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I've updated the Goon Game Service to be compatible with Dominions 4 for anyone crazy enough to try multiplayer on the beta. I haven't tested the implementation very thoroughly, so it will probably have some bugs. One aspect that could be particularly bug-prone is nation IDs, since I didn't have a list to look at. I managed to make a decent preliminary list from looking at a few nation ID's from .2h files, but there could definitely be some incorrect ones. Let me know if you find any bugs/feature requests! Either shoot me a PM or message me on IRC. I can provide my preliminary nation IDs and protocol details on request too. Oh, I added some new colors too.
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# ¿ Sep 3, 2013 05:16 |
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# ¿ Apr 28, 2024 21:57 |
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TheDemon posted:The preliminary draft of the modding manual has been released. Hooray, nation number lists!
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# ¿ Sep 4, 2013 23:20 |
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It's rather unlikely anyone will be playing Dominions 3 online after the release of Dominions 4. That's the main reason to get 4.
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# ¿ Sep 18, 2013 00:46 |
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Alternatively, forge some items for your commanders that let your troops breathe underwater and hoof it over there. Should be some in Air and Water paths around Const 4 or 6.
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# ¿ Sep 19, 2013 22:50 |
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The most difficult part of playing Dominions 3/4 is getting motivated to do your turns when you're losing. Playing bad nations because you like their flavor makes this happen more often.
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# ¿ Sep 25, 2013 13:47 |
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You can just put a link to your Desura profile showing that you bought the game too!
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# ¿ Oct 11, 2013 13:25 |
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Can any Dominions modding experts tell me if it is possible to make an All Agartha mod (where every nation is Agartha)? Because I will totally put an All Agartha game up if that is feasible.
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# ¿ Nov 14, 2013 06:56 |
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I don't really use Gamersgate. Is there like a profile page you could link showing the games you own? Or take a screenshot of that page if you can't link it.
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# ¿ Dec 26, 2013 04:58 |
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Microcline posted:I just had something really weird happen. I had a battle replay that didn't match up to the battle results at all. On the world map and the results screen, a few units retreated but I won the battle handily. However, in the battle replay my force got slaughtered. Anyone have an idea what happened here? This can happen sometimes. I think it happens because the random number generator differs between operating systems. The server is most likely running Linux, while the clients are usually Windows or OS X. Each action in the battle isn't recorded in the turn, just a random seed and the results. Your OS gives different results for that seed, resulting in a different battle than the official results from the server when you replay it. It's fairly rare though. Just be happy it worked in your favor this time! Jabarto posted:Do provinces that have their population reduced to 0 from Ermor's dominion ever grow again? Last night I spent a full year and a half sending 500+ units to starve to death in Ermor's capital, so I could find and kill the mage that had cast Burden of Time, and now I'm stuck with a worthless wasteland that I'm not quite sure what to do with. No, they don't ever recover. Ermor blows
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# ¿ Feb 19, 2014 03:26 |
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Since there seems to be decent demand for it, I'll host a public version of the GGS. Should be up at dominionsturntracker.com sometime soonish. Of course the current GGS will remain as it is at brainwrinkle.net. If someone wants to write a good guide on hosting games for pubbies, I'll throw it up there too.
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# ¿ Feb 25, 2014 19:03 |
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There are some Dominions players who will attack anyone who doesn't use IRC because it makes diplo too difficult. Use IRC!
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# ¿ Mar 1, 2014 20:21 |
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Use the arrow keys! I thought the clicking was annoying too until I discovered that.
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# ¿ Mar 8, 2014 17:27 |
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murtidash had me run some statistics on the Dominions 4 GGS games so far. Here's a list of how common each nation is:pre:+------------------+--------------------+ | count(nation_id) | nation_id | +------------------+--------------------+ | 1 | 115| | 1 | 117| | 1 | 114| | 1 | 112| | 1 | 113| | 1 | 2| | 1 | 116| | 2 | LA Caelum| | 2 | MA Oceania| | 3 | 103| | 3 | 104| | 3 | MA Eriu| | 3 | 106| | 3 | 108| | 3 | 110| | 3 | 102| | 4 | 100| | 4 | 109| | 4 | 105| | 4 | MA Shinuyama| | 4 | 107| | 4 | 111| | 5 | 101| | 5 | MA Atlantis| | 5 | MA T'ien Ch'i| | 5 | LA Lemuria| | 5 | LA Patala| | 5 | LA Pangaea| | 5 | MA Agartha| | 5 | LA T'ien Ch'i| | 6 | LA Arcoscephale| | 6 | LA Mictlan| | 6 | LA Pythium| | 6 | LA Agartha| | 6 | EA Oceania| | 6 | MA Pelagia| | 6 | MA Ashdod| | 6 | LA R'lyeh| | 6 | LA Utgard| | 7 | EA Pelagia| | 7 | MA Vanheim| | 7 | MA Caelum| | 7 | LA Jomon| | 7 | MA Jotunheim| | 7 | MA Abysia| | 7 | MA Bandar Log| | 7 | LA Marignon| | 8 | MA Ermor| | 8 | MA Sceleria| | 8 | MA Pangaea| | 9 | LA C'tis| | 9 | EA Atlantis| | 9 | EA Abysia| | 9 | MA R'lyeh| | 9 | LA Gath| | 9 | LA Abysia| | 9 | EA Kailasa| | 9 | MA Machaka| | 10 | MA Pythium| | 10 | MA Marignon| | 10 | EA R'lyeh| | 10 | MA Man| | 10 | MA Mictlan| | 10 | LA Midgard| | 10 | EA Caelum| | 10 | LA Man| | 10 | EA T'ien Ch'i| | 10 | MA Arcoscephale| | 10 | LA Bogarus| | 11 | MA Vanarus| | 11 | EA Ermor| | 11 | EA Pangaea| | 11 | EA Vanheim| | 11 | EA Mictlan| | 12 | MA C'tis| | 12 | LA Ulm| | 12 | EA C'tis| | 12 | EA Hinnom| | 12 | MA Ulm| | 12 | EA Arcoscephale| | 13 | EA Helheim| | 13 | EA Yomi| | 13 | MA Asphodel| | 13 | LA Atlantis| | 13 | EA Machaka| | 13 | EA Lanka| | 14 | EA Marverni| | 14 | EA Fomoria| | 14 | EA Agartha| | 14 | EA Tir na n'Og| | 15 | EA Berytos| | 15 | EA Ur| | 17 | EA Sauromatia| | 18 | EA Niefelheim| | 19 | EA Ulm| +------------------+--------------------+
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# ¿ Mar 9, 2014 02:24 |
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For the people looking to host a Dom4 server on Linux, here's a script that Tenjou uses: Pastebin If you're decent with Linux and have a VPS or something, it's pretty easy to host.
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# ¿ Apr 5, 2014 00:49 |
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MrBims posted:You really wouldn't want afflictions on troops that the enemy player puts regen on in the specific hope of them staying alive? I'm not talking about HP 10s. Chest wounds, arm loss, and crippling absolutely demolish thug armies. In my championA game I had an SC pretender that went from killing N9D9 steel warriors by the dozens to dying instantly to plain devils just because of the afflictions it racked up. Unless you have N5 and a lot of gems or healers, your chainsaws can be turned into arrow fodder even when they win. Hmm yes, an SC pretender certainly is a recruitable troop that is in no way one of a kind... Of course curses and afflictions matter on commanders, but by Alt 7 there are roughly 1 million better uses for your mages than cursing some troops. Sure, it may make the opponent's big sacred army less effective after some attrition, but there is pretty much zero reason for them to act differently once their troops are cursed. They will continue to use those troops until they die and then recruit some more replacements.
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# ¿ Apr 6, 2014 04:03 |
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Jabarto posted:What "totally and completely necessary" function do they have, and why can't you use a less-frustrating and gamey mechanic to do the same thing? Also, I want you to really think about Magic Duel for a second. You aren't going to use it against weak mages because they aren't worth the cost and risk. You're only going to use it on powerful astral mages (aka make them way too easy to kill) or on stronger enemies (not just pretenders) that just happen to have a little astral magic, which probably weren't that dangerous to begin with and didn't need to be taken down a peg. Nothing about it is balanced at all. I'm currently in a game as Bandar Log fighting Pythium. I've mostly used Magic Duel on my 60G S1 Yogis to take out Pythium's 215G A1W1S2 Theurgs. Even at a 2:1 loss ratio (it's not quite that bad actually, iirc), I'm making strong gains on an attrition strategy this way. Magic Duel is a good spell. If you're going to take a pretender with S, you just have to take really high S. With the Ring of Sorcery being S7 now, that's what you want anyway.
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# ¿ Apr 22, 2014 02:47 |
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The Gentleman posted:Perhaps just removing magic duel would be better, I see no real reason for that spell to exist except to gently caress with S<7 pretenders. Except it's a well-balanced spell that creates a good weakness for an otherwise great self-buff path? Astral shield and body ethereal are really effective. Throwing away 10 S1 mages for a good chance to kill an S5 pretender is a pretty fair trade. That's nearly a year's worth of mage recruitment. It's not like there's a shortage of good titan-type pretender chassis. If you're not willing to take S7 on an SC pretender chassis, take a different one. Why even take a titan pretender with low magic? The whole point is that you get two strong magic paths cheaply and still have good combat potential with gear. Even an S5 pretender gets killed by less than 10% of magic duel attempts by an S1. Bring more S mages to back up your pretender if he is that valuable. Magic duel is cool, unique, and useful spell, and I don't think removing valid tactics is a good way to "balance" the game. I think the thug/SC counter spells create interesting research goals and allow creative players to find a counter to any SC. The days of strong SCs are gone with the Dom4 changes anyway - you can barely gear well enough to be resistant to a single elemental damage type. Even with all "resist or die" spells were removed from the game, you can still easily kill SCs with creative applications of Leech or duskdaggers. If someone can list cool pretenders that no one takes simply because they come with S1 I will agree that magic duel deserves to be slightly higher in the research tree, but I see no reason to remove it entirely.
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# ¿ Apr 24, 2014 02:30 |
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Best reference site - you can look almost anything important up here once you understand the game mechanics http://dom4editor.googlecode.com/svn/trunk/inspector/index.html These are the most useful articles for noobs from the old wiki in my opinion. Some important spells - a pretty incomplete list, but an okay starting point. https://web.archive.org/web/20130109095223/http://dom3.servegame.com/wiki/Key_spell Dom3 style thug equipment - more advanced, don't worry about this at first. Written by Lilli! Also unfortunately pretty outdated with Dom4 mechanics changes. https://web.archive.org/web/20130201130958/http://dom3.servegame.com/wiki/Gearing_Thugs_and_SC%27s I think it can be useful to read nation write-ups on Dom4Mods to learn about overall strategies and neat tactics. Or just ask about a nation in here or on IRC.
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# ¿ Apr 29, 2014 05:13 |
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JonJoe asked for the latest list of signups by nation:pre:3: MA Oceania 4: LA Caelum 6: MA Pelagia 6: MA Atlantis 6: MA Eriu 6: EA Oceania 7: MA Agartha 7: LA Lemuria 7: MA Shinuyama 7: LA Pangaea 7: EA Pelagia 8: MA T'ien Ch'i 8: LA Arcoscephale 9: MA R'lyeh 9: LA T'ien Ch'i 9: MA Ashdod 10: LA Utgard 10: MA Machaka 10: LA Patala 10: MA Ermor 10: EA Kailasa 10: LA Pythium 10: MA Bandar Log 10: MA Abysia 11: MA Vanheim 11: MA Caelum 11: LA Mictlan 11: LA Abysia 11: MA Jotunheim 11: LA R'lyeh 11: LA Gath 11: EA R'lyeh 11: LA Agartha 11: EA Atlantis 12: MA Sceleria 12: MA Mictlan 12: MA Pythium 12: MA Pangaea 12: MA Man 12: EA Caelum 12: EA Abysia 13: EA Pangaea 13: EA T'ien Ch'i 13: LA Marignon 13: MA Arcoscephale 13: MA Marignon 13: MA Vanarus 14: EA Hinnom 14: EA Helheim 14: LA C'tis 15: EA Ermor 15: LA Jomon 15: EA Marverni 15: EA C'tis 15: EA Vanheim 15: EA Mictlan 16: MA Ulm 16: EA Tir na n'Og 16: EA Machaka 17: EA Fomoria 17: LA Midgard 17: LA Man 17: LA Atlantis 17: LA Bogarus 18: EA Ur 18: EA Agartha 18: EA Arcoscephale 18: MA C'tis 18: EA Yomi 19: MA Asphodel 19: EA Lanka 21: LA Ulm 21: EA Berytos 21: EA Sauromatia 21: EA Niefelheim 24: EA Ulm 86 unknown (assuming these are mostly NationGen)
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# ¿ Jun 1, 2014 06:11 |
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If someone tells me the nation number for Ragha I'll add it to the GGS.
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# ¿ Jul 2, 2014 02:57 |
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Usually within 24 hours. Try signing up again, I probably didn't get the email.
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# ¿ Dec 18, 2014 04:23 |
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# ¿ Apr 28, 2024 21:57 |
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I don't plan on updating my code to support Dom5. Hope it already works or someone submits a patch!
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# ¿ Nov 28, 2017 00:57 |