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The copper arm is awesome, you can turn your huge chunk of stone pretender into a berserk axe wielding one with it!
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# ¿ Sep 3, 2013 21:07 |
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# ¿ May 9, 2024 03:23 |
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You should be careful when choosing an imprisoned pretender in a disciple game, since your disciples will start the game dormant. This might come as a nasty surprise when the game starts . I'll join the disciple game if Brainwrinkle approves my account soon enough to sign up!
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# ¿ Sep 12, 2013 11:55 |
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Speaking of mods, I made a thing. Skeletons are people too This turns MA Ermor into a more regular nation, where people and their skeletons work together for a brighter future!
I haven't really tested it enough to make any guarantees about it's balance. Anyway Ermor should be a lot less disruptive in multiplayer games than vanilla, in case someone wants to give it a whirl.
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# ¿ Aug 2, 2014 13:30 |
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Yeah they have a gold cost. They just have the normal gold-free form as a firstshape which they turn into immediately when recruited.
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# ¿ Aug 2, 2014 13:51 |
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Next patch is going to hit soon (in a few days?), with 2 new nations: MA Nazca and EA/MA/LA Xibalba. http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/dominions-update-414-coming-soon Also some event modding stuff for those interested in it.
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# ¿ Oct 31, 2014 16:52 |
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Looks like Desura is letting me download a 4.14 -thing now. edit: Changelog: quote:GAME Culka fucked around with this message at 20:25 on Nov 3, 2014 |
# ¿ Nov 3, 2014 19:45 |
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jBrereton posted:New guys look pretty promising. Some kind of paralyzation effect on Muuch guys, and a ton of soul-based magic in Thaumaturgy and Blood, plus a lot of Conjuration. Take a screenshot of the Nazcan cap only mage. It's crazy. I would myself, but my laptop has crap resolution and it ruins the image.
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# ¿ Nov 3, 2014 21:00 |
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Having low dom score would still be pretty dangerous, since it determines the max candles per province. But something like 5 could be doable now I guess. Or just flood the world with temples.
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# ¿ Jan 5, 2015 11:11 |
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I noticed my The Best Mod had been broken in the Xibalba patch, so I whipped up a new version: Doom of Dominions! Now with authentic sounds! Includes three different versions of the nation, progressing through the ages. EA has only demons, MA has demons and human zombies and LA has cybernetially enhanced demons and zombies. The nations are not too horribly overpowered, as all anti ranged tactics work really well against them. Maybe. Culka fucked around with this message at 16:16 on Jun 17, 2015 |
# ¿ Jun 12, 2015 22:02 |
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I made a mod about a two decads old game. Again. And to celebrate a certain game coming out in a few weeks! Introducing friendly aliens from Mars to Dominions: The aliens are a mostly shooty faction a 'la MA Man, but with some decent melee units too. Their cost per unit is high, both in gold and resources, so that hopefully will balance it out somewhat. Things of note: Sectoid and muton leaders do abduction missions when you blood hunt with them, giving a chance to get blood slaves despite them having no blood skill. Cyberdisks require construction 5 to build, sectopods construction 7. Small launcher is a one handed item at const 4, W1, blaster launcher a two handed item at const 6, F2 E1. Chryssalids can be used only as a remote attack spell, at blood 5, and they last only for the battle. They are still really really good. Ethereals enslave as their melee attacks, and can survive pretty well in melee due to their invulnerability. They conquer provinces and get you free units if you recruit more than a few or get a bless. (until you run into someone using magic) Download: https://dl.dropboxusercontent.com/u/8210580/xcom.zip
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# ¿ Jan 24, 2016 17:44 |
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Mu. posted:Is this all of the goon-made nation mods? ---> SA Nation Mods You have a really old version of my Doom mod there, the latest is https://dl.dropboxusercontent.com/u/8210580/dom4doom2_01.zip I also made an (old)xcom alien nation mod a few months ago if that counts https://dl.dropboxusercontent.com/u/8210580/xcom.zip
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# ¿ Apr 4, 2016 21:54 |
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Libluini posted:This reminds me, I've almost finished the second of my three-weird-nations mod "Gemmod". This doesn't address that error, but there's also a slight problem with adding sites from spells. Causing an event by casting a spell doesn't check the event prerequisites but just causes it. So your choices are either to spawn the site and potentially hit the province site cap or create an event chain which checks if there can be more sites. The chain will overwrite any existing event chain though. I solved this by summoning a unit who lives for two turns and whose presence causes an event which checks for site cap and creates the site. It's really clunky though and I hope someone knows a better way.
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# ¿ Apr 7, 2016 11:43 |
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I made a little script which replaces poptypes and indies on a map (kinda like semiRandom for Dom 3 if anyone remembers it). Think you know how to expand with no losss against all the indies? There may be a surprise or two along the way now... The downsides of this is that all the units are defined in the .map file, so the host can go full modpud and cheat knowledge of the starting situation. Anyway, I created a game using the generator Here! Join to see what it's about!
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# ¿ Jun 22, 2016 14:30 |
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Benly posted:Next step is to combine it with a nationgen unit creator so that provinces are inhabited by hoburg bear cavalry and Abysian druids. That's the plan actually! It'll probably be quite hard to balance but lol what's balance in this game anyway.
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# ¿ Jun 22, 2016 16:21 |
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AfroSquirrel posted:Are just the indie garrisons replaced, or can you recruit the randomed units too? Garrisons, recruited units and PD get all changed, too. Actually, there's no reason not to share this, since I won't be using the default indy setup: https://github.com/culka/randominions4. You'll need python to run the script but no additional libraries are needed. Indies are generated from files like http://pastebin.com/wv9QMWFQ
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# ¿ Jun 23, 2016 08:18 |
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I updated my map indy randomizer on the off chance that someone actually uses it. It has actually an interface now and runs from an executable file so no need for any command line python stuff. Included with the package is a indy definition file but it's missing level 3 throne defenders completely. Just select the map you want to create new indies for, select the included default_MA.json as the indies, select the game settings you want and the tool will generate a .map file and a .dm file. Move the map to your dominions map directory and the .dm to your mod directory. Activate the mod and start the game and voila. Rare chance means chance for extra defenders in a province which do not affect recruitment options and PD. Coastal, forest, swamp and cave starts are starts necessary for the game to start, for example Asphodel must have a forest as their cap or the game will refuse to start. 32 bit Windows executable 64 bit Windows executable Source Culka fucked around with this message at 23:48 on Jul 3, 2016 |
# ¿ Jul 3, 2016 23:35 |
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Atlanton posted:My experience as Jotunheim in indychaos was trying to expand with vaetti and jotun axemen and getting owned by indies like 3 times. I think I had 8 or 9 provinces well into year 2. My strategy was heavily dependent on getting forests to recruit more vaetti spearmen and mages. Unfortunately, I was next to Asphodel and Xibalba and they had literally all of the nearby forests. Were the indies and throne defenders in indychaos any more interesting than usual? I myself started in a rather vanilla area, Jomon bandits led by a demon general were the most interesting thing I ran into iirc.
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# ¿ Aug 19, 2016 16:22 |
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I updated my indy randomizer tool( https://github.com/culka/randominions4 ), it can now read nation mod files and create independents from them. There's also a MA game in the private games thread if someone wants to test it out!
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# ¿ Oct 25, 2016 20:16 |
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? is the best hotkey, it displays all the other hotkeys for the current window.
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# ¿ Jan 9, 2017 19:57 |
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I'm at a loss, that throne placement makes winning much harder for the nation starting far from then than for the one starting right next to them.
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# ¿ Feb 1, 2017 07:52 |
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goatface posted:I think that runs the risk of the map providing too much information. That is public information if you open the map in the map editor. There are specific tags for large and small provinces; you won't know the exact numbers but can get a general idea.
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# ¿ May 17, 2017 18:32 |
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# ¿ May 9, 2024 03:23 |
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Good end That's what happens when you play with cataclysm mode and the horrors destroy all the thrones.
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# ¿ Nov 27, 2017 14:43 |