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goatface posted:No? They're Con 2, 15 gems Earth 3, but they only provide a fixed 2 gem discount. Total, not per path.
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# ? Feb 21, 2014 18:42 |
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# ? May 9, 2024 16:14 |
Turin Turambar posted:Baam. Caelum archers are sacred. Where did you find this? I started a single player game to play around with this, but no dice.
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# ? Feb 21, 2014 20:56 |
Donkringel posted:Where did you find this? I started a single player game to play around with this, but no dice. http://jaffa.illwinter.com/dom4/dom4log.html That will be in the next patch whenever it comes.
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# ? Feb 21, 2014 20:59 |
Decrepus posted:Why is everyone talking about dwarven hammers I thought they were made Conj 8 unique in Dom4.
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# ? Feb 21, 2014 21:40 |
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Is there a list somewhere of what Global Enchantments work correctly for Disciples games and which don't? Someone had mentioned before that maybe there were some bugs there. I'm in a Disciples game right now where Gift of Health appears not to be working for the rest of my team when I cast it as a Disciple however someone else on our team, also a Disciple, just cast Forge of the Ancients and we're all getting both effects from it just fine.
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# ? Feb 22, 2014 00:26 |
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The same patch that gives Caelum some sacred archers also removes the bug that makes flaming arrows/weapons so strong. The fire damage will now only happen if they arrows themselves did damage. Even then, fire bless is only 6 AP damage, so your target needs to be more or less naked to notice.
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# ? Feb 22, 2014 01:55 |
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dis astranagant posted:6 AP damage, so your target needs to be more or less naked to notice. Are there any nations with archers that also have good fire and earth access (for destruction)? Ulm has those arbalests, but three rounds kind of sucks.
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# ? Feb 22, 2014 03:40 |
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amuayse posted:Are there any nations with archers that also have good fire and earth access (for destruction)? Ulm has those arbalests, but three rounds kind of sucks. Maybe Vanarus? I can't remember how good their earth and fire skills are, specifically, but they have archers and an incredibly diverse spectrum of magic.
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# ? Feb 22, 2014 03:44 |
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dis astranagant posted:The same patch that gives Caelum some sacred archers also removes the bug that makes flaming arrows/weapons so strong. The fire damage will now only happen if they arrows themselves did damage. Even then, fire bless is only 6 AP damage, so your target needs to be more or less naked to notice. Wait, does this include the spell or just the f9 bless? Don't make my archers useless again illwinter
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# ? Feb 22, 2014 03:57 |
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amuayse posted:Are there any nations with archers that also have good fire and earth access (for destruction)? Ulm has those arbalests, but three rounds kind of sucks. LA Agartha? Or if you find Crystal Amazons as EA Agartha
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# ? Feb 22, 2014 04:07 |
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Rock some giant greatbow archers with ashdod or whoever gets them. Plenty of e2 and f2
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# ? Feb 22, 2014 04:14 |
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Turin Turambar posted:Baam. Caelum archers are sacred. "Stop playing Caelum," they said.
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# ? Feb 22, 2014 04:43 |
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So what you're telling me is that I have a choice between fire once every three turns arbalests, ridiculously resource costly giant archers, or expensive shot putters that can't hit anything?
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# ? Feb 22, 2014 04:45 |
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Yomi, Shinuyama and Machaka all have fire mages and cheap bows. The update will make them much less effective against armor and sparse formations.
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# ? Feb 22, 2014 05:08 |
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amuayse posted:Are there any nations with archers that also have good fire and earth access (for destruction)? Ulm has those arbalests, but three rounds kind of sucks. EA Machaka has F3 (up to F4 with 10%) and E3 casters and 3 different flavors of cheap archers.
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# ? Feb 22, 2014 06:15 |
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Kitfox88 posted:Wait, does this include the spell or just the f9 bless? Don't make my archers useless again illwinter The text says "Fire and death bless arrows now requires a hit to take effect", so the bless.
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# ? Feb 22, 2014 10:36 |
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dis astranagant posted:The same patch that gives Caelum some sacred archers also removes the bug that makes flaming arrows/weapons so strong. The fire damage will now only happen if they arrows themselves did damage. Even then, fire bless is only 6 AP damage, so your target needs to be more or less naked to notice. So this is really a crossbow buff?
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# ? Feb 22, 2014 12:24 |
amuayse posted:Are there any nations with archers that also have good fire and earth access (for destruction)? I'm guessing the F9/D9 fix also affects Flaming Arrows, since they're all secondary weapon effects on ranged units. Before, they'd punch through Arrow Fend. Still gutted about there being no W4 Cold Arrows which do broadly the same as Flaming Arrows but with some numbness instead of the chance of stuff going on fire, so Caelum has a way to keep its shortbows relevant. Then again, they might get a whole bunch of new units, who knows. This isn't so much a crossbow buff as a generalised non-prec 100 ranged attack. Crossbows are affected by this stuff to the same degree as other units, especially since they're now (relatively) even more dangerous to your own troops if you aren't casting Arrow Fend yourself.
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# ? Feb 22, 2014 12:44 |
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I wonder, are Abyssians good guys or bad guys in the grand scheme of things?
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# ? Feb 22, 2014 22:15 |
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amuayse posted:I wonder, are Abyssians good guys or bad guys in the grand scheme of things? Are there any good guys in this game? I guess Maringon has a chivalrous knight thing going on...at least until they make a deal with the devil and start rounding people up for blood sacrifice, and it honestly seems like every single country in the late era has either declined significantly and/or been plagued/cursed/tempted by dark magic.
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# ? Feb 22, 2014 22:20 |
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amuayse posted:I wonder, are Abyssians good guys or bad guys in the grand scheme of things? From the manual quote:Abysia The race itself isn't evil, but the nation turned to it with time. Slaves, devil worship, human sacrifices.
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# ? Feb 22, 2014 22:21 |
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Jabarto posted:Are there any good guys in this game? I guess Maringon has a chivalrous knight thing going on...at least until they make a deal with the devil and start rounding people up for blood sacrifice, and it honestly seems like every single country in the late era has either declined significantly and/or been plagued/cursed/tempted by dark magic. Man? They are 'Arthurian'. Arcoscephele, maybe.
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# ? Feb 22, 2014 22:23 |
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The underwater nations are pretty benign except for R'lyeh. The worse that Atlantis does is kidnap kids so that they can become wizards.
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# ? Feb 22, 2014 22:26 |
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Pythium has kind of a funky optimistic roman thing going so they certainly could be worse. EA is certainly the worse they get but it's essentially a different nation entirely then.
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# ? Feb 22, 2014 22:40 |
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Jabarto posted:Are there any good guys in this game? From a modern irl perspective I'd say independent provinces are the only theoretical good guys in dominions. Every playable nation is led by a monstrous god that wants to achieve absolute power at the cost of many thousands of lives
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# ? Feb 22, 2014 22:51 |
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Man, Arcoscephale, LA Jomon and T'ien Chi seems like they're all right. MA Pythium seems all right too. Most of the others definitely have the dark temptations thing going on, and almost all of them have some form of decline. The monkeys are the only ones who seem to stay pretty much the exact same through all the ages. But otherwise, it's entirely this: Flavahbeast posted:From a modern irl perspective I'd say independent provinces are the only theoretical good guys in dominions. Every playable nation is led by a monstrous god that wants to achieve absolute power at the cost of many thousands of lives Chumppell fucked around with this message at 05:24 on Feb 23, 2014 |
# ? Feb 22, 2014 22:56 |
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Flavahbeast posted:monstrous
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# ? Feb 22, 2014 23:15 |
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Dont forget MA Mictlan still has the slavery thing going on, even if blood magic/sacrifice was abolished.
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# ? Feb 23, 2014 04:27 |
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Be proud to support our nation's demons! amuayse fucked around with this message at 05:18 on Feb 23, 2014 |
# ? Feb 23, 2014 05:16 |
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I know I'm probably missing something and the answer will make me feel stupid, but what do you do when your prophet gets killed?
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# ? Feb 23, 2014 07:51 |
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ToxicSlurpee posted:I know I'm probably missing something and the answer will make me feel stupid, but what do you do when your prophet gets killed? Wait a few months until you can make a new one.
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# ? Feb 23, 2014 07:56 |
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Man so i had no idea that Call the Worm that Walks is UNBELIEVABLY powerful
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# ? Feb 24, 2014 20:03 |
I Love You! posted:Man so i had no idea that Call the Worm that Walks is UNBELIEVABLY powerful I always found the mage you get kinda underwhelming, do they have some kind of incredible second form?
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# ? Feb 24, 2014 20:37 |
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jBrereton posted:Is it? They freespawn large quantities of bugs in battle constantly starting with autosummon at the beginning of combat, respawn in a random part of the map constantly when they die (and then start spawning bugs which totally ruins enemy scripting), invuln + tons of resists and reinvig/regen, totally ruin enemy ranged and spellcasting and create constant crappy tanks, etc etc etc
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# ? Feb 24, 2014 20:41 |
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Well the mod inspector says its Invulnerable (25), Immortal, slash and pierce resistant, and has something called "Chance to reform when killed: 75%" Not sure what that means exactly but he seems like a pretty tough cookie.
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# ? Feb 24, 2014 20:42 |
jBrereton posted:Is it? They are delicious aggravators. Great on home defense when fighting back aggressors with poor dom spread. Just suicide them to your hearts content.
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# ? Feb 24, 2014 20:47 |
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Gamersgate has the game discounted http://www.gamersgate.com/DD-DOM4TA/dominions-4-thrones-of-ascension Just in case you want to gift it to some friend...
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# ? Feb 24, 2014 21:08 |
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How are u posted:Well the mod inspector says its Invulnerable (25), Immortal, slash and pierce resistant, and has something called "Chance to reform when killed: 75%" Unlike normal Immortal things when they're killed in battle there's a 75% chance they will reform at full hp in a random location and keep on trucking. On average you need to kill a Worm that Walks 4 times before it stops coming back and if it was in friendly dom then it just respawned in the cap anyway.
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# ? Feb 24, 2014 21:29 |
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Neruz posted:Unlike normal Immortal things when they're killed in battle there's a 75% chance they will reform at full hp in a random location and keep on trucking. On average you need to kill a Worm that Walks 4 times before it stops coming back and if it was in friendly dom then it just respawned in the cap anyway. And they respawn in battle with bugs. Sometimes in the middle of enemy mages or archers. Enemy scripting goes NUTS edit: also they can get the "Lost Head" affliction which has pretty much 0 impact on them whatsoever since they already have blindsight I Love You! fucked around with this message at 21:59 on Feb 24, 2014 |
# ? Feb 24, 2014 21:53 |
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# ? May 9, 2024 16:14 |
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I Love You! posted:And they respawn in battle with bugs. Sometimes in the middle of enemy mages or archers. Enemy scripting goes NUTS Yeah the effect ten or so Worms that Walk positioned at the fore of your forces has on an orderly enemy formation is pretty impressive.
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# ? Feb 24, 2014 21:57 |