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Neruz posted:I have never seen a unit with a melee attack hit anything that is not adjacent to it and the manual mentions nothing about length increasing attack range on melee weapons. I've to test this then to see if I remember this wrong. But if weapon length doesn't translate into range at all this would be really weird. A pike should be long enough to cover at least two squares for example, do these weapons just dip into another dimension instead of the enemy right before them?
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# ? Oct 9, 2014 16:06 |
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# ? May 9, 2024 22:00 |
No this was wrong. jBrereton fucked around with this message at 16:55 on Oct 9, 2014 |
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# ? Oct 9, 2014 16:07 |
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It also affects where a short unit can hit a tall unit, according to the manual anyway.
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# ? Oct 9, 2014 16:09 |
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goatface posted:It also affects where a short unit can hit a tall unit, according to the manual anyway. :dominions:
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# ? Oct 9, 2014 16:12 |
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goatface posted:It also affects where a short unit can hit a tall unit, according to the manual anyway. So wait, how does that work, is a size 2 human with a dagger unable to hit units larger then him or something?
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# ? Oct 9, 2014 16:28 |
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He only hits them on the legs and maybe torso. For a size 2 creature to hit a size 6 creature in the head, it needs a length 4 weapon. Shorter for arms, even shorter for torso.
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# ? Oct 9, 2014 16:30 |
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So, a pygmy with a dagger shouldn't be able to hit a human in the face.
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# ? Oct 9, 2014 16:35 |
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Yeah, basically it's size + length of weapon vs size + length of weapon. Because a giant have longer arms giving the weapon more reach, etc.quote::dominions: Yeah, it's why I wasn't totally joking about how it should be a -gay- tag for units. Turin Turambar fucked around with this message at 18:58 on Oct 9, 2014 |
# ? Oct 9, 2014 16:49 |
fool_of_sound posted::dominions:
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# ? Oct 9, 2014 16:51 |
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Ok, so longer weapons just give repel (what is kind of silly but hey, at least a human with a pike can still hit a size 7 giant in the head). But I'm having trouble understanding the formula used for missile deviation: Precision/2 – 2 (half the Precision, minus 2) Values above 10 count double For prec 8 this would be 4 - 2 (4-2) = 4 - 4 = 0. For prec 12 this would be 7 - 2 (7-2) = 7 - 12 = -5. What does that mean? Am I supposed to take the negative value to see how far a missile goes before it begins to deviate from its target, or is dominions telling me an archer gets worse the higher his precision is?
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# ? Oct 9, 2014 18:12 |
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Libluini posted:Ok, so longer weapons just give repel (what is kind of silly but hey, at least a human with a pike can still hit a size 7 giant in the head). But I'm having trouble understanding the formula used for missile deviation: So, using the formula, prec 12: 14/2 - 2 = 7 - 2 = 5. I'm sure the developers spent many sleepless nights perfecting that formula, which gives us LA Marignon crossbow assassins that are logically incapable of hitting their target. edit: actually, looking closer at your math, it seems you understood the doubling the ones part, but applied the formula a bit oddly. edit 2: wait, what the gently caress. If that really is the formula for deviation, it really does mean that more accuracy means more deviation. I seem to recall, however, that there was something about distance to target in the deviation formula as well. Presumably something about subtracting accuracy from the distance to determine deviation. I don't even know anymore. immolationsex fucked around with this message at 18:45 on Oct 9, 2014 |
# ? Oct 9, 2014 18:29 |
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https://www.youtube.com/watch?v=gi5A5-vTYasimmolationsex posted:"Values above 10 count double" is poorly worded, what it means is that everything following the tens counts as double. So Accuracy 11 actually counts as 12, 12 as 14, 19 as 28. quote:If the range from attacker to target is greater than Precision/2 – 2 (half the Precision, minus 2) then the missile will deviate from the target. The amount of deviation is equal to the range x 1.25 / Precision. The game will randomly determine whether the missiles deviate long or short, left or right, or some combination. The actual distribution is a bell curve – most projectiles will fall within the middle of the deviation range, but some will land at the extremes.
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# ? Oct 9, 2014 18:53 |
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immolationsex posted:"Values above 10 count double" is poorly worded, what it means is that everything following the tens counts as double. So Accuracy 11 actually counts as 12, 12 as 14, 19 as 28. Wait, I think I made an error. I interpreted Illwinters example as another part of the formula. If I take only prec/2-2, it makes more sense. prec 8 would be 4 - 2 = 2 until deviation prec 12 would 14/2 - 2 = 5 until deviation Man I feel dumb now. In my defense, I learned to read brackets like this as part of a formula, Illwinter just confused me. The actual deviation is range x 1,25 / prec. Deviation with prec 8 and range 30 = 4,7 Deviation with prec 12 and range 30 = 2,7 So that at least works.
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# ? Oct 9, 2014 19:01 |
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Holy poo poo, at first I thought they were thugs with some equipment, but no, they were naked.
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# ? Oct 9, 2014 19:04 |
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Hey, I just bought this game thanks to (or possibly in spite of) garth ferengi/modpud's LP. I played a tiny bit of Dom3 years ago and I've come to the realization that I remember approximately jack poo poo. I know a little bit thanks to the LP but what are some good ways to get to know the game? Any tutorials or easy nations? And at what point should I give multiplayer a try?
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# ? Oct 9, 2014 19:21 |
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Problem Sleuth posted:Hey, I just bought this game thanks to (or possibly in spite of) garth ferengi/modpud's LP. I played a tiny bit of Dom3 years ago and I've come to the realization that I remember approximately jack poo poo. I know a little bit thanks to the LP but what are some good ways to get to know the game? Any tutorials or easy nations? And at what point should I give multiplayer a try? Read the manual. Give the multiplayer a try after 5-6 AI games.
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# ? Oct 9, 2014 19:22 |
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Yes, AI, banishment spam sure is a great idea when you are spamming undead summoming spells at the same time
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# ? Oct 9, 2014 19:30 |
Don't RTFM, just play and you'll pick it back up again fine. The main ways it's different to Dom 3 is convenience stuff like the end of taxation and your mages showing their paths off. Forts are also the same everywhere and you can always get PD underwater.
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# ? Oct 9, 2014 19:31 |
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TheDemon posted:edit: Under this rule, an A2+1 master would be permitted to use 2 gems, and so could cast Storm with communion + extra gem boosts. But an A1+2 master would only be permitted to use 1 gem, and so could not cast Storm. My anecdotal evidence says this is correct, as I had this exact scenario play out in a current game - a Theurg (A1) with 4 Communicants failed to cast Storm despite having plenty of gems. Another painful lesson learned!
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# ? Oct 9, 2014 19:35 |
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Problem Sleuth posted:Hey, I just bought this game thanks to (or possibly in spite of) garth ferengi/modpud's LP. I played a tiny bit of Dom3 years ago and I've come to the realization that I remember approximately jack poo poo. I know a little bit thanks to the LP but what are some good ways to get to know the game? Any tutorials or easy nations? And at what point should I give multiplayer a try? I watched this LP to learn the basics of the game. The strategic advice isn't wonderful, but it helped the game feel a lot less overwhelming. After that, I experimented with several nations in single player games, figured out what I liked, then developed strategies for a couple nations. Now I'm starting multiplayer.
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# ? Oct 9, 2014 20:15 |
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That's pretty much goodnamegame as well.
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# ? Oct 9, 2014 21:52 |
If your mages aren't on the forward half of the battlefield you are a shameful coward.
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# ? Oct 9, 2014 21:57 |
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Lprsti99 posted:That's pretty much goodnamegame as well. Seriously Lemur consuls with N major are loving amazing. Tanked the poo poo out of skelespam, and even sending every priest ever at you with banish scripts in the next battle barely did anything. It was hilarious to watch, despite the fact that I was being decimated.
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# ? Oct 9, 2014 22:21 |
BurntCornMuffin posted:Seriously Lemur consuls with N major are loving amazing. Tanked the poo poo out of skelespam...
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# ? Oct 9, 2014 22:22 |
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jBrereton posted:Why Skelespam when you can Dust to Dust? Because I'm bad at this game and didn't immediately research that when I saw my Lemur neighbor? A lesson to apply to my next game.
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# ? Oct 9, 2014 22:31 |
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Nations without access to decent priests or death magic are hosed when put up against death nations. that is all.
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# ? Oct 10, 2014 01:09 |
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EA and MA Agartha does pretty well against undead since their summons don't tire out.
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# ? Oct 10, 2014 01:29 |
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The Gentleman posted:Lets talk a little bit about formations, because I suspect there are better ways to handle it than this: The one massive thing I've had to adjust in Dom4 (other than the obvious archer/anti-archer stuff) is rout management. Specifically, in Dom4 the prevalence of line formations means you often have untouched formations in the back blocking off the entire battlefield and large formations in the front getting smashed quickly and routing. If you don't manage gaps in your formations properly, or split squads, this means even winning battles will attrit horribly as your routing troops get stuck and turn your nonrouting troops into bigger spell targets, and losing battles you can often get your frontliners wiped entirely where in Dom3 you might lose 1/3 and be able to recover through retreat channeling. Speaking as someone who wins wars by fighting dozens of losing battles, adjusting to this was very important. Single Line will allow passthrough of certain size units, too. It helps to calculate what squads are likely to get hit with spells/archers/fliers and what aren't, so you can tell when you can use risky formations.
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# ? Oct 10, 2014 02:14 |
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immolationsex posted:Nations without access to decent priests or death magic are hosed when put up against death nations. that is all. I found Solar Rays (S2, only Evo2) to be extremely effective against Lemurian stuff. Lemurs have high MR to start with, and national spells to boost that up even higher. Spamming MR Negates spells at it will not be too effective, that's why all those level 1 banishes just bounced off them. If I didn't have access to anti-undead magic, honestly, I'd just try to throw whatever reasonably accurate magic that isn't MR Negates that I had at it. Solar Rays is anti-undead, but it is AP and doesn't care about MR whatsoever.
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# ? Oct 10, 2014 02:28 |
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immolationsex posted:Nations without access to decent priests or death magic are hosed when put up against death nations. that is all. Those, or astral, water, or nature magic.
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# ? Oct 10, 2014 07:46 |
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Eschatos posted:Those, or astral, water, or nature magic. Are you talking about Devouring Swarm in the case of Nature magic? I always found it pretty crappy since it only affects one square per round.
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# ? Oct 10, 2014 09:06 |
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If you have to resort to magic, the best counter to undead spam tends to be things like earthquake. The specialized anti-undead spells tend to be more for ruining bane lords and liches than wiping out huge waves of skeletons.
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# ? Oct 10, 2014 09:37 |
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Also, I know I asked this once before, but is there even a conceivable use for Hearts of Life? The chest wound +2-3 encumbrance that most units have will almost completely cancel out the reinvigoration bonus. I guess it could be useful for mages that need to repeatedly cast tiring spells (e.g, thurnderstrike) since they'll be unconscious after a few casts anyway and will be able to recover sooner, but that's all I can think of. Someone mentioned using it on undead units since they don't tire...but if that's the case why do you even need that much reinvigoration?
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# ? Oct 10, 2014 09:59 |
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Undead still get fatigue from casting magic but their encumbrance score is always set to 0 so the chest wound has no impact on an undead mage but 10 reinvig gets you a lot of extra skelespam.
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# ? Oct 10, 2014 10:01 |
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To Err Is Human.txt Really, I don't think I can survive any more "victories" like this. The entire game was an uphill battle for me, with giant AI-Ulm concentrating all his might on me for some reason, with site searching 26+ provinces only giving me 2 water sites for my water-strategy. Also, one of the water sites gave me fire gems instead of water for some reason. Then my pretender was build for a completely different strategy, but I had forgotten about this because she only showed up deep in year four. When she showed up I finally remembered what I had wanted to do and was like "gently caress!". So yeah, the name of the game is the name of the game. Edit: By the way, something new I learned while working on my mod: Apparently you can make completely new summon spells, but only for nations with a nation number or the last manipulated one. So, since you can't assign new numbers to new nations, this means I'm hosed because I have three nations and all new spells I make will either be for everyone, restricted to an already existing nation, or my LA nation since it's the last in the mod order. Libluini fucked around with this message at 16:26 on Oct 10, 2014 |
# ? Oct 10, 2014 12:30 |
Libluini posted:By the way, something new I learned while working on my mod: Apparently you can make completely new summon spells, but only for nations with a nation number or the last manipulated one. So, since you can't assign new numbers to new nations, this means I'm hosed because I have three nations and all new spells I make will either be for everyone, restricted to an already existing nation, or my LA nation since it's the last in the mod order. Use #selectnation and anything 100-199 to assign it.
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# ? Oct 10, 2014 16:51 |
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Alternately you can just do first nation, that nations summon spells with last manipulated nation, second nation, that nations summon spells with last manipulated nation etc etc. Mod files are read from top to bottom so you can layer things like that.
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# ? Oct 10, 2014 16:54 |
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jBrereton posted:You can totally assign numbers to new nations. Oh, you're right. I guess I should ask at this point why the hell there's a redundant, more useless mod order doing the same thing, but gently caress it. So, all three nations are now created with #selectnation and numbers. Should make spell-restriction a lot easier. Modding spells is even weirder then nations: To make a summon spell, I first have to add a "monster-tag" to a unit, then I'll have to make a spell with the monster-tag as damage-value. A negative-damage-value, of course. Because gently caress you, that's why. By the way, I keep getting an error called "pointless armor FX", but I have no idea what I'm doing wrong. None of my armor has any fx assigned. Or do they mean "FX" as in fix-value? But the armors need those numbers, or I can't assign them to units. What is happening here? Better yet, can I look up what error messages mean somewhere, or do I have to keep guessing?
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# ? Oct 10, 2014 17:01 |
Libluini posted:Modding spells is even weirder then nations: To make a summon spell, I first have to add a "monster-tag" to a unit Montag is mainly useful for things with variable summons. You can use #eff 1 or 10001 to summon troops and 21/10021 to summon commanders (10000 is a ritual rather than combat spell), with the #dmg as the monster number and #nreff as the number of troops summoned. Give me like 20 minutes to sort a sprite out and I'll post the new version of De Dana (which I'd say is vastly improved), which has a ton of commands and so on all well laid-out and easy to work out how they affect things. jBrereton fucked around with this message at 17:09 on Oct 10, 2014 |
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# ? Oct 10, 2014 17:05 |
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# ? May 9, 2024 22:00 |
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jBrereton posted:You also don't have to do that. I wish I could test if my method works (it looks like it should), but my test game keeps crashing if try to end the turn. Error message: "Pointless armor fx" I have no idea what's that supposed to mean!
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# ? Oct 10, 2014 17:13 |