I feel all the theorycraft always hinges on the enemy going AI as soon as you kick someone's rear end once or twice and then storming an empty AI capitol.
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# ? Jun 3, 2014 01:40 |
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# ? May 28, 2024 00:43 |
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GET HYPE:"That Illwinter Guy" posted:2014-06-02 16:14:54 +0200
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# ? Jun 3, 2014 02:59 |
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Is this actually adding Ragha to the game then?
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# ? Jun 3, 2014 04:13 |
I Love You! posted:C'tis troops aren't terrible at all. They have perfectly serviceable line infantry, good slave infantry, and can be throwing down solid amounts of skeletons at enchant 3 - enough to hold back the tide of Ulm just fine. Ulm is really good at fighting early on. That is a thing it does. It's probably a big part of the reason it's in the top picks, along with "Conans are very understandable and I think they're cool".
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# ? Jun 3, 2014 04:15 |
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Cerebulon posted:I'm playing as Asphodel in a multiplayer game and for the last five or so turns my upkeep has tipped above my income since everybody's dying all the time. I had a growth dominion in an attempt to counteract it, but the throne of death + constant plagues from year 1 onwards have completely nullified that. Something nobody mentioned that you might want to try and do in future is casting transformation with your pans, to turn them into animals that don't cost upkeep.
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# ? Jun 3, 2014 04:16 |
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jBrereton posted:Ulm is really good at fighting early on. That is a thing it does. It's probably a big part of the reason it's in the top picks, along with "Conans are very understandable and I think they're cool". Considering that EA Ulm is Conans it makes sense that they'd have some super awesome infantry for hitting things.
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# ? Jun 3, 2014 13:45 |
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New mod available here: https://www.dropbox.com/s/5jpjt7ny969kj0o/LAPyth.dm I think LA Pythium is pretty lovely as things currently stand, so this is my attempt to rectify it. Please feel free to appropriate all or part of it into another mod. This is a work in progress, so please provide feedback! There is work to be done yet, I'll detail my plan after I list what I've done so far. Changelog: Due to cold blooded units made heat preference 1. All the mystery cultists have been improved in some way. Leo: F1 with a 20% FSN pick. Given innate fire shield and a fire brand as a gift from his god. Heliodromus: F2 with a 20% FSN pick. Epoptes: N1E1 with a 20% EN pick. Mystes: N1 with a 20% EN pick. Research penalty removed as they don't spend time evangelizing. Reveler: N1 with a 20% B pick. Stealthy! I've also boosted a couple of regular commanders Serpent Priest: given an extra D path. Serpent Assassin: made non cap only, and is now a H1 priest. Serpent Acolyte: given a 100% WSND pick, to mirror other state priests. Theurg: now A1S1 100%AWS New national spell, summon sacred horned serpents. Just like the lovely conj 2 summon, except they're sacred. This may be questionable TODO: recruit as many hydras as you can afford. Make sacred fire snake summon, and sacred lamias, both of these also questionable! Add high level Conj/blood summons to get the Solar Bull, Great Mother, King Reveler or whatever he should be called.
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# ? Jun 4, 2014 04:14 |
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I'm not great enough at this game to tell probably, but free fire brands sounds a little unbalanced.
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# ? Jun 4, 2014 05:11 |
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I signed up for the GGS with the username Defeatist Elitist. Posting to confirm goonhood. Also, as far as game joining etiquette goes, if I've played a few multiplayer games with some friends who bought the game with me, should I join newbie games or normal games? I assume real games would have a disclaimer if they didn't want terrible new players joining them, but I figured I'd ask to see what the threshold is.
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# ? Jun 4, 2014 06:42 |
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The Sharmat posted:I'm not great enough at this game to tell probably, but free fire brands sounds a little unbalanced. Keep in mind that this is a fire brand on a normal human, not a giant, a demon, or some undead critter; fire brands are correspondingly worth quite a bit less in their hands. Still strong, definitely a choice as to whether or not to recruit them, but not a no-brainer to recruit. This is especially true because standard dominions tactics involve hiding squishy generals behind troops, not throwing them on the front lines.
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# ? Jun 4, 2014 08:29 |
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Yeah fire brand and fire shield are nice but they're still going to die to an errant arrow or if they get swarmed so if nothing else id want them as the last ones to engage unless they get a lucky roll for the awe trait from HoF.
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# ? Jun 4, 2014 10:18 |
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Those dudes sound like they would be funny to build a bless/shroud strat around. n9w4d4 or something silly.
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# ? Jun 4, 2014 13:24 |
My main feedback is that you hosed up somewhere on the recruitment table, because you can't recruit Serpent Assassins at all now. They're also not Heat Preference 1, and the mod coding is all squashed together so it's impossible to see what else is wrong. Some of it's working, though, and your goal is a noble one, so all the best with it!
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# ? Jun 4, 2014 14:35 |
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jBrereton posted:My main feedback is that you hosed up somewhere on the recruitment table, because you can't recruit Serpent Assassins at all now. Son of a bitch, pretty sure that is a version control issue. I'll fix that this evening.
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# ? Jun 4, 2014 14:50 |
Barono posted:Son of a bitch, pretty sure that is a version control issue. I'll fix that this evening. Made a version with clearer scripting, exact same changes, also made no reclimit Hydras, sorted out the Leo (had no F1) and Serpent Assassin guy - http://www.mediafire.com/view/7o4xf7gdeg5fike/LAPyth-Clarity.dm One other thing I might change for Pythium if you want to improve them would be giving their Centurion a poison-resistant #prophetshape. Maybe give him a hydra-shaped hat or something to go with, I dunno.
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# ? Jun 4, 2014 17:27 |
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jBrereton posted:Not sure what it is, but it's easy to fix. Yeah, when I said version control, I meant that I had two versions of it, the broken one I posted, and the fixed one in a different place :P That being said, I'll definitely fix everything else you added. Another change I made is giving the starting army the fancy commander. I figure you'll never actually pay for one, so might as well get one for free.
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# ? Jun 4, 2014 23:44 |
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Barono posted:Yeah, when I said version control, I meant that I had two versions of it, the broken one I posted, and the fixed one in a different place :P So when you said version control you in fact meant version neglect.
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# ? Jun 5, 2014 00:21 |
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Neruz posted:So when you said version control you in fact meant version neglect. That's a subset of version control issues!
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# ? Jun 5, 2014 00:30 |
Barono posted:Another change I made is giving the starting army the fancy commander. I figure you'll never actually pay for one, so might as well get one for free.
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# ? Jun 5, 2014 00:49 |
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It'd be neat if nations started off with a unique powerful hero commander instead of some generic guy and a scout.
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# ? Jun 5, 2014 00:53 |
Some mod nations do, notably Muspelheim. I quite like the Some Guy And A Scout mechanic, means picking an SC is remotely worthwhile ever. @Pythium Chat - Solar Bull had best be one of the last real Abysians
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# ? Jun 5, 2014 01:37 |
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Neruz posted:It'd be neat if nations started off with a unique powerful hero commander instead of some generic guy and a scout. I think TheDemon was planning that for his big mod, but doing it for one kinda means doing it for all in the era. jBrereton posted:Yeah thinking about it, my guys did seem to have (even) better morale than normal. That explains it. Good changes, by the way. Thanks! I still don't know if the sacred summons are overpowered but I'm reasonably happy with everything else. I'm still trying to figure out what to do with the mystery cult god summons. Probably try to make them summonable by one of their followers with good picks and some boosters and *maybe* an empowerment or two. Probably shoot for desirable, without being awesomemod desirable. For the Solar Bull I was thinking just copying the big bull pretender and giving it some quantity of FSN magic and heretic 5. Probably something more exciting I could do here. Same deal with the great mother, except EN magic. Don't know what to do with the reveler yet, or even whether to put him in conjuration or blood. Maybe summon a bunch of satyrs and maenads every turn. Probably cause a lot of turmoil.
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# ? Jun 5, 2014 01:50 |
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Have the Solar Bull autocast that battle spell that blinds dudes. Solar Brilliance or whatever.
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# ? Jun 5, 2014 02:37 |
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Neruz posted:Have the Solar Bull autocast that battle spell that blinds dudes. Solar Brilliance or whatever. A good idea, although I think heat from hell may be better. Provides some synergy with his followers who all have some fire resistance. Could also have him raise order (militaristic) and heat in his province, the mother raise growth, and the reveler turmoil and sloth.
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# ? Jun 5, 2014 02:55 |
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Apparently Heat from Hell actually completely ignores Fire Resist so I'd test that first to see if that is in fact the case before doing it. The reveler is also probably a Lord of the Wild Pretender Chassis (or perhaps an enterprising Pan) and should definitely spawn Maenads.
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# ? Jun 5, 2014 02:56 |
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jBrereton posted:Some mod nations do, notably Muspelheim. I quite like the Some Guy And A Scout mechanic, means picking an SC is remotely worthwhile ever. I keep forgetting to go back to Muspelheim and put out a version that's just some guy and a scout. But there's definitely design space for more varied starting commanders in more divergent mods. Doesn't have to be an SC, researchers, priests, chassis that need gear, out-of-nation paths, are all handy. e: One thing I put into the unreleased latest version of DE for Dom3 was an evolving library for LA Man. At first it would just be a handful of RP, but it would gain summons or gem incomes or paths or poo poo tons of RP depending on the stages it had been evolved to. Just as an example. TheDemon fucked around with this message at 03:42 on Jun 5, 2014 |
# ? Jun 5, 2014 03:40 |
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Neruz posted:It'd be neat if nations started off with a unique powerful hero commander instead of some generic guy and a scout. I've wondered sometimes about having at least one hero guaranteed in the first year (exact date modified by luck scales). It would be far beyond the reach of modding. If each nation had three good, different heroes that could show up, it would really spice up playing the same nation again and again.
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# ? Jun 5, 2014 05:07 |
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I bring you folks vengefulwater.jpg (just kidding it's like 5 of them)
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# ? Jun 5, 2014 07:35 |
TheDemon posted:e: One thing I put into the unreleased latest version of DE for Dom3 was an evolving library for LA Man. At first it would just be a handful of RP, but it would gain summons or gem incomes or paths or poo poo tons of RP depending on the stages it had been evolved to. Just as an example.
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# ? Jun 5, 2014 13:05 |
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I Love You! posted:vengefulwater.jpg the battle summaries show no results, and attempting to View Battle on one will crash Dom4
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# ? Jun 5, 2014 14:39 |
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Yeah, VW might need a nerf. But who am I to judge. I mean a need in the way the attacks are coded, not just in level and cost.
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# ? Jun 5, 2014 16:12 |
If you aren't showing this poo poo to IW you should.
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# ? Jun 5, 2014 16:14 |
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jBrereton posted:If you aren't showing this poo poo to IW you should. We have dominion over 199 provinces out of 240 and are close to domkilling the game. It's not really overpowered at this point, it's mostly just silly. There are also 2 world/story events spawning demons and cult of gaia everywhere, dramatically inflating the number of targets. Vengeful waters owns but this is more of a demonstration than anything
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# ? Jun 5, 2014 16:32 |
I Love You! posted:We have dominion over 199 provinces out of 240 and are close to domkilling the game. It's not really overpowered at this point, it's mostly just silly. There are also 2 world/story events spawning demons and cult of gaia everywhere, dramatically inflating the number of targets.
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# ? Jun 5, 2014 16:42 |
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jBrereton posted:Still, if it's breaking the entire game in terms of not being able to open battle reports and stuff, you really should send them a report. I've seen it reach the battle report limit before without vengeful being up. It's got to be a known thing by now and it's quite possible to reach the limit in disciples games or large FFAs.
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# ? Jun 5, 2014 17:02 |
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They've already increased the message limit once, so it's a thing they have at least peripheral awareness of. I'd still pop into the bug thread on Desura and make a report anyway.
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# ? Jun 5, 2014 18:05 |
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Whiny as heck, but lemme just say having your cap seiged by trolls in the early game sucks and negates all your income.
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# ? Jun 6, 2014 01:05 |
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amuayse posted:Whiny as heck, but lemme just say having your cap seiged by trolls in the early game sucks and negates all your income. "You should totally go misfortune 2 Order 3, your income will be a lot higher than with luck!"
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# ? Jun 6, 2014 16:30 |
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M_Bison posted:"You should totally go misfortune 2 Order 3, your income will be a lot higher than with luck!" This is why I go to drain if I want a dumping stat.
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# ? Jun 6, 2014 18:04 |
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# ? May 28, 2024 00:43 |
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Is turmoil and luck not a good thing to do anymore? Was it ever that good? Do goons play with that setting that limits the number of random events per turn turned on?
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# ? Jun 6, 2014 18:08 |