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New Players: Hit ? while playing the game for a list of keyboard shortcuts! Dominions 4 is now on STEAM. It also occasionally sales down to $10, although not that often. Desura and Gamersgate keys work on Steam. Dominions 4 is a multiplayer fantasy turn based strategy game with RPG elements and a Diplomacy-style metagame. This is also the thread to talk about Dominions 3 if you don't have 4 yet. Anyone interested in Dominions could try out the Dom3 Demo; there's no Dom4 demo yet.. Cthulhu vs Spanish Inquisition vs Zombie Jesus vs Chimpanzees Thread Guidelines: 1. Take all talk about specific games to the PGS thread. This includes timer requests, saying you signed up to a game, sub requests, diplomacy. 2. The exceptions that are OK and encouraged in this thread: - ONE announcement of each new game - ALL strategy discussion, including game-specific strategy questions - ALL post-mortem talk be it post-mortem for your nation or the game as a whole Goon Game Service You MUST sign up here if you want to play multiplayer with goons. Yes, do use your Steam profile where it says Desura link, brainwrinkle hasn't updated for Steam yet. Verification is manual, so have patience. Discord: https://discord.gg/ZeyP96u The IRC channels are #dom4goons on synIRC. #dom3goons on synIRC is pretty much defunct, if you want Dom3 chat just go to #dom4goons. #dom4goons is by far the best resource of Dominions knowledge anywhere on the internet and also a pretty good place for finding mutliplayer diplo contacts. What is Dominions? Dominions is the best game ever because it is a cross between an old-school 4x and a fantasy adventure game, with lore based on real-world mythology, that has delivered literal years of multiplayer entertainment. Expect a game that takes cues from Master of Magic, space 4Xs like Master of Orion 2 and Stars!, or a tabletop RPG. Don't expect Fantasy Rome: Total War. The breadth and depth of play in Dominions is insane. There are over 50 nations with a roster of Pretender gods to pick from. You customize your pretender by buying advantages and disadvantages. Once play begins there are 1000 unit types, 600 spells to research, and 700 magical sites to uncover. You can choose between 300 pieces of equipment to gear out heroes who can take down armies single-handedly. Eventually, you can cast game-altering global enchantments that cook the world, heal lost limbs, or blot out the sun. That's breadth. Dominions has depth. You can sneak or teleport into lightly defended territories, burn the temple, destroy their roads, funnel their taxes to your own forts, and disappear. You can set up a self-fueling Wish chain where you wish for more wishes. You can wipe out your enemies not with armies but with faith, fueled by sacrificing hundreds of virgin maidens upon your altars. You can crack open the gates to Tartarus and summon dozens of insane dead pretenders to serve in conquering the world. You can order a sudden teleport attack on all your rivals' capitals simultaneously, cleaving the gates in one turn with teleported siege equipment and blitzing the garrison before they can react. These are all actual, game-winning endgame strategies. Another huge asset in Dominions's longevity is its moddability. Unit and spell stats can be customized simply by pointing the game to a text file. Mods load automatically when you load a game that uses them. Maps are just an image file and accompanying text file listing province connections. Dominions "depth" at work What's changed in Dominions 4? Illwinter has a list here, but to sum up - Team support - UI Improvement & Streamlining, for example you can give orders without opening the scripting window - Support for widescreen and big resolutions - Gemuse toggle - Reworked blesses - New scripting options like Formations and Fire and Keep At Range - New sprites - New nations, new spells, new mechanics - Better modding support like full Item Modding In terms of new mechanics, these are the things you'll have to adapt to: - Throne victory is the most common type. Fort cracking and holding the right territory is important. - Tax management removed. Big changes in early game and less micro in late, but also unrest-raising strategies are better or even broken. - Tax and gem income now has to be traced back to a fort. Raiding is both more difficult and more tactical. - Rituals have a range. No more teleport across the entire map, but range 6 teleport is still pretty good. - Research formula is now 5+2xPaths. Magic scales are now +1/-1 rp per tick. Research costs are much higher at top levels (5k at level 9). Games can end without ever hitting level 9s. - Some mages are "slow to recruit" meaning they take two turns. You'll need to build more forts. - Some mages are now recruitable without forts, dependent on terrain type, like LA Pyth's revelers. - Reverse communions are gone. Learn your standard/turbo communions. - To get bless regen you'll now need N9 for 10%. N4-standard is no longer. Dominions 4 Nation List NEW PLAYER ADVICE STATION Note: I haven't sanity-checked any of this advice, so your mileage may vary: Turin Turambar posted:I tried years ago the Dominions 3 demo, but the UI seemed to me super bad (and also the random maps are pretty ugly for the uninitiated). I hated having to click on each unit to know what was and how you couldn't compare stats between units, instead of having a normal table where you can see all the stats in one view. I left it thinking it surely was overrated :P. Have Some Flowers! posted:Hello new players! We're here to help - hop on IRC and ask questions, and ask them here too. Turin Turambar posted:A primer about the game fool_of_sound posted:Let's talk about Pretender Design. It's one of the most opaque and intimidating prospects for new players, and it's very easy to get option paralysis. That said, it's not nearly as hard as it looks. I'll break it out step by step: fool_of_sound posted:Some useful battle magic: Boing posted:I'm still no expert but I'll do my best. There are a lot of approaches to magic, but you're right in that there are also a lot of bad options that usually aren't worth focusing on. To start with, you can use the mod inspector to look up different spells and their requirements, or the manual, which has a bit more details on the actual mechanics of how most spells work. TheDemon fucked around with this message at 16:47 on May 3, 2017 |
# ¿ Sep 2, 2013 07:40 |
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# ¿ Apr 27, 2024 17:06 |
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Screenshots You can put an extra arm item on your immobile monolith Or put 4 on your crone so she can tri-wield bows of war. Get me some drat screenshots, goons. In the meantime, here's Dom3 screenshots: Things All Players and Especially New Players Should Know time General - To sign up to a game, sign up to the Goon Game Service here. Yes Steam profile link over Desura is fine. Once registered & verified, you can claim a nation of a game in signup phase (read the Message from host in case there are special rules). Also good to check the PGS thread for more info. - To connect to the game, go to Network in Dom4, and connect to the ip address and port listed on the page. Please note the Goon Game Service is just a tracker site. It does NOT interact with the Dominions 4 server for you. - To make a pretender for multiplayer: First, make sure the right mods are active. The easiest way is to connect to the server then disconnect. Then go to Game Tools -> Create a Pretender God. Once the pretender is finished, reconnect to the server and pick the nation. If you have only one pretender it'll upload automatically. - Remember to give your god a password for multiplayer network games, or else some rear end in a top hat could log in and teleport all your mages into the ocean and rename all your commanders "Dongs". - DO NOT PRESS START. All you'll do is delay the game and extract an idiot tax from the host who was stupid enough to keep this option enabled. - If your menus are disappearing or you're having regular crashes generating turns, this is the game's copy protection in action. You may have entered your serial key incorrectly, in which case edit or delete the "key" file in the main directory. I'm sure you can imagine the other reason why you'd trigger the copy protection. - The easiest way to host a game is to sign up on snek.earth and let that site host the game for you. Once you have the game set up there you can run Dominions 4 and connect to the address snek.earth gives you. There may be other game hosting sites or individuals around, too. - To host a game yourself, manually, you'll need a computer that can be on 24/7 and a stable internet connection. Use a script or a specialized shortcut to run the game in text-only mode. Here is a server script by brainwrinkle, scripts make hosting easier by helping you do game settings and backing up turn files. Multiplayer Etiquette - A game of Dominions can last for 3+ months. When signing up for a new game, make sure you can commit for the whole run. - Take it easy joining more than two or three games at once, and space out your signups by at least a week. Turns take 5 minutes to do at first, but towards endgame they can take from 30 minutes to 2 hours. You don’t want to be in three games that are all in endgame at the same time. - A silent neighbor is more threatening than a friendly one. Talk to your neighbors. - Make all timer requests either to the host directly or in the PGS thread. - If you have to drop out, please let the PGS thread or host know. You might find a substitute or the host might delay the game for you. AI control is permanent and fighting AIs is no fun for the other players. - If you’ve been knocked down so hard that you cannot realistically get back up it is ok to set your nation to computer control. It's a learning experience to fight to the bitter end if you want to. Terminology - EA, MA and LA stand for Early Age, Middle Age, and Late Age respectively. - SC is a supercombatant, a unit with equipment and buffs designed to take on entire armies and win. - Thug is a cheaper unit designed to solo province defense and add firepower to armies. - We use shorthand to refer to magic paths. For example, D2S1A1 would refer to 2 levels of Death, 1 level of Astral and 1 level of Air magic. The letters are: code:
- CBM is the Conceptual Balance Mod, a mod for Dominions 3 that dramatically changes the game. Some of the changes are obvious but many are subtle changes only a veteran would spot. The Shrapnel Forums and Dom3mods communities use it almost all the time, while the Goons here use it occasionally. If you're new the differences aren't significant enough to worry about. - AE and AG are AwesomeEndgame and AwesomeGods respectively, two very popular goon-made mods that make endgame summons and pretender gods more powerful. - FF and OPM are Forbidden Friendship and Other Peoples' Mods, combination mods that combine CBM with AE and AG. - DE is Dominions Enhanced, an incomplete total conversion mod that mixes up how the game plays. - None of these mods work in Dom4 yet, but it's a very good bet that they'll be ported over. Gameplay tips - New players will often start on maps far too big. Play on a map with at most 15 provinces per nation. This is a normal size. - Most nations are viable, but if you want a nation to hold your hand you cannot go wrong with giants: Hinnom, Niefelheim, Fomoria, Ashdod, Jotunheim, Gath, Utgard. Also nations with good sacred units, provided you use a bless, like Mictlan, Lanka, EA Oceania, LA Pythium and the aforementioned giants also hold your hand in the early game. - For learning to use battlemagic pick a nation that has level 3 or 4 in a single elemental path, like Caelum, Argatha, Vanheim, Patala and many others. - The "n" key selects the next idle commander. Use it to check if you've missed someone. - Magic Always Wins! And to get magic, you need mages to research and they cost gold. Castles to increase your mage recruitment also cost gold. See a trend? - You'll want to have started a second castle before the end of year 1. - Low domscore on a pretender build is extremely dangerous. Increasing your dom effectiveness in-game is very expensive, and the lower end of the domscore scale (below 6 or so) is laughably ineffective. - Do a quick test of your pretender build and expansion strategy before committing it to a multiplayer game. You'll want at least one province per turn. If you can hit 12 to 15 provinces by the start of year 2, it's a competitive expansion strategy. My record in an actual multiplayer game is 22. - Hire at least 1 PD in every province you take. Stealth scouts can capture a province with 0 PD without a battle, and some players will make a point of doing this every chance they get to "teach" you not to make this mistake. - Scouting and intel are critical. Hire scouts from non-fort provinces to extend your network. The score graphs are also a fine intel source if you learn to read between the lines. - Don't bother recruiting independent troops. Your national troops are nearly always stronger or more efficient, and its advantageous to build castles for mage recruitment. Obviously this is just a rule of thumb. - Do hire independent commanders. National commanders compete with mages for castle recruitment slots. Sometimes you'll want a national commander for a morale bonus, but mages are still more important. - Construction is a tempting early research goal, but it won't help defend against a rush. Evocation or Alteration are safer choices. - Gems are very important in the midgame and the most important thing in the endgame, so in the earlygame and midgame you need to sitesearch everywhere you can with as varied paths as you can. - Powerful spells will require higher paths than your mages have. This guide (possibly old as it's Dom3) is essential to figuring out how to power up your mages. Empowerment is extremely inefficient and wastes a lot of gems compared to using boosters. Help I'm dying to the AI You want magic mages castles gold and more magic. The AI is pretty good at hiring hordes of troops. If you're being overwhelmed, you probably needed more castles which means you can recruit more troops and mages. The easiest spells to use are in Evocation and Alteration. The AoE blasting spells like Falling Fires, Falling Frost, Thunder Strike, Magma Eruption and Blade Wind are all simple to use and effective. In the buffs/debuffs category, Destruction, False Fetters, Wind Guide, Flaming Arrows, and Darkness (if applicable) are huge force multipliers. To be able to spam these, the in-battle magic boosts from Conjuration 3 (Phoenix Power, Earthpower, Stormpower) are useful. Help my mages won't do what I tell them / target who I want them to Scripting is a mess until you get a lot of practice, but the main issues are a) There are no valid targets in-range. Buffs won't be cast on someone who already has that buff. b) You don't have enough gems. Read this. c) The AI thinks there will be friendly fire. d) The AI targets enemies by predicted hitpoint damage, often ignoring MR (but not elemental resistances). They key is make the most of your 5 rounds of scripting, and make sure you're in range both for your 5 rounds and for the off-script rounds. The off-script rounds will also conserve fatigue so you can't expect tiring spells. Little Dom4 rules and mechanics you'll need to know eventually or learn the hard way - Commanders that can sneak will do so by default. If you want them to fight or defend use CTRL click to force them to move normally. - Script your mages and place your armies. This is very necessary! You can use ctrl+number while hovering over a script to save it to that number, and the number again to paste it. - Magic Resistance does NOT resist all magic. It is an all-or-nothing diceroll against only spells that specifically state MR Resists. Elemental Resists are damage reduction, however. - EA and LA Mictlan can ONLY spread dominion through Blood Sacrifice. Have a priest sacrificing starting Turn 2! - Any province can connect to any other province; borders are graphical only. Turn on the Neighbors filter to confirm province connections. - Random events are capped at 4 per nation (or possibly not, not sure on the Dom4 mechanic). This severely limits the benefits of Luck scales in the lategame. - Some hostile spells appear anonymously as random events. - You can't catch an army by chasing it. Non-magic movement is executed simultaneously, then battles are fought. You need to move to where the army will be. - When two opposing armies move towards each other, the army that moves is chosen at random. Occasionally there is a bug where neither army moves. - Sieging a castle doesn't count as owning the province. If an outside siege is your last province, your nation will die! - Teleporting onto a fort does not cancel a movement order from inside nor will it fight troops moving out of the fort. - Retreats from a stormed castle rout normally, they don't automatically die (manual error). - Casting sequence in battle is from first to last in unit ID order which is the order they appear in the scripting list. - Forging and casting rituals is randomly either from first to last or from last to first in unit ID order. All nations are included. If you need something done first, have both a mage first and a mage last in the list do it. - The good irresistible spells are Bane Fire, Acid Rain, Petrify, Drain Life, Leech, Life for a Life, Claws of Kokytos and Infernal Prison (this list may change with Dom4). They all have pros and cons even compared to resistible spells and some unit types are immune to certain ones like Lifeless to Drain Life - Manual Errata - Turn order & movement sequence - Communions - Gem use - Quick and dirty tutorial on battlemagic This section is still being updated for Dom4, but 99% of it still applies. Dominions 4 Links Buy the game at Steam, When there are patches they'll appear here Goon Game Service Official Forums Beta Bug Report Thread Modding Community Forums Server Script by brainwrinkle Let's Plays Matryx's R'lyeh LP (archives). Also here without thread commentary. Bremen's Monkeys LP (archives). New player perspective. Gabriel Pope's LP (archives). Gabriel Pope is not personally playing, he is watching over the shoulder of all ten of the players' nations. Lots of experienced players are involved in and talk strategy in this game, making it a good read if you'd like some in depth Dominions knowledge. ZobraTHut's Arco LP (archives). Also here without commentary. New player perspective, with elephants. Collective LP organized by Lilli (archives). Complete. Also here without commentary A visual representation of the Dominions random number generator Dominions 3 Welcome To Tartarus Check-In Station Not everyone has Dom4, so here's the part of the OP where I cram in everything about Dom3 from the old OP. If Dominions 3 isn't working, PATCH. YOUR. GAME. 98% of "x isn't working" can be fixed by this. 1% is the copy protection at work. The final 1% are legit bugs. Dom3 Links All the old threads Dom3 Wiki please note most of the wiki is pulled from a database using scripts; units will list their natural prot instead of their equipped prot Dom3 Mod Inspector a utility better than the wiki for looking up Units, Spells, Items, Armor and Weapons. Can load mods through the url (for example, CBM). The Dom3 DB and Event list spreadsheets can be downloaded here The Strategy Index on the old Dom3 forums which contains guides of extremely varying quality with no quality control Dominions 3 Modding Community. CBM is developed here, as well as a host of mod nations Llamaserver, the PBEM server the official forums uses to host their games. PBEM is different from our Network games. You will need to post in the specific game's thread on their forums before signing up for games here. I link it because it has a very handy map browser Dominions Goons Steam group that is almost completely ignored Guide to Creating and Administering a Game on someone else's server by TenjouUtena Guide to setting up your own Dominions 3 server by Matryx Sample code for hosts to back up turn files Magic Path Booster Guide, by FAR the most important guide Dom3 Communions Guide Quick and dirty tutorial on battlemagic Quick guide to blood hunting Common Dominions 3 Mods One-Stop Mod Download Page (CBM, AwesomeMods, FF) Conceptual Balance Mod 1.94 by QM and Llamabeast. The official community's de-facto standard for game balance and tweaks. Since 1.7 it plays quite differently from the basegame. Old archive of CBM 1.6 CBM 1.6 is CBM but much closer to the vanilla game in playstyle, the only major change being the removal of gem generating items. Endgame Diversity Mod 1.21 by Llamabeast, which adds supercombatant-quality summons to diversify the SC chassis available in the endgame. Included in CBM 1.7+ and AwesomeEndgame. AwesomeGods by NinjaDebugger, which gives new abilities to many pretender chassis's to make them more interesting. AwesomeEndgame by NinjaDebugger, which is EDM with the less powerful additions jacked up to par, and big power boosts to high level single summons. AwesomeItems by NinjaDebugger. Forbidden Friendship by Feinne, a compilation mod of CBM, AwesomeGods and AwesomeEndgame, with a few additional balance tweaks Dominions Enhanced by TheDemon, which a mod where I change anything I want with the intention of giving every spell and unit a useful niche. Combination of Single Age and Standards For all-ages games Install a mod by unzipping/placing it into your dominions3/mods folder. TheDemon fucked around with this message at 04:59 on Feb 19, 2017 |
# ¿ Sep 2, 2013 07:41 |
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quote:Bwa? Is it just me or are some of the site finding spells missing? They've been shuffled around and renamed. Look in different trees or at higher research. e: Augury and Haruspex are Thau3, Auspex and Gnome Lore are Thau4. Arcane Probing is Evo3. Dark Knowledge is Conj3. Bowl of Blood is Blood2 but only B1. Acasic Knowledge is the new all-sites spell and is Conj 6. TheDemon fucked around with this message at 07:50 on Sep 2, 2013 |
# ¿ Sep 2, 2013 07:47 |
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Multiplayer is working just fine right now.
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# ¿ Sep 2, 2013 08:03 |
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Feindfeuer posted:For someone who plays Dominnions 3 only on and off by himself from time to time... is there a reason to 'upgrade' to the 4th installment? Asking cause I'm just guessing that it will be as insanly expensive as the 3rd installment again, which was probably the most expensive game i bought that year (not counting the mountains of moneys I waste on 'free' games) Cost has been covered. In terms of upgrade, Dom4 is definitely iterative rather than transformative, so the differences won't be massive. There have been a LOT of UI improvements though. I guess it depends on what your annoyances were with Dom3, and whether you're willing to pay for either more content or some of those annoyances fixed.
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# ¿ Sep 2, 2013 09:41 |
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amuayse posted:There's a very powerful tier item that can increase the range of rituals. And a global (evo 9, 80 w gems, W7 N5) that slowly domes all your provinces.
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# ¿ Sep 2, 2013 14:18 |
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amuayse posted:Another interesting item. The Disease Grinder gives a unit that equips it the "disease grinder" tag. It heals one unit in a province of disease and gives you a free death gem. Not a temporary death gem, a real death gem. Of course, this is only a gemgen if you have a disease first. Not sure if anything has synergy with it, maybe Bane Venom Charm if that's still in?
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# ¿ Sep 2, 2013 15:05 |
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Apparently any H3 priest can claim, or the pretender.
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# ¿ Sep 2, 2013 18:58 |
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I've noticed a lot of people asking on IRC about keys and installing without the Desura client. You can download the game client from the Downloads section on the right of the game page here http://www.desura.com/games/dominions-4-thrones-of-ascensions Then go here http://www.desura.com/collection and click "keys" next to Dominions 4 to get your CD key. You have to type it in manually when you first start the game, but that's all there is to it.
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# ¿ Sep 2, 2013 19:06 |
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The preliminary draft of the modding manual has been released.
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# ¿ Sep 4, 2013 22:47 |
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Playing Dom4 really reminds me that both CBM and AG/AE had MASSIVE MASSIVE MASSIVE power creep. I think people do like higher power games though, but it's a matter of careful measured implementation for basic balance mods like what CBM ought to be. With AwesomeMods specifically the objective is at least partially explicitly power creep. Zauper's mod as it was in Dom3 was pretty schizo since it seemed unfinished, unfortunately, but it's basically the same as AwesomeMods in terms of creep. A very low power creep balance mod is what we need, I think, to properly differentiate from AM or CBM.
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# ¿ Sep 5, 2013 20:47 |
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It's not difficult, it's all text-editor work, but it's very time consuming. I posted the Dom4 mod manual earlier in the thread. Although, there's no documentation on things like Spell IDs yet, those were all fan-made in Dom3. More pertinent questions are how much free time do you have that you're willing to dedicate to very time-consuming and meticulous work, and how good are you at in-game assessment? One of the problems in recent CBM was the person administering it didn't play multiplayer much anymore and wasn't very good at assessing balance problems or assessing their solutions.
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# ¿ Sep 5, 2013 21:27 |
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More pertinent examples would be Awe-Tuatha or the original Black Hunter assassination spell.
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# ¿ Sep 5, 2013 21:31 |
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Because they're wrong?
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# ¿ Sep 6, 2013 19:04 |
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Pretender design is best if it's goal-oriented. Pick goals first, build the pretender to fill them, no more no less. The more specific your goals are, the better. "Get spells!" - bad goal "Get Darkness by turn 20, Cast Darkness from the pretender with no Boosters, Get Boosters so my cap mages can cast Darkness by turn 24" - good goal
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# ¿ Sep 7, 2013 21:33 |
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The massive # of elephants was a dom3 bug that never got tracked down. e: You should post it in the bugs thread on Desura Dom4 forums. TheDemon fucked around with this message at 00:34 on Sep 8, 2013 |
# ¿ Sep 8, 2013 00:30 |
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TengenNewsEditor posted:This post has a list of some of the more important items that have changed in the Dom 4 beta. Notably the Ring of Sorcery now requires 7 Astral from 5, and the Ring of Wizardry requires Astral 8 from 6. This affects the Magic Path Booster Guide in the OP. It is literally a quote from a post earlier in this very thread.
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# ¿ Sep 8, 2013 00:38 |
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There are some pretty cool main screen backgrounds... e: not the best screenshot of this horizon though Speleothing posted:The Ryleh LP isn't a newbie game. Though I believe he's not particularly experienced with EA Ryleh. It totally is. He put it on the wiki as "Dominions 3 Newbie Game" TheDemon fucked around with this message at 18:51 on Sep 8, 2013 |
# ¿ Sep 8, 2013 18:49 |
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Yeah, looks like Dominions has going all-digital. People have been bugging me for literal years about this, so yesterday I finally said gently caress it and drew up a draft of EA Muspelheim for Dom4. It needs sprites desperately but the troop stats are done and all. I'm working on the descriptions right now. I guess I'm looking for a sprite artist volunteer before I try recoloring Niefel sprites red or something.
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# ¿ Sep 8, 2013 20:40 |
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That's incredible. Do you have that in .rgb or .tga (which are the only formats dom4 accepts) or the base file for that matter (psd or whatever)?
TheDemon fucked around with this message at 22:08 on Sep 8, 2013 |
# ¿ Sep 8, 2013 21:42 |
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I love the shark. Will download your mod and try it out.rzal posted:If you want to just tell me what sprites you want to recolor or alter, and how, I would work on it in my free time. My custom stuff hasn't always been popular with the community, but I could do simple recolors and alters without upsetting anyone I think. I think your arco sprites are great. Sending you an email now.
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# ¿ Sep 9, 2013 04:03 |
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The opposite. More terrible.
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# ¿ Sep 9, 2013 16:03 |
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their best mage is now slow to recruit, and research takes quite a bit longer in the mid levels. their statues are level 3 through level 6, so they're loving hard to get in any reasonable timeframe.
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# ¿ Sep 9, 2013 17:06 |
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quote:Missiles can now strike through shields on high damage e: It would now be reasonable to say there's a point to recruiting arbalests.
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# ¿ Sep 10, 2013 08:08 |
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The best "splash blood" nations had literally no blood on their rosters. Dom3 Marverni had the capability to blood sac but not recruitable blood, not even randoms. MA Mictlan had a 2.5% random of B1 and Mictlan's blood summons. Bandar Log and Patala had Lanka's blood summons but no blood recruitables at all. All of those nations still ended up leveraging blood as a major strength in the lategame. Marverni less so, but blood sac vic as an option is never unviable.
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# ¿ Sep 10, 2013 19:53 |
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Damnit, why'd you have to put up the team game the one day I'm not here.
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# ¿ Sep 12, 2013 14:51 |
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Kenlon posted:And when I posted the first couple games there, people didn't notice. Having game signups in the active Dom4 thread makes far more sense and keeps the thread alive where people can see it. It makes this thread unusable for other purposes, unfortunately. Visibility be damned. It's not like you can't post a thing here linking to the other thread, oh wait, you can. We've been through this before, the PGS thread is pretty much necessary to keep this thread readable. tooterfish posted:Trying to learn, so much stuff. Is a lycanthropos' amulet on a Bane Lord a good idea? Yes you did.
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# ¿ Sep 12, 2013 16:41 |
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Streaming a duel against Lilli http://www.twitch.tv/thedemonstream
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# ¿ Sep 12, 2013 18:22 |
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Kin33 posted:There going to be a VOD of this? Would be neat to watch later to see how two good players play dom4. lol ok "good players". more like watch two terrible players flail at each other for 3 hours. and yes I'll save it for VOD
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# ¿ Sep 12, 2013 20:26 |
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I am literally embarrassed I streamed that game of all things. Watch me get an army trapped behind a river, die to bogus, sacrifice armies to PD, forget the mapmove rules, forget that I can't make roads on mountains, sacrifice cap mages to independents, sacrifice sacreds to indep mages....
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# ¿ Sep 12, 2013 21:00 |
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I did however, get a fort event and a +900 gold event on turn 3, so I am still lucky. Luck > Skill. VOD here http://www.twitch.tv/thedemonstream/b/460348638
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# ¿ Sep 12, 2013 21:14 |
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boho posted:So a couple requests re: strategy. Have you tried Foul Vapors on an undead-heavy battlefield. Actually, with the new resist rules it shouldn't affect your lizards much either. Foul Vapors + Raise Dead/Raise Skeleton spam should attrit out 90% of AI armies. If you're facing regening giants or something, throw in Rigor Mortis, again with your own guys undead-heavy and maybe with Relief or regeneration on your mages.
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# ¿ Sep 12, 2013 21:39 |
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I'm putting up a duplicate disciples game. CopycatPantheon: http://www.brainwrinkle.net/games/64 Same map, same win condition (16/24 thrones), 4 teams of 3 players. Lilli/Incy/BC have already signed up, that's why she's triple-claimed, but other than that... Please post in the PGS thread stating any teammates you have arranged and also your pref for disciple/pretender.
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# ¿ Sep 12, 2013 21:54 |
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Hey wya, PM me in IRC the specifications of the game you want and links to stuff like maps. I can host a thing but need to know a lot more.
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# ¿ Sep 14, 2013 15:26 |
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Geokinesis posted:Thanks! Ctrl + Click to move without stealthing. You should pretty much use that by default. Range is probably the issue, or possibly a problem with how they're implemented in Dom4. I note that the spells have no listed range, which means in theory they cast around the caster (which makes sense since they're tunes or whatever). But buff spells require someone to receive the buff in range or they won't be cast, and spells that affect the enemy need enemies in range or they won't be cast. 90% of "ignores the script" issues is a range problem. I note that all of the tune spells require enemies, so if enemies aren't in their range it won't cast. Additionally, if you're in melee range there's a very good chance that you attack in melee and don't cast. Yes, as a rule of thumb researchers every turn is good. Naturally, sometimes you need another thing. In addition, you want your mages to be useful out of just researching, or recognize that your research mages aren't useful and know how to compensate.
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# ¿ Sep 14, 2013 15:36 |
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Yeah, tunes are kind of crap. There are some units (pretenders, mainly) with innate casting that can cast and attack or cast twice in one turn, though. And the rest is about positioning, it's certainly possible to use something like the thin line formation plus your guy behind it to song.Geokinesis posted:When you say useful outside of research, you mean for battle or is there anything else they should be doing? Battle, or ritual paths, or item paths. A good chunk of deciding which mage to buy is knowing how to turn its paths into something useful if you need it. For example, you need to memorize the battle boosting spells (earthpower et al), you need to estimate how much communion boost you can expect out of what you'd typically take to battle, you need to know what boosters you can get easily so you know which rituals you can cast, you need think about what harder-to-get boosters will allow you to reach the spells on the edge of the your mages capabilities. Like, in the duel I streamed, I decided to use the D1 H1 researcher instead of the W1 H1 100% AWSN researcher. That's because I knew, for W2 there was nothing in my research plan and no water battle booster, for A1 W1 there's nothing, same for W1 N1, and W1 S1 I won't have enough to communion to W3 consistently for falling frost. On the other hand, I needed H1 for blessing, even if D1 isn't very useful, but overall the D1 mage was half price for -2 rp, and all the extra paths on the water mage weren't useful to my research plan.
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# ¿ Sep 14, 2013 16:14 |
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Yes, one of the reasons I picked TC was they have very high research speed with cap-only mages. 17 RP without slow to recruit for only 255 gold; not efficient compared to a non-cap mage, but about double speed compared to any nation which has only slow-to-recruit or noncap choices, possibly faster than double since the Master of the Five Elements has so many paths. I only switched to the slow-to-recruit but more useful Celestial Master when I was confident I'd reach my research goals in time.
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# ¿ Sep 14, 2013 16:55 |
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Ah, there's no Scales heading in Dom4, so I can see where you'd miss that. Scales are the things under Dominion in pretender creation. They refer to Order/Turmoil, Prod/Sloth, Heat/Cold, Growth/Death, Luck/Misfortune, and Magic/Drain. Provinces in your dominion will slowly move closer to the scales you picked. Since many of the scales give +gold if you take them positive, a "scales" build is one that focuses on gold, usually Order 3, maybe some production or at the very least not Sloth 3, and maybe some Growth while keeping the temperature scale neutral. Dominion strength is not a scale but affects how much of your lands are under your scales and how quickly your candles and therefore your scales spread.
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# ¿ Sep 14, 2013 17:11 |
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amuayse posted:You could recruit an indie commander in the province if there's one available. Won't work for dom3 late ermor, they need undead leadership. Revive King is the best bet for troop ferry. allroy posted:Finally won a game vs the AI. Used the Frost Giant pretender. The learning curve on this game seems crazy steep, but I'm enjoying it. There's so much to do, I don't know if what I'm doing is actually optimal. The first two games I thought I was doing really well and then I lost because everyone believed in the other pretender god more. Play a lot and ask a lot of questions.
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# ¿ Sep 14, 2013 19:35 |
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# ¿ Apr 27, 2024 17:06 |
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As far as troop quality and sheer freespawn quantity goes lemuria is a pretty different nation than late ermor, which is now mid ermor. that said both nations are pretty much kill on sight in multiplayer.
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# ¿ Sep 14, 2013 22:42 |