MA Mictlan edition
Previous Thread: >>127175910
Dominions is a fantasy turn-based strategy game created by two dudes. One of them is a teacher.
The game combines a simple presentation with an extremely wide array of strategic options, including over 2800 units, 800 spells and 300 magic items. Turns are resolved simultaneously, with players planning battles rather than directly controlling them.
It has simplistic graphics but is easily moddable and extremely deep.
Basically, it's an autist’s wet dream of a strategy game.
Join the steamgroup for multiplayer
>Our work-in-progress wiki
This is a community resource that has every unit, spell, and item in the game in an accessible database.
>Play by email guide:
For testing battle formations and spells
>Where do I get it?
It is available on Gamersgate and Steam. Desura is ded.
>Read the manual
>Read the pastebin
>Read the memes
Submit completed games here:
Major battles won by Ermor: 5
Major battles lost by Ermor: 0
Total Lictors lost: 20
Total Mages lost: 1
Castles lost: 0
>M-muh crusade w-we're winning t-take that Ermor!
Is there any easy way to grab data from the inspector
A lot of the pages need basically database entry (the sprite table and whatnot), but that's like the most boring shit to do
Kind of makes me wonder if the "units" subsection should just link to a permalink to the inspector of the nation in question.
'as intricate', fuckface.
'Can be as intricate'.
Fucking strawman harder.
Basically it comes down to this.
You're demanding screenshots and turn files of games I don't have, and you're denying the anecdotal (and in some cases, video recorded and uploaded to youtube, although fuck you i'm not trawling through a million lps to find where) evidence that rushes can be defeated by non-rush nations.
You're also saying that any amount of back and forth, to and fro, tactic and countertactic, is all just 'a rush' in a 1v1. So back and forth and earlygame and midgame mean literally nothing to you - you've redefined any and all strategy and tactics that occur during the game to 'rushing'.
None of this is an argument. An argument involves a point of view that isn't just a puerile attempt to win by redefining the goalposts, meaning of words, asking your opponent to produce reams of evidence to back up commonly known facts.
None of these are arguments. They're logical fallacies. They are not an idea with some kind of evidence or reasoning behind it. Your argument, the sole one you've put, that I answered fucking posts ago, is 'rushing wins 1v1'. I countered that with 'well, rushing can be defeated, so it doesn't automatically win 1v1, and most good players won't just mindlessly rush, so there's a lot actual gameplay there, of the same type as in regular dominions games', and yet to hear any kind of reply to that. Just posturing, ad hominem, straw men, goalpost shifting, word redefining, and yet more bullshit from someone with a shitty argument who doesn't want to admit it.
it wouldnt be very fun unless all the sprites kind of looked like this in sprite form
It was fun for a few games, but it's too flawed for me to really like.
Gathering resources is too slow, everything is too expensive, moving around is slow as well, the balance is awful, you're spending more time trying to stop constant indie raids than fighting your opponents, the AI is shit and more often than not kills itself 6 turns into the game, and for multiplayer it really doesn't scratch any itches Dominions doesn't scratch far better.
>Gathering resources is too slow, everything is too expensive,
That 2x resource .exe hack-mod that a guy made fixed that pretty nicely, and now that modding tools are out it should be a lot easier to change, no?
The other things - yeah you don't get a lot done per-turn, roaming indies are still annoying, and the AI is unsurprisingly trash.
It's a lot more casual than doms though, and if you liked the earlier ones you'll like this one. Solid improvements in it, especially the battle system change to be on a gridded map where units move, like in Doms. The 25 bucks or whatever though is still pretty ehhh
Data entry/transcribing, mostly. You don't need to know a nation to make a sprite table, or read the manual and put the info on the wikia.
Maybe just general tips where you can, fill in game mechanic pages, whatever.
If the nation of the page you wrote has any mechanics that are important/unique to it (glamour, various terrain survivals, spy, whatever), make sure those pages exist and are correct.
The only one I know of is the modding 'discussion' area on steam
Desura won't get any forum cause desura is dead, so this is all illwinter has as far as I know.
>tfw have ingenious idea to use immortal mages (worm mage and Wraith lords) to circumvent the horrors and be able to spend gems again
>lose god to a Horror forging a Treelord staff
>first Worm mage dies to soul renders and gets dickloads of afflictions
Fuck me in the ass this game sucks
Is there a standard on how you calculate the overall magical diversity of a nation?
Do you count randoms? Priest/Holy levels?
Is there any sort of compilation anywhere for all the nations?
Is EA Mictlan
3B 2F 2S 2W 2N 3H -> 14
or do I include 1D in there because the Nahualli has a 1/4 * .1 of getting it?
I know, just the fact that everything bad that could happen has happened is starting to bug me.
Also worm mages have actual recup, dunno if that stacks with Immortality though.
How often do you guys see nations played basically the same between games?
I mean obviously each nation has its strengths so people go for them (Elf thugging, ctis skelespam/poison-spam, etc) but I wonder how much variety in strategy individual nations end up with.
Sent some messages out selling random event items that have no use to me at a discount of usually 1/2 price, or under. On the board are:
Cure All Elixer (selling for 15 gems/30 slaves)
Wraith Crown (selling for 20 gems/40 slaves)
Ice Sword (selling for 1 gem/2 slaves)
Sent my turn in already, and not changing, so just message me if interested in the thread, or give me a message in game, and I'll send them out on turn 38.
Also, what have you guys been doing over the holidays? It looks like literally nothing has changed since I left except that now there are some provinces owned by special monsters but seem to not have any units present.
And there are bats in my cap ring, which is rude as fuck to be honest.
I'm 99% sure there are a couple of players that play the same nation in every game, but on the whole there are at least minor variations in how people play certiain nations, skill level differences aside.
For example, of the last two Yomi players I've seen one was very much focused on Dai Oni thugs and heavy Sorcerer use in combat with those litte fire Oni for troops, while the other was way more focused on using summons like Tengu and mostly used buffed bandits for troops.
well, we were all starving and you were the closest nation to me. Sorry friend, it was nothing personal
Also I honestly thought you weren't going to come back. If you are mad we can just have a fight or whatever
>Can I empower a feebleminded pretender?
Yes, but it won't actually do anything.
Empowering adds to your base number, and feebleminded is a -100% modifier applied to your base number. So adding +1 Blood won't change the fact that you're feebleminded and thus can't cast anything.
>we were all starving
You have access to your blood magic. You are the least starving person in this game. I've got 1200 earth gems just sitting here and nothing I can do with them besides call down a horror on my own head.
>I honestly thought you weren't going to come back.
I said I was, didn't I?
>we can just have a fight
If you think my capring is a cool place to stay, I'm afraid that's inevitable.
>Someone posted in the thread about shooting this in the head and starting a new one with hoockers and blow, please engage in an argument or whatever in the thread.
Would another one honestly really be better? I kinda want to ride this one out.
Xibalba is toppest, the only one that stands a chance against him, if they were to fight one on one, is Tíen Chí, and he's apparently a coward and a faggot or something, I don't know. If there's a new war going on, it'll hopefully light a fire under people's asses.
This is what happens when you stale for a month without adequately planning ahead for it.
I'm going back to school for a professional credential, and one of my other businesses involves shipping mistletoe (on demand, because it's fresh) all over the US. Between those two things, I had basically no time in the day, and if I were a wiser man I'd have dropped out of the game another month before I did.
I'm playing Therodos in a meme game, if that counts.
I really like them, certainly enough to play them again, though I always force myself to play a nation I've never played before due to autism.
I once had the idea to play MA Pythium in every PBEM until I won with them, and luckily I won my first game with them because I don't think I would've been able to handle several games of that shit.
But yea, Therodos is fun.
Also, I'm fine with whatever when it comes to Stalewarriors. I've been using the slow pace and mindless turns to take advantage of clearing out my backlog, as I'm not going to make the mistake of joining multiple games on a whim again.
If you kill Stalewarriors and remake as another huge game, I'll join it. I don't care if it becomes another ultra meme game since there is not enough cancerous globals in the game to overcome my autism. I exist as a machine for turning Mountain Dew into Dominions turns, and no dank memer can ever change that.
So do whatever you want; I'm happy either way.
Telchines are expensive super mages. Sure, they're giant but they don't have a bunch of crazy resists as well as being lifeless like Golems. It's like using an AC 130 like a WW1 fighter plane.
>why would you do this
I have no idea, I hadn't been playing Dom4 that long at the time and I thought Pythium was tons of fun. I was incorrect.
As a rural Appalachian hillbilly, Mountain Dew is the drink of my people. It can't be helped; it calls to my redneck genes and I find its taste to be among the greatest sensations in life. Nectar of the gods, mayne.
I've actually been doing good summoning tons of immortals with my demilich and what blood slaves I can scrounge. Stuff with Summon Allies is really helpful when you have no money.
What the hell are these meese
Is this based in some mythology somewhere
Are you ready for memegames? I hope so, because
I have no idea how many people would actually be willing to join this shitshow again.
Big memegame that took a while to get started, had a ton of nations in a hilariously awful map that makes Oeridia look good, and ended 20~ turns after the admin got conned out of some pearls.
It actually depends on map size to a degree. Magic scales in value based on how many mages you have. On a small map with very hard research, mages are basically irrelevant.
Easy research or small map - you will have fewer mages needed to get the research you need, so magic/drain is less useful.
Very hard research on a large map - you will need more mages to get the same research levels, so magic will give more over time.
What's wrong with you? If you think next memegame is going to be better I'm just going to slam enchanted forrests and astral corruption there anyway.
I've been trying to do that since original flatus (Ragha there).
Well if I could summon vampires don't you think I would?
If I could summon vampires I would have a blood income and wouldn't need to worry about summoning shit.
I know it's a good idea and such, it was just funny that everything went wrong at once.
Liches are better than wrath lords and worms that walk for the purporses of casting through astral corruption.
Worms that walk literally don't work because of their decent hp plus built in resists to damage types - they don't die instantly, amass horrormarks and become useless negating the benefit of immortality. Wraith lords have the same issue for the same reason - too much survivabilty, they actually have a chance to survive one or two horror hits and that means horro marks. More horrormarks - more attacks - useless.
Liches are the most brittle out of the bunch and only really get horrormarks if they get limb hits, which doesn't happen all that super often. They still can become useless but the chances less. Demilich is ideal because he's got no hp or limbs.
I'm just giving batman more firepower, don't i
I made a big post about casting through astral corruption for Monster Mash, I probably should have saved it.
Admin is asking for opinions in email
Oh, I think my email's busted right now or something.
Anyways, ending Stalewarriors would be stupid. You're all as bad as Pan was, bitching over a few Armageddons.
Also tienchi national immortals are pretty good for the same reason - low hp no special resists. They get hit by horror and except for limb hit they are guaranteed to tdie, so no horrormarks. They work really well for empowering.
The way horrorattack/horrormarking works in my experience is you get hit by an attack - if you live there's a second (1hp i think) attack that has the actual horrormark effect aplied to it.
I'm not too sure, it's kind of hard to grasp what's actually happening in combat logs, but it's a working theory.
Blogging is no longer on a delay, so yes. The map released this upcoming Sunday will be current. Nothing important has changed except that Mictlan has been partitioned into Jews in the south and Chinamen in the north.
Quagmire would be helpful if you're fielding undead or units with swamp survival, quickness is (almost) always a good buff, warriors of nefielheim, cold resist, living water, flames of neifel will target his wingless and mages since they have less cold resist, same with falling frost.
Wave warriors is situationally useful, but not really great.
It's not all that great, certainly not an actual research goal unless you really need half your cap pop to die and hundreds of umbrals. And the chance of releasing angry god vessels everywhere.
>half your cap pop
It's not half, your population gets reduced to 5 thousand or so.
Also I'm fairly sure the number of umbrals you get depends on the population you lose. 45 thousand loss being roughlly 450 umbrals/penumbrals
The conflict between C'tis and the allied forces of Machaka and Shinuyama continues to mostly be defined by raiders rather than actual armies. A small cadre of Marshmasters and a Bane Lord that was given everything he needed except for regeneration lost to a slightly larger force of Sorcerers. A different group of sorcerers managed to finish bringing down the walls of one of C'tis's fortresses and captured it. Yet another sorcerer on his own perished when attacking a province alone.
Shinuyama has thus far not sent an additional force to resume the capture of C'tis itself in spite of having killed many of the marshmasters in their last siege. Instead, they simply traded a handful of provinces with raiding parties.
Abysia has lost several provinces to Ulm, but Sceleria more than made up for the fire mans' losses with the capture of one of Asphodel's forts (executing several mages in the process) and a few additional provinces. Ulm's gain in provinces was nowhere near as great as their loss of the Earth Blood Deep Well, which had dropped them from second place in gem income all the way down to 5th.
Jotunheim continues to be first at just about everything, thanks to their peaceful nature and benign rule. Life under Jotunheim is entirely pleasant, and soldiers and young women alike flock to volunteer for national service.
Shit, did I forget to mention you? I let C'tis know in the last thread.
And now that I check the turn, C'tis didn't listen to me. And Jotunheim's almost in my cap circle too.
C'tis, I'll be taking 28 because it's adjacent to my capital. Jotunheim, please don't move into 25.
Shinu's expansion is suffering ;_;
It is 90 percent of your pop, and the amount of umbrals/etc you get is a function of that. I want to say a tenth of the population lost, but then i also want yall to sort of stew in your "being wrong"-ness.
Also Sauro, I was going to withdraw my forces and offer you a truce. I only attacked because I thought you were coming at me, but as it turns out you actually do have indie water mages.
If you agree to nonaggression for 20 turns and to keep your forces out of #57, I'll withdraw and offer reparations for the lost gold and production, minus my casualties of course. As a gesture of goodwill I have withdrawn my birdpeople.
Does anyone know how to remove the recruitment limit from the sirrush? It's set to 1 per month, how do i remove that limit entirely? I can change it to another number, but i want to remove it...
Who wins: W9 Sauro with skelly spam, or Lightning spamming birds?
I'm in bed already, so I want to look at the game tomorrow before I decide. Though I've had very few losses, I'm pretty annoyed by all this. Right now I'm leaning towards peace, because I want to build the Sauromantian Palisade Peninsula and rule the narrow sea, which was my original plan. It seems like a properly scrub thing to do. Like I said, ill have to determine how feasible it all is tomorrow.
Fuck, I can't read.
I think you might need to clear the unit and remake everything then copy sprite over.
Try setting the limit to 0 first though, that might clear it.
It depends on your blockers. Sauro wins with proper evo catchers (and wins pretty hard, at that) but if Caelum can clear your line to make the T strikes hit your mages blob, you'll lose it quickly if you can't give them all lightning resistance buffs with indy E or A mages.
Well here's your problem - when Sauro wins, it's because your skeletons overrun their frontline and their birds ran away. When Caelum wins, it's because they killed your mages with their evo. They risk a lot less in fights than you do unless you can cut off their retreat.
Seems a challenging proposition, considering I has caught unprepared and only have cavalry, mages and archers at the moment.
Right, not only are battles much riskier for me, but I don't even get to fight battles unless Caelum wants (or fucks up and stales a third time).
This is approximately a third of my army vs what I estimate to be a quarter to fifth of his.
so you're saying that neither of you have real armies. Okay. That makes it kinda a crapshoot based on who lost more during expansion and fighting bird raiders will be dicks. Ask a friend to help you remove the bird threat and hope they don't roll over you next.
Jotunheim is the only player that's winning, given that he's by far the largest, sure to be the furthest ahead on research given his cash + magic 3 scales, and just put up Well of Misery
Makes some spells that never get cast worth casting in extremely niche circumstances, most of the time you just use the stuff that was good before.
If there are any other changes I literally haven't noticed them, which is not a good sign. Like playing vanilla, but everyone spams iron warriors.
I finished everyone important today for the mod. Now I just have coding left to do.
Just a heads up for people, I may be unable to take turns for a few days, so the next turn will have a longer hosting interval than usual.
If I can take my turns, it's not going to be a problem. But just so you know in advance if you're wondering why your turns aren't coming in.
Yeah, but it's just not really worth it. If you can't live without N9 golems and being able to add nature in your communions, I guess N9 is acceptable, but even then I don't think it's worth it and it's definitely not for your heart companions.
They don't bring more HP/gold than a Hoplite even with N9. The only advantage is that you know that they'll be targeted by evo (if you call guaranteeing that your overpriced sacreds are targeted by evo an advantage) so you can do some spread line formation shenanigans, but they're not nearly as good at doing so as stuff like vine ogres.
The Late Age is truly an era of deep dark fantasies
W9 makes them surprisingly killy.
N9 makes them actually live against some non-giant enemies, especially with further buffs.
Overall they aren't worth a bless, but you could take one due to liking their fluff, which is a thing i've done.
The main problem is that Arco has armoured elephants that you can make ethereal and send berserk, which invalidates pretty much any other unit type you could buy in earlygame, and the sacreds will get shot to shit by magic in mid and late.
>trying to mod spells
According to the manual an AOE of 1001 is supposed to give it a range of 1+1 per additional caster level, but ingame it displays as 3+?
I think this would work.
#name "Additional Freeze"
#school -1 //unresearchable
#path 0 -1
#effect 11 //special damage
#damage 268435456 //freeze damage
#effect 2 //normal damage
#damage 10 //set damage to a reasonable number
#nextspell "Additional Freeze" //apply freeze after damage portion
Haven't tried it and I'm not a modder, so there's probably at least one issue that needs fixing.
For a W2 spell,
>1 + caster level
is the same as
>3 + additional caster level
The former is how it works inside the game engine, the latter is a more user-friendly way to display it.
Anyways, if this is a "who will win" it depends a little bit on script, but the illithids will all mind blast that behemoth, so they're not going to be a huge factor. Marble skin + fog warriors on the summer lions and green lions will make them extremely hard for anything but the shard guards and mages to kill. It'll depend on what Army 1's mages cast.
Damn, those Draugs were MVP as fuck. If I had enough gems to get a couple more casts worth of them I could have stalled this shit out pretty much indefinitely.
Anyway, gg Sauro, I never stood a chance to begin with, but I'm glad I managed to do some damage.
Cataclysm. National units are recruited from magic sites, not from your forts, which only allow generic weak units.
It's not actually as imbalanced as people think, because even if someone lucks out on good units, they can't spam them due to them being only available in one province.
What makes it hard is that you have to develop a strategy based around what the rng gives you, rather than a fairly well known set of national strategies based on national mages/troops.
This battle came down to largely the Wind Guide cast on the Vitriols. Rain of Stone cleared out the communion slaves, but the seithberenders and starspawns/illithids would likely have carried the day if the green lions hadn't been headshotting squares of enemies with every single acid blast. Prec 17, the difference really shows.
Getting lucky in Cataclysm isn't as much about finding good units as it is about good mages.
Everyone's army is going to be an awful hodge-podge of units with hopefully one or two types that are actually good, but finding just a few sites with good mages makes a massive difference. This makes the early game in Cataclysm even more important than it regular Dominions since finding some good sites and forting them up takes top priority.
With blesses being almost useless because you can't know if you'll get any sacreds worth blessing and even if you do what bless would be good for them, it becomes a matter of taking an awake expander and some good scales and hope you find more useable sites than your neighbours.
This is domgclysm, so everyone gets cap-only magic greatsword longbowmen with 15+ in most stats and plate armour as cap only sacreds for 26g. And Iron Warriors mod, as well.
The only other time i've played Cataclysm - regular cataclysm - the guy who won it had a w9f9 bless. There's /enough/ sacreds that he used the one he found to leverage him into enough power to get more, and it's really hard to counter a variety of sacred units.
As for the mages, unless the magic site settings are really low, it's unlikely you won't find enough that your gold income isn't enough to support buying all of them, and you have to pick which you're going to develop.
For example, this guy has huge amounts of little s mages, with tough mages being the only big ones he's bought, whereas i've gone for high path mages. So it's my few and proud against his hordes. I guarantee that in order to buy so many weenie mages, there are big mages in his lands he isn't buying.
Okay, frogman. I hope you don't want the land provinces around you, because you are way too close to my capital and you already have 8 water provinces for you who no one can contest.
I will be happy if i finish up with 8 provinces for myself after expansion
Double bless (D9W9 on a demilich) is probably the best you'll get. D9N9 might be a smidge better since you'll need your to survive more since you'll have less of them.
But a singular bless nets you more of them, and they're already really fucking killy and really hard to kill.
TOOK LOTSA PEPPER TA TAKE YE OUT
GG to you too. It was fun fighting you.
Indeed, a handful of draugr would have done it, because those mindless skeletons are retarded as well, making it their biggest priority to kill one prot 26 unit and buttplug the entrance instead of marching on and pelting those jarls with their rotting spears.
No clue, the was a bat invasion apparently but given the bats got mugged probably not too bad? Marverni vs Ulm is ongoing on the continent, if either of them could tell me how that's going it'd be appreciated
and to help me fulfill the dying wish or Ermor.
Is there an actual way to get this silly lich
we both had primary armies at eachothers caps, I'm pulling mine back just in case what I have at home isn't enough
Overall Ulm is better off, but I've been doing well all things considered.
Why can't I hold all these qt lolis
actually already sold it to someone this turn for 20 gems. Was a bit higher than I expected it to go for honestly.
Why the hell is that item 40 gems to craft anyway.
Northern Asia is pretty peaceful at the moment, as long as Sauro remains chill with me. Not interested in Europe just yet, I hear that +7 troops per turn for owning Asia is pretty legit.
Jotunheim's got a huge advantage, but isn't in a position where he can win without contest (a gangbang would still probably do him in)
Abysia and Mari look pretty exhausted from fighting skellies, though Agartha doesn't seem to have lost as much. Man and Vanheim seem pretty well off. I'm using Akashic Record on Jotun this turn to see just how far he is ahead.
It'll be a slog either way though, since 10/14 throne points are needed.
I am doing pretty
___well___, though have being paying the bounties and giving some gems to the people fighting Ermor. If there is anything specific people need for the fight do ask.
Peaceful, Fomoria attacked me in the beginning of the game because he thought I wasn't expanding fast enough.
But after he lost his expanding army due to a miss click and losing his pretender as well he wasn't to keen on fighting me any more.
After a few turns of sneaky elf gorilla warfare we made peace which seems to be lasting so far.
Has anything interesting happened in your game recently? Or even a while ago, so long as you haven't posted about it yet.
If so, would you mind capping it, or giving a short synopsis of what happened?
I'm not in any games myself because my schedule doesn't allow it, but I like to read about how other peoples games are going.
Really? Must be a holdover from before, then. The manual said they were shit. I did mean LA Ulm, to be more specific.
>looks like you are shit at dominions
No fucking shit, or I wouldn't be asking.
MA Ulm doens't much like magic (they don't like anything that isn't pure humans in thick steel armor), but they still use it a lot. EA Ulm and LA Ulm don't really have that much of a problem with magic, especially LA which is infested with vampires and illuminati and whatnot.
Oh, I understand now. You're referring to the lore. Yeah, nominally the Ulmish people are opposed to magic, but in practice you'll actually have more mages than most other factions thanks to your illuminati.
what happens when your equipped commanders die? if it's in a battle, the other commanders have a chance to get it, but what if your commander dies diseased researching in your laboratory? do you get the items back to your lab or are they lost?
The great testing fuckup vs C'tis has been amusing. It's taught me to actually play with a nation in sp before randomly going into multiplayer as said nation.
Highlights include losing my entire army multiple times because my troops are shit, hundreds of gems spent doing random shit, netting one lost C'tis fort vs a bunch of provinces and a dead stupidly designed god.
So the book mentions MA Ulm as being weak in magic and they hate magic and blah and that is true - they have very little pathing, and no access to most things. They have the worst diversity in MA, and very low in LA.
http://dom4.wikia.com/wiki/Magical_Paths you can see that here
But what they (MA Ulm) do have is fairly cheap E2F1 mages everywhere. E2 lets you get earth 3 easily with a buff in combat (summon earthpower), and shittons of earth gems.
Earth is a great path overall which lets you do a ton of stuff, and earth gems (which Ulm has a shitton) lets you do that stuff more. E/F lets you cast magma stuff which can be killer in combat.
They also have a forge bonus so they can make magical items cheaper, which is another (+magic) benefit
Iron Blizzard is a national spell which is castable by their capital mage and is basically a huge crossbow group firing every turn.
LA has vampire summons which are pretty decent as well as Illuminated ones that can be made everywhere you make a lab. Those guys are great at making Communions which buff their paths in combat, letting you cast, again, more good spells. They also have a bunch of blood access, and blood is great in general. To be fair, these guys are basically illuminati/secret-mages w/muh lore
tl;dr low diversity in MA and LA but what they do have is setup to be good and frequent magic, and it will indeed be used. Lore is lies.
Also I'm a superuboturboscrub so grain of salt, etc. I don't know shit about EA Ulm.
>not playing a nation at least three different ways in SP before trying it in a real game
It takes like 45 minutes to try out your mages, 15 to try out your sacreds, and 10 to try out your troops. Maybe 20 minutes for troops if you have easy access to good summons.
Well I also do that.
More fun. I get to roleplay as a god who's just woken up, and now has no fucking clue what the shit they're meant to be doing or who these little green men are that keep offering virgins to him.
I usually test and train my expansion in SP and plan my research goals based on the paths I have access to. However, in actual MP games the plans change on the fly. As the saying goes, no plan has survived contact with battle.
Ok Caelum, I'll accept your truce agreement, on the terms that it only lasts for 10 turns, and in that time you will not attack Yomi.
As far as gold goes, I'll ask for an indemnity of 200 gold, which is approximately my lost income minus your lost troops, plus a fee for unprovoked aggression and delayed research.
>However, in actual MP games the plans change on the fly.
I agree, but
>hundreds of gems spent doing random shit, netting one lost C'tis fort vs a bunch of provinces and a dead stupidly designed god.
speaks of having no plan at all, not imperfectly executing your current one.
I'm not saying that you need to plan out your gold expenditure 3 turns ahead
though the two gud players I know actually do that, but you do need to know your magic depth/crosspaths, how many provinces you can expect to have by turn 12, what spells you want online ASAP, which mages you need to recruit to get as diverse a site-searching team as you reasonably can, and which mages you want to have on auto-recruit.
No clue, I've never played or considered playing LA pythium.
I'm assuming you're taking that N10 bless for your Hydras.
Keep in mind not to put them around your own troops as they'll poison them and from what I've heard they're pretty shit.
>figure out that you can actually have unlimited God Empresses
if people look at the group and see chat empty, they aren't likely to join it.
.....and what do you mean "WHY!", I want to see the few remaining blood nations travel half the map to fight over a single province. it will be hilarious.
Odd, I'm in there most the time, though I've had problems with steam before with group chats, so, whoops.
I meant why as to the underseas war, though I know your reasons I was more just voicing my reaction.
Do you have any spriting protips
How do you sprite your pixelmans?
correctlyI'm really bad at everything in the process except for opening up a program and want to make some sprites for a nation of humanoids.
I use gimp and I try to keep things in the relative artstyle of Dominions. Download this first since it's the sprites from the game.
A good 99% of the stuff I do is using the Dominions sprite as a basis while using a combination of recoloring, copy pasting, and slight pixel modification.
Ran for example uses the Kitsune sprite as her base, a pair of Iron Magus hats flipped together as her own hat, and recolored Jotun Werewolf tails as her own.
Youmou uses a modified Ronin sprite as her base and Myon is actually just a recolored Will-O-Wisp.
Cool, thanks. I can see the sprite-base-theft now that I actually look.
Also, examining the thread, there's a 4.21 updated dump:
Was the pair of hats necessary for Ran? It looks like you just have a couple straight lines
Very well, that's fair. I'll send the gold this turn, but remember that moving an army into province #57 will nullify this agreement and be considered an act of war.
Undead is not lifeless.
Lifeless explicitly makes you immune to Drain Life, but undead does not.
One is a skull, one is a dancing skeleton
Check Longdead (unit) versus Spectator (the commander) on MA Ermor to see how you can have both or just one.
The Statue of Fertility, the Titan of Death and Rebirth, and the Great White Bull do that exact build for 183 points cheaper, 61 points cheaper, and 136 points cheaper respectively.
Demilich does it for 3 points cheaper, holy shit.
Is there any reason you want a Gorgon?
The least resource intensive of your troops that don't only stay for a single battle and isn't terrible requires 26 resources a unit. You probably plan to use Hydra Hatchlings to expand, but unless it's a very small game you'll need to recruits troops, at least to siege. Sloth 3 is a bad dump-scale.
Heat isn't terrible, especially with Growth.
Growth is good, but might be wasted on a nation of mages with at least 20 more years before old age.
Magic is good, because you have lots of cheap mages to get +3 RP off of.
N9 is kinda wasted on Hydras/-hatchlings. They already get regeneration and anything that can kill them through 10% regeneration would probably kill them through 20% regeneration. I'd suggest E9 instead; the extra protection will help during expansion, and you have sacred mages that could benefit from it as well.
due to the way my nation works with coastal provinces, I'm going to have to contest that.
also, 8 water provinces is like 6 land provinces. you can't honestly expect me to stop expanding with such a pathetic level of income.
even 8 land provinces is far too low to stop growing.
well, you sound convinced at least.
try not to go too deep into the earth
also Pelagia, sorry for that clash but you deserved it for attacking a province where i had three (3) candles of my own. Now I'm going to get some taxes to punish that and the troops i lost.
Ok Ermor, I'm sure that you just invaded my lands as a pretense, and you probably expected me to not retaliate once you assured me that your invasion wasn't actually an invasion. Now that you've taken six of my provinces and finally decided enough was enough, it was time to go to war, I'm starting to think that defending myself was the right idea all along.
Ermor is way less learning intensive than most nations since they have low unit diversity. Tribless in particular is reliant on one or two kinds of units, so once you know what they can fight you don't need to test anything with them.
>Not going for a rainbow pretender erry time
It's like you hate fun.
Xibalba (MAYAN pronunciation: [ʃiɓalˈɓa]), roughly translated as "place of fear", is the name of the underworld in K'iche' MAYA mythology, ruled by the MAYA death gods and their helpers.
You know what? I've changed my mind about this damn game. Just fucking delete it already. All we're doing is wait for Xibalba to slowly and methodically take over everything. Bastard doesn't even have the grace to throne-rush.
>If you're plebeian enough to care
I'm usually not, but here I am. A huge part of the fun in stragey games for me is being able to zoom out and look at all the shit have controlled and iN at individual cities and such. It gives a sense of it being a real place with it's own ecosystems.
This is so basic I can't do that, but it's also not stylized enough for me to move past it.
I think a visual style like Apotheon or Aztez would really help the game without increasing the technical load much.
>making up little stories helps that.
Absolutely, that's what I was saying, but i'm having a hard time seeing myself be able to do that here.
I really just think a minimalistic art style would help.
I've got to do some traveling on the 7th (hurray for 12 hour car drives), which should hopefully give time for a few more players to join. I'll hold off on starting it until that's finished, unless by some miracle to suddenly fills up or enough people want to begin early.
I subbed into a game once on that stupid 'two worlds joined by a land bridge' map, as Mictlan with the 60% one, but it was in a province that was still mine but had been surrounded by the enemy lands, and had 125 PD in it. Kind of became a quest to get it back. I eventually won that game, it came down to armageddons vs demons, metal as fuck.
LA Pyth uses nature gems to siege. Wolves. It never recruits siege chaff. Ignoring your legionaries is actually the smart move as LA Pyth.
The Gorgon, appropriately geared ( you gear it like a weaker thug, not a 200hp SC - elemental plate, MR, vine shield, extra points of reinvig and obviously only use it in dominion), will kill armies you have forced to not just be doom balls (20+ mages will shoot past it's MR eventually, less, or ones with no mr resist spells, won't) pretty reliably. It's a pretty useful last line of defence for a nation that cannot do anything without several turns' run up and a favourable wind.
In the hands of someone who goes n10 for +1 regeneration on a crappy sacred, it's probably just going to die ignominiously though. It's a difficult weapon, like a backpack nuke, just hugely powerful when it works (like a backpack nuke).
All I wanted was your throne, you goddamn greeks.
But no, you had go and kill the one augur I actually liked. Do you have any idea how rare a 3d3f augur is.
I guess it's time to plant the eagle standard firmly through your shattered skull cavity and claim your LANDS FOR ROMA.
Nope. The game engine is not open source, the game makers are secretive grognards, modding is limited to adding new content to the game (sprites, sounds, units, events etc), changing the game involves getting elbow deep in spaghetti code and the two devs both have full time jobs. Dominions 3 uses the same graphics/engine/everything as dom4, the changes are a new win condition, a few new nations, and some new sprites. Pretty sure the game code is largely the same from dominions 1 days, although there have been claims of overhauls since then that are slightly more plausible.
And a lot of the people who like this game have their own headcanon as to why that's 'better', so it's unlikely to change. The game is still playable because it's designed superbly and fills a niche ('large scale strategy') that doesn't actually exist anywhere else - 'grand' strategy substitutes meaningful complexity for maps of europe, 'real time' strategy is starcraft: the cloned game, 'turn-based' strategy is nostalgia and endless hp-bar city/state/country, overall nothing comes close to the emergency complexity and scope of dominions in strategy except chess. The closest video game equivalents are crusader kings and the better Total Wars. It's a great, and fun, game, but the UI and graphics are literally from hell.
I want to like this 'pan was right' meme, because it's funny how pan was right while also being wrong, but on the other hand, pan was a cutesy shitlord reposting his own memes and is taking infinite pride in this shit.
> have joined multiple games.
> new as fuck
Calm down. Don't join too many.
I did the same and ended up having to quit from multiple games because it became too much - made the game feel like a chore and a duty instead of what it is - a game.
Even if you have infinite free time I wouldn't suggest it. But maybe I'm just a bitch boy who knows.
When you do all your turns in like 5 minutes, because your shit is set up and doesn't need to be tweaked.
>gud player feels
>not making minor adjustments based on intel
>not splitting/merging armies
>not moving new troops and mages forward to replace losses
>not using attack/movement rituals
Unless you're at peace, then 5 minute turns are understandable.
Wait, shit, let me clarify. I did all my turns for today, in 5 minutes.
If stuff needs to be tweaked, it takes longer. Generally things needing to be rescripted due to armysplitting/losses. Or having to worry about enemy actions. I did actually have to rescript something, but it went really fast, maybe my brain is just working real good today.
If your peace isn't as complex as your war, you're probably not gud. Positioning for war is very complex logistically, especially since you're trying to act like you aren't. And 'peace' in dom4 means 'moving your stuff into position for the next war'.
Waiting for a situation where attacking is reasonable is sometimes a better choice than going to war immediately, and that's what I mean by peace. Moving troops into position to fuck somebody up is still war, the other guy just doesn't know about it yet.
Not getting territory sucks, but getting gangbanged because you were too aggressive sucks a whole lot more.
>I did all my turns for today, in 5 minutes.
Really speedy turns isn't a sign of good play. Just watching battles should take you longer than 5 minutes per turn.
You only need to watch battles if you don't know what happened in them, or you're checking someone's scripting. 99% of the time, just looking at the units present and checking the mages briefly for gear/gems will tell you what that scripting is.
And I said, sometimes (usually) it takes longer, just not for the reasons you've listed. If you're watching each battle, you're probably not gud, because gud players only watch battles to learn specific stuff they need to know.
Never trust a guy with Rome in his name.
Don't believe these lies. We're taking all necessary precautions with these powerful magicks. Wouldn't you prefer they are in organized, responsible Roman hands than those of some random lizards living in a marsh? Who is more likely to have appropriate safeguards here, an ordered, bureaucratic nation who worships a sacred lady of healing or a bunch of manflaying savages riding lizards?
I've done my turns. I'm just saying i'd prefer to play against someone who has time to script their shit than against what is effectively the AI. That's why i'm doing multi, after all.
I've just bought this game, is it okay if I join a game with random people on the internet and get fucking wrecked or should I first play against the AI a dozen times?
Get wrecked. The AI uses tactics and units that will actually train you to be worse at the game. What you should do, though, is test your expansion against the grey-flagged independent units until you can reliably expand to 12 (this number is lower or higher depending on nation) provinces in year 1ish. Also, watch a few LPs (maerlande or c0lonial's are pretty okay), and read a few guides. Always try to read the guide for any nation you want to use, but keep in mind, a lot of them are shite. Also, where's that image from?
Thanks a lot for the info, I'll look into these things.
That pic is an original character of some guy on DA
Did you run it through some kind of filter?
I've been playing the game for years (autism ho!), and i've had a bit of success teaching people how to use it, so you can send me questions/turn files at email@example.com and i'll reply with advice/scripting/screeching noises and obscenity.
I found it like that, it's probably just the WIP or something.
I don't think there's much content with that character, pic related is the second-to-last one I've found.
The 'general consensus' on fixing EA Abysia is make their shit not cost the actual earth to buy.
If you wanted to make their lategame less of a horrible, give them actual earth magic on their cap mage, so they can at least buff.
It's not normal for people to demand money from you.
Generally if you pay someone money it should be for a reason, like you're propping them up against a third party, or you're using some land to move an army and paying someone for the privilege, or buying someone's cooperation in a war. Caving to extortion is more of a sign that you're weak and a good target than anything else.
If you mean in New York Noises, that's a joke.
Did you think I was just gonna let you take my throne? Try to be a bully, you might get slapped.
Also, better luck next time you storm my fort. Hopefully it's not too demoralizing to lose a detachment to 5 mages. Otherwise, you might want to run before my armies return from conquering Manchaka.
You lost more gems in the boosters you put on those mages, than I spent to create the units I sent into that fort, and you still lost 4/5 of the mages.
The Senate doesn't anticipate any problems in crushing you like a bug.
ea game up. feel free to bitch about the settings/the map. Want to try out the new worthy heroes.
no nations banned, because thats some gay garbage.
>Iceland's Magical Magic Mod
>that anonymous mod-maker who teamed up with that anonymous idea-guy to make an unnamed mod I can't even find a link for
/domg/ can't even keep their own mods updated.
excepting the nation-mod guy
Therodos heroes were absurd, and therodos is winning enough games to make it clear they're not actually that underpowered. I initially called Ohlmann out for that, but I think it was the right call now.
I've won 3 out of the 4 games they've won, both normal and one of the disciple games.
Both times it was a throne snatch, one time helped by nearly half the players going AI/stalling, enough to prove they're not underpowered but enough to mean they should be nerfed?
Balancing a nation via heroes has never been the goal of WH. It's been making heroes of reasonably interesting powerlevels.
Also, reducing the power of a unit you have a small chance of getting in any given game is not a meaningful balance change.
I get the making heros of reasonably interesting power levels, especially for nations which have none or none that are any use in vanilla.
However, if it's not a meaningfull balance change, why would you nerf a specific bunch of heros from vanilla? Because they are better than other heros in terms of magic which makes people sad that they don't get them?
Not that guy, but if you have a balanced standard and some things are above it, you lower them to the balance standard. Given that WH's balance standard is basically Lugh, there were no vanilla heroes above that until Therodos.
Yes but you also shouldn't nerf things in a balance mod, unless it's absolutely necessary (see: K8's fight with xbows for a good example of why), because you'll just end up alienating the base.
The obviously better option would have been to move the standard up, this brings in power creep, but in all honesty power creep isn't a huge deal on heroes.
Just isn't true, as I lost 3W gems.