|
ironskin helmet or boots of stone could help i guess
|
# ? Apr 12, 2017 19:56 |
|
|
# ? May 9, 2024 23:42 |
|
Forge Cons 0 helms for every. single. mage.
|
# ? Apr 12, 2017 20:18 |
|
Those things affect casting fatigue though, right?
|
# ? Apr 12, 2017 20:21 |
|
TIL that if you win the arena, and your commander doesn't have the slots to use the item you win, then it gets binned. Which is a bit poo poo.
|
# ? Apr 12, 2017 20:22 |
|
if they have encumbrance, yes not many helms have encumbrance
|
# ? Apr 12, 2017 20:21 |
|
RoS doesn't preferentially hit heads
|
# ? Apr 12, 2017 20:38 |
How are u posted:Forge Cons 0 helms for every. single. mage. Newbie trap. This will save 10% of the wizards at best. Cast will of the fates, big prot buffs, fog warriors. For items, anything that gives luck will make you do ok usually and a spell focus will completely negate the first ros.
|
|
# ? Apr 12, 2017 20:41 |
|
For a game with so many counters to everything, this spell seems kind of bullshit. What about an S9 pretender with battle shrouds (that's the one that auto-blesses, right?) on every single mage?
|
# ? Apr 12, 2017 21:40 |
I ride bikes all day posted:For a game with so many counters to everything, this spell seems kind of bullshit. It's not. It forces you to not play badly. If you have a big pile of fragile human mages, don't move them aggressively into traps. That's bad. You probe and raid and defensively move these armies into those lands so that you always get first turn. On that first turn you should have some battlefield spell scripted to render your mages safe from instant death, like fog warriors matrixed masters dropping twist fate, personal luck etc. If you can't do this thing, then you need fliers or something so you can own trap mages floating in and blowing you up while your guys jerk off in the back. If you can't defend your guys at all, then stop balling them up and opening yourself up to disaster. Go for the trap wizards and don't concentrate forces so that a defeat is crushing.
|
|
# ? Apr 12, 2017 22:17 |
|
Been a while since I last updated. There are more mountain changes coming (again, new sprites from Mukip) but I've also had this in the pipeline: actual swamps. Right now I'm testing the water texture generation for the new swampland:
|
# ? Apr 12, 2017 22:29 |
|
Ugh that's loving awesome give it to me so I can host games! e: they'll be called No Ugly No Problems
|
# ? Apr 12, 2017 23:15 |
|
Corbeau posted:Been a while since I last updated. There are more mountain changes coming (again, new sprites from Mukip) but I've also had this in the pipeline: actual swamps. The new passes are a lot clearer (and better) than the last iteration.
|
# ? Apr 12, 2017 23:38 |
|
Looks cool. Could you fill in the water with occasional little swamp plants to make it clear it's not a lake or something?
|
# ? Apr 12, 2017 23:40 |
|
e:Enjoy posted:Looks cool. Could you fill in the water with occasional little swamp plants to make it clear it's not a lake or something? Funny you should ask... Second pass: Still another step planned.
|
# ? Apr 12, 2017 23:42 |
|
Purplebeard posted:Be sure to check the PGS thread and chat with the friendly folks in the IRC channel to find out when new games start and get strategic advice of wildly varying usefulness. One game you could join is this one I've just created for new and bad players. Note though that EA R'lyeh may not be the best nation to pick for a multiplayer game: it is really really lovely on land, even more so than the other underwater nations, and generally cannot play much of a role in global politics other than by casting one of the gently caress-the-world global spells. Signed up as R'lyeh anyways, don't plan on winning and being the only water nation (and one that no one feels threatened by on land) lets me do my thing and observe what everyone else does. Also they are the only one I know how to play.
|
# ? Apr 13, 2017 02:31 |
|
Corbeau posted:e: Those swamps. These maps are going to look phenomenal. And, there's no end to the variation you'll be able to program. I imagine people will make tons of sprite variants for trees and mountains and pre-set site indicators and poo poo.
|
# ? Apr 13, 2017 03:24 |
|
Would it be possible to have a water connection between swamp and sea provinces to represent saltwater swamps and estuaries?
|
# ? Apr 13, 2017 11:48 |
|
Asehujiko posted:Would it be possible to have a water connection between swamp and sea provinces to represent saltwater swamps and estuaries? Theoretically, but that's the sort of thing that's not coming in version 1.0.
|
# ? Apr 14, 2017 00:45 |
|
I would suggest making swampwater not the same blue hues as are used for other water, just to make them more visually distinct from lakes etc. Maybe a slightly brownish or greenish tint to the water would be good. Or fill them with skulls and bones and stuff, that works too. Dead mammoths.
|
# ? Apr 14, 2017 00:48 |
|
So is there actually a good wiki that compiles all the info about this game anywhere
|
# ? Apr 14, 2017 00:50 |
|
Is Wrath of God in late fall of year 3 BM?
|
# ? Apr 14, 2017 00:57 |
|
always be closing posted:Is Wrath of God in late fall of year 3 BM? Are you asking if it's poo poo?
|
# ? Apr 14, 2017 01:05 |
|
Is it a bad mannered, unsporting play in goon games?
|
# ? Apr 14, 2017 01:08 |
|
no
|
# ? Apr 14, 2017 01:22 |
|
https://larzm42.github.io/dom4inspector/
|
# ? Apr 14, 2017 01:33 |
always be closing posted:Is it a bad mannered, unsporting play in goon games? I do not understand the question. As long as you take your turns in a timely manner it is sporting.
|
|
# ? Apr 14, 2017 01:43 |
|
Basic deep sea transitions now working (both for normal sea and for coasts) thanks to re-purposing some of the swamp code: New mountain integration and swamp tweaks are next, but this was nagging at my mind. Definitely want to do more with water before even initial release, but this is enough for the moment. e: Plus it'd been on my mind just in case someone (like Purplebeard) wanted a map for a game with aquatic nations. Corbeau fucked around with this message at 01:56 on Apr 14, 2017 |
# ? Apr 14, 2017 01:49 |
|
always be closing posted:Is it a bad mannered, unsporting play in goon games? People will probably break NAPs with you over it, if that's what you mean.
|
# ? Apr 14, 2017 01:52 |
|
Okay, I have had two turns now in no snek where I've allocated gems to mages, then logged into the next turn and they've all vanished into the ether without any kind of a battle. e: No, wait, I found them. So it's only happened once. Maybe a false alarm. Corbeau fucked around with this message at 09:38 on Apr 16, 2017 |
# ? Apr 16, 2017 08:37 |
|
Cleaned up my mountain code and integrated Mukip's newest mountain sprites. Also testing big central mountains for potential inclusion - I'd like to put a cave sprite under one for cave provinces, and either this sprite or a plateau mountain for actual mountain provinces: Corbeau fucked around with this message at 03:29 on Apr 18, 2017 |
# ? Apr 18, 2017 03:19 |
|
Stone rain: Head protection like helmets is meaningless. Stone rain has no preference for head hits. Bad advice. Boots of Stone is more expensive, but will help crucial casters. 5 gem armors can technically work but if you're spending 50 gems to kit an entire force you should invest those into a buff caster instead. It depends on the nation but the best defense are any mass defensive spells like Mass Protection, Fog Warriors, Army of Gold, Army of Lead, Stygian Rains, or even Will of the Fates if you prefer. Don't walk into Stone Rain casters if you can help it. Like, Stone Rain is particularly nasty, but 1 round -> retreat is a valid strategy for attrition using Thunder Strike even, or any number of single cast battlefield spells, the worst of which is probably Master Enslave. I also recommend remote assassination attacks on the provinces containing the Stone Rain casters. And at this point walking around with armies may be less effective than taking provinces with smaller forces or thugs and using armies only against similar strengths. If someone can chump you with Stone Rain, they can do the same with more expensive strategies like Flames from the Sky or assassins. Basically, Stone Rain and similar exists to transition out of the army-with-mage-support midgame and if you don't have a plan for that you might find yourself at a loss for how to play the endgame.
|
# ? Apr 18, 2017 19:32 |
|
TheDemon posted:Stone rain: Bait out their gems (provided they don't have free E gems) with scout attacks on provinces and poo poo like that. Also, yeah thugs aren't bad, if you can use a buff thug, and throw winged boots you might be able to stomp out RoS casters, though it depends. Your best option might be to move your army away from that front and use smaller forces, assassins, and remote attack spells to defend/attack on the RoS front.
|
# ? Apr 18, 2017 19:38 |
MF_James posted:Bait out their gems (provided they don't have free E gems) with scout attacks on provinces and poo poo like that. A defensive ros trap will not expend gems due to a scout if you have a few pd kicking around, unless it is a retarded scout wearing 40 gems of the finest random event provided trash for the express purpose of making the AI blow gems.
|
|
# ? Apr 18, 2017 19:42 |
|
It's a bit expensive to try to bait a RoS caster into gem use. Like, you can do it with remote army attack spells, but by the same token they can do it to you to stop your defensive buff casters and that would be more effective. If you have 20 to 40 gems to spam remote attack spells to gemuse threshold, then just assassinate them instead. Assassination will either kill them or guarantee gem use because they'll be unscripted yet still able to use gems.
|
# ? Apr 18, 2017 19:48 |
|
Nuclearmonkee posted:A defensive ros trap will not expend gems due to a scout if you have a few pd kicking around, unless it is a retarded scout wearing 40 gems of the finest random event provided trash for the express purpose of making the AI blow gems. Good point TheDemon posted:It's a bit expensive to try to bait a RoS caster into gem use. Like, you can do it with remote army attack spells, but by the same token they can do it to you to stop your defensive buff casters and that would be more effective. If you have 20 to 40 gems to spam remote attack spells to gemuse threshold, then just assassinate them instead. Assassination will either kill them or guarantee gem use because they'll be unscripted yet still able to use gems. This is probably a better option if you have easy access to recruitable assassins. Really the best option is to just be prepared, or don't walk into the traps.
|
# ? Apr 18, 2017 20:26 |
|
Nuclearmonkee posted:A defensive ros trap will not expend gems due to a scout if you have a few pd kicking around, unless it is a retarded scout wearing 40 gems of the finest random event provided trash for the express purpose of making the AI blow gems. I too, remember the noble scout, gently caress Your Gems.
|
# ? Apr 18, 2017 20:29 |
|
Map gen now has a little toggle for generic starts, so making maps for mapgen or other modded games is possible. Eventually I want to be able to load a list of nations from a file (mod file, ideally) complete with start preferences, but that's not likely in version 1.0. Oh, and the generic nation setting is separate from era choice so you can pick whether you want more magic sites and forests (early era), or more farmlands (late era), or in between (middle era). It doesn't govern which era the mod chooses, which is how the game chooses population and indes, but you can still shift base terrain type odds in mapgen. Worth noting that generic maps never have water starts. I don't consider this a bug. Corbeau fucked around with this message at 00:12 on Apr 19, 2017 |
# ? Apr 19, 2017 00:08 |
|
Thanks for the Rain of Stone chat. In the case where I was running into it, it was me taking all my research mages out for desperation jaunts trying to recover lost territory in a totally futile gesture against a ridiculously overwhelming tide of conquerers. But it was disappointing watching 50 mages scripted with all kinds of fancy communions and battle magic and carrying loads of gems just get totally punked by two guys casting RoS on turn 1. As it happened, I did not have exactly the right paths and especially items with the right path boosters to fight well, and it cost me. My guys weren't distributed evenly, I'd squandered all kinds of resources experimenting with various stupid or niche-use items while failing to do basic things like making sure I had two or three guys in every army ready and able to cast an army-wide protection spell. But that's fine, it was a learning game. It looks like there are plenty of options for dealing with RoS in a game where I'm not being a stupid newbie on the losing side of a curbstomping, so that's good.
|
# ? Apr 19, 2017 02:34 |
|
Leperflesh posted:Thanks for the Rain of Stone chat. your first 3-10 games will be you running into poo poo you didn't even know existed and getting utterly stomped by it. Most likely anyway.
|
# ? Apr 19, 2017 02:49 |
|
|
# ? May 9, 2024 23:42 |
|
MF_James posted:your first 3-10 games will be you running into poo poo you didn't even know existed and getting utterly stomped by it. Most likely anyway. More like the first 10-30 games.
|
# ? Apr 19, 2017 03:21 |