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Well, now that we are talking about the next updates, it seems the next path will be soon but it won't have the Caelum update as it will be moved to the next one (he may do it on Easter week). The good news is that he may do a "flier update", and together Caelum, laso add 1 or 2 new flying races, he has the research done. Source: Illwinter in desura forums.
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# ¿ Apr 8, 2014 21:33 |
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# ¿ May 18, 2024 12:24 |
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4.05 updatequote:
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# ¿ Apr 9, 2014 10:04 |
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MrBims posted: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. What if someone had the idea of using a Pretender with high Astral score in the first place? I don't think it can be said then that "increases thes cost of the pretender inmensely", you would spend the points in Astral in any case! But it's true that Pretenders with lots of hp and low defense are kind of a trap for new players. They seem a tank at first with 300 hp, then die against a mid sized normal army.
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# ¿ Apr 14, 2014 10:23 |
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BTW, I was starting reading the Dom 3 AAR from the let's play archive, and in the unit assessment, I think the author totally misjudged the Agema companions.quote:Backing up a notch, the Agema Companion is a unit that I'm not quite sure I know how to use properly. It's an expensive unit with a huge, huge movement and a lance. Lances are a bit special - you get a large damage bonus on the first attack, but not after that. If I have a situation where I need to soften up a front line I might get these guys, but they'll probably die shortly after and I'm just not excited by that. I'm probably underestimating them, however. I think that somehow, he read the hp, attack, protections, strength stats, but somehow his eyes glossed over defense 18? Because a lance+shield cavalry with defense 18, prot 14, morale 14 seems very decent to me. I never played Late Arco, but you could make the classical anvil + hammer tactic together with the Hoplites. Turin Turambar fucked around with this message at 15:28 on Apr 14, 2014 |
# ¿ Apr 14, 2014 11:32 |
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amuayse posted:Huh, the new Caelum archers have magic bows that do armor negating stun damage. For people that doesn't know how the inspector works, you simply can click on unit tab, click advanced, and then click in "id" to order the list by id. Now just look at the highest numbers. Right now, both archers are sacred, but wingless and... commanders, not normal units. I wonder if it's something just temporal. edit: hahah, the Frost Bow, being a frost bow, isn't compatible with fire bless. Turin Turambar fucked around with this message at 23:01 on Apr 15, 2014 |
# ¿ Apr 15, 2014 22:58 |
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Even more easy:
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# ¿ Apr 15, 2014 23:04 |
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Microcline posted:It looks like some weapons now have a listed material (for instance, short swords are "ferrous" and short bows are "flammable"). It seems we're going to get things like magnet spells and fire burning wooden items. That's great, it goes very well with the Dominions style of spells and effects and units interacting in improvised, interesting combinations and logical cause and effects.
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# ¿ Apr 15, 2014 23:23 |
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jBrereton posted:It is an autocalc cost, see the #basecost at 10013, and the Mod Inspector is examining them as a commander. That actually adds 30 gold to their cost, not 20 (I misremembered earlier), so they look like they'll probably be 25/30 as units. That would make more sense, a fair price for a sacred per12 archer with a magical bow with a special effect. Hard to amass like other archers, but with the appropriate bless I suppose it can be worth it.
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# ¿ Apr 16, 2014 13:35 |
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I Love You! posted:Reposting from the other thread, but new players: watch your candles. Even if it's prior to turn 10. People tanking their Dominion for ther a super tri-Bless?
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# ¿ Apr 20, 2014 21:57 |
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jBrereton posted:So, what are the things you, yes you, the reader, would nerf/buff if you wanted a balance patch? Well, if all the veterans seems to agree that Order+3 is almost essential, maybe then Order is too good and it needs a nerf. There shouldn't be a scale that is clearly better than the others. It gives +5% god, -2%events, -1 unrest reduction. Maybe the gold should be reduced to +4%?? That would be a nerf to Order3 of 3% less gold (+12 instead of +15). I think that even then, lots of players would take it, but at least it should open up other scales combos a bit.
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# ¿ Apr 21, 2014 09:13 |
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Something more polemic: lower the research costs of level 8-9 magic a bit. Don't reach the levels of Dom 3, but in Dom4 unless you play a super big map or the players don't know what they are doing (like not going to the enemy's jugular when they should), the winner is decided (>65% of the map in hands of a player) when you reach level 6 in a few paths, maybe level 7 in only a few games. Unless it's turtle player vs turtle player, you won't ever see level 9 spells/summons. I understand it was too much in Dom3 and that's why it was nerfed, to make national armies matter. But... maybe they went a bit too far?
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# ¿ Apr 21, 2014 23:56 |
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Neruz posted:Won't save you from spiders; spiders are assassinations and the target of an assassination is always unscripted. That event has a fairly rare chance of happening, surely? The lesson here is to give your non-combat Pretender a cheap chaff army just in case, even when moving in friendly territory. It won't solve all the dangerous situations, but it may help in 80% of them.
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# ¿ Apr 22, 2014 16:02 |
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quote:2014-04-27 22:41:17 +0200 quote:can say with certainty that there is a new nation in the works. In the late era. Also, there are going to be some changes to certain existing nations that will shake up the lore and the lineups by quite a bit. quote:The entire nation is less affected by the extremes of the heat/cold scale than others. New stuff: nations/units less affected by heat scale, exclusive recruit to heat or cold provinces and temples that generate gems. And changes to existing nations. I suppose Illwinter will apply some of the new stuff to existing nations, instead of just the new one.
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# ¿ Apr 29, 2014 14:21 |
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That was my exact reaction! This morning I read the log, I thought "is it already done?!" and checked on Steam. Nothing, so I went to Desura and say the clarification.
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# ¿ May 6, 2014 17:30 |
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Have Some Flowers! posted:The problem with BoT is it's world-wide rather than only within the caster's dominion. You have to spend so much to mitigate even a small portion of its effect. Exactly, how many turns accelerate BoT the aging of, for example, your average national mage? A normal one, not one that starts old already as some nations have. How many turns need until they start receiving afflictions?
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# ¿ May 6, 2014 23:31 |
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amuayse posted:It increases age by 5 a turn. Most mid-tier human mages start off in their 30s or 40s, so they will be old in 3-4 turns. High-tier human mages nearly always tend to be old, so that will make their existing condition worse. Abysians get it even worse since they're nearly all old, and start getting old at 35. The giant, elf nations (both viking and irish), Pangaea, Atlantis, and R'lyeh don't really care about Burden though. Maybe, instead of increasing the gems needed for the ritual or increasing the level needed for it (Thaum5), they should nerf the effect a bit. A turn is a season, so BoT is increasing the aging by a factor of 20, maybe it should be a factor of 8.
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# ¿ May 7, 2014 09:06 |
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amuayse posted:A turn is a month actually, it's increasing it by 60. You get a birthday every 6 days Uhh... right. What I was thinking. Other game. I haven't played Dom4 in a while. Waiting now for the Caelum patch.
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# ¿ May 7, 2014 15:32 |
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quote:2014-05-14 16:00:11 +0200 You are horror marked! He is horror marked! Horror marks for everyone!
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# ¿ May 15, 2014 15:56 |
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Yeah, it makes more sense to balance those ~150 spells that no one uses than introduce new one. Also, the different schools of magic are supposed to be different. If each one (Earth, Fire, Air, etc) would have the equivlent set of anti thug, AoE damage, battlefield, summons, etc... yeah it would be balanced but the game would be more plain.
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# ¿ Jun 11, 2014 14:16 |
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The patch should be out next week (from Illwinter in Desura forums)
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# ¿ Jun 17, 2014 13:31 |
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Ynglaur posted:Probably part of my problem: I was alternating between Niefel Jarls and 2 x Gygjas. I'm on 300% gold, 300% resources, and slowest possible research: I think I should have just gone all armies for the first few years. That's some weird as poo poo settings. I suppose you wanted huge armies battling out without pesky mages messing the battle?
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# ¿ Jun 19, 2014 23:10 |
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Big Sean posted:
I always compared the blood micro with having little tax collectors in the game that go to every province and give little sacks of gold to couriers that travel to the nearest castle. In other words, totally stupid. What province to blood hunt is an interesting choice, but having to transfer and transport the slaves by hand is silly, it could been fully abstracted. edit: 2014-06-21 20:25:34 +0200 Azi got his third head Ahurani summon All descriptions for Ragha finished Air Bless gives range bonus Range bug fix AI can now upgrade forts Spell AI less likely to target immobilized units Gelatinous Cube now got an Acid Splash defensive ability Swallow on trample no longer swallows those who evade the trample Event bug fixes Slave Markets and some other sites are less common
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# ¿ Jun 22, 2014 17:59 |
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Oh, so that's the Guardian Spirit thing! I was curious about it.
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# ¿ Jun 26, 2014 12:29 |
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quote:The A1S1 Fravashi btw is spawned by Caelum's Prophet; their Prophet makes an A1S1 Fravashi at the start of every combat. He is of course always unscripted so good luck getting him to do anything useful. jBrereton posted:Free Awed 35hp ethereal monster with a magic attack, 15 shock/fire resist and its own spell table, pfft, basically worthless. I said good luck my good sir! And good day! I'm sure he will do something useful. Like attacking the enemy. So what if his actions won't be super efficient and maybe he will die in the process. He a free battle-only spawn, you can't keep it even if he survives at the end!
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# ¿ Jun 26, 2014 16:21 |
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Dev says:quote:0 on the Ahuras seems rather low =)
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# ¿ Jun 26, 2014 16:41 |
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How are u posted:Hmmm I'm seeing a lot of people bitching about a perceived overpowered nation that hasn't been playtested at all and most importantly who are forgetting about the single most important strategy in Dominions: diplomacy. Ehhh that's a bit too close to say that it doesn't matter if they release a OP nation because it will be solved through diplomacy. I.e. producing a MA Ermor-like situation where all players gang up on him because they knew it's OP, which counters the unbalance naturally. But, following that line of thought, balance doesn't matter at all in the game!
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# ¿ Jun 26, 2014 23:33 |
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Neruz posted:Moral of the story: STOP USING ONLY LEVEL ONE THRONES. The problem was the setting of winning with 4 of 9. A setting of 6 of 9 would have been different (and more if people would have prepared for it!)
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# ¿ Jun 29, 2014 17:28 |
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Gilok posted:This thread was started in September of last year, most of the OP seems to talk about Dominions 3 rather than Dominions 4, thread discussion starts at what's different from Dominions 3 and doesn't get to "here's what a new player should do and how all the nations play" within the first few pages. There are no Dominions 4 LPs in the LP forum or lparchive.org, and I'm pretty intimidated trying to learn this game, or even figure out where to start. Any pointers? Have you read the manual already?
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# ¿ Jul 2, 2014 09:08 |
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quote:
Balance time.
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# ¿ Jul 10, 2014 14:56 |
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Neruz posted:What the hell is with all these sudden UI improvements; have the devs decided that it's actually a good idea if the players understand how the game works? The game has a looong way to come to have a decent UI, this part "Coast & cave income bonus for forts printed" is barely a drop in the ocean.
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# ¿ Jul 10, 2014 17:24 |
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Back To 99 posted:This looks cool, but i can't really commit to multiplayer games. Is this like civ, paradox games or total war where you can play singleplayer against the AI without missing any content or the true experience of the game? But it when the game is in offer (50%-75%), that's cheap enough to have it and have some fun playing against the AI (even if after the first 5 games, the AI is truly lacking). They game is cool as poo poo in the themes and the variety it has, so it can be enjoyable just playing it against some AI punching bags.
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# ¿ Jul 15, 2014 17:27 |
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Libluini posted:Does the AI in Dom at least remember to dispel foreign globals? Or can you do something silly like casting BOT and win unopposed? I don't think so. Undead nations break the game against AI in particular.
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# ¿ Jul 16, 2014 16:35 |
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With Def4 and Prot20 he will be a good meat wall, but with expiration date.
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# ¿ Jul 21, 2014 14:52 |
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quote:2014-07-28 23:17:42 +0200 But he won't tweak Burden of Time!
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# ¿ Jul 30, 2014 09:12 |
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Samog posted:Hey everybody check out the new let's play thread Over/under of how many days until it's left unfinished? :P
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# ¿ Aug 13, 2014 08:40 |
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ChickenWing posted:One AI game is enough to get the basics of controlling, recruiting, etc. If we are talking of just bare basics: how to recruit soldiers, how to move people around, how to research a magic school, how to build a fort or a temple, yeah you need just one game. While it's true that's 75% of the game, it isn't all even if we limit ourselves to basics, that's just the stuff shown in the tutorial including in the manual. garth ferengi posted:It took me like 10 games to get a hold of basic concepts, and I still have no idea how to approach most situations that I find myself in. I'm like, incredibly bad though LordLeckie posted:Yeah it took me about 10 dom3 games before i go to any point where i considered myself having a hang of the game and even then all my dom4 games have been huge learning experiences. I would say 5 AI games to get basic proficiency, including scouting, supplies, the most common unit special effects, some basic synergies in armies/spells, how many temples to build and how to counter strong dominions, what pace of research is a good one, what pace of expansion in the first year you should aim for, making your first thug (and seeing how much they suck :P), magic path boosting, maybe a basic communion, playing one time a bless nation, playing one blood nation (so learning basic blood hunting), learning how to invade an underwater nation, the two variants of magic site searching, learning the importance of strategic movement, etc. Stevefin posted:Even I know its a lie. I have yet to really win against my nearby AI spawns, let alone an AI game and even further so a human MP game. I have yet to really find a play I can push past finding the AI and making pretty borders Now, you are just bad .
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# ¿ Aug 13, 2014 17:13 |
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Stevefin posted:Funny enough this maybe the most useful post on a newbie level I have ever seen. Most of the time its this answer The big secret you have to know about Dominions is that your odds of winning are 50% decided before you even start your first turn. It's a very front-loaded strategy game, we could say. I'm talking of what you choose before: nation, pretender, scales, bless, etc. Yep, 50%. Take a nation that sounds "cool", pick a pretender that strikes you fancy, and distribute the points more or less even without a real plan in mind (as a first-time player surely do), and you will barely survive. In the other hand, examine carefully the nation you are going to play, its strong and weak points, the possible synergies between units and spells, the possibilities of blesses, what magic in your Pretender could synergize with the national mages and what magic could complement the areas they lack, what scales are appropriate to maximize the strong points of the army and the economy, what magic path you need to bootstrap a magic booster production, what key spells you should research first, what troops are going to be your expansion army in the first year, if you should take an awake or dormant Pretender taken in account the previous point, etc, and your odds of winning will increase heavily. It's all about synergizing Nation, Pretender, magic and scales. Now, that's the general point, that's why people say IRC, because the possible synergy/strategy will be different in each nation and there are different options each. After that, it's all about snowballing in the first years, take lots of territories, that means more riches, that means more troops and mages, that means more forces to take even more territories, etc.
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# ¿ Aug 14, 2014 16:20 |
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Libluini posted:
Of course the point is having fun , but the discussion was about how to win and hints for new players or people playing AI. My point is that new players can miss the importance of the "prior choices" the game have. I don't feel it's as important in other fantasy strategy games. I'm the first in believe that Dominions is cool because it has cool nations, lots of units, spells and weird poo poo happening. In fact I still think AI games are "enjoyable", because it's about that. Turin Turambar fucked around with this message at 18:02 on Aug 14, 2014 |
# ¿ Aug 14, 2014 17:58 |
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What's the best Pretender to try a SC strategy in the mid game with him? What chassis and items to go for?
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# ¿ Aug 14, 2014 18:27 |
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# ¿ May 18, 2024 12:24 |
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Stevefin posted:And that is kind of what I find the problem is, what should be simple questions to get a hang of basic mechanics ends up with 'its complicated. spend half a day on IRC to find out' as I don't have the time for in between work and other daily things, and that IRC does not keep a record to help with a 'goto' while I learn these mechanics. Have you read the entire manual? It has an example of the writer looking at Bogarus, seeing what units are worth and what aren't, in what the mages are good, and choosing then his plan of action. Basically, you have to look: -Army, what units are good, and what units are bad? Is there any obvious synergy in between them? For example, you are supposed to use Salamanders and Beast trainers together with EA Abysia. If you have a good mage with battle spells (say Thunderstrike) and cheap and tough spearmen, the answer is obvious, lots of mages to attack with a wall of spearmean to hold the line. -Is there any unit with some special ability or just being plain weird? Can you think how it should be used? -Holy units, can you build a lot, or only in the capital? are they good? If the answer is yes, maybe you should think doing a heavy bless strategy for the game. -Mages, what will you have? What high spells can they cast, eventually? What good spells can they "almost cast", and they can with a little help in the form of gems or empowerment? In between all the spells, any good synergy with your army? If you have lots of archers maybe you want Fire Arrows or Wind Guide. -Magic path boosting. There is a reason they made a chart in the manual. Use it. Sometimes with it you can see how you level 2 Nature mages can be level 4 with them. You may want to spend a few points of your Pretender for some key magic that will later allow boost all your mage abilities in that way. -Try the nation in a fast test game. Have their troops problems to expand fast in indie provinces, or is the other way? If they have problems, maybe you want to go with a combat awake pretender to compensate and he will help with the expansion. -Scales. Is your army gold heavy or resource heavy? What's the constraint factor when you recruit your troops? You want to pick order and productivity scales to compensate and maximize the number of troops you can recruit in any given turn. Magic scale: can you recruit lots of cheap researcher, or a few expensive but very good ones? If it's the first case a positive magic scale will benefit you the most, if the latter a negative scale won't be as bad as for others. -And lots more. Communion uses, special abilities of your nation (like cheaper temples or being a roman ghost), national spells and summons etc
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# ¿ Aug 15, 2014 09:19 |