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Ponymans are The Most Bullshit, out of all the bullshit things in Dominions (and there are a lot) ponymans stand at the top of the pile.
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# ? Sep 3, 2014 09:24 |
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# ? Jun 5, 2024 02:36 |
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Larz, why some units have leadership 40 and other not? I understand it's the hidden leadership that they have if a normal unit is somehow promoted to a commander role. Does that mean the units without leadership in the Inspector won't have any leadership if they are "promoted" or is just missing by mistake? And some commanders are missing leadership values. Like the Airya Seraph (id 2570, he is Leader 10+magical 15) and Airya Noble (id 2575, he is Leader 60).
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# ? Sep 3, 2014 10:26 |
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I think 40 leadership is the default: units with the poorleader tag will have 10 leadership
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# ? Sep 3, 2014 10:27 |
Right. There are also quite a few national troop leaders (and certain indie mounted commanders) with an extra 20 command on top of either #okleader (Minotaurs and so on) or #goodleader (like the Sidhe Champion). The #2570 Airya Seraph doesn't have any specific leadership other than #poorleader, Turin, non-Astral Magic always give 5 magic leadership per path (Astral gives 10) which doesn't show up on the inspector.
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# ? Sep 3, 2014 10:51 |
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jBrereton posted:Right. There are also quite a few national troop leaders (and certain indie mounted commanders) with an extra 20 command on top of either #okleader (Minotaurs and so on) or #goodleader (like the Sidhe Champion). But it isn't consistent. Spire Horn Seraph is the same that Aira Seraph, both have 10 leadership, but one have the leadership in the inspector and the other doesn't.
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# ? Sep 3, 2014 11:38 |
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Turin Turambar posted:But it isn't consistent. Spire Horn Seraph is the same that Aira Seraph, both have 10 leadership, but one have the leadership in the inspector and the other doesn't. (This is the actual in-game reason\lore btw) Oops. Neruz fucked around with this message at 13:40 on Sep 3, 2014 |
# ? Sep 3, 2014 12:50 |
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Neruz posted:Spire Horn Caelians are more warlike than Airya Caelians and thus are better at commanding troops. What are you talking about. I'm talking of the information shown in the inspector page. The entire talk I started was about that, not about the game.
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# ? Sep 3, 2014 13:39 |
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Turin Turambar posted:What are you talking about. I may have misread your post and thought you were talking about in-game statistics
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# ? Sep 3, 2014 13:40 |
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How cold and Heat scales in a province affect the battles there? I was thinking this game is so detailed that surely extreme temperatures would have some effect on troops. Like accumulating more fatigue than usual per action, for example. But reading the manual, I didn't find anything about that. The only thing seems to be how the temperature scales affect fire and cold damage effects (burning dudes burn more time in hot provinces and frozen people are more time in that state in cold provinces).
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# ? Sep 3, 2014 14:16 |
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Turin Turambar posted:How cold and Heat scales in a province affect the battles there? Some things that come to mind: -Water elementals summoned into battle in a cold province will be ice elementals instead. -Rain in cold provinces will be snow instead. But yeah, I would like to see more of those details, like earth elementals being poisonous mud elementals when summoned in a swamp, for example.
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# ? Sep 3, 2014 14:20 |
You get extra encumbrance on units outside of their comfort zone.
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# ? Sep 3, 2014 14:20 |
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jBrereton posted:You get extra encumbrance on units outside of their comfort zone. If you click on a unit's enc during battle, you'll get a listing of all the sources. "Extreme" heat and cold add enc depending on how bad it is. But it takes only a small amount of elemental resistance to ignore it. Cold blooded units take an additional enc penalty in cold lands, which is not removed by adding cold resistance.
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# ? Sep 3, 2014 15:15 |
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jBrereton posted:You get extra encumbrance on units outside of their comfort zone. Speleothing posted:If you click on a unit's enc during battle, you'll get a listing of all the sources. "Extreme" heat and cold add enc depending on how bad it is. But it takes only a small amount of elemental resistance to ignore it. Cool, just as I imagined. I knew it was the right choice to trust the game blindly in this. /sniff. Any effects when rain is turned on snow?
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# ? Sep 3, 2014 15:28 |
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Now I have a question of my own: What if several players cast a global at the same time, while only one slot remains open? Is there some kind of preference, or is it down to random chance, or what?
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# ? Sep 3, 2014 15:31 |
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Libluini posted:Now I have a question of my own: What if several players cast a global at the same time, while only one slot remains open? Is there some kind of preference, or is it down to random chance, or what? Spellcasting order is done in order of UID or reverse UID at random each turn. Every turn the game randomly decides if it will go from UID 1 (the first unit in the game) to the last unit or visa-versa (from last to first), spells are resolved in that order. So the answer to your question is that there is some kind of preference but what kind is randomized from turn to turn.
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# ? Sep 3, 2014 15:35 |
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Libluini posted:Now I have a question of my own: What if several players cast a global at the same time, while only one slot remains open? Is there some kind of preference, or is it down to random chance, or what? In addition to what the other guy said if globals fill up during the casting phase then any additional globals have to compete with one of the ones that is up, at random
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# ? Sep 3, 2014 15:51 |
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Turin Turambar posted:Larz, why some units have leadership 40 and other not? I understand it's the hidden leadership that they have if a normal unit is somehow promoted to a commander role. Does that mean the units without leadership in the Inspector won't have any leadership if they are "promoted" or is just missing by mistake? Thanks for pointing this out. Leadership values have been updated for all units and should now be correct.
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# ? Sep 3, 2014 15:59 |
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Larz guhyaka general has a incorrect max age on the thing.
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# ? Sep 3, 2014 16:10 |
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jsoh posted:Larz Yeah, ages are a bitch to figure out. I can pull the values out of the executable, but they don't match the in-game values, so they need to be massaged. I still don't have the correct algoithrm for startage and maxage calculations. I made another pass at it and think I have improved the values but they still may be off in a few places.
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# ? Sep 3, 2014 18:01 |
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Larz posted:Yeah, ages are a bitch to figure out. I can pull the values out of the executable, but they don't match the in-game values, so they need to be massaged. I still don't have the correct algoithrm for startage and maxage calculations. I made another pass at it and think I have improved the values but they still may be off in a few places. In-game values get a slight randomizer applied to them on recruit too, sometimes the guys you recruit will be younger or older than their 'listed' age in the recruitment screen
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# ? Sep 3, 2014 18:05 |
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I was revising some of the combat mechanics in the manual, and from there I started looking at some values of shields in the Inspector, looking at them with other eyes. I noticed the Shield of the Accursed is really good. I say this because I think most people will have looked at this magical item and thought "oh, so this is a combat item to use when you are using a horror strategy. Cool, I will try to remember it next time I use horrors", because what stands out more are special effects like that, it's the first thing I look when I forge stuff. But even if you don't use horrors, I want to put some attention on the base stats: for the price and availability (Constr4, S2B1 which is manageable for lots of nations) is one of the best shields in the game. Parry 11 is the highest in all the game, and it's paired up with the minimum drawbacks possible in shields: def and encumbrance just -1. For comparison, the other magical shield with Parry 11 is Barrier, which have higher Prot in case of parried hit, but it has def and enc -2; and Constr8 E8 to get it, which basically makes it a item you can forget about for most games.
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# ? Sep 3, 2014 18:44 |
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Doesn't parry work different in Dom4?
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# ? Sep 3, 2014 20:30 |
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jsoh posted:In addition to what the other guy said if globals fill up during the casting phase then any additional globals have to compete with one of the ones that is up, at random So wait, does that mean if I send up some expensive global with a load of extra gems I have a good chance of just kicking someone off the list if it fills up in the same turn? Sounds sweet and less expensive then a dispel.
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# ? Sep 3, 2014 20:31 |
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Libluini posted:So wait, does that mean if I send up some expensive global with a load of extra gems I have a good chance of just kicking someone off the list if it fills up in the same turn? Sounds sweet and less expensive then a dispel. Dispel is targeted, you don't get to choose which global you're aiming at when you just throw up another global.
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# ? Sep 3, 2014 20:35 |
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Libluini posted:So wait, does that mean if I send up some expensive global with a load of extra gems I have a good chance of just kicking someone off the list if it fills up in the same turn? Sounds sweet and less expensive then a dispel. ya. its like gems over base cost+paths over base paths (for the man path only)*n +d6 vs gems over base cost+paths over base paths*n +d6. i dont remember what n is. you can do this at any time it doesnt have ot be same turn the global list fills up. if at any time the global list is full you trying to cast another will compete with 1 random one
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# ? Sep 3, 2014 20:38 |
amuayse posted:Doesn't parry work different in Dom4?
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# ? Sep 3, 2014 20:41 |
I don't remember if I ever made a shield to parry an attack.
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# ? Sep 3, 2014 20:43 |
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Decrepus posted:I don't remember if I ever made a shield to parry an attack. I know what you mean, but consider it this way: in most cases it's like a +11 to defense*. Not bad for 15 gems. *attack roll has to win defense roll by more than 11, if it wins but by 11 or less, the unit has +21 protection, which should be block a lot. edit: You know what? I also like how the description of a mysterious secondary effect that affects the attacker explain the high score. It isn't a hidden effect, it's the high parry value! A shield of that size should be parry 4 usually, maybe 6 because it's magical, so it's that magical effect that confuses the enemy that is represented ingame with a higher parry number. Turin Turambar fucked around with this message at 21:01 on Sep 3, 2014 |
# ? Sep 3, 2014 20:52 |
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I like it since you can parry stuff like spells.
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# ? Sep 3, 2014 20:52 |
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why is that horror shield so stupidly powerful given that it can pretty much guarantee an eventual death for those who hit it and run away
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# ? Sep 3, 2014 20:55 |
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Agent Kool-Aid posted:why is that horror shield so stupidly powerful given that it can pretty much guarantee an eventual death for those who hit it and run away Read the flavor text, it's a very spooky looking shield.
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# ? Sep 3, 2014 20:59 |
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jsoh posted:ya. its like gems over base cost+paths over base paths (for the man path only)*n +d6 vs gems over base cost+paths over base paths*n +d6. i dont remember what n is. you can do this at any time it doesnt have ot be same turn the global list fills up. if at any time the global list is full you trying to cast another will compete with 1 random one poo poo, again I learn something new. This game will be the end of me, I swear. Thanks!
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# ? Sep 3, 2014 21:06 |
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amuayse posted:Read the flavor text, it's a very spooky looking shield.
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# ? Sep 3, 2014 21:07 |
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Agent Kool-Aid posted:why is that horror shield so stupidly powerful given that it can pretty much guarantee an eventual death for those who hit it and run away Because horror marks are nearly worthless for the current battle, which is the one that matters. The effect is only important if you lose the battle, in which case the power of the shield is more than made up for by the fact that you lost the drat battle.
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# ? Sep 3, 2014 22:12 |
Shield of the Accursed is what I make when I can't make gold shields and don't want to spend 10Ns on a vine shield but still want a shield. It's not terrible but shields are usually the thing you need to handle crowd control on your thug, which they aren't that good at. I don't care if I horror mark some pd militia that is about to die to a frost brand. They will at least block arrows for a low armored thug like a shrouded skratti.
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# ? Sep 3, 2014 22:22 |
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Hmm. I want to try out the Astral Harpoon for Pelagia. Paths to forge it is S5B1 so I figure I somehow get 55 bloodslaves by the time I hit construction 8. Then I equip it onto my super strong astral underwater pretender and use it as a hilarious version of mindhunt. Weirdly, it's a misc item so you don't need arms to use it.
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# ? Sep 3, 2014 23:16 |
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amuayse posted:Doesn't parry work different in Dom4? only for ranged attacks
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# ? Sep 4, 2014 01:49 |
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My friend from Dom4mods is doing a survey on cross forum play with Dominions. It's here: https://docs.google.com/forms/d/1ha0LRy5P8Ogc9fRLXKlkv35Ug1BZ9QNI4Jgd4jGv5FU/viewform He would like input from anyone. The whole idea I think is to figure out how many people play on multiple forums.
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# ? Sep 4, 2014 04:04 |
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Hi hello I made a new version of my mod and it's playable now i think https://dl.dropboxusercontent.com/u/21409916/pudmod%20pretenders%200_04.rar It might be bug free but I haven't really playtested it so have fun encountering game breaking bugs and crashes or whatever quote:-0.04 This version probably would never have come out without jonjoe telling me what to do, I would've just scrapped the entire thing otherwise
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# ? Sep 4, 2014 05:13 |
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# ? Jun 5, 2024 02:36 |
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Are there any general strategies for fighting entrenched aquatic nations as a nation that doesn't get amphibious troops naturally?
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# ? Sep 4, 2014 05:38 |