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Soup du Journey posted:is it 1995 in here or something? what the heck Judging by the graphics in the screenshots yeah seems so
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# ? Jan 13, 2018 06:28 |
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# ? Jun 9, 2024 18:11 |
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I'm dumb, can someone please explain what "Ruggedness" in the map editor actually does? I've been making some random maps just for fun, and it see not a lot of difference between stuff like 7 or 97 ruggedness. Sometimes both values give rather rugged maps, sometimes both give huge uniform lumps of land/see. But if I put in 0 ruggedness, I suddenly get mostly islands, sometimes some of them weird rounded edges, sometimes not. What the hell is ruggedness even doing?!
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# ? Jan 13, 2018 15:40 |
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Libluini posted:I'm dumb, can someone please explain what "Ruggedness" in the map editor actually does? Pure speculation, but terrain height? so higher ruggedness means more mountains and low ruggedness means more low-lying terrain?
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# ? Jan 13, 2018 16:04 |
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Istvun posted:Pure speculation, but terrain height? so higher ruggedness means more mountains and low ruggedness means more low-lying terrain? No, mountains are a different setting.
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# ? Jan 13, 2018 16:06 |
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I assume it affects the spawn rate of lumberjacks, etc.
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# ? Jan 13, 2018 16:09 |
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Dr. Arbitrary posted:I assume it affects the spawn rate of lumberjacks, etc. Testing it a bit more, it seems the lower ruggedness is, the rougher and more complicated land shapes you get. The way very low ruggedness sometimes creates provinces with round and ugly looking borders seems just an oddness of the map creator itself. The only difference I could make out after testing the creator with literally dozens of tiny maps each, seems to be that low ruggedness setting tends to generate maps where the land is torn apart in as many smaller landmasses as possible, while high ruggedness tends to lump the land mostly together. Confusingly though, the higher the ruggedness, the more natural coastal lines look. It's as if this setting is doing two things simultaneously, instead of just this one thing it tells you about.
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# ? Jan 13, 2018 16:51 |
Byrdman upload your dang god to stupidrobot
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# ? Jan 13, 2018 18:45 |
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Nuclearmonkee posted:Byrdman upload your dang god to stupidrobot Byrdman has until this evening to do so.
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# ? Jan 13, 2018 19:07 |
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Libluini posted:Confusingly though, the higher the ruggedness, the more natural coastal lines look. It's as if this setting is doing two things simultaneously, instead of just this one thing it tells you about. that's the authentic illwinter experience imo
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# ? Jan 13, 2018 20:24 |
https://www.dropbox.com/s/f068lg66hnk2tij/Yomimod_v4.zip?dl=0 Here is an update to Yomi Mod. It gives Yomi back its turmoil rebate their oni leaders had when the faction got more money in Dom 4, and adds a 50 gold rebate to them when End of Culture is up. Relevant: there is a new game here running it and SILT (Immortal transform not summon mod): http://www.brainwrinkle.net/games/427
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# ? Jan 15, 2018 18:30 |
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jBrereton posted:https://www.dropbox.com/s/f068lg66hnk2tij/Yomimod_v4.zip?dl=0 Eh, gently caress it. Ramc just steamrolled me in one of my games, and it looks like I can run two at the same time without much trouble. I'm signing up as Caelum as replacement for my poor dumb LA Agharta-run.
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# ? Jan 15, 2018 19:25 |
That game is ready for uploads.
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# ? Jan 15, 2018 22:23 |
It has now started.
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# ? Jan 16, 2018 01:36 |
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# ? Jan 16, 2018 16:51 |
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oh that's comedy right there. speaking of, is the clown mod available for d5?
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# ? Jan 17, 2018 04:38 |
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Soup du Journey posted:oh that's comedy right there. Yep https://forums.somethingawful.com/showthread.php?threadid=3842007&pagenumber=3&perpage=40#post478845225
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# ? Jan 17, 2018 09:20 |
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Anyone interested in an EA newbie game? I'm not quite sure how to use the website to host but if someone helps me figure that out I can kick it off!
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# ? Jan 21, 2018 00:13 |
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I was wondering when the 5.10 update was going to be done... I entered this morning in Steam to check, and it was still in 5.09. Well, it seems a few minutes later I looked, they released 5.11! quote:A new nation appears, Mekone is a nation of giants that have unfinished business with the Gods. The random map creation has also been improved together with new features for the map editor. There are also new modding commands, some new contents for other nations, battle AI improvements, performance improvements and a whole bunch of bug fixes and minor tweaks.
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# ? Jan 21, 2018 13:47 |
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-Sparta inspired nation. -They don't have sacred units. -The human units are slaves, but can promote to a different (freed?) unit, with a new ability. -Lots of units with formation fighter, even 8g slaves. -Naked Olympic disc throwers in battle, lol. -New ability, skirmishers: -Gigantes have magical weapons (but without any special effect) -Several inquisitors, and most commanders also have taskmaster. -Their most expensive commander is a 330g cyclops with Master Smith 1, Resource bonus 25, F2A1E2 + ?1. -There is a hidden (well, it's in the Nation description, but no icon) effect on the slave units, they seem to generate 0.1-0.2 unrest per unit? -Their dominion is better for pushing enemy dominion by nature. Turin Turambar fucked around with this message at 14:25 on Jan 21, 2018 |
# ? Jan 21, 2018 14:04 |
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They have a single national spell too: Gigantomachy- Get +2 dominion push and raise the cap on buying capital only troops +1 All of their giant hoplite units have golden spears and armor and really good stats, but are limited to 4/turn.
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# ? Jan 21, 2018 14:17 |
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But they have insane unrest generation and random unrest events in their forts which means you have to be patrolling your cap at all times or you lose all your gold. Also your giant units kill your human troops randomly in ritualised purges but at least they get XP for it.
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# ? Jan 21, 2018 14:20 |
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Yep, just found that out. This would be a very hard nation to play
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# ? Jan 21, 2018 14:26 |
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Slaan posted:They have a single national spell too: Not only they have that +2 to Dom push with a spell, it seems they have a native +1 to Dom push, given the description. Though given what Boing is saying, we will have to examine the events to see their impact. t
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# ? Jan 21, 2018 14:27 |
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Someone is going to have to research how the unrest thing work in Mekone. The more human slaves you have, the more unrest suffer you forted provinces? I think some giant commanders can lower the unrest with their presence, even if they don't have any visible ability for it, because I saw some unrest drops with no associated event. On late summer, there is an annual ritual that has to be done, the krypteon, if you don't have an Ephor in your forts, you suffer an event with ~+14 unrest. if you have him, you have another event on fall where you can lose ~300 populatin but all unrest is eliminated. If you think about it, this gameplay mechanic represents a fairly disgusting evil nation, even for Dominions standards. They are giant nazis that purge their nation of non-giants regularly in an ritualized way. But it's also cool because in a way represents religion/ritual/cultural/ethnic issues in a game that usually is played by recruiting pixelmens and throwing them into the blender of battle. Turin Turambar fucked around with this message at 15:12 on Jan 21, 2018 |
# ? Jan 21, 2018 15:09 |
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Turin Turambar posted:If you think about it, this gameplay mechanic represents a fairly disgusting evil nation, even for Dominions standards. They are giant nazis that purge their nation of non-giants regularly in an ritualized way. If Illwinter added some flavor text about institutionalized pedarasty, then they'd be right about where the spartans were in real life.
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# ? Jan 21, 2018 15:12 |
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You can get an assassin commander from the event, apparently with fairly good stats. It says they are giant youth that like to sneak out at night to practice killing helots and other clandestine activities. So anyone that knows anything about Sparta would be able to read between the lines. Going full scales build works well from testing. The extra income, growth and unrest reduction help a bunch. You need to take earth though, for the reinvig. All of your giants have 7+ encumbrance
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# ? Jan 21, 2018 15:20 |
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Do they get a shameless Leonidas-expy hero?
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# ? Jan 21, 2018 15:24 |
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Turin Turambar posted:Someone is going to have to research how the unrest thing work in Mekone. What I'm asking myself now: How long before Illwinter goes back and adds auto-unrest to all nations with slave units?
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# ? Jan 21, 2018 16:00 |
Mekone is currently not good. Here is a mod which attempts to improve it. https://www.dropbox.com/s/gmnrulg0c7wt4v2/Mekmod_v1.zip?dl=0 Here are the features of this mod: - Geronte mages get +2 base research, Ephoroi get +4 - Helots are available outside of cities, and Neodamodes are available inside them to recruit. - A new foreign-recruitable Helote Tektone commander that adds 10 resources/commander, but the Kryptoi like to kill them, and if they're in a city without an Ephor in autumn they can cause a bunch of additional unrest and turmoil by arming the helots. - The faction gets the Sow Dragon's Teeth spell I'm pretty sure they were meant to get but didn't.
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# ? Jan 21, 2018 16:55 |
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jBrereton posted:Mekone is currently not good. Here is a mod which attempts to improve it. Do you have a Dropbox folder for all your mods?
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# ? Jan 21, 2018 18:56 |
I do not.
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# ? Jan 21, 2018 19:06 |
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Geronte and Ephoroi are unaffected by the unaging bless. It works fine on the cap only sacred mages so I can only assume it's a bug, unless I missed something. Edit: scratch that. They're just so loving old they're still old aged even with the bless! tooterfish fucked around with this message at 19:28 on Jan 21, 2018 |
# ? Jan 21, 2018 19:22 |
Mekones feels like it is set up for stealthy pretender and stealthy preacher combo that occurred back in the day.
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# ? Jan 21, 2018 19:56 |
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Disc throwers seem very good at throwing things at the back of my hoplite's heads and promptly running out of ammo and sprinting their unprotected selves into melee immediately after.
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# ? Jan 21, 2018 20:03 |
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After some tests, unrest generation in Mekone forts seems to be a simple random number, between -5 to +20. It helps a bit the assassins are also 'secret police' with 15 patrol bonus.
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# ? Jan 21, 2018 20:40 |
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Turin Turambar posted:If you think about it, this gameplay mechanic represents a fairly disgusting evil nation, even for Dominions standards. They are giant nazis that purge their nation of non-giants regularly in an ritualized way. But it's also cool because in a way represents religion/ritual/cultural/ethnic issues in a game that usually is played by recruiting pixelmens and throwing them into the blender of battle. they're just sparta, man. the real shock of this nation is that the diaper giants don't have their cocks proudly displayed for all to see (awe 1)
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# ? Jan 21, 2018 21:22 |
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Normal Adult Human posted:they're just sparta, man. the real shock of this nation is that the diaper giants don't have their cocks proudly displayed for all to see (awe 1) (Female adversaries are immune to the awe effect.)
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# ? Jan 21, 2018 21:46 |
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Gender awe and opposite gender awe seems like the type of thing you'd expect Dominions to already have when you think about it.
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# ? Jan 21, 2018 22:22 |
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I had a failed seduction-turned-assassination attempt on my Niefel jar in the lmao game. Seduction only works at the same size or lower.
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# ? Jan 22, 2018 00:23 |
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# ? Jun 9, 2024 18:11 |
When I saw the Turin Turambar post about this absurd nation I fell half way out of my chair and when I saw the Jbrereton balance mod posted within 2 hours I more than half way died irl
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# ? Jan 22, 2018 00:37 |