|
a terrible ivan posted:The Imperial Tomb, right? I think I saw that site in one of my games. The event that adds that site mentions Marshmasters, which are MA C'tis nationals. I didn't get a chance to test it as I wasn't C'tis, but I don't think it's just fluff. I just found this in a game and I am playing MA Ctis, but the event text said maybe the knowledge of the Arch Theugs could open it. How do I get an Arch Theug? It also didn't mention ANYTHING about the Marshmasters to me, so maybe it just picked a random nation in the game who can open it
|
# ? Feb 2, 2014 22:32 |
|
|
# ? May 11, 2024 09:17 |
|
Arch Theurgs are Pythium. Presumably its not C'tis marshes but hydra marshes that are being referred to. To the newbie: MA Atlantis is very much a mage-focused nation. King of the Deep have fantastic paths for both battlemagic and thugging. S random in particular can equip a Starshine Skullcap and teleport around being jerks with Frost Brand / Shield of Gleaming Gold / self-buffs & maybe armor. If you enjoyed MA Atlantis's boring troop lineup (heh) you'll absolutely love the freespawn nations, because troop herding with zero troop strategy is how they play. To master Lemuria you need to make the most of their immortal summons & their fear+eth thug chassis, which requires you to have good knowledge of their paths & randoms, cost ratios, how buffs and blesses affect undead, and all the spells they can cast (which is probably a good 20 to 30). But for the basics, try an N9 bless with death magic, like a E5 D4 N9 Statue of Fertility, or D6 N9 Titan of Serpents and Medicine. Then you'll want to prophet your tougher commander and he'll be able to solo provinces on his own if you manage him well, and also you summon up the second tier of priests or better or any of the immortal mages and they can self-bless thug (first tier are worthless as they have 6 hp). And then once you go find some death sites you start cranking out the immortal mages and dropping them on everything using either self-bless spells or high-efficiency damage that can be repeated; don't use gear as that doesn't take advantage of their immortality.
|
# ? Feb 2, 2014 22:48 |
|
And I am playing MA Pythium! It looks like the game says that some things are supposed to stay sealed.
|
# ? Feb 3, 2014 01:42 |
|
Doesn't it make a mummy jump out, curse some people, and then joins up with you for fun?
|
# ? Feb 3, 2014 01:49 |
|
amuayse posted:Doesn't it make a mummy jump out, curse some people, and then joins up with you for fun? There are multiple possible things that can come out of the imperial tomb. You can get gold, magic items, some kind of friendly undead, some kind of hostile undead and probably more.
|
# ? Feb 3, 2014 04:42 |
|
Man I am still having a really hard time getting R'lyeh to win battles on land. That Mind Hunt / Soul Slay combo though is really fun and keeping my interest in the nation alive.
|
# ? Feb 3, 2014 05:46 |
|
MagnumOpus posted:Man I am still having a really hard time getting R'lyeh to win battles on land. That Mind Hunt / Soul Slay combo though is really fun and keeping my interest in the nation alive. A hundred illithids mind-blasting the poo poo out of everyone works just as well above water as below. Make sure to cast arrow fend.
|
# ? Feb 3, 2014 06:14 |
|
So there's no way to get a 0 pop region to repopulate? If so that's...quite a thing.
|
# ? Feb 3, 2014 06:24 |
|
Summon something beefy & ethereal to stand in front of them.
|
# ? Feb 3, 2014 06:24 |
|
Junkfist posted:So there's no way to get a 0 pop region to repopulate? that's correct. loving ermor
|
# ? Feb 3, 2014 07:00 |
|
TheDemon posted:that's correct. loving ermor Are there any gameplay mods that change that? I don't know what the modding community is like for this series but that just doesn't feel right at all.
|
# ? Feb 3, 2014 08:32 |
|
There are random events that will result in population changes. I'm not sure what is and isn't moddable, but perhaps making the population increase events trigger at a much higher rate for Population 0 provinces with Death neutral/Growth dominion provinces?
|
# ? Feb 3, 2014 08:39 |
|
You can't mod events. Popkill is the reason nobody likes playing against Ermor/LA R'lyeh. You go through a huge shitfight to gain a bunch of provinces that give you no real benefit except maybe some searched out sites, and then you're geared up for a fight that is well different to any other nation and someone else comes and pushes over your sandcastle.
|
# ? Feb 3, 2014 10:22 |
Junkfist posted:Are there any gameplay mods that change that? I don't know what the modding community is like for this series but that just doesn't feel right at all. Stuff modders can do in Dominions 4, among other things I've probably forgotten: - Create new land factions, including new units and so on, as well as altering pre-existing ones. - Create new magic equipment and spells (albeit with some constraints, but Dominions fans are typically nerdy enough to find workarounds). - Create new magic sites. - Change some of the 'fundamentals' of the game, like how much population is required for gold, the effects of certain scales, and a few other things. Stuff modders cannot do in Dominions 4, yet, among other things I've probably forgotten: - Make particularly meaningful changes to forts (you can change the 'fort era' of nations, and how much forts, labs and temples cost by faction, but that's about it). - Change events. - Complex UI mods. jBrereton fucked around with this message at 17:20 on Feb 3, 2014 |
|
# ? Feb 3, 2014 16:55 |
|
What do you mean we can't create amphibious factions? The tags neccessary to allow underwater or coastal starts and set underwater recruitment options are all documented in the modding manual. With a bit of cleverness you can even get a cave start working.
|
# ? Feb 3, 2014 16:59 |
|
Terrain starts and coastal starts seem to work by copying preexisting nation ids.
|
# ? Feb 3, 2014 17:11 |
|
amuayse posted:Terrain starts and coastal starts seem to work by copying preexisting nation ids. That's how you get a cave start; copy agartha and clear the recruitables, overwrite the rest. You'll also get Agartha's money + resource bonus in cave forts but given that caves have lovely output this is probably neccessary for any cave start civ anyway. Coastal start is done the same way except you copy Berytos and you can completely zero or overwrite all their specials. Underwater start though simply requires the #uwnation tag. Usage of the #likesterr and #hatesterr masks can also increase the odds of starting in certain terrain types (though not make it certain unfortunately).
|
# ? Feb 3, 2014 17:17 |
Neruz posted:What do you mean we can't create amphibious factions?
|
|
# ? Feb 3, 2014 17:20 |
|
Just a question: If there are, by some weird modding-related chance, more then one of the same nation in a game, how do you find out which one borders you? I mean, just theoretically, what if you have two MA Oceania in a game, with identical flags of course and one of them borders you? Do you send a message to both of them and hope no-one is lying? Is there some kind of method to find out which one of the players is the one close to you without sending weird messages like "do you have a border with me"?
|
# ? Feb 3, 2014 19:14 |
|
Any news on Awesome Sites? It was my favorite Awesome mod.
|
# ? Feb 3, 2014 19:35 |
|
Libluini posted:Just a question: If there are, by some weird modding-related chance, more then one of the same nation in a game, how do you find out which one borders you? Change the mod so that one of the Oceanias has a new flag. Is it a mp game?
|
# ? Feb 3, 2014 19:50 |
|
Burnsaber posted:Change the mod so that one of the Oceanias has a new flag. Is it a mp game? I'm assuming it has to be, because otherwise message sending would be out. You can change the mod after the game is live, even just for yourself, if you want.
|
# ? Feb 3, 2014 19:51 |
|
Libluini posted:Just a question: If there are, by some weird modding-related chance, more then one of the same nation in a game, how do you find out which one borders you? drat and I thought Waterworld was a strange game.
|
# ? Feb 3, 2014 20:11 |
|
^^^^^^^^^^^^^^^^^^^^^^ Now this is funny. Superterranean posted:I'm assuming it has to be, because otherwise message sending would be out. Yes, it's a mp game. And I don't know if I should change the mod, it isn't my mod. Also the mod is messed up enough, I don't want to add to the problems. (It turns out Dom4 lists two MA Oceania in Waterworld when you want to send messages, but after looking under statistics, I saw one of the MA Oceania was in truth EA Oceania.) Edit: Also, thanks to Absum contacting me on IRC I now know which Oceania I should be talking to. Edit: The several restarts of Dom4 I had to do while discussing this (to make sure I wasn't suffering sudden eye problems or something) solved the issue. Both EA and MA Oceania are now listed correctly everywhere in-game. I think this is the last time I enter a mp game where players have identical flags. This sort of confusion really makes me stumble around like a moron. Libluini fucked around with this message at 20:39 on Feb 3, 2014 |
# ? Feb 3, 2014 20:20 |
|
If the mod sets flags, you can replace the flag files client side. If it doesn't, you can edit the mod so it does client-side.
|
# ? Feb 3, 2014 22:06 |
|
So my Pretender was Mind Hunting and the result was that his cord was cut by another Mage and now he is feeble-minded. Is this a normal risk of Mind Hunting? If so how exactly do the mechanics work for determining outcome?
|
# ? Feb 3, 2014 22:06 |
|
The manual says it's the same as the risk while astral projecting. So a 40% of detection per astral level in the province, with a certain feeblemind if detected. Don't mind hunt with your pretender.
|
# ? Feb 3, 2014 22:10 |
|
Each enemy mage has an additive 40% per astral level of detecting and cutting the astral cord. So if there are two S1 mages, that's two 40% chances. If there is one S3 that's one 120% chance. The result is always feebleminding.
|
# ? Feb 3, 2014 22:12 |
MagnumOpus posted:So my Pretender was Mind Hunting and the result was that his cord was cut by another Mage and now he is feeble-minded. Is this a normal risk of Mind Hunting? If so how exactly do the mechanics work for determining outcome? This is only a risk in a province with hostile astral mages. Each S mage has a chance of intercepting mind hunts of 40% per S level, so 40% for S1, 80% for S2, and above 100% for S3s and above. Don't forget this is for each S mage.
|
|
# ? Feb 3, 2014 22:14 |
|
Ouch there's my lesson to never settle for the in-game description of what a spell does.
|
# ? Feb 3, 2014 22:27 |
MagnumOpus posted:So my Pretender was Mind Hunting No good could have come from this.
|
|
# ? Feb 3, 2014 23:21 |
|
jBrereton posted:Stuff modders cannot do in Dominions 4, yet, among other things I've probably forgotten: See I was thinking if regions connected to a fort were able to slowly redistribute population like they instantaneously centralize resources then that'd be a satisfying and reasonable workaround for 0 pop. But oh well.
|
# ? Feb 4, 2014 00:00 |
|
To be more specific, dominions modding is very structured and easy to do, but everything about it is hard-coded. You can make near-infinite variations of what already exists in-game, but the moment you want to step outside that it's impossible. So forts have a bunch of attributes like defense, supplies, admin. If we ever were to get fort modding, it would only allow us to modify those existing fort attributes. IF there was a spell that affected population positively, it might be possible to construct pop growth spells from that. If there was a spell that killed a specific number of pop and that number was adjustable through some kind of parameter then maybe you could set it negative and have a modded spell that adds pop (also noting that illwinter often doesn't allow negatives in modding). But there are only popkill spells and their effects are hard-coded set percentages (so you pick the Blight effect number for 15% popkill, for example). I only mention this as an example of how you have to use the modding system to work around a problem. And then even if you could get a pop growth spell to work (which I will add again, doesn't exist currently), there's no interactions between the spell system and other systems. The most promising avenue to mod pop growth from zero is the events system, as there is in fact an event that shifts population from one province to another. But events modding does not exist yet, and probably never will.
|
# ? Feb 4, 2014 00:43 |
|
The popkill spells also aren't moddable at all because they work by sending events rather than doing anything directly.
|
# ? Feb 4, 2014 00:45 |
|
Even so, many spell effects don't allow a parameter. Non-summon rituals are particularly bad for this, but also non-damage battle spells. e: For example, it would be wonderful if there was a list of events and you could use the #damage tag to pick the event the spell uses from said list. But you can't.
|
# ? Feb 4, 2014 00:55 |
TheDemon posted:
Have we actually tried a summon with negative popkill yet?
|
|
# ? Feb 4, 2014 01:01 |
|
Eleven Mod guy, I'm not sure if it's a bug with Dom, your mod, or if it's even a bug in the first place, but this doesn't looks right to me. While, over on a throne, there's just a bunch of militia, like the indies got mixed up or something. Pomp fucked around with this message at 01:10 on Feb 4, 2014 |
# ? Feb 4, 2014 01:07 |
|
Lamias are just a rare forest poptype that hates you.
|
# ? Feb 4, 2014 01:09 |
|
Don't turn 1 expand, even with a Virtue, kids.
|
# ? Feb 4, 2014 01:09 |
|
|
# ? May 11, 2024 09:17 |
|
Protip: Virtues are terrible.
|
# ? Feb 4, 2014 01:13 |