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Eschatos posted:That's why you stick on a heart of life to make up for any of the other hearts. Heart of life and black heart are excellent for turning stealthy thugs into assassins. I admit the heart of life always seemed worthless to me. With the chest wound it inflicts, and the 3 base encumbrance that most units have, you usually only have a net gain of 2 reinvigoration each round - and that's assuming the unit has no armor. A girdle of might gives 50% more for 1/3 of the cost.
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# ? Sep 12, 2014 05:32 |
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# ? May 27, 2024 16:34 |
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Just put it on an undead or lifeless unit, whichever one doesn't have any melee encumbrance.
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# ? Sep 12, 2014 06:35 |
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This is skelespam:
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# ? Sep 12, 2014 06:49 |
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Of all the titles to get, why beverage. Dont drink my goddess you jerks.
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# ? Sep 12, 2014 07:05 |
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Rum fountain?
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# ? Sep 12, 2014 07:20 |
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Malcolm posted:Rum fountain? Make a fountain of alcohol that gives all units within its dominion berserk +1/2/3/4/5 if over 5 candles to simulate nation of zealot alcoholics.
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# ? Sep 12, 2014 07:24 |
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Captain Morgan is a powerful spirit that inhabits a sacred spring of spirits. The spirit possesses a girl to serve as its instrument. The chosen pledge is blindfolded and rendered unable to do anything other than drink. At the age of twenty-one, she is sacrificed and replaced with a new girl, who bears a similar appearance to her predecessor. Captain Morgan is immobile and cannot leave the spring it inhabits unless borne by sacred adherents. It can possess willing targets to perform tasks such as performing lewd acts and shaming one's character. The fountain is tremendously strong in its Dominion and magically powerful. The drink can be quaffed, but not easily. Dominion: 2 New magic paths cost: 20
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# ? Sep 12, 2014 07:33 |
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the only thing anyone knows about how fear works is that the manual is wrong
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# ? Sep 12, 2014 08:37 |
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Samog posted:the only thing anyone knows about how fear works is that the manual is wrong Or at least is not telling the whole truth. Apparently the devs themselves arent even sure how fear works anymore because they forgot.
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# ? Sep 12, 2014 09:05 |
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Also, you should give dracoliches fire orders because their breath weapon is a long range, wide area fear and disease attack. Back in MadPantheon I had one make Agartha's big blob of Seal Guardians go all nopenopenopenope after one shot.
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# ? Sep 12, 2014 09:38 |
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Jon Joe posted:This is skelespam: Jesus christ I really stood no chance, did I?
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# ? Sep 12, 2014 10:37 |
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Jon Joe posted:This is skelespam: How many mages did you need for that?
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# ? Sep 12, 2014 10:52 |
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Carcer posted:Jesus christ I really stood no chance, did I? Well there's wither bones and undead mastery in thaumaturgy, but both are death magic spells so... Yeah, skeleton spam needs more counters. Aside from fireballs.
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# ? Sep 12, 2014 11:08 |
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Kurnugia posted:Well there's wither bones and undead mastery in thaumaturgy, but both are death magic spells so... Yeah, skeleton spam needs more counters. Aside from fireballs. There's also ravenous swarm. That'll make a dent in low level undead that skelly spam uses rather nicely.
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# ? Sep 12, 2014 12:49 |
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Gaghskull posted:There's also ravenous swarm. That'll make a dent in low level undead that skelly spam uses rather nicely. I tested Ravenous Swarm a few times and it seemed like it was only 1 square of undead per turn, I wasn't able to get it to 'grow' to cover more than 1 square per turn that I noticed so I'm not sure how useful it actually is as a spell.
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# ? Sep 12, 2014 12:50 |
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Neruz posted:I tested Ravenous Swarm a few times and it seemed like it was only 1 square of undead per turn, I wasn't able to get it to 'grow' to cover more than 1 square per turn that I noticed so I'm not sure how useful it actually is as a spell. Huh. I used it against a c'tis trying skelly spam and it worked quite well. For every 10 souless he raised, 8 ate of them got eaten by rats before they got to my lines. Not sure why the results would be so different.
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# ? Sep 12, 2014 14:28 |
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It says it works one target at a time. Does it even stack?
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# ? Sep 12, 2014 14:30 |
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Gaghskull posted:There's also ravenous swarm. That'll make a dent in low level undead that skelly spam uses rather nicely. There's also cleansing water, which should affect undead according to its description. Solar rays too, although it's only AOE 1. Failing that, most longdeads only have 9 MR. Banish spam should cut through them well enough, no? Requires indy priests and zero research.
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# ? Sep 12, 2014 14:41 |
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Banish spam works. It gets especially hilarious if you can manage to set up a holy communion, though not everyone is capable of doing that.
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# ? Sep 12, 2014 16:30 |
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Speaking of priests. Is the preach action from a priest (or the temple check related to it) affected by the holy level?
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# ? Sep 12, 2014 16:50 |
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Turin Turambar posted:Speaking of priests. Is the preach action from a priest (or the temple check related to it) affected by the holy level? Preaching only works when candles < 2*preacher level. Past that, I don't think there is.
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# ? Sep 12, 2014 16:56 |
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I think it might only be 2x if there's a temple, and it's 1x otherwise?
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# ? Sep 12, 2014 16:58 |
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Flame112 posted:I think it might only be 2x if there's a temple, and it's 1x otherwise? Manual says that a temple in the province a priest is preaching in multiplies his holy level by 1.5, but who knows if that's true or not
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# ? Sep 12, 2014 17:06 |
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I know an H1 priest can preach to 3 or 4 candles in a province with a temple so its definitely more than just x2. (To clarify I have given H1 priests the preach order in a province with 3 candles + temple and not gotten the 'your priest cannot preach any higher' notice)
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# ? Sep 12, 2014 17:26 |
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On the topic of skellyspam, it's very difficult to fight through it using conventional means. Even Banishment spam falls behind, and you're spending a lot of gold on units that are less universally useful than skellyspamming mages. I've had the most luck playing around it, or stopping it before it gets started. If they go short on troops and you're on defense, you can often use flyers and things like Swarm to tie them up T1. If they go heavy on bad troops to effectively block your flyers, you may be able to HP rout their army quickly. Spells like Earthquake, Rain of Stones, Foul Vapors, Bloodletting and Heat from Hell are handy ways to get around a growing mountain of skeletons and kill the mages behind them. Typically the mages that are used to cost-effectively skellyspam are weak and poorly armored. Those tactics won't help you as much vs things like Dai Oni, Angakoks and Carrion Lords, but at least you won't be fighting as many of those compared to C'tis massing Reborn.
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# ? Sep 12, 2014 18:22 |
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I just bought Dom 4. Are there any popular mods among goons' multiplayer games or are they mostly vanilla?
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# ? Sep 12, 2014 18:37 |
Pretty vanilla but some people like Worthy Heroes.
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# ? Sep 12, 2014 18:38 |
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Jon Joe posted:This is skelespam: Dominions 4 is a game about skeletons and the (un)lives they lead
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# ? Sep 12, 2014 19:00 |
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Magil Zeal posted:Dominions 4 is a game about skeletons and the (un)lives they lead And now I understand why. poo poo be broken
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# ? Sep 12, 2014 19:21 |
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Neruz posted:I know an H1 priest can preach to 3 or 4 candles in a province with a temple so its definitely more than just x2. I'm pretty sure the maximum is twice the priest level, plus one if there's a temple. I've had level 1 priests get a province up to 3, but never 4, and prophets can boost it to 7.
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# ? Sep 12, 2014 20:53 |
Jabarto posted:I'm pretty sure the maximum is twice the priest level, plus one if there's a temple. I've had level 1 priests get a province up to 3, but never 4, and prophets can boost it to 7. It's the priest's H level plus one, doubled if there's a temple in the province. I'm not sure if it doubles the H+1 or just the H though.
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# ? Sep 12, 2014 22:12 |
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Turin Turambar posted:How many mages did you need for that? 21, in a communion; that's 11 mages casting horde of skeletons and 10 absorbing the fatigue.
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# ? Sep 12, 2014 22:15 |
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Jon Joe posted:21, in a communion; that's 11 mages casting horde of skeletons and 10 absorbing the fatigue. Any casualties?
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# ? Sep 12, 2014 22:23 |
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Kurnugia posted:Any casualties? None for the mages, due to the slave redundancy. I lost my frontliners, but their job was to only hold long enough for the skelespam to build, anyway.
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# ? Sep 12, 2014 22:28 |
Jabarto posted:I'm pretty sure the maximum is twice the priest level, plus one if there's a temple. I've had level 1 priests get a province up to 3, but never 4, and prophets can boost it to 7. And we have a winner. Also it's 30% chance to successfully generate a candle per H level. So you have to get all the way to H4 before it's guaranteed. Usually if you are interested in preaching H2s are the most economical way to do it.
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# ? Sep 12, 2014 22:33 |
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Another strategy that hasn't worked as well as I expected it to. I thought middle-age Lemuria would be strong, at least for their sacred units. Ethereal, no need to eat, inherently magic weapons...with a quickness blessing and that one level 4 priest spell for undead, they also can get about 20(!) defense before any unit experience, which seems pretty darn good. I'd think that they could survive well, despite having no actual protection. But in practice, it doesn't seem to work very well - I bleed vestals regularly, and can't keep up any momentum in victory because I have to pull back to reinforce. I guess probably they're getting arrowed, thinking of it. With no protection, no shield, and low HP, the only thing keeping an arrow from killing them is being ethereal, and that's not half as great of a defense as one might expect. Maybe I need some screeners with shields and armor in front of them. Or a spell could work later on, but that doesn't help at the beginning.
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# ? Sep 12, 2014 22:35 |
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Strudel Man posted:Another strategy that hasn't worked as well as I expected it to. Typically scripting tricks will save them; a few units are set in the front to catch arrows with the command to guard commander (make sure your commander isn't flimsy enough to die from a stray arrow!) which will pull the archers forward trying to fire on them, while you set your vestals on the side and back a bit, set to attack rear. They'll move forward quickly due to the bless to engage enemy units while the archers still faff about with bait, typically. That's only for expansion; strategies change considerably versus human players, who can set their archers into multiple squads set to fire none so they each target a different squad, and at least one will target your vestals typically. Against such players the trick is to use the vestals as raiders, as they're really good at that, and your main armies as counters to your opponent's armies, especially killing archers they recruit, until they switch away from that, then you can bring in the vestals into the main fold again.
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# ? Sep 12, 2014 22:39 |
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Ah, I'm not even going to bother playing against other people, as I know I'd lose horribly. I don't have the patience for the micromanagement required to really play the game well, so I'm just faffing about with the AI. I'll give that a try next time, though. Right now I'm playing late-age Lemuria, where I rushed to cast Burden of Time as soon as possible, as my previous attempts with them also foundered on a lack of units. I'm holing up in my little corner waiting for the world to die, which seems to be happening fairly effectively - the stacks they're throwing at me are getting smaller.
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# ? Sep 12, 2014 23:14 |
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Strudel Man posted:Another strategy that hasn't worked as well as I expected it to. Defense avoids arrows as well as a shield. Mechanically speaking, a def 13 and shield parry 7 unit is the same as an unit with def 20.
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# ? Sep 12, 2014 23:22 |
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# ? May 27, 2024 16:34 |
Kurnugia posted:
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# ? Sep 12, 2014 23:22 |