How does buff targeting work? I.E. if I have a body ethereal caster and I want him to target my units, how do I make him not cast it on himself instead? Do casted buffs just hit the entire army? Is it different per buff and not generically explainable in a single post?
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# ? May 12, 2014 19:35 |
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# ? May 28, 2024 14:38 |
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ChickenWing posted:How does buff targeting work? I.E. if I have a body ethereal caster and I want him to target my units, how do I make him not cast it on himself instead? Do casted buffs just hit the entire army? Is it different per buff and not generically explainable in a single post? All buffs have two important aspects: Range and AoE. They can only cast the buffs on units in range, and it will hit all units in Aoe number of squares. Spells without range automatically self target. Spell with range typically target the squad with the most hp in range, with special targeting rules on certain spells.
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# ? May 12, 2014 20:14 |
ChickenWing posted:How does buff targeting work? I.E. if I have a body ethereal caster and I want him to target my units, how do I make him not cast it on himself instead? Do casted buffs just hit the entire army? Is it different per buff and not generically explainable in a single post? The best way to guarantee buffs go to the right people is to make sure the unit/square you want is the only one in range and that they have more HP than the caster. That said, sometimes your casters will still go crazy and cast the spell targeting themselves, so if it's an AOE buff, place them more or less in the middle of the units you want to target.
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# ? May 12, 2014 21:02 |
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scalded schlong posted:How much PD does that buy Nuclearmonkee posted:That's like 2 100pd provinces a turn! Also he could fort literally everything! It god dispelled a turn later. So much for hordes of logrian calvary.
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# ? May 12, 2014 23:21 |
Kitfox88 posted:It god dispelled a turn later. So much for hordes of logrian calvary.
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# ? May 12, 2014 23:22 |
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jBrereton posted:Logrian Cavalry is garbage, btw. What's wrong with them? They look like decent cavalry to me, as far as non-elites go.
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# ? May 13, 2014 01:58 |
Jabarto posted:What's wrong with them? They look like decent cavalry to me, as far as non-elites go. Same gold gets you an Icthycentaur, which is way better, and TC's horsemen cost less for basically the same unit in close combat, but which also has a bow. 5 gold more is a Centaur Warrior which has 2 attacks and about double the health, plus more defence skill and MR.
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# ? May 13, 2014 02:17 |
scalded schlong posted:1+2+3...+n = (n/2 * n) + n/2, I think. (n/2)*(n+1). 9 PD = 4.5 * 10 = 45 gold. 10 PD = 5 * 11 = 55 gold.
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# ? May 13, 2014 11:52 |
Are formations besides the default useful at all? I seem to recall someone mentioning that they can be handy to reduce the effect of arrows and magic, but there's also a morale penalty involved that made me wonder.
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# ? May 13, 2014 16:23 |
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ChickenWing posted:Are formations besides the default useful at all? I seem to recall someone mentioning that they can be handy to reduce the effect of arrows and magic, but there's also a morale penalty involved that made me wonder. I like using line/dense line formations for my frontline troops. It helps prevent flankers from reaching your archers or mages and also keeps as many troops as possible at the front of the formation actually fighting instead of standing behind all the other guys. Also morale doesn't seem to matter as much for archers so putting them in a line or skirmish really does help against arrows. I'm not the most experienced player though.
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# ? May 13, 2014 16:39 |
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ChickenWing posted:Are formations besides the default useful at all? I seem to recall someone mentioning that they can be handy to reduce the effect of arrows and magic, but there's also a morale penalty involved that made me wonder. A -1 or -2 or whatever morale penalty is not going to make your army instantly crumble and run. Morale is great against indies early on and can matter a lot against enemies with fear or awe later, but if the choice is between 1) take a teeny tiny morale penalty or 2) lose half your army to thunderstrikes in the first turn, you should probably be choosing the first option. If your guys are just in a tiny square where every space has something important, thunderstrike and every other really nasty AOE 1 spell is always going to hit and smash a whole square-worth of guys. If your guys are checkerboarded in skirmish formation, precision actually matters, and you aren't guaranteed to have things die with every cast. Also, larger AOEs will have less total effect. Spells with 2 AOE are unlikely to hit more than one square. MrBims fucked around with this message at 16:51 on May 13, 2014 |
# ? May 13, 2014 16:42 |
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Flavahbeast posted:my #1 consideration when placing is minimizing the risk of losing the province before the fort finishes, I also want to minimize the time I have to spend guarding the construction province and waiting for a return on my investment, so the only time I place something that isn't the cheapest fastest option is when I have a high population province in a secure position and I'm not in any hurry to have it produce mages/troops
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# ? May 13, 2014 18:56 |
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ChickenWing posted:Are formations besides the default useful at all? I seem to recall someone mentioning that they can be handy to reduce the effect of arrows and magic, but there's also a morale penalty involved that made me wonder. As long as your melee troops end up with 11 or more morale, you'll probably be okay.
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# ? May 13, 2014 20:14 |
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Does anyone know some tricks to turn teleporting mages into PD clearers? I was thinking something like vine shield + horror helm with body ethereal + astral shield might cut it but most human mages just die to the first hit they take. Is it all about elemental spam?
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# ? May 13, 2014 23:43 |
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ChickenWing posted:Are formations besides the default useful at all? I seem to recall someone mentioning that they can be handy to reduce the effect of arrows and magic, but there's also a morale penalty involved that made me wonder. Skirmish is important against strong area magic. Line formations are pretty high value for a number of reasons like preventing flanks, wrapping around boxes, getting your own flanks in and maximizing your fighting troops vs the ones standing around.
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# ? May 14, 2014 00:21 |
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TheresNoThyme posted:Does anyone know some tricks to turn teleporting mages into PD clearers? Cloud Trapeze, Mistform, Vine Shield, and Brand.
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# ? May 14, 2014 00:30 |
Yeah, paying 8-10 D gems for a horror helmet isn't necessary imo.
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# ? May 14, 2014 01:13 |
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The fact that line formations are harder to flank is pretty huge, especially if you have expensive/high-quality troops. My Jotunheim games improved dramatically when I started using them.
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# ? May 14, 2014 02:20 |
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Remember kids, Blood/Astral mixed with decent spammable battlemagic is the answer to all things!
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# ? May 14, 2014 12:54 |
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I Love You! posted:Remember kids, Blood/Astral mixed with decent spammable battlemagic is the answer to all things! Isn't this sort of the same as saying "This toolbox full of flexible tools is the only tool I need"?
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# ? May 14, 2014 13:39 |
Jabarto posted:The fact that line formations are harder to flank is pretty huge, especially if you have expensive/high-quality troops. My Jotunheim games improved dramatically when I started using them. Does flanking confer any sort of morale penalties (a la Total War et al), or is it just beneficial purely because you can have more pixelmans beating on your target?
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# ? May 14, 2014 13:45 |
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ChickenWing posted:Does flanking confer any sort of morale penalties (a la Total War et al), or is it just beneficial purely because you can have more pixelmans beating on your target? More pixelmans and it lets you get at the squishy mages and archers behind the pixelmans; kill all the commanders and no matter how much army is left it all routs, take out the mages and archers and your own mages and archers can act unhindered.
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# ? May 14, 2014 13:50 |
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ChickenWing posted:Does flanking confer any sort of morale penalties (a la Total War et al), or is it just beneficial purely because you can have more pixelmans beating on your target? The latter, it's a lot easier for a giant to survive 3-9 hits per round than 12-24.
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# ? May 14, 2014 16:06 |
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ChickenWing posted:Does flanking confer any sort of morale penalties (a la Total War et al), or is it just beneficial purely because you can have more pixelmans beating on your target? Also more pixelmen means less defence of the dude. Every attack incurs a penalty to defence because not everyone can be Neo and move in slow-mo
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# ? May 14, 2014 17:09 |
Reading on communions in the dom4 manual and I'm not entirely clear on how fatigue is spread.Dom 4 Manual posted:Fatigue distribution: The amount of fatigue assigned to each participant in the communion is the cost of the spell cast by the master divided by the number of participants in the communion. This is further modified depending on the skill level of the communion slaves: Is master level pre- or post- communion? E.G. I communion an E2 mage up to E4 with a bunch of E3 slaves (possible silliness of this example notwithstanding). Do they halve their fatigue or double it? Then, tell me if this looks right: in the event of the former, say I cast an 500 fatigue spell with four communion slaves at > level. The communion would split this as 100 to the master and each slave, which would end up as 50 per slave and 100 for the master. Finally: a one-slave communion. Do you still get the path increase, or is he just a fatigue-soak?
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# ? May 14, 2014 19:17 |
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Azram Legion posted:Isn't this sort of the same as saying "This toolbox full of flexible tools is the only tool I need"? No you can just ignore the toolbox, cast astral corruption, and then shoot people with the nailgun that is Send Horror
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# ? May 14, 2014 19:39 |
I Love You! posted:No you can just ignore the toolbox, cast astral corruption, and then shoot people with the nailgun that is Send Horror I'm now imagining an old man firing horrors from finger guns while saying "pew pew". It's a pretty excellent mental image.
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# ? May 14, 2014 21:03 |
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ChickenWing posted:I'm now imagining an old man firing horrors from finger guns while saying "pew pew". Pretty much To be fair there's only a few nations that can take advantage of the AC shutdown endgame, and it's harder to implement than something as simple as Burden of Time or even Vengeful Waters + blood sac, which both tend to do similar things with regards to winning the game and come online quicker and with a better suite of battlemagic on the way to the prize. But AC has the added advantage of locking out slow-research builds from doing much with their gems at all, which is a big bonus that the other paths don't offer and is even more impossible to dispel than Vengeful Waters (which is already basically undispellable since you can just cast it over and over for almost nothing).
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# ? May 14, 2014 22:39 |
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quote:2014-05-14 16:00:11 +0200 You are horror marked! He is horror marked! Horror marks for everyone!
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# ? May 15, 2014 15:56 |
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Turin Turambar posted:You are horror marked! He is horror marked! Horror marks for everyone! yayyyyyyyyyy
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# ? May 15, 2014 16:25 |
Do remote attack spells get an exploding dice roll added to their damage or is it just flatly whatever is in the description? E.G. seeking arrow: the manual says it causes an 8-point armour negating attack. That's 2d6 exploding + 8, right? Also, just to make sure I'm clear, the defender gets to roll some sort of defense right? Obviously not protection, but I imagine they'd roll defense - although I'm not sure what the attack roll would be. E: also is gabriel pope's pantokrator LP hosted anywhere that isn't the archives? I'd like to read it but a) dead archives, and b) all the image links are dead now. ChickenWing fucked around with this message at 19:16 on May 15, 2014 |
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# ? May 15, 2014 16:30 |
ChickenWing posted:Do remote attack spells get an exploding dice roll added to their damage or is it just flatly whatever is in the description? E.G. seeking arrow: the manual says it causes an 8-point armour negating attack. That's 2d6 exploding + 8, right?
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# ? May 15, 2014 20:35 |
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Damage rolls are always +2d6 exploding, but there is also a protection roll even if the attack is Armor Negating, so Seeking Arrow is actually: 8 +2d6 exploding -2d6 exploding e: I've updated the mod inspector URL-parsing IRC bot to accept commands without a modname/none/vanilla. Stuff like "!unit drake" will work now. If you want to access a mod, you can still do so the normal way, with an abbreviation (there aren't any dom4 mods with abbrevs right now) or with the full mod file name ("!unit Worthy_Heroes4_121.dm lizard", for example). If you forget this and still use "none" it'll still work, too. TheDemon fucked around with this message at 20:49 on May 15, 2014 |
# ? May 15, 2014 20:39 |
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As far as remote attack spells are concerned, what attack spells do people use. I know that if you can lock down a fort with remote unrest spells you should do it with Rain of Toads, Wrath of Pazuzu being in the top tier with blight following close behind and raging hearts also being strong. The only time I have used the other remote attacks was some mind hunting in the late game and it was mildly effective. I have also used early seeking arrows to slow down an advance by Mictlan. Have people seen any of the other spells being used effectively?
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# ? May 17, 2014 02:01 |
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Ghost Riders are pretty beefy. Use them in concert with scouts to take provs with relatively high PD (I've seen them beat 20 in Dom3). Aggressive Mind Hunting is super-powerful. Horrors are kind of a crapshoot depending on which one you get. Cast it more than once to be sure. Vengeance of the Dead will always kill its target; eventually it becomes impossible to kill the ghosts fast enough.
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# ? May 17, 2014 03:58 |
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ghost riders, mind hunt, vengeance, are all useful. if you spam a troop remote attack, you can sometimes trigger enemy gemuse, which will mean they won't have enough for a normal phase battle. countered by conservative gem usage checkbox and double/triple gems. call of the winds / call of the wild are usually used vs 1 PD. disruptive, but expensive. fires from afar is usually good at taking down research centers. low hp mages, multiple castings, low or no numbers of enemy troops. flames from the sky / murdering winter can annihilate a human sized army and really fucks with human communions, doubly so in combo with a second casting or an attack. in the very-lategame in dom3 it was sometimes sensible to equip fire res rings to critical human-sized mages. I forget the names but the cold and heat spells can be used to mess with rivers and mountain passes in dom4. Useful, just keep in mind it won't block moves already ordered.
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# ? May 17, 2014 06:27 |
Wolven Winter and Breath of the Desert are the temperature-affecting spells, they also kill population when cast. BotD is really hard to cast because it relies on two paths that you're unlikely to get together, Wolven Winter is relatively simple because Water boosters are ten a penny. As well as not stopping moves that've already happened, I'm pretty sure they won't affect the impact of temperature on any spells like Murdering Winter etc. you wanted to cast, because they make events happen, which are resolved after the spells themselves.
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# ? May 17, 2014 15:43 |
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ChickenWing posted:Are formations besides the default useful at all? Lines also slow the unit down to the lowest movement speed in the unit (maybe ignoring mans with AP penalty afflications), which will force troops with different speeds to move in unison rather than wander into the enemy piecemeal, and this can be useful for mixed units.
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# ? May 17, 2014 19:56 |
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It's not just the same unit. Every unit in line formation will move at the same speed. I learned this when I put some cavalry in line to increase their charge "surface area", and they frustratingly kept pace with my infantry instead of charging down the flanks. I'm not sure if putting them under a different leader will affect this, I suspect not though.
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# ? May 17, 2014 20:13 |
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# ? May 28, 2024 14:38 |
Just put them in a different squad.
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# ? May 17, 2014 21:48 |