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Turin Turambar
Jun 5, 2011



Lord Koth posted:

Passive bless being permanent even on the PG is probably to prevent weirdness from stuff like HP changes due to size if they had Larger or something. There aren't all that many passive blesses to begin with.

Not quite. Anyone in the Void without Void Sanity is supposed to take a massive stat debuff while in it (the Dimensional Overload effect). Dreams of R'lyeh is an LA R'lyeh-exclusive ritual that puts the caster and the target in the Void for an assassination battle (MR negates), and the target is supposed to be massively weakened due to that. They weren't being weakened, which is one reason I haven't cast it once so far in a Dreamlands game.

Ohh interesting! How much is the debuff of Dimensional Overload? Although if it's MR negates, it will be hard to cast against the more juicy targets.

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Lord Koth
Jan 8, 2012

Turin Turambar posted:

Ohh interesting! How much is the debuff of Dimensional Overload? Although if it's MR negates, it will be hard to cast against the more juicy targets.

Yeah, getting the spell through to high MR targets is definitely the tough part. Though it's not like you can't stack Pen boosters on casters of it.

Assuming it's the same as 5? Atk, Def, Precision and MR are halved. It's a really nasty effect.

my kinda ape
Sep 15, 2008

Everything's gonna be A-OK
Oven Wrangler
The passive bless thing could cause your pretender to lose stealth outside of his dominion which was not ideal. Glad they changed that.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
It could also make them lose water breathing outside your dominion which was not ideal but was hilarious.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Turin Turambar posted:

"Terrain changes now affects resources and can make people migrate"

While it sounds cool, this is more a fix to a previous oversight, before you could convert a farmland into a swamp and some of the values were still like a farmland.

I wonder if this also affects terrain turned upside down by that one land under spell. Since you know, it only kills half the population in the province after drowning all non-amphibious units and commanders. Will now part of the survivors migrate back on land? Could be a stealth buff to that spell. Causing some lasting damage even after the land is already gone. :allears:


my dad posted:

I once subbed into a lategame hellgame that had an astral 16 vampire named "MIND BULLETS", yes

Though I'm guessing after enough empowerments, just using your new astral prowess to wish for more magic became more gem efficient. :v:

jsoh
Mar 24, 2007

O Muhammad, I seek your intercession with my Lord for the return of my eyesight

Libluini posted:


Though I'm guessing after enough empowerments, just using your new astral prowess to wish for more magic became more gem efficient. :v:

wish wont put any path over 10

LordSloth
Mar 7, 2008

Disgruntled (IT) Employee
Carrion Fortress sounds super gross. I wonder if being built from decaying flesh has any effects.

TheDeadlyShoe
Feb 14, 2014

Yesssss #godsite. A command with tons of potential.

General of the East with an Eastern Barracks site that autospawns soldiers or allows recruitment
Ancient dead city sites for underworld pretenders
Cold-producing site for the Father of Winters
etc.

Wonder if you can override a civs starting fortress with a fortress from a godsite

Speleothing
May 6, 2008

Spare batteries are pretty key.

TheDeadlyShoe posted:

Yesssss #godsite. A command with tons of potential.

General of the East with an Eastern Barracks site that autospawns soldiers or allows recruitment
Ancient dead city sites for underworld pretenders
Cold-producing site for the Father of Winters
etc.

Wonder if you can override a civs starting fortress with a fortress from a godsite

Short answer is: yes.

Depends on the exact order of operations for when the site gets created if you can do it before the game starts or if it has to happen after turn 1.

The site itself would just be a trigger for an event chain that destroys the fort and rebuilds it.

Refried Noodle
Feb 23, 2012

What's the best way to start getting into MP games as a beginner? Do I just jump into a random game for the game interface itself?

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

Refried Noodle posted:

What's the best way to start getting into MP games as a beginner? Do I just jump into a random game for the game interface itself?

Join a newbie game on the discord(or ten) and ask questions.

IthilionTheBrave
Sep 5, 2013
Don't be afraid to ask questions on the discord. Lots of people willing to answer! Usually. Depends on the time of day.

Also lots of people chomping at the bit to talk about MA and LA Man, oddly enough! They're solid nations, though, so a decent starting point if you like Arthurian Knights and crossbow supremacy respectively.

my dad
Oct 17, 2012

this shall be humorous
Crossposting.

my dad posted:

A decent writeup on the doctrine of using standard 'thugs' in Dominions (6):







'Army thug' is usually what people use for thugs meant to operate alongside armies. I don't like the use of the phrase 'army thug' in general because, while many of the principles of cost-efficiency above apply, it's a very different kind of beast, doctrine-ways. It's generally your army's equivalent of a specialist support weapon that requires support from the rest of the army, rather than a survivable, mobile flanker and strategic backline harrasser that operates solo or in small groups.
'Counter-thug' is self-explanatory. Specialist whose job is to be a cost-efficient tool to remove more expensive generalists.

I'll note that I'm generally averse to using thugs, but they do have a place in the game.

Carcer
Aug 7, 2010

Refried Noodle posted:

What's the best way to start getting into MP games as a beginner? Do I just jump into a random game for the game interface itself?

If you can't find a newbie game ping me on discord and I'll set one up, I seem to have taken on that role.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
I've been fumbling around with the map generator and the map editor recently, to make some usable maps for myself.

There are some things I don't understand.

-I've looked at the map manual, but I can't find any short cut to view the additional planes you've added in the map editor. It seems the only way to look at them is to fire up a short test game and send scouts into the caves, which can't be right?

-The save system is another mystery: 3 times out of 4, the map editor just fails to save what I'm working on, or doesn't save all edits, just some. Am I doing this wrong, or is this a bug?

-Because of the above, I managed to add 3 different cave layers to one of my map, and now removing and saving does not work. :shepface:

-The map editor allows to set up certain provinces as "gates", to connect them to the cave layer. But what happens if some idiot added multiple cave layers? Are the gates connecting randomly to the different layers, only to one of them, what happens???

By sheer obstinacy, I managed to complete 2-3 surface maps and 1-2 cave maps (all except one of them single-layer). So I guess the basic functionality is there. Then I uploaded one of the new maps to a multiplayer-lobby, and of course it's the one with 3 different cave layers. This made me realize another problem, as the lobby only allows me to load up a map, but not a separate cave layer map.

As uploadable maps can already contain submaps with cave layers, this should not be that problematic, but then I started thinking:

1.) If I choose "no cave layer", are all cave layers blocked, or does this just mean the game won't try to create another additional layer on top of the ones already in the map?*
2.) If I select a cave layer, is this cave layer added on top of any cave layers already there?

For now, the map I'm using has 3 layers below the surface, and my fear is that selecting "no layer" just blocks all caves from existing, while selecting "yes please" may interfere with the already made cave layers.


Edit:

I found a workaround for the "too many layers"-problem: Simply going into the corresponding map folder itself and deleting the superfluous layers by hand worked out fairly well. But oh, the saving function of the map editor often not working is still troubling me. Illwinter! :shepface:

The answer is: Choosing "no layer" if your map already has additional map layers still gives you your custom layers. And ordering the game to create a new cave layer doesn't seem to actually add another layer on top of yours. So the answer seems to be: To be on the safe side, do not create a cave layer when starting a game with a custom map that already has multiple layers.

Libluini fucked around with this message at 16:33 on Apr 2, 2024

Salynne
Oct 25, 2007
The discord link in the OP seems expired, can I get a new one? Been playing with some other goons and looking to come ask more questions and things live.

Speleothing
May 6, 2008

Spare batteries are pretty key.
We had some spammers this week so we deactivated all of the old links.

https://discord.com/invite/K3GVQuFV

Here's a new one for you.

Turin Turambar
Jun 5, 2011



You know, I was thinking the devs had not made a new update in a while (relative to how they are still on the 'first months after release' window). Well, an update just came, with a new nation:

quote:

A new nation, Pyrène, Cambion Kings is now available for the Late Age in Dominions. The Black Goats of earlier times have been ousted and replaced by Cambion half-demons sired by succubus and incubus devils summoned by the church.

This new version has many performance improvements and very large games should run much better than previously. There are also many bug fixes, AI improvements, new features and new commands for modders. E.g. saved games can now be sorted on name or date, AI should be better at diplomacy than before and a bug that could result in an incorrect battle replay has been fixed.


General
New nation: LA Pyrene
New spell: Soul Transaction
New ritual: Summon Incubus
New magic item: Soul Scales
New Patala Hero
3d performance improvement
Major battle performance increase for large games
Host performance improvement (faster AI, aging & luck stages)
Improved main map performance when having a huge nbr of commanders
AI diplomacy more influenced by AI personalities
AI smarter handling of NAPs and war declarations
Now possible to bump players under NAP
When pretender dies diplomacy can now be conducted with the first disciple instead
Continue old game now has games sorted alphabetically by default
Press 'd' to sort the games by date instead
Added ? help screen when choosing game
Casting earthquake could result in battle inconsistency, fixed
Mounts and immortals could crash the game during host, fixed
Flaming weapons bless can no longer affect melee ice weapons
Hell Ride ritual now takes size of mount into account
Stygian Paths didn't work properly together with the transfer screen
Removed the 'enter gate' commander order from nexus as it didn't work
Twist Fate now always works on undead and inanimates too
Fire, Astral & Banefire shields now trigger on misses too
Added --yearning,--weakdiplo and --nodiplo to help text
Terrain changes now added to province chronicles
Being thrown out of a communion will now remove communion slave spell effect
Gems will no longer be used when targeted by a remote attack ritual
Wishing for provinces will no longer grant empty cave wall provinces
Wish tweaked
Mind Blank tweaked and received an icon
Improved cheat detection
Fixed magic item out of nowhere bug
The missing tune had sleep resistance inverted, fixed
Dream Seduction can target same sex, but with penalty to morale check
Succubus and incubus can now create a progeny
Spell AI can now cast range boosting buffs too
Spell AI now better at handling magic duel
Select cripples, limps now takes mounts into account
Slimed affected aging rate, fixed
Target cavalry didn't always work with new mounts, fixed
Correct gate defenders for different Ind sub-nations
Horror deserter ability doesn't care about thrones if deserter is player owned
Spell AI improvement, mages make sure to always evaluate casting on themselves
Can now select any province on maps without fog of war
Fix for 'y' not including move & patrol commanders in the stats
Twiceborn now works properly for shapeshifters
Sieging forces are now considering bordering besieged player concerning diplomacy
Better log prints regarding swallow attacks
Swallow attacks can no longer destroy shields
Mind Hunt is now an anonymous ritual
Simulacrum doesn't inherit any possible twiceborn ritual
Fixed auto casting of Mirror of Earth's Memories
Project Self could result in a duplicate mage afterwards
Game could crash when using carrion-/darkseeds, fixed
Carrion transformations can now result in minotaur & elephant carrions too
More accurate time for lobby host
Some breath weapons were affected by weapon blesses, fixed
Only start battle music for larger battles
Large maps (>100 MB) didn't work on lobby server, fixed
Master Ritualist didn't give bonus power to certain rituals, e.g. dispel
Vengeful water vs hidden scout could sometimes make unique monster in same province disappear
Lost Land can no longer affect provinces with mountains
Make sure that all disciples are on a team in network games
Fix for falling off mount in battle log
Life after death commanders no longer get feebleminded
Life after death units now die at the end of battle
Friendly fire calculations were off if bushes/trees were nearby
Fix for some units looking too large in site info and gem transfer screens
Ice Prot divided into Ice Prot & Ice Armor
Nightmare Masks now only affect friendly troops
Summon Supayas & Huacas cost tweak
Event fixes
Spell info improvements
Typo and stat fixes


Modding / Map Making
Map editor now has a new map button
New event commands: #req_targseductions, #req_targminkills, #req_targmaxkills
New event commands: #addseduction, #addkills, #req_notpoptype, #req_plane
New event commands: #req_godawake, #req_pretismnr, #req_pretawake
New event command #header to enable custom message headers
New monster/item commands: #icenatprot, #holyrange, #sorcerygems, #elementgems
New monster/item commands: #mobilearcher, #...elementals
New monster command: #animated
Event req_swamp was broken
Fix for 1d..vis with values 50+
#not(dis)mounted now works for ranged weapons too
Event command #req_targgod 2 now requires a non-disciple
Event variable commands can now use -1 to access a nation number variable
Nation command #domwar now accepts negative values too

edit:

Turin Turambar fucked around with this message at 15:16 on Apr 29, 2024

q_k
Dec 31, 2007





Too bad that can't be the thread title.

Inexplicable Humblebrag
Sep 20, 2003

"The Succubus has collected enough semen" fits

bobthenameless
Jun 20, 2005

shout out to the :toot: new Dominions LP :toot: for anyone who missed it and also digs dominion LPs.

Ynglaur
Oct 9, 2013

The Malta Conference, anyone?
Fire Shield attacking on misses is a pretty big buff.

Flavahbeast
Jul 21, 2001


quote:

Life after death commanders no longer get feebleminded
Life after death units now die at the end of battle

Corpse stitchers got a lot less valuable. Still good for tarts though

quote:

Spell AI improvement, mages make sure to always evaluate casting on themselves

could be huge if casters are now prioritizing combat spells instead of casting every available self buff when off-script

edit: after some testing they seem about the same

Flavahbeast fucked around with this message at 21:19 on Apr 29, 2024

Larz
Jul 29, 2011

Inexplicable Humblebrag posted:

"The Succubus has collected enough semen" fits

Dominions 6: The Succubus has collected enough semen

:mods:

sebmojo
Oct 23, 2010


Legit Cyberpunk









Larz posted:

Dominions 6: The Succubus has collected enough semen

:mods:

:tipshat:

my dad
Oct 17, 2012

this shall be humorous
If you want to get to the most hosed up bit of writing in this patch, take a look at the description of the mounts LA Pyrene sacreds have.

my dad
Oct 17, 2012

this shall be humorous
I found out that the update went live by seeing that I've received an unusual number of discord DMs going "WTF dude" at me about the Life After Death change.

Polite reminder that beta testers aren't devs. We can, at best, on a good day, politely nudge the devs a little towards doing something if they feel like it, but they're the ones making the game. We don't have magical strings we pull to get things buffed or nerfed. (And although I do like this change, it was made literal hours before the patch went live and I didn't even know about it)

Flavahbeast
Jul 21, 2001


setting up wight mage factories with life after death sounds really obnoxious and Im glad I never played mp when that was the meta

my dad
Oct 17, 2012

this shall be humorous


This sure is a part of a conversation about the game mechanics of the famous video game Dominions 6

Turin Turambar
Jun 5, 2011



New title!

You know, I would have written 'The Succubus has collected enough seed of man to spawn...', less goofy and modern that way, more appropriate for a fantasy game.
But then again, it gave us this hilarious title.


Flavahbeast posted:

setting up wight mage factories with life after death sounds really obnoxious and Im glad I never played mp when that was the meta

I'm watching the finals of Lucid's Dominions tourney and yeah, I'm glad I'm no part of that super tryhard, super sweaty style of Dominions. Lots of pseudo-exploits, some related to Dream Horrors, others about the specifics of gem baiting, everyone and their mother with LoD 'factories', death gem farming too with allies, obnoxious Pretender chassis geared toward surprise Wind of Death, etc etc.

KazigluBey
Oct 30, 2011

boner

Turin Turambar posted:

I'm watching the finals of Lucid's Dominions tourney and yeah, I'm glad I'm no part of that super tryhard, super sweaty style of Dominions. Lots of pseudo-exploits, some related to Dream Horrors, others about the specifics of gem baiting, everyone and their mother with LoD 'factories', death gem farming too with allies, obnoxious Pretender chassis geared toward surprise Wind of Death, etc etc.

Is this on YT? Always curious to see what the sweatlords are up to.

Turin Turambar
Jun 5, 2011



KazigluBey posted:

Is this on YT? Always curious to see what the sweatlords are up to.

Lucid is this guy in YT. He was included in the beta tester group a few months before release. The finals series is this, although as you will see, it's pretty drat long... they are in the late game now, but it's still unfinished. The previous tourney was this one. Both series are 'casting series', where he and other person cast a full game, as a sport commentary, they are using a mod to see all the provinces from their perspective.

Lucid also found a disgusting combo with LA Ctis, undead priests, Life After Death, Tomb Wyrms and the appropriate bless.

Ynglaur
Oct 9, 2013

The Malta Conference, anyone?
What was the Life After Death meta? Idgi

Turin Turambar
Jun 5, 2011



Ynglaur posted:

What was the Life After Death meta? Idgi

https://steamcommunity.com/app/2511500/discussions/0/4351116183211672417/

Let's see if I can explain it, even if I haven't really used it.

Life After Death is a Death 4, 4 gems battlefield spells that make every friendly troop to raise again as an undead troop if they die in battle. Originally it was intended as a normal battlefield spell. The spell tries to use the correct undead shape, if available, to giants turn to undead giants, mages to wight mages with the same path, priests turn to undead priests, etc.
People noticed that in a way, it was like a very cheap mass Twiceborn. So they take a few dozens of your own mages, you make sure they are going to die in the battle by surrounding them with poison clouds or mages with soul vortex, and attack your own province with a remote attack so a battle triggers up, that way you 'control the environment' and make sure the attack will only kill PD or some poo poo troop, and the mages are preserved. Think how in a real battle, if you use LaD and the enemy reaches your mage corps, it didn't matter a lot if your mages had a second life, because the next turn they will be wacked and killed again. But if you use LaD in a battle provoked by yourself, you avoid that.

So why would you do all this? Well, undead troops have their cons of course, but have no upkeep, are immune to fatigue plays, poison and cold spells, have high morale, and the mage chassis used had the mindless tag, giving them immunity to mind hunt, soul slay and horrors. The humanoid shape is also 21 hp, giving him resistance to some remote attacks if the original mage was a 10hp dude. All together it was considered a great trade.

That was in Dominions 5. In Dominions 6 they have removed the mindless tag for the transformed mages, and to avoid this LaD trick, they made one more modification: mages gained the feebleminded trait, reducing their magic paths to 0. But still, a few nations still could use the trick, with undead recuperation, specific items or whatever.

It seems Illwinter has decided that enough is enough, and modified it again: they removed the previous 'fix' (the feebleminded trait) but now all units that turned undead die at the end of the battle. They aren't permanent anymore. Imo the spells should be lowered now to 3 death gems instead of four.

There is still an unintended workaround that will need another fix: it seem there is an interaction with the Returning spell.

Tuna-Fish
Sep 13, 2017

Ynglaur posted:

What was the Life After Death meta? Idgi

Life after death causes mages to respawn as wight mages, as per the twiceborn spell. Wight mages are generally better, and cost no upkeep, which is why people convert to them using twiceborn. But life after death is a 4D gem battlefield spell, while twiceborn cost 10* D gems per commander. So get some bog beast or swamp drake bodyguards (for the poison cloud), and go into battle with all your mages, with someone casting life after death. Boom, no upkeep.

Ynglaur
Oct 9, 2013

The Malta Conference, anyone?
Oh wow..

Lord Koth
Jan 8, 2012

Honestly, it's good but it's so nation/site-dependent that it's honestly kind of whatever. They're mostly useless unless you can find a mage with corpse stitcher, and those are not common - basically limited to LA Agartha, possibly one or two other LA nations, and finding a Necromancer site.

It was the mindless tag on full mages that made them a huge exploit in 5, as not only were they immune to Mind Hunting but they were also didn't draw horror attacks - kind of relevant for the game timeframe where you're casting level 9 spells.

LordSloth
Mar 7, 2008

Disgruntled (IT) Employee
Ah, the secondary point of the strategy was that LA C’tis in Dom5 had the trait where all their undead priests get to reanimate dead, and C’tis has a nice selection of raise dead units.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
What’s a good MA Abysia pretender.

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Speleothing
May 6, 2008

Spare batteries are pretty key.

MonsterEnvy posted:

What’s a good MA Abysia pretender.

Aby expands just fine with troops. I think it's one of the better uses for a dormant rainbow.

Try to get paths on him that can summon other mages to add diversity to your armies (D,G,E,N) or can make boosters for your warlocks (E,S,B).

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