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TheDemon posted:And a global (evo 9, 80 w gems, W7 N5) that slowly domes all your provinces. What are your initial impressions? Also, is blood sac as a viable victory strategy dead? Edit: that's the dominions I know and love - go ahead and equip this powerful magic item for which we have not mentioned any drawbacks. It'll be fiiiiine, we promise!
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# ¿ Sep 2, 2013 14:29 |
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# ¿ Apr 27, 2024 17:06 |
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Great Gray Shrike posted:Diseases are now apparantly supposed to eat 1/10th hp per month rather than 1 hp per month, so they matter a lot more if they hit high hp creatures; I think that item will be used a fair bit. As a gemgen with harvester of sorrows.
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# ¿ Sep 2, 2013 15:58 |
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amuayse posted:I didn't mind the tweaks that got rid of awful gem-gen and hammer rushing. The boosts to the underpowered nations like Agartha and MA Ulm were nice too. You should try zauper's mod. It's the best. And awesome mods are, well, awesome. TheDemon's DE mod is basically dom3 as seen by TheDemon. Incredibly brutal and fast and try not to cut yourself on his giant knife blade fingers.
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# ¿ Sep 5, 2013 19:19 |
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Kenlon posted:I think I had quit playing Dom3 before that one came out - what did he change? It's like the balance version of awesome. So, pretty much everything.
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# ¿ Sep 5, 2013 19:46 |
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Roland Jones posted:How hard is it to learn Dom3/4 modding? An idea I had for a mod was, well, basically something that tried to bring the bad nations up to the level of the good ones (and possibly bring the absurd ones down a peg or two) without going to AwesomeMod levels or drastically changing their feel. I like both yours and Ninja's ideas, but as you say, you guys put your own spins on them. I think it'd be kind of neat to be able to play all the nations the way they're "meant" to be (loosely speaking; I mean something close to their vanilla incarnations basically), minus the horrible sucking. We tried to do this for the five(ish) worst nations in each age - making them not terrible. Not making them good, just making them playable. It's way more difficult than you would think to make a nation just OK vs making them OP.
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# ¿ Sep 5, 2013 22:09 |
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Tulip posted:A lot of the worst nations weren't really bad on the level of cost and efficiency, but on conceptual levels. Sometimes i can think of things that would really help without being absurd (EA Agartha's oracles should have more than 1 in their loving relevant paths), but i'm really at a loss to think of what would make Abysia or MA Oceania good while still being recognizable. MA Aby was pretty good! For all the UW nations we made everything amphib for a start. For ea aby (and anyone with high elemental paths, really , we made a spell that was half regular damage and half elemental damage. So your f4-5 mages aren't totally useless after a five gem ring.
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# ¿ Sep 5, 2013 22:54 |
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Fleur Bleu posted:And mine. Are they targeting the low pd provinces? That would be wonderful.
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# ¿ Sep 6, 2013 12:30 |
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Tulip posted:Because i'm particularly bad at fire nations and also i was too lazy to specify that MA is better than EA or LA and just said "Abysia" because i wanted an example of a conceptually poor nation other than MA Oceania. And conceptually bad doesn't mean unplayable - it just means that making them good would make them very, very different. You should try both DE and WM.
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# ¿ Sep 6, 2013 22:20 |
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Reason posted:Despite having Dom 3 and now Dom 4 for years I still can't design a pretender worth a drat. Is there any good write up or advice that can help create good pretender gods for specific nations? When in doubt, go scales. Here's what I did for Hinnom and some general thoughts on roles. http://lparchive.org/Dominions-3-(by-Lilli-et-al)/Update%20252/ A lot of it depends on the nation. Really you need to ask yourself "what is my pretender going to do for me?" If it's expansion of rush deterrent or an early research goal or just filling in magic paths or a bless then that will determine what your options are.
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# ¿ Sep 7, 2013 19:37 |
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amuayse posted:I finished converting my Sawaiiki mod for Dominions 4 and I just have to finish pretenders and touching up a few sprites. They're a mid age nation btw. Can you give us a brief rundown of the nation? Also, where are Kamapua‘a and Puapualenalena? This is important. Thank you in advance.
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# ¿ Sep 9, 2013 12:53 |
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amuayse posted:I'm planning on making Puapualenalena a hero. I sorta already have Kamapua‘a. He's called the Consort of the Wild in the mod. Size 7. Stealth +100.
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# ¿ Sep 9, 2013 13:32 |
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Anticheese posted:I just won my first game of Dominions 4 in preparation for my second multiplayer game tomorrow. Everyone gets rolled at first. It's just impossible to really understand the entire game and how all the pieces fit together initially. Particularly when you're fighting folks who have been playing iterations of the game for 10+ years ('sup Archaeo/internet superbot). But you get just destroyed a couple times and you start to figure out what works and what doesn't and then one day it's your unstoppable demon hordes that are over-running the world.
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# ¿ Sep 9, 2013 14:07 |
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Zurai posted:Just a couple comments from a very, very non-pro player: It's too powerful. Happy to help. What are their paths like?
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# ¿ Sep 10, 2013 17:54 |
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amuayse posted:There are three main mages. I'm thinking of jacking up their price to like 230 or making them StR. Or... Crazy thought here: make them worse. Right now your access is: A3, d3, b3, e2, w2, f2, n1, s1. You literally have access to every path, no disease, assassins with mistform, good leaders with sailing, h3(4 with prophet), research bonus, forge bonus, underwater, PEW PEW PEW LASERS and and and and and Mod nations being OP is a thing. It is consistently a thing. There are lots of reasons for this thing. The solution is not making everything expensive, it is making things worse.
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# ¿ Sep 10, 2013 18:38 |
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amuayse posted:Hmm. Maybe nerfing all the mages by 1 path? So it's A1, D1, and W1 with a 50% chance of +1? And sending the Priest and Priestess random paths down to 30%? Sailing will DEFINETLY be nerfed, and there will be a lot more nerfs when Kristoffer finally brings out coastal recruit like he said. I'll get rid of Menehune's forge bonus and replace it with a resource bonus when that mod command comes out. Look at the ma nations, figure out how many paths their good mages usually have (iirc it's 4-5), look at their pricing and then price accordingly. I don't think the issue is having A3 or D3 or B3, but having access to literally all paths (at site searching levels for all but N). Sailing by itself isn't too much, but what other amphibious nations are there in MA? Are you making them the default UW power if there isn't a real UW nation? S1 is sufficient to protect from mind hunt, magic duel and site search S.
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# ¿ Sep 10, 2013 19:40 |
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amuayse posted:That does sound like a pretty good idea. I'll think about adding blood sac. The previous bloodmage could simply be a minor priest healer that has a small douse bonus. You can also give the very expensive h3s a 10% chance of b1. Something like that. But I really do suggest looking at total paths for ma, deciding which paths you want to give and then using that as your primary framework. If most nations get one 5 level Mage and one two level Mage and they get 4 paths then that's one thing. If it's level 4 and level one and only two paths that's very different. All of this ignores the recruit everywhere sacred with magic weapons.
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# ¿ Sep 10, 2013 21:09 |
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amuayse posted:I was sorta going toward's Tien Chi's approach with lots of paths, no general specialty. Nooooo, too much nerfing (who compares to five paths for 400 gold for a ma human mage?). I think (without checking too much) that caelum and ctis are the two nations with good recruit everywhere mages. And then there's shinu with one of, if not the, best mages in the game. The bakemono sorcs singlehandedly make shinu good. Anyway, the high seraph's and marshmasters both get six paths. From dom3 wiki, High seraphs are 270, marsh masters 220. MA TC on the other hand gets cap only mages with seven paths and then recruit everywhere with only two (+10%). None of these nations get particularly great troops. Why not figure out which paths you want the nation to have (why the sudden focus on N instead of W/A/D/F/E? All of which seem equally appropriate for islands or sailing or volcanoes?) and then build around whatever your main Mage or mages are going to be? Also, I would be frustrated to play a nation where my best Mage is mountain recruit only. I would be very careful with terrain restrictions like that. Hinnom's wasteland only restriction on summons is, by way of example, just not fun to play with and that's just summons. Even if it is thematic. But just because the devs do unfun thematic things does not mean you should join them. For what it's worth, I think you'd be fine with something like three different mages, one volcano (e/f), one water and sailing (w) and one jungle (n). Make the volcano and water your big ones and then the jungle the small ones and balance from there, bearing in mind that e/f is a good combo. Maybe a little more background on each of the mages (or cp/SS of their descriptions) would be helpful in apportioning paths.
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# ¿ Sep 11, 2013 13:11 |
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User0015 posted:I think I'm going to try this out again. That was dom3 vanilla. Your options were gemgens (then, usually, wish spam), blood or tarts (d and n). Ideally all three ('sup Sauromatia). I think in most mods you can reasonably win with any path being the primary path for your mages. I guess you could say that the latest metagame in dom3 was raiding, but I like to think that total war was always in style.
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# ¿ Sep 15, 2013 02:25 |
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LordLeckie posted:A m-mictlan n-nerf??? The blood hunting nerf should probably count too.
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# ¿ Sep 16, 2013 12:37 |
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TheDemon posted:Breath of the Dragon is ok, I personally prefer Poison Cloud, but the poison spells just don't have the punch other paths do and are far more situational. The mr-resist transform-into-things like frogs or whatever spells are actually good in Dom4 too, but high research and whatnot. Nether darts?
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# ¿ Sep 16, 2013 19:34 |
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Lilli posted:This is absolutely the reason you should get Dominions 4 instead of 3. Multiplayer really makes this game, and the extra cost is totally worth being able to play multiplayer. Also, monthly forging.
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# ¿ Sep 18, 2013 01:16 |
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lokipunk posted:Thanks for the advice! I plan to wait for doms4 to come out on steam (and funds have been a bit tight this month) before picking it up. One thing I am not getting is magic item crafting. Spells and stuff are starting to make some sense but the magic items system is just something else I need to jump headfirst into wikis for. Look at this incredibly well-written LP that discusses just such a topic (among many others, including how great the fat guy from lost really is SO GREAT!!!). http://lparchive.org/Dominions-3-(by-Lilli-et-al)/
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# ¿ Sep 18, 2013 02:38 |
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Mu. posted:I bought Dominions 3 several years ago from Shrapnel, and it looks like my 'download period' with them has expired (haha okay) and that you can't activate their keys on Steam which is really unfortunate. I suppose if I wanted to get back into this game I should just wait for Dominions 4 to be released and buy that instead though eh, so that's what I'll do. You can just download dom3 from some shady Russian site and then use your valid key and it will work just fine. But yeah, you should just buy dom4 because nobody is going to play dom3 anymore.
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# ¿ Sep 18, 2013 15:37 |
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amuayse posted:For EA, don't get lots of Eagle Kings. Recruit primarily Spire Horn archers and mammoths and you can mow through most indies. Have at least 2 mammoths per army. Make sure you put your mammoths off to the side. Have a few spearmen to make sure you aren't completely defenseless if you get bum rushed. Later in the game when it's always stormy, try bring some Tempest Warriors since they can fly in storms. I'd only recommend Yazads if you have a major bless. Iceclad are good, but they're only move 2. I think maybe it would be better to listen to TheDemon than to you. Because maybe this advice is not very good. Thunder strike and orb lightning require a lot of research and eagle kings are awesome.
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# ¿ Sep 25, 2013 12:35 |
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Gato posted:Just trying out my first few games against the AI and wow, micromanagement hell is an understatement. I can see why this gets so engrossing In general there are a few fort placement strategies I've seen. 1. Buy only the cheapest forts. Wherever that is. Usually forests. 2. Put forts in high pop provinces so you get the most long term benefit. 3. Put forts in choke points regardless of 1/2. So when you're playing and you see a fort that's not in one of those places (or that is right next to another fort) it's usually guarding something juicy. Usually I like one or two mages of each path remote site searching. As a general rule, wait to research remote site searching until after you've hit your first research goal. I don't like manual site searching because I'm lazy and also other totally legitimate game reasons. None. There are a fair number of European players and US players who are on IRC when you are/will be. Not being on IRC is a terrie hindrance to both learning the game and not getting attacked in MP (as is not talking to your neighbors).
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# ¿ Oct 1, 2013 12:34 |
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amuayse posted:I'm trying to figure out Late Age Caelum in Dominions 4. Harab Elders are StR and Cap-Only, and their troops get MASSIVE fatigue due to their armor. Their archers might as well be shooting rubber bands due to it being late age and shortbows. Roland Jones's line of mammoths work pretty well for expansion, but is also pretty expensive. In dom3 the answer was "la caelum kind of sucks but they can rain of stones and that is awesome." I would guess it's still pretty similar.
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# ¿ Oct 3, 2013 11:42 |
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Jines posted:Thanks! I like that approach - it's really fun trying to make the 'weirder' nations work and have zombies and cannibal giants rampaging around, but getting the basics down might help me survive the first year or two. I had one more question, actually - the most similar game I've played to Dom3/4 before is the Rome: Total War series. Is there as much differentiation in terms of rock/paper/scissors mechanics here? I.E. is there usually one or two all-around 'best' units for most civs, or do you need pikes to deal with cavalry, cavalry to deal with archers, etc? I guess it's harder to map on to some parts of this game, since I don't really know how "giant underwater tentacle thing" fits into that, but any help would be appreciated. This game is really awesome so far, though - the sheer depth of everything is absolutely amazing. There are often best troops for a nation. Like jaguar warriors for Mictlan or Palankasha for Lanka or archers for caelum. While the other stuff can still be useful, it's not the same Rock Paper Scissors on a troop level as it is with total war and some troops are so good/efficient vs what else so available that you might as well just keep cranking out jags forever.
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# ¿ Oct 5, 2013 16:54 |
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Here are some ideas about strategy: 1. Dom 10 SC pretender, rush nearest opponent. 2. Sacreds with 20-30 hp and15+str, w9 bless. 3. Sacreds with multiple attacks, f9 bless. 4. Ponymans, e4/6n9 bless. 5. Nation with good elemental mages, rush falling fire/frost/ blade wind/thunder strike, mass mages with a bit of chaff to guard and burn/freeze/shock everything. 6. Nation with astral mages, huge soul slay communions. 7. Blood nations - demon knights, devils or storm demons, astral corruption. 8. Tarts.
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# ¿ Oct 6, 2013 17:22 |
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goatface posted:I just had a guy with Awe 5, Fear 5 & protection 18 die to unbuffed militia, light infantry and archers. My money is on fatigue.
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# ¿ Oct 10, 2013 02:17 |
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Nuclearmonkee posted:Also if you have freespawn or blood your turns will inevitably turn into micro hell because that's how those systems work. At least you're well on your way to sandbagging supremacy.
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# ¿ Oct 12, 2013 16:46 |
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LordSloth posted:One of the Atlantis get a H4 hero. You know, to bless their... nevermind. Only 55 gems and conj9. Kailasa really is terrible becAuse Jesus Christ just give a monkey h1s1or a priest with magic leadership that doesn't cost 360g.
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# ¿ Oct 13, 2013 22:50 |
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amuayse posted:What are your guys' thoughts on pikemen/longspearmen in line formation versus things like sacreds/giants? You want line for your sacreds so you don't get super blendy death machine 5000 sitting in the back of the blob waiting their turn to smash faces. Pikemen/spearman are more like the dudes wearing red in Star Trek.
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# ¿ Oct 17, 2013 12:38 |
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Re: pelagia, I'd just take an awake SC and beeline for land.TheDemon posted:SC Wishes are basically vanity items. Unless you only Wish for an SC once it's better to Wish up ways to get SCs by, like a Tart Gate caster or the gems to overwrite Gift of Health. Also the chalice if you need that to heal tart afflictions and hammer of the forge lord if you're forging rings of wizardry.
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# ¿ Oct 18, 2013 12:35 |
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Irony.or.Death posted:I'm going to laugh and laugh the first time someone wishes for a hammer of the forge lord in Dom 4. Not an item?
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# ¿ Oct 18, 2013 12:48 |
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Nuclearmonkee posted:Well if you are just clearing indies, you can just use random shamblers, merfolk or fishmen. I was assuming it was to raid an actual player. Unless you have a scary SC you are basically just clearing indies for your neighbor who will likely take your poo poo immediately since you are pretty much powerless to stop them. I think this is a good way to lose the game as there are never remotely as many water provinces as land (and, consequently, gold, gems and thrones). The 1:1 conversion to pearls make a wish engine workable, but the research for that and throne victory condition make the very long game less likely to succeed, I think.
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# ¿ Oct 18, 2013 14:41 |
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Irony.or.Death posted:A Dai Oni is a mediocre to bad thug for people who are desperate or way too gold rich. What they're good at is battle magic. All of the battle magic. You want fire? Rocks? Banefire? More rocks, that fall out of the sky? Some life drain? Maybe some protection buffs for your oni hordes? A little lightning on the side, even? Dai Oni's got you covered. Yeah, you bring up an interesting point though, which is how true does TheDemon want to be to the flavor of dominions 4. Because I think you would be hard pressed to reasonably argue that Yomi's flavor is anything other than sucker fools in and then punch them in the junk.
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# ¿ Oct 22, 2013 01:51 |
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Flavahbeast posted:against doom horrors you really want to kill or incapacitate the horror in the first round: the Devourer of Souls' Devour Soul always kills any (non-mindless?) unit it hits, but first it has to hit, and a lot of doom horrors have more than enough defense skill to reliably dodge a ATT 14 attack. Also, Devour Soul only hits one target. The eater of gods has 3 forms so it has to be killed 3 times, and you have to fight a bunch of lesser horrors too if you get attacked by this guy: You can always just banish/claws too, and in dom3 that guy's extra horrors bugged him so he didn't attack until they were dead and they all attacked one at a time.
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# ¿ Oct 26, 2013 04:22 |
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amuayse posted:
MR.
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# ¿ Oct 28, 2013 04:10 |
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Lilli posted:For what its worth I think B9F9W9 is a better bless for EA or LA mictlan, but I'd definitely say S9 is better for MA Mictlan. Eagle warriors are just too squishy relative to jags, but the more durability and two forms of jags makes them get more benefit from the BV and their second form with three attacks really benefits from a strength boost. That being said, I don't know if B9S9W9 would be better than taking F9, its an interesting idea that I'd be willing to try. I agree with this except I really like f9 for jags for +atk and magic weapons for hitting a lot more and killing stuff with eth and mistform.
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# ¿ Nov 1, 2013 23:54 |
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# ¿ Apr 27, 2024 17:06 |
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Big Sean posted:Might be a bug with invulnerability (25, from spell) and #secondshape; a snakeform lamia queen was rolling low teen protection rolls in the combat log against mundane weapons, instead of the mid 20's rolls she had been getting in human form. Unless I'm missing something, it looks like she was getting just the 10 base protection of the snake form, instead of any benefit of invulnerability. Does she have invulnerability on the snake form?
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# ¿ Nov 3, 2013 12:11 |