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Cathode Raymond posted:So if I am understanding this right, Gath is a nation with a ruling class dominated by literal giants, a soldiery dominated by vampires and demons, and a police force made up almost exclusively of wolves? Like, feral wolves? And their economy is completely dependent on - and centered around - the execution of ordinary humans? Yeah but he's cut taxes. e: to the bone
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# ¿ Feb 26, 2017 22:37 |
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# ¿ May 10, 2024 21:02 |
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Loxbourne posted:Is Blood the go-to power source, or are people just focusing on it because Gath is a nation that can use it well? Whenever Dominions comes up I hear a lot about blood slaves and sacrifices, to the point where it sounds like all other magic is secondary and you have a serious handicap if you pick a non-blood nation. Blood has a pair of strong advantages. It's a gem type that lets you trade gold for gems through hunting in more provinces, which is great because gold becomes significantly less useful in the lategame, since there are so many spells that destroy entire armies. And if you're in blood it's fairly common to be pulling in more blood slaves than you are of every other gem type combined. The second advantage is that all blood research is confined to the blood and construction schools. That makes it very easy to research good rituals, summons and battlemagic at the same time.
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# ¿ Mar 5, 2017 23:11 |
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Corbeau posted:The single best mod that could ever be made for dominions would be one that removes the useless trash spells and units from the game. This is the "better independents" mod from Dominions 3.
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# ¿ Apr 25, 2017 20:23 |
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He might have burned through his pearl stockpile as well.
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# ¿ May 17, 2017 04:33 |
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I've looked at turning it back into a D&D setting and it would have been really good, but our group had to break up.
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# ¿ May 21, 2017 18:38 |
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PurpleXVI posted:So, if you Gift of Reason a "normal" version of a commander unit, it automatically unlocks the exact same powers it would have as a commander? What if you Gift of Reason a non-commander unit, how does the game set its magic paths(if any) and ability to command other units? Is there just some default minimum, does it randomly roll them, etc.? Those values are required for every unit in the game, even ones that are just troops, in case they become commanders. And it may not surprise you, but I can't think of a single troop that has magic when empowered.
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# ¿ May 25, 2017 14:20 |
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Cerebral Bore posted:There are a few troops that do, but IIRC those are all high-end summons. Hah, I can't think of tarts or vastnesses as troops and not commanders because they get GoR'd so fast.
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# ¿ May 25, 2017 19:39 |
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I once spent some time trying to make a D&D session with the premise of "it's year 2 in Dominions"
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# ¿ Aug 12, 2017 04:02 |
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# ¿ May 10, 2024 21:02 |
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TheDemon posted:tbf that's every game of Dominions that's not a MA Marignon victory i didn't gently caress the world too badly when I essentially won an all ages game as jomon (it dies about 4 turns before I could take the last throne I needed) I just filled it with dragons
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# ¿ Sep 5, 2017 04:38 |