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The fact that your F9W9 bless is completely and utterly worthless against N9E9 Burning Ones doesn't help either; poor warriors of the five chainsaws desperately failing to get through 23 prot with their little shortswords. Still their innate 5 fire resist means they are immune to heat aura and the Burning Ones fire shield so they last a lot longer than you'd expect even though they're incapable of actually doing anything while lasting longer.
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# ? Jan 8, 2015 01:28 |
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# ? May 13, 2024 23:16 |
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I decided to make a mod that buffs artifacts very hard. I'm still not done with all of them (only about 90%), and I'm not done adjusting the pricing and forge requirements yet. https://www.mediafire.com/?8jclgsn2a8c6etd Here's the pastebin so you can look at the code and tell me I'm a retard without having to play it http://pastebin.com/uzeGAVbs
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# ? Jan 8, 2015 02:03 |
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Sounds like it could be interesting! Does Construction 8 ever get researched anymore?
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# ? Jan 8, 2015 02:08 |
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How are u posted:Sounds like it could be interesting! Does Construction 8 ever get researched anymore? I see it a few times for things like Gatestone, but you might as well just get S9 and wish for it since it's cheaper and alteration 9 is generally better than construction 8.
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# ? Jan 8, 2015 02:17 |
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Signed up for the Newbie Game as Vanheim. Time to horrifically get crushed.
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# ? Jan 8, 2015 02:23 |
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Gorelab posted:Hm. How do I get a Desura profile if I bought this via steam? I would also like to know this.
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# ? Jan 8, 2015 03:11 |
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You don't need one, just use your steam profile.
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# ? Jan 8, 2015 03:14 |
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How are u posted:Sounds like it could be interesting! Does Construction 8 ever get researched anymore? I researched it once when my plan for a game was torpedoed by bad luck/decisions. I basically farted around the whole game making dumb artifacts until someone killed me. ... somehow, I ended up one of the final two survivors.
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# ? Jan 8, 2015 03:38 |
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Certain nations can make good use of construction 8 by grabbing the magic booster items
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# ? Jan 8, 2015 04:03 |
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TheSpookyDanger posted:You don't need one, just use your steam profile. Oh fair enough. Might not be able to sign up due to other commitments, but thanks
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# ? Jan 8, 2015 04:53 |
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Mister Adequate posted:Oh fair enough. Might not be able to sign up due to other commitments, but thanks So far clippy has been about a turn a day. I spend like ten minutes max each day on my turn so far, so you might be able to swing that.
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# ? Jan 8, 2015 05:07 |
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TheSpookyDanger posted:So far clippy has been about a turn a day. I spend like ten minutes max each day on my turn so far, so you might be able to swing that. What's really starting to take time now in Clippygame, at least for me, is getting hold of people I'm bumping into to talk some with them. Yeah, the actual turn itself only takes me 10 minutes or so.
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# ? Jan 8, 2015 05:54 |
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ChickenWing posted:Newbie game http://forums.somethingawful.com/showthread.php?threadid=3498140&pagenumber=146&perpage=40#post439913530 I would like to recommend an Awake Dragon pretender for anyone new to the game who is not sure what to do with his pretender. A dragon allows for very rapid expansion, which should secure you a economic lead. Dominion 9 is a must, awe adds a lot to their survivability (does not work vs. undead and other high-morale units). After that decide if you want scales or a bless. If scales just go X4 in the dragon's magic path and Order 3 + some other scales of your preference. If a bless, go X9 and pick some bad scales. Consider X9 if yo want to cast AoE-scaling spells with massively improved Area of Effect. How to use the dragon during expansion: Set orders to Fire or (hold)x5 Attack Closest. click on indie povinces as if playing diablo. Beware of provinces with undead, heavy cav and very high unit count, test it out in SP to check a dragon's limits! Which dragon to choose: 1) Water - Second best breath attack, if I'm not mistaken it works poorly against undead. Opens up interesting battle magic oppurtunities with empowerment and one of the better globals. W4 opens up the oppurtunity for one of the better globals, Vengeful waters. You can cast Falling Frost and Grip of winter. W9 is a very good bless, probably my favorite. Any scaling AoE Frost skill will absolutely murder anyone, see falling frost. If you can get ahold of 50 Air or Fire gems it might be worth empoweing your pretender, to then cast Freezing Mist/Acid Rain with ridiculous AoE. ( A W9A1 Freezing mist is 10 squares AoE) 2) Fire- Probably the best breath attack, meh magic options, would get if I wanted an F9 bless or flaming arrows F4 opens up Flaming Arrows, this is good if your nation has archers and you intend to go archer-heavy. It is not a bad idea to base your army around this idea earlier on in the game. Heat from Hell/Firestorm are other spells your dragon can get you if you have no fire mages. F9 - I think the only spell that scales in AoE is Falling fires. No powerful globals. 3) Nature - Probably the worst breath, but excellent AoE-scaling battle magic. Has decent globals. The bless is good if you want to make your sacreds beefier. Also good for thug-based nations. N4 opens up the option to cast mother oak and Gift of Health. After empowering with water you can cast foul vapors + poison ward. N9 has a lot of powerful combat options. Sleep cloud with gigantic Area of Effect and MR penetration, this can easily make a huge chunk of an enemy army just sleep while the rest of your army just kills them. A good way to protect yourself against early rushes. Safe to use against B9 bless. Panic also scales well in it's AoE and is worth mentioning here. A dragon can also shapeshift into human form to hold magic boosters. TL;DR: Don't attack undeads. Fire - I want to archer spam/fire bless Water - I want water bless/ Vengeful waters Nature - I want the nature bless/ anti-rush / early good battle magicks M_Bison fucked around with this message at 11:42 on Jan 8, 2015 |
# ? Jan 8, 2015 11:36 |
O3 is just less good than G3 if you think you're going to be in the game for longer than a few months (your plan should hopefully involve being in the game by year 2). I know that fact runs contrary to all those years of Dominions 3 experience and guides, but it's true now.
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# ? Jan 8, 2015 13:12 |
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I heard that Growth 3 surpasses Order 3 byt the end of year 1? Something like that. I still like getting at least 1 point in growth, as it helps you a bit in the long run. Order 3 just gives you a huge income advantage for the expansion phase, you can recruit more expansion armies, getting more land -> probably ending up with more cash if you had less lands with growth 3? +15% income from your capital alone is pretty significant. It's all down to personal preference and nation you're playing in the end. EDIT: I am wondering if it's feasible to play Yomi with Turmoil 1, Growth 3. Not getting a bless specifically for the Dai Oni, and trying to rely early on the bandit archers, later on transitioning into casting darkness and using the Oni? I am not really sure how I'm supposed to play this nation, but the Dai Oni are a really cool unit and I want to make it work some day. M_Bison fucked around with this message at 14:57 on Jan 8, 2015 |
# ? Jan 8, 2015 14:25 |
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M_Bison posted:EDIT: I am wondering if it's feasible to play Yomi with Turmoil 1, Growth 3. Not getting a bless specifically for the Dai Oni, and trying to rely early on the bandit archers, later on transitioning into casting darkness and using the Oni? I am not really sure how I'm supposed to play this nation, but the Dai Oni are a really cool unit and I want to make it work some day. Chaos Power mostly affects melee stats, and your Oni Generals / Dai Oni casters hopefully won't be doing much of that. You could go light on Turmoil if you wanted.
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# ? Jan 8, 2015 16:26 |
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Gorelab posted:Signed up for the Newbie Game as Vanheim. Time to horrifically get crushed.
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# ? Jan 8, 2015 16:26 |
M_Bison posted:I heard that Growth 3 surpasses Order 3 byt the end of year 1?
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# ? Jan 8, 2015 16:41 |
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jBrereton posted:Yep. O3 is 15% once, G3 is 9% once, plus .9% stacking Every Turn, Forever. Not just stacking; compounding.
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# ? Jan 8, 2015 16:43 |
Right that's the actual word (I haven't used any specific maths terminology in years, sorry)
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# ? Jan 8, 2015 16:45 |
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Do any nations get specific bonuses from O over G (in the way that some nations benefit from Turmoil or Drain) or is G just basically always better than O?
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# ? Jan 8, 2015 16:46 |
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jBrereton posted:Yep. O3 is 15% once, G3 is 9% once, plus .9% stacking Every Turn, Forever. You are still ignoring unrest reduction which gives income boosts every time you take a new province, is faster and is frontended.
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# ? Jan 8, 2015 16:52 |
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JoshTheStampede posted:Do any nations get specific bonuses from O over G (in the way that some nations benefit from Turmoil or Drain) or is G just basically always better than O? Order has the added benefit of reducing Unrest quicker, which is helpful when blood hunting.
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# ? Jan 8, 2015 16:52 |
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JoshTheStampede posted:Do any nations get specific bonuses from O over G (in the way that some nations benefit from Turmoil or Drain) or is G just basically always better than O? Order can be helpful for blood hunt nations because it helps to keep your blood hunt unrest in check. But then, you can do that just by buying a couple more patrollers, and blood hunt nations also benefit especially from Growth, which helps to mitigate the population loss of their hunts. I don't think Growth is always better, though. This: M_Bison posted:I heard that Growth 3 surpasses Order 3 byt the end of year 1
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# ? Jan 8, 2015 17:03 |
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Order also pairs better with misfortune.
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# ? Jan 8, 2015 17:03 |
Boing posted:is true only in your capital, since growth scales take a year to surpass order scales after your dominion spreads to that province
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# ? Jan 8, 2015 17:29 |
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the proper answer is to take both order AND growth 3, duh
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# ? Jan 8, 2015 17:45 |
Well yeah if you have the points for it.
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# ? Jan 8, 2015 17:46 |
Kitfox88 posted:the proper answer is to take both order AND growth 3, duh I tend to tank temp scales to pay for growth these days. Order3 goes without saying the majority of times.
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# ? Jan 8, 2015 17:46 |
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Kitfox88 always has the points for it.
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# ? Jan 8, 2015 17:46 |
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if you don't have the points maybe you should pick a cheaper pretender, or imprison them.
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# ? Jan 8, 2015 17:58 |
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Nothing wrong with an S3 Dom4 Oracle.
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# ? Jan 8, 2015 19:03 |
DOWN JACKET FETISH posted:Nothing wrong with an S3 Dom4 Oracle. He usually takes dom10 to spread his scales around.
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# ? Jan 8, 2015 20:04 |
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Sooo... I've been playing a bit with EA Pangaea for the next newbie game. I have absolutely no idea on how the game works, besides reading some LPs, so feel free to laugh at this. First discovery: White Centaurs with a major blessing murder everything. A party of 8 kill basically every indie I have come across, although I'd rather give them some arrow catcher fodder. It seems I can expand with 3-4 parties of Centaurs without using a Pretender, but I'm not sure I should. Troop quality besides that is pretty meh. I save a lot on resources, and basic troops aren't outrageously expensive, at least, but they aren't going to win me the game. Size 3 in most of my good troops hurts. I cannot mass archers unless I find some good indies, and don't have natural Fire or Air access, so gently caress bows. Tactics seem to rely on dudes with shields to get close to the enemy, then make mincemeat via berserker sacred centaurs.. Regarding magic, I have natural N, W, E and B, although the only blood dude is slow to recruit AND bloody expensive. Hell, all my mages and priests seem expensive. At least none are cap-only (although most are forest only. Centaur Hierophant is listed in the mod inspector as both forest and not forest? wtf?). Looking at the list of magic spells, a few things caught my eye: Conjuration: Conj 4 has Awaken Vine Ogre. 2 for 3 gems, with some of the local pretenders having Ivy Lord. Conjuration 3 is Contact Naiad, W3N3 mage, better that what I can naturally get. Conjuration 6 gives me D2 and E3 Trolls, but they are expensive in gems I don't have. Blood: 5 gives Rain of Toads Further in you can summon dudes with other paths. Blood 8 seem to be the easiest way via Bind Heliophagus, but a Dryad Mother can cast some other stuff earlier. Alteration 5: Mother Oak. Gems for the gem god. Enchantment 7: Gift of Health seems a natural global to aim for. Thaumaturgy 3 for site searching. Panic, too. Construction 4 has plenty of boosters for blood, water and nature. A pan with B2 can create a Brazen Vessel, then Armor of twisting thorns and then we're in business. Same with Earth Boots. Problem is that I have absolutely no idea what to go for early game, and I can't see much in the way of magic nukes in Nature up to Evocation 7. Also, is blood magic worth it with Pangaea? Only pans have blood access. And finally the pretender. The idea is probably to cover magic paths, hopefully with a strong bless. I can get an Imprisoned Irminsul with Dom 9, N9 and two minor blessings (A and F?) to open other paths with Turmoil 3, Growth 3 and Luck 1 (or whatever the end distribution ends up being, probably some sloth won't hurt too much), or drop it to Dom 8 (8 White Centaurs should be a good enough expansion party) and get an extra positive scale somewhere. But I'm sure an immobile Imprisoned pretender is a pretty bad idea for a first MP game. A F9 Dragon with 9 Dom means I have to take 3 negative scales to break even. Where should I put them? Turmoil and Sloth? Drain? It also makes the Bless strategy worse than the previous one, so my White Centaurs will be less effective. Other kind of dragons overlap too much with my natural magic paths. Basically I have no idea of what I'm doing. Help!
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# ? Jan 8, 2015 20:30 |
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My preference would be for a quickness bless on the white centaurs, i.e. a blue dragon (high level water is good), or possibly a green dragon for regen + HP if you don't mind swapping out any hope of magic diversity. They already hit better than average, so quickness (to further boost their ace defence) or nature (to give extra HP and regen to make that berserk really work) would be good. I'd go order and growth for pangaea, you can put points into sloth and probably temperature no probs. You don't have particularly efficient research mages so bear that in mind if you go drain.
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# ? Jan 8, 2015 20:43 |
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I'm not qualified to say what you should research first but alt is a real good tree, MOak + swarm + wooden warriors + transformation. Evo is probably also good for sleep cloud spam, your chaff has higher than average mr anyway. Turmoil is fine for checking out maenads, but I do hope you know what you're getting yourself into if so.
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# ? Jan 8, 2015 20:51 |
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Never not luck
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# ? Jan 8, 2015 21:10 |
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Pangaea usually leans on their blessed White Centaur early on because they make expansion trivial and they're pretty nasty later with buffs, too. W9 is the most common. N9 and W9+N9 are also doable but less common. In terms of battle magic, you probably won't need it in the early game. Midgame, spells like Howl, Swarm, Panic, Sleep Cloud and Poison Cloud are strong. Later on, spells like Polymorph and Mass Regen are pretty awesome. You also have access to strong Earth magic (buffs, debuffs, earthquake) by gearing up Pans with earth boosters, or tapping them into communions via their Blood paths. That's a very good option if you find a common source of cheap communion slaves like Crystal Sorcs, Lizard Shaman or Sages. You are the frontrunner for Mother Oak and GOH. Don't neglect the other nature globals that are good, too. Ivy Ogres, Lamia Queens and Worms that Walk are all good uses of nature gems later on. Faerie Courts can be helpful if you need Air access.
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# ? Jan 8, 2015 21:31 |
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A W9 bless is good for pan because you can blood sac to spread your dominion and cast Vengeful Waters, which generally murders commanders and can paralyze attacking armies.
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# ? Jan 8, 2015 21:43 |
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# ? May 13, 2024 23:16 |
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DOWN JACKET FETISH posted:Nothing wrong with an S3 Dom4 Oracle.
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# ? Jan 8, 2015 22:19 |