|
A medium number of chaff troops, whenever I try to thug
|
# ? Oct 17, 2017 08:23 |
|
|
# ? May 27, 2024 12:52 |
|
Finnish Flasher posted:In general, what are good counters for combat-pretenders or sc's? Or thugs to a lesser extent The trick is to look at them and see what defence they are lacking, usually there aren't enough equipment slots to protect against everything. low magic resist --> mind hunt,soul slay,petrify,charm,hellbind heart low elemental resists --> thunderstrike, incinerate, frozen heart, low hp --> high damage spells, like gifts from the heavens, banefire, low reinvigoration --> heat from hell, quagmire, rigor mortis, drain life, stellar cascades low morale -> fear spells / units, and cut off retreat path with stealth units or ritual summons.
|
# ? Oct 17, 2017 19:04 |
|
Has there been an updated ETA for 5 beyond "November-ish" yet?
|
# ? Oct 20, 2017 00:23 |
orangelex44 posted:Has there been an updated ETA for 5 beyond "November-ish" yet?
|
|
# ? Oct 20, 2017 16:56 |
|
jBrereton posted:Nope Alright. Thanks!
|
# ? Oct 20, 2017 18:15 |
|
I nominate jBrereton to be the guy who has to make the new Dominions 5 thread, and then keep the original post updated for one thousand years.
|
# ? Oct 22, 2017 13:01 |
|
Mu. posted:I nominate jBrereton to be the guy who has to make the new Dominions 5 thread, and then keep the original post updated for one thousand years.
|
# ? Oct 22, 2017 13:26 |
|
High level Dominions 5 play https://www.youtube.com/watch?v=-iCfwUkmIL0
|
# ? Oct 24, 2017 02:28 |
|
|
# ? Oct 25, 2017 18:31 |
i cast out these wretched stones
|
|
# ? Oct 25, 2017 18:46 |
I cast out these wretched stones
|
|
# ? Oct 25, 2017 20:39 |
|
I cast out these wretched stones
|
# ? Oct 25, 2017 22:34 |
|
So there's a pretty significant new Dom5 feature we've heard about: baked roads. Instead of being a fort structure, roads are a terrain feature. This is extremely relevant to map generation and I am planning to update Cartographic Revision for Dom5. That begs the question of how roads should be placed; I'm honestly not sure yet, especially with how much Dom5 is changing the mobility game. The fluffiest way to do it would be to link towns together, but it could also be done to mitigate horrible starting terrain for nations that start in it. Suggestions?
|
# ? Oct 26, 2017 01:07 |
Corbeau posted:So there's a pretty significant new Dom5 feature we've heard about : baked roads. Instead of being a fort building, roads are a terrain feature. This is extremely relevant to map generation, and begs the question of how they should be placed. I'm honestly not sure. The fluffiest way to do it would be to link towns together, but it could also be done to mitigate horrible starting terrain for nations that start in it. Please place roads so that I can walk my fear/blood surge blessed white centaurs to EA Ermor's cap in a single turn after I have eliminated them thanks.
|
|
# ? Oct 26, 2017 01:09 |
|
Nuclearmonkee posted:Please place roads so that I can walk my fear/blood surge blessed white centaurs to EA Ermor's cap in a single turn after I have eliminated them thanks. No. There's a reason we cut down on forests after watching Pan walk through like 3 players without having to step out of the woods. If roads connect caps at all, it'll have to be pretty meandering.
|
# ? Oct 26, 2017 01:10 |
Corbeau posted:No. There's a reason we cut down on forests after watching Pan walk through like 3 players without having to step out of the woods. If roads connect caps at all, it'll have to be pretty meandering. Are you going to add a neato winter layer
|
|
# ? Oct 26, 2017 01:18 |
|
Nuclearmonkee posted:Are you going to add a neato winter layer It's unclear how that works at the moment. e: It's basically necessary since winter changes movement rules, and the data structures exist in my program to do it, but the implementation in Dom5 isn't yet clear. This and roads are the two biggest labor sinks of an update. Corbeau fucked around with this message at 02:01 on Oct 26, 2017 |
# ? Oct 26, 2017 01:23 |
|
Corbeau posted:So there's a pretty significant new Dom5 feature we've heard about : baked roads. Instead of being a fort structure, roads are a terrain feature. This is extremely relevant to map generation and I am planning to update Cartographic Revision for Dom5. That begs the question of how roads should be placed; I'm honestly not sure yet, especially with how much Dom5 is changing the mobility game. The fluffiest way to do it would be to link towns together, but it could also be done to mitigate horrible starting terrain for nations that start in it. Connecting inland cities with coastal cities?
|
# ? Oct 26, 2017 07:06 |
|
Corbeau posted:So there's a pretty significant new Dom5 feature we've heard about : baked roads. Instead of being a fort structure, roads are a terrain feature. This is extremely relevant to map generation and I am planning to update Cartographic Revision for Dom5. That begs the question of how roads should be placed; I'm honestly not sure yet, especially with how much Dom5 is changing the mobility game. The fluffiest way to do it would be to link towns together, but it could also be done to mitigate horrible starting terrain for nations that start in it. do roadgen after provinces get populated, and have them link the highest-pop provinces together
|
# ? Oct 26, 2017 10:43 |
|
Chuck them about randomly is my suggestion. Anything else has the potential to exacerbate existing balance problems.
Bug Squash fucked around with this message at 11:04 on Oct 26, 2017 |
# ? Oct 26, 2017 10:48 |
|
Put them in chunks of 3-5 connected provinces. They'll be a nice help to players that get them, but will still require them build roads themselves if they want an actual network.
|
# ? Oct 26, 2017 12:36 |
|
you can not build roads yourself in dominions five
|
# ? Oct 26, 2017 13:17 |
|
Eh, same point though. Small networks interspersed fairly evenly around the map. It helps make mini strong points but didn't upset balance badly
|
# ? Oct 26, 2017 13:32 |
Corbeau posted:It's unclear how that works at the moment.
|
|
# ? Oct 26, 2017 15:34 |
Bug Squash posted:Chuck them about randomly is my suggestion. Anything else has the potential to exacerbate existing balance problems. Roughly straightish roads just going around randomly should be fine.
|
|
# ? Oct 26, 2017 19:57 |
|
Call them (ancient) Ermorian roads. Insist that the lore demands their presence. They should be ruler straight.
|
# ? Oct 26, 2017 22:02 |
|
Could you make the road layout some kind of configurable option? Like maybe "connects major cities" would be one, "ancient highways" might be another (big straight lines not necessarily connecting anything important but useful to cross the map quickly), that sort of thing. That way whoever is generating the map could just pick whichever style they want for the game they're planning on running.
|
# ? Oct 26, 2017 22:20 |
goatface posted:Call them (ancient) Ermorian roads. Insist that the lore demands their presence. longdead road layer right on top of the skeleton layer
|
|
# ? Oct 26, 2017 23:37 |
|
Just pave the world.
|
# ? Oct 27, 2017 00:22 |
Barono posted:Just pave the world. hex grid solid roads no trees mountains or other terrain
|
|
# ? Oct 27, 2017 00:23 |
|
not having any trees ever sounds good to me. gently caress pans
|
# ? Oct 27, 2017 00:25 |
|
Just having random provinces with roads that don't necessarily connect to other roads would work, correct? There don't need to be roads in both?
|
# ? Oct 27, 2017 00:37 |
|
I suspect the amount of roads should probably increase with era. That could be a piece of road code, or it could just be emergent if roads are linked to towns because towns already increase with era.
|
# ? Oct 27, 2017 00:40 |
|
Google fails me here, what are those ruby posts referencing to?
|
# ? Oct 27, 2017 01:14 |
|
Asehujiko posted:Google fails me here, what are those ruby posts referencing to? quote:<AcousticKitty> .tell Smerdyakov get ye port number from tenjou, he put a ruby in your cap, potentially eliminating you instantly
|
# ? Oct 27, 2017 17:48 |
Corbeau posted:I suspect the amount of roads should probably increase with era. That could be a piece of road code, or it could just be emergent if roads are linked to towns because towns already increase with era. Roads connecting farms and stuff actually makes sense
|
|
# ? Oct 29, 2017 03:28 |
Make dom5 like coe4 where there are 8 different eras representing different levels of development and none of them are fun
|
|
# ? Oct 29, 2017 03:36 |
Decrepus posted:Make dom5 like coe4 where there are 8 different eras representing different levels of development and none of them are fun Also disable passwords
|
|
# ? Oct 29, 2017 04:40 |
|
I'm working on a procjam project and my first thought when confronted with an unexpected map gen problem was "a bitmask can probably solve this." Please send help.
|
# ? Nov 6, 2017 06:36 |
|
|
# ? May 27, 2024 12:52 |
|
Hi, does Dominions 5 make any of the unfun parts of Dominions less unfun, or did it instead only make the fun parts more fun?
|
# ? Nov 6, 2017 17:44 |