|
Did the new patch break audio for anyone else? The music isn't looping for me anymore; once the first track that plays during the main menu ends, it's just dead silence from there on.
|
# ? Apr 10, 2014 07:25 |
|
|
# ? May 30, 2024 13:28 |
|
I turned off the music long ago. Much as I like it, those same 4 or 5 songs over and over get really grating after a while.
|
# ? Apr 10, 2014 12:03 |
Jabarto posted:Did the new patch break audio for anyone else? The music isn't looping for me anymore; once the first track that plays during the main menu ends, it's just dead silence from there on. Just the game's way of reminding you that the correct way to play dominions is without sound.
|
|
# ? Apr 10, 2014 15:58 |
|
Oh man I'm super hyped to play this. How often does the game go on sale? I saw there was a pretty good deal a couple of days back.
|
# ? Apr 10, 2014 16:11 |
|
AXE COP posted:Oh man I'm super hyped to play this. How often does the game go on sale? I saw there was a pretty good deal a couple of days back. I think Steam has had the game on sale once and Gamersgate has done it like... thrice, at least? I imagine it'll go on sale often from now on.
|
# ? Apr 10, 2014 16:39 |
|
Summer sale will arrive soon so I imagine then if not earlier.
|
# ? Apr 10, 2014 16:43 |
|
Just check this every now and again. I wish I'd known about it earlier, to be honest.
|
# ? Apr 10, 2014 17:17 |
|
Nuclearmonkee posted:Just the game's way of reminding you that the correct way to play dominions is without sound. Okay, but do you actually know anything about this?
|
# ? Apr 11, 2014 00:50 |
Jabarto posted:Okay, but do you actually know anything about this?
|
|
# ? Apr 11, 2014 00:52 |
|
Question: Do spell bonuses(like +damage, +number of effects, etc.) get measured from the level of skill above the minimum skill required, or the level of skill above 1?
|
# ? Apr 11, 2014 02:36 |
|
Eschatos posted:Question: Do spell bonuses(like +damage, +number of effects, etc.) get measured from the level of skill above the minimum skill required, or the level of skill above 1? Extra skill above the requirement.
|
# ? Apr 11, 2014 02:44 |
|
Jabarto posted:Okay, but do you actually know anything about this? Nope, it's probably a bug. Eschatos posted:Question: Do spell bonuses(like +damage, +number of effects, etc.) get measured from the level of skill above the minimum skill required, or the level of skill above 1? What's displayed in-game is at the minimum level of the spell. If you're modding, you start from zero.
|
# ? Apr 11, 2014 03:06 |
|
Just a reminder that soysauce, basically, and literally are ready to for you to upload your pretenders to. Make sure you have the latest version of the mod and that your pretenders actually work with the current version! Anyone who hasn't uploaded that can't contact through IRC or whatever by Sunday will probably be booted out because I'm a real impatient child e: And I'm still accepting people for them too, if you want to join in! So do stuff, and things, I guess garth ferengi fucked around with this message at 23:27 on Apr 11, 2014 |
# ? Apr 11, 2014 23:04 |
|
garth ferengi posted:Just a reminder that soysauce, basically, and literally are ready to for you to upload your pretenders to. Make sure you have the latest version of the mod and that your pretenders actually work with the current version! Literally has already started, by the way. (I just submitted my first turn.) Was that a mistake?
|
# ? Apr 12, 2014 10:40 |
|
Nope, everyone had their pretenders uploaded for it, the other 2 are waiting on 2 people and they'll be good to go
garth ferengi fucked around with this message at 10:48 on Apr 12, 2014 |
# ? Apr 12, 2014 10:46 |
|
I suppose I'll post about it here, too: The spiritual successor to Dominions 11 and CBM is out! Dominions Are Dumb is an enhancement for Dominions 4 designed to improve diversity of options without falling into the trap of making everything so over the top that we're back where we started, or worse. You can read the PGS post for it here, where you can also download it and find info on the 3 games I'm hosting. Here are the titles of all changes in Dominions Are Dumb: quote:--Additional Natural Attacks
|
# ? Apr 12, 2014 23:59 |
|
Hah, most excellent. My turn 1 expansion strategy payed off. This is going to be like shooting fish in a barrel. As expected, things went swimmingly! Low hp loss, essentially no risk for afflictions. All hail the mighty magikarp! W-wait what.
|
# ? Apr 13, 2014 15:01 |
|
We talked about it in the irc, but for anyone still ooh-ing and awe-ing over the Carp, it is actually a pretty big trap. Gentleman is playing a modded game where the pretender is slightly better, but the stock values are simply unfeasible without some heavy gearing - 5 defense skill means regular 10 attack skill dudes have an 82% chance of hitting you, and length 0 weapons means your attacks will constantly be repelled. The low astral requires you pump points into it so you don't die to magic duel, increasing the cost of the pretender immensely. I'm all for trail blazing new strategies or using less-than-optimal units, but the Carp is pretty near the bottom of the pretender list where cost efficiency and benefits are concerned.
MrBims fucked around with this message at 16:03 on Apr 13, 2014 |
# ? Apr 13, 2014 16:00 |
|
What would be some of the best pretenders, then?
|
# ? Apr 13, 2014 16:46 |
|
The Dragons are solid for just awake poo poo kicking. The human Pretender chassises got shat upon because the Titan/Neter/Teotl ones have great paths and stats.
|
# ? Apr 13, 2014 16:56 |
|
The Gentleman posted:W-wait what. Must be indigestion. I am curious what happened though. You can see in the screenshots that he still had no affliction by the time the indies were routing, how could he have gotten them after?
|
# ? Apr 13, 2014 17:10 |
|
NewMars posted:What would be some of the best pretenders, then? Whatever pretender is going to perform a role you want, and do it as efficiently as possible. I say the Carp is terrible because it comes out of the gate with several leaky holes that have to be patched up, and patched up expensively, before you can even do anything with it - it costs 218 points just to buy it and get astral 7 so that it doesn't die to magic dueling, before you even put any more points into water magic. Then you have to think about gearing it in ways that make up for defiencies other pretenders might not have, like the poor protection and defense skills. The Carp doesn't give you a whole lot since Tien Chi already has methods of going underwater, and the combined water and astral paths don't synergize very well when the best spell to use it for (Heavenly Rivers) can be cast by your stock mages without any difference. You need to be looking for ways to get as much usage out of your pretender as possible, in as few points as possible. I've had two Ashdod games where I had an Annunaki of the Underworld do nothing but cast Reanimation every turn, and it worked out very well for me, because I planned around having a slim pretender who filled a niche better than my nation could do.
|
# ? Apr 13, 2014 17:34 |
|
OTOH, Water is a good bless for EA Tien Chi, and Yomi and Shinu both benefit from him opening up paths. Jomon wants him to lead troops underwater. He's not an SC, but then again most of the titans aren't.
|
# ? Apr 13, 2014 18:04 |
|
If you're not taking a fountain with max scales and dom4 you're not living right.
|
# ? Apr 13, 2014 18:04 |
Chomp8645 posted:Must be indigestion. I'd guess he walked into a disease site, failed the roll and then got screwed. At least TC has disease healer so it's not a catastrophe. I've had it happen to dragons and other SCs without any healers available. Be careful if you see unexplained death scales. Repel isn't a big deal on the carp assuming you stick some armor on him. He will ignore the actual repelling part due to pretender morale and if you have thick enough armor you can generally ignore the little mans trying to poke you. He does absolutely require gear to function, along with a bunch of points sunk into him for awe and enough S to avoid magic duel. Like Mr Bims said, outside of a novelty option he's not a good chassis. The vanilla version doesn't even have fear to synergize with awe and make it easier to clear indies. Nuclearmonkee fucked around with this message at 18:51 on Apr 13, 2014 |
|
# ? Apr 13, 2014 18:46 |
|
Kitfox88 posted:If you're not taking a fountain with max scales and dom4 you're not living right. This can only result in PD.
|
# ? Apr 13, 2014 19:45 |
|
Nuclearmonkee posted:I'd guess he walked into a disease site, failed the roll and then got screwed. At least TC has disease healer so it's not a catastrophe. I've had it happen to dragons and other SCs without any healers available. Be careful if you see unexplained death scales. That would explain it, I see now that the province has a random death 1 on it.
|
# ? Apr 13, 2014 20:16 |
|
MrBims posted:it costs 218 points just to buy it and get astral 7 so that it doesn't die to magic dueling I thought Mental Duel had a chance of success no matter how high the opponents skill was. And is it really that huge a concern? Everyone acts like having Astral on a pretender is an automatic death trap, but it only ever comes up against enemies with Astral mages, and even then not all battles will have them.
|
# ? Apr 13, 2014 20:48 |
|
Jabarto posted:I thought Mental Duel had a chance of success no matter how high the opponents skill was. And is it really that huge a concern? Everyone acts like having Astral on a pretender is an automatic death trap, but it only ever comes up against enemies with Astral mages, and even then not all battles will have them. Magic duel is decided by comparing S skill + d6, lower result dies. And yes, it's a pretty huge concern if your opponent has astral mages or finds astral indies. Think of it like this: All your opponent has to do to kill your god is drop a few hundred gold and a dozen pearls. Yes you won't see them in every battle, but you will see them in the battle you needed to win.
|
# ? Apr 13, 2014 21:00 |
|
There's no exploding die in Magic Duel, so you can be immune to mages of a certain level. But your opponent may be able to field mages with enough S to still have a chance. If he wants to risk the cash investment on s2 or s3 mages. Yeah, it's a spell that will only come up sometimes. But it's a huge risk for a unit as important as an SC pretender. Particularly if you don't have priest-mage researchers to recall with.
|
# ? Apr 13, 2014 21:05 |
|
I'll grant that I'm moving the goalpost here, but it's fine to have low-level Astral on a pretender that won't be realistically be fighting anything, right? If I have a rainbow pretender that will spend most of his time sneaking around the countryside or forging stuff am I risking anything by add Astral 1 or 2 for the path diversity?
|
# ? Apr 13, 2014 21:22 |
|
Eschatos posted:Magic duel is decided by comparing S skill + d6, lower result dies. And yes, it's a pretty huge concern if your opponent has astral mages or finds astral indies. Think of it like this: All your opponent has to do to kill your god is drop a few hundred gold and a dozen pearls. Yes you won't see them in every battle, but you will see them in the battle you needed to win. Can you magic duel all commanders/mages or just astral ones?
|
# ? Apr 13, 2014 21:24 |
|
Jabarto posted:I'll grant that I'm moving the goalpost here, but it's fine to have low-level Astral on a pretender that won't be realistically be fighting anything, right? If I have a rainbow pretender that will spend most of his time sneaking around the countryside or forging stuff am I risking anything by add Astral 1 or 2 for the path diversity? Seems fine, early game they'll wander around site searching before magic duel/teleport are researched, then mid-late game they'll be sitting in your cap forging things.
|
# ? Apr 13, 2014 21:27 |
|
Jabarto posted:I thought Mental Duel had a chance of success no matter how high the opponents skill was. And is it really that huge a concern? Everyone acts like having Astral on a pretender is an automatic death trap, but it only ever comes up against enemies with Astral mages, and even then not all battles will have them. Dominions players have a tendency to exaggerate everything to the extreme. Is having astral on your pretender a potential liability? Yes. Does having it mean that every turn a dozen mages will spam magic duel you and you will spend literally every turn for 100 turns dead? No.
|
# ? Apr 13, 2014 21:27 |
|
Jabarto posted:I thought Mental Duel had a chance of success no matter how high the opponents skill was. And is it really that huge a concern? Everyone acts like having Astral on a pretender is an automatic death trap, but it only ever comes up against enemies with Astral mages, and even then not all battles will have them. The moment I see you throwing a heavy S1 around, like your pretender, I'm going to recheck all my provinces for astral indies (there are two reasonably common ones), and if I come up empty, I might consider empowering just to duel you, if I think it might end up the least expensive way to destroy you. So yeah it is an automatic death trap if you ever put your pretender anywhere that I can see his paths. Even hiding him in your cap is not the best option in the world, because assassins exist. Good luck having bodyguards who can kill before the magic duel comes out. MrBims fucked around with this message at 21:39 on Apr 13, 2014 |
# ? Apr 13, 2014 21:27 |
|
If your pretender is never leaving the lab or if it is a flimsy human that can be easily killed a million other ways then astral on your pretender doesn't matter much. If your pretender is a big fat combat chassis you've opened up a huge way to easily kill him off by giving him astral magic. A way that can only be mitigated by empowering him in astral or not making that mistake in the first place.
|
# ? Apr 13, 2014 21:32 |
Jabarto posted:I'll grant that I'm moving the goalpost here, but it's fine to have low-level Astral on a pretender that won't be realistically be fighting anything, right? If I have a rainbow pretender that will spend most of his time sneaking around the countryside or forging stuff am I risking anything by add Astral 1 or 2 for the path diversity? You also have to ask yourself what you're getting out of just taking S1. You aren't going to be summoning other Astral mages with that, and you won't have all that many uses for the gems.
|
|
# ? Apr 13, 2014 21:51 |
|
The moment you start thinking, "Well, there's not much chance of so-and-so happening, so I should be good," you are setting yourself up for failure. Winning in Dominions isn't about having a plan that might kind of work maybe and sticking with it, it is about throwing wrenches in everyone elses' plans. Everything has a counter, so you need to be positioning yourself to make sure the enemy has as few avenues of approach as possible to work with. The winning strategies are usually ones where players took advantage of the unique situations that arose in their games, not ones where they had a turn-one plan that they brute forced through the whole game with.
|
# ? Apr 13, 2014 22:03 |
|
I sometimes used S6 combat pretenders, back in Dom3 when S6 was what you needed to get to S9 with boosters and rings. Having 6 astral levels was an acceptable risk for me, magic duel or no. In Dom4 going to S9 takes a much more expensive booster path so I don't really know if I'd go that route with a non-immortal combat pretender. S7 (boost to S9 easy) is a larger point investment. But regardless, I don't really think this is a Carp issue; low def and low prot and no shield means you take too much damage, each of which has a small chance on the affliction chart.
|
# ? Apr 13, 2014 22:17 |
|
|
# ? May 30, 2024 13:28 |
Jon Joe posted:Here are the titles of all changes in Dominions Are Dumb:
|
|
# ? Apr 13, 2014 22:21 |