much more affordably get 30rp from the Earth Made Flesh. E9W4 brings you down to 34 points, compared to 14 on an Ageless Olm, and she has a point more Dominion, plus all of the aforementioned advantages, plus full slots. Means you get a very safe Dominion 7 with one lovely scale, taking them awake. Something like Dom 7 O3S2H2D1L1M0 is pretty acceptable scales. Wouldn't you want something awake that could expand as MA Agartha though? The shard guys are kind of ok but very res intensive and without a bless they will get murdered. Your other troops are still MA Agartha troops.
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# ? Dec 16, 2013 16:57 |
I Love You! posted:So what are the most straightforward ways to deal with skellie spam in general? As a fairly new player it seems like shaping my army to deal with this tends to lose to other things. Also I'm bad Lots of banish. If they don't have enough blockers some fliers set to attack turn 1 can get them if you are the defender. Banish scales extremely well with H level so if you have the ability to communion them up, do so. Nuclearmonkee fucked around with this message at 17:04 on Dec 16, 2013 |
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# ? Dec 16, 2013 16:58 |
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Nuclearmonkee posted:Lots of banish. If they don't have enough blockers some fliers set to attack turn 1 can get them if you are the defender. Banish scales extremely well with H level so if you have the ability to communion them up, do so. So having one uber priest banishing is better than having a bunch of lil guys banishing?
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# ? Dec 16, 2013 17:28 |
I Love You! posted:So having one uber priest banishing is better than having a bunch of lil guys banishing? Depends on the enemy but a lot of H2s is pretty optimal if you can't communion. Communions should be tons of masters with just a few slaves (i use 4 usually, or just plug them into an existing communion if there is one) as banish doesn't generate much fatigue, so instead of a pile of H2s you have a pile of effective H3 or 4s that will just obliterate the undead.
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# ? Dec 16, 2013 17:31 |
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Oh, I didn't realize communion masters could double up on slaves.
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# ? Dec 16, 2013 17:46 |
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Archers can also help with skelespam, as like with fliers they have a good chance of killing the mage. Mages will generally only get about 5 casts of skeletons before he's got way too much fatigue and needs to sleep for three or four rounds, even with an E bless or Earthpower. Then they'll have 95 fat, and will cast once more and sleep again. So any force that can kill the undead can outlast them.
Speleothing fucked around with this message at 17:50 on Dec 16, 2013 |
# ? Dec 16, 2013 17:47 |
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So with Earth Made Flesh I did an experiment. 10 dominion, 3 heat scale, 5 earth, 4 astral. Immediately spam researchers while your starting troops flounder around trying to kill things, and research construction. With your starting gems you are able to get boots of the behemoth, blacksteel armor, and that amulet that protects you from afflictions. You can either send her out into your 5ish domain surrounding regions to trample literally everything to death while taking very little damage to her 500ish hp, or you can wait one more round and get some bracers of protection and finish off level 2 alteration for quickness and stoneskin. It's not a super fast expand, but she can become a huge bully inside of your domain with an eventual 700ish hp, 30+ defence, protection, and magic resist, and eventually you can throw some flying boots on her so that she tramples with a 30+ movespeed in addition to all of that. Someone decided to be a jerk and horror mark her, so I threw four of those taser shields onto her with the extra arms, so she would trample through the enemies with 40+ defense while the shields spam casted shocking grasp. An eater of gods tried to eat her, and instead just got electrocuted to death by the flying teslacoil god. e: Also it's fun to enter her into the deathmatches and watch her just run up and stomp a dude in the face while he smites her for 20 damage. Also, how does domain expansion work? I made a dumb mistake and lost my fatty trampletazer because I sent her to a place with 5 enemy domain and she had 26 hp. If I could effectively push with domain she'd be able to roll things pretty hard. Commoners fucked around with this message at 19:13 on Dec 16, 2013 |
# ? Dec 16, 2013 18:00 |
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Careful about getting diseases on Pretenders/Disciples and moving them around since it tends to instagib them.
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# ? Dec 16, 2013 21:44 |
Nuclearmonkee posted:Wouldn't you want something awake that could expand as MA Agartha though? The shard guys are kind of ok but very res intensive and without a bless they will get murdered. Your other troops are still MA Agartha troops.
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# ? Dec 16, 2013 21:51 |
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One or two of the humans statues are decent against most indies due to extremely high defense and prot. Careful about barbs though.
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# ? Dec 16, 2013 22:17 |
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I Love You! posted:So what are the most straightforward ways to deal with skellie spam in general? As a fairly new player it seems like shaping my army to deal with this tends to lose to other things. Also I'm bad Against other players' skelespam, a solid block of high offensive power troops (think f9 jags, w9 lanka sacreds, etc) will just destroy skelespam. Barring that, a couple of thugs with charcoal shields and fire brands will do the trick.
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# ? Dec 17, 2013 13:40 |
You are totally right that tailoring an army to fight masses of undead reduces your strength against a lot of other stuff, though, because players are pretty likely to jump you when they realise you've put serious fort turns into getting a bunch of priests up. Yet another reason this is basically Ermor.gif:
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# ? Dec 17, 2013 14:18 |
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Lots of things are pretty effective against undead, although demons are a bit tougher. Cleansing Water, Solar Rays/Brilliance, fire and lightning in general, Wither Bones, and obviously banishment. I wouldn't suggest using ice or poison though. For a thug, the typical fire brand+charcoal+any decent armor (lots of them have magic weapons so don't use ethereal cloak) is pretty standard and not too hard to make. Fear and Awe are obviously kind of useless against them, so that means you have a free helmet slot for something. How would trampling work though?
amuayse fucked around with this message at 16:58 on Dec 17, 2013 |
# ? Dec 17, 2013 16:31 |
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The chaff are usually very brittle, with only 5 hp or so. Trampling could work quite well against those. Of course, they're never ever going to rout, so it'd be easy to get your tramplers mobbed if you're not careful. And enough massed longdead horsemen will gently caress pretty much anything up.
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# ? Dec 17, 2013 17:38 |
What are the things that heal nowadays, other than Gift of Health (which I could cast but honestly am not in a secure enough position to want to, what with that kind of thing being an invitation to get punched)? Not disease heal, that's just that Faerie Chick, easy, but let's say you somehow manage to pick up a few feebleminded (living) mind hunters. What then?
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# ? Dec 17, 2013 18:13 |
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There are no summons with it as far as I'm aware. If you don't have recruits that can do it, your only options are gift of health or the chalice I believe.
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# ? Dec 17, 2013 18:18 |
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Blood has a hilarious affliction curing popkill spell.
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# ? Dec 17, 2013 18:28 |
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amuayse posted:Lots of things are pretty effective against undead, although demons are a bit tougher. Cleansing Water, Solar Rays/Brilliance, fire and lightning in general, Wither Bones, and obviously banishment. I wouldn't suggest using ice or poison though. For a thug, the typical fire brand+charcoal+any decent armor (lots of them have magic weapons so don't use ethereal cloak) is pretty standard and not too hard to make. Fear and Awe are obviously kind of useless against them, so that means you have a free helmet slot for something. How would trampling work though? Purgatory has proven burtally effective at blasting undead hordes on a global scale as I've found out in the Viola game
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# ? Dec 17, 2013 23:01 |
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Neif posted:Purgatory has proven burtally effective at blasting undead hordes on a global scale as I've found out in the Viola game I only got about 300 this turn, you have plenty more!
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# ? Dec 17, 2013 23:26 |
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I'm told Earthquake works well against the undead hordes of Ermor too.
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# ? Dec 18, 2013 08:34 |
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Neruz posted:I'm told Earthquake works well against the undead hordes of Ermor too. Works against most things, i just had my last stand in a desura game where i cast earthquake twice and won the battle because of it. With only my god left im going to cross my fingers for another wipe with it.
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# ? Dec 18, 2013 09:50 |
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Why did you use your whole army with the earthquakes? I can't really say I'd call that winning. Good job throwing away 15 mages, including a hero and 2 frighteningly expensive cap only STR ones to kill half a chaff blob and 5 mages, mostly cheap researchers.
dis astranagant fucked around with this message at 10:08 on Dec 18, 2013 |
# ? Dec 18, 2013 10:02 |
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dis astranagant posted:Why did you use your whole army with the earthquakes? I can't really say I'd call that winning. Good job throwing away 15 mages, including a hero and 2 frighteningly expensive cap only STR ones to kill half a chaff blob and 5 mages, mostly cheap researchers. "Last stand" as in i was at my cap and under siege for the past 5-6 turns.
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# ? Dec 18, 2013 10:09 |
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And? Send the god out to earthquake and run back inside.
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# ? Dec 18, 2013 10:10 |
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Well if i actually knew about the new retreat rules that would have been very handy but here we are.
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# ? Dec 18, 2013 10:24 |
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I never seen the bug get quite this bad.
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# ? Dec 18, 2013 14:08 |
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amuayse posted:I never seen the bug get quite this bad. Quick, research Thaum 8
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# ? Dec 18, 2013 14:11 |
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Victor Vermis posted:Quick, research Thaum 8 Do you really want to get stuck with the upkeep on 500 starving elephants?
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# ? Dec 18, 2013 14:12 |
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dis astranagant posted:Do you really want to get stuck with the upkeep on 500 starving elephants? Only for as long as it takes to throw them at the nearest enemy capital.
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# ? Dec 18, 2013 14:42 |
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Why you should take Luck 3 in your game:
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# ? Dec 18, 2013 16:19 |
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# ? May 13, 2024 21:28 |
On the other hand, you can take Misfortune-2 and be mostly fine-ish, plus 200 design points richer than someone who took Luck 3 and got maybe a turn's worth of gem income in the midgame for it once.
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# ? Dec 18, 2013 19:05 |