Balance Modding Edition
Previous Thread: >>127800073
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
Submit completed games here:
Is there some way to use secondshape or xpshape such that you can recruit a unit/commander for gold, but the very turn you get it it turns into a unit that has no goldcost, and thus no upkeep?
I'm trying to make that Four Clans nation idea that was posted here a while ago and I'm all but certain that 0g thug/SC chassis were not what was intended.
Shinuyama my friend I am going to need you to move out of 40 as I plan to have that land. For your loss I am willing to give you 30 water gems. If that deal does not work for you I am sure we can come to some form of agreement
You can do something hacky like give a special landshape to a non-amphibious unit, but then if it gets into water somehow the jig is up (unless you also give it a special watershape)
Or I wonder what #firstshape could do here - it's what a monster that is "ok" turns back into. Theoretically a just-recruited monster is ok? Not sure how this work
Or maybe xpshape 0 would work, as a thing is recruited with 0 exp.
Try shit, let us know.
I want to look at my turn before I say anything about that. But, If it's a cave I can work something out for sure.
I just got off work so give me a little while (1 to 2 hrs unfortunately)
100 pearls and a chance to get your S9 caster horrormarked.
Unless you are doing it my way and empowered from zero, but then it's not worth 100 gems and not really worth trying.
Shapeshifting uses the gold cost of whatever shape you're in at the time for upkeep. So you could make a useless initial form with the proper gold cost and let the player shapeshift it into the proper version once recruited for zero upkeep.
It obviously isn't ideal and requires the player to do a bunch of micro, but I tested it by making Jotun Skrattir's werewolf have no upkeep and it seems to work.
If we added a second shape to cavalry that was just the horse that was undisciplined and had varying levels of morale depending on the aptitude of the rider it would make cavalry fairly worthwhile.
Or maybe if it's moddable a chance of the rider surviving instead of the animal.
What are you going to kill the rider or the horse? Also there is precedence with Turan griffins.
As for why it's a terrible idea, it would take a shitload of balancing coding and spriting for an overall kind of crappy fix.
I'm making the Deviant sprite right now, and I have a question. I want to add tentacles (to provide representation for the tentacle weapons she'll have), but it makes the sprite look really crowded. Should I simply not add tentacles, or should I be more selective about the tentacles I'm using?
Because we already have second shape tigers and they are actually really shitty while being objectively better than horses.
You really don't want a shitty unit with one 13 damage hoof attack that cant hurt anything hogging the frontline slots while your expensive cavalry is stuck behind it and gets blasted by evos.
That makes sense, I guess. Would making them work like Zhayedans rather than tiger riders make it decent?
>You really don't want a shitty unit with one 13 damage hoof attack that cant hurt anything hogging the frontline slots while your expensive cavalry is stuck behind it and gets blasted by evos.
Wouldn't the horses make it more evocation resistant, not less? They'd have better hp density and provide an extra pool of hp for enemy mages to blast at before they move onto the rest of the cavalry.
>Wouldn't the horses make it more evocation resistant, not less
Cavalry is largely extremely fragile (applies to almost anything that rides horsest) so prolonging the time of the battle and time that your elite units aren't facing the enemy is not a good thing. Cavalry needs to be doing that damage before it turns into mush.
I completed my first draft of an overhaul mod (haven't touched nations yet). Lots of various balance components, but the goal was to make a lot of the crappier things worth using sometimes, and a few of the very very good things slightly less good. This is the first version, and revision is going to be ongoing for a while, so tell me which parts are bad and why.
Someone said I should spruce up the attack sprites for the Moriyas, so I did.
I'm using the /domg/ balance mod 1.08 but all the cavalry costs still seem expensive as fuck. MA pythium has 50+ gold/resource cataphracts, which is just ridiculous.
Did the mod touch cavalry costs at all?
Yes. They're 60 in vanilla. They were also probably even higher before the cavalry patch that happened after it was pointed out that most cavalry were inexplicably more expensive than comparable units.
>well the serpent is just a poison bite that does stun damage only so its actually worse than a regular horse.
The stun damage is a secondary effect in addition to the physical damage.
>serpent cataphracts dont have dying shape though?
They do, it just vanishes after the battle ends.
>well the serpent is just a poison bite that does stun damage only so its actually worse than a regular horse.
It's 15 slashing compared to 13 bludgeoning, and it has extra stun damage on top.
The troops on top are less well equipped than some cavalry, but the serpent itself is pretty great.
wounded shape (I.E. secondshape) means they turn into something else when they hit 0hp, and turn back into the firstshape after battle
dying shape means the second shape dies after the battle.
Actually wounded shape just means that the second form stays after the battle. Most wounded shapes also have a 'natural shape' ability which means they turn into that after the battle, but some (eg spiders, cave drakes) stay in the second form.
>playing MA pythium
>use communion slaves
>cast personal luck
>communion slaves DONT get the personal luck buff
The fuck? I thought communion slaves get the effects of any buffs that the masters cast?
if you have a glut of nature gems or pearls, you can GoR them to get B1s for blood hunting. As units, they're really squishy compared to other demons, but they're otherwise not bad. Sacred, 4attacks/square, lifesteal, and berserk.
Yes. Their ideal bless is a bit different from the rest of Lanka's stuff, but they'll do just fine even with N9 or whatever.
Don't forget that they have magic weapons. Good for fog warriors and ethereal stuff.
They're also a lot cheaper than Lanka's other summons, even if less powerful individually.
>stick mages in the back
>they still get killed by random arrows or spells
How do you keep them alive aside from crafting expensive defence items on every mage? This is assuming that they dont have access to good defense spells obviously.
Their stats look really good, but skellyspam and melee troops don't go well together. C'tis also doesn't have good paths for buffing troops, so I expect most people just pass them over in favor of skellyspam.
Inspector says they're 13 for me.
What do you mean by 'the back'? How many squares on the battlefield between your troops and your mages?
So today I learned not to send my awake expander into Hoburgs, or Hitler here will fuck your day up.
>get a stalker in a random event
>gear him up, he eventually wins two arena matches
>have him assassinate commanders
>fights a priestess with no gear and only level 1 nature magic
>she casts some poison spell, he kills her then dies
How the fuck do you keep assassins alive. I mean yea i could have given him poison resist, but that wouldnt have helped him survive against any other mages, and they dont have enough slots to stack resists against EVERYTHING.
>Inspector says they're 13 for me.
Whoops, yeah 13g17r.
They work pretty decently with horde of skeletons in my experience.
You're not meant to keep assassins alive. That's why scelerian assassins with skeleton trinkets are the best assassins in the game. Cheap, can snipe 90% of mages or commanders, no sweat if they die or fail.
The best way to win a 1v1 in dominions is to bring friends. As many friends as possible.
Bottle of Living water gives you a size 6 water elemental.
Skull Talisman lets your assassin summon skeletons, which will hopefully wear down your enemy over time.
Those are the two most common, there are some others but they're not used much.
Spells which summon a unit to fight for you are also common in assassinations, but that requires an assassin who has magic paths.
>They work pretty decently with horde of skeletons in my experience.
My experience is that you either have your infantry in front and they fight the enemy first or you have your skeletons in front and your infantry get stuck behind them forever.
In the first case you already have blockers and don't really need skellyspam. In the second your melee troops don't even reach melee. Either way, something is redundant.
Death evocations and Darkness don't mix well with living troops either, but won't affect skeletons at all.
>The best way to win a 1v1 in dominions is to bring friends. As many friends as possible.
You don't get to bring friends.
Yeah, that's not good. If you absolutely must have them so close you can use arrow/evocation catchers to reduce casualties.
There really isn't a simple solution to this because scripting is complex, but here's some stuff to get you started.
Simplest method is to have one or more small-medium groups of soldiers ahead of your front line. Archers target closest enemy group first (unless set to attack a specific target like enemy archers/cavalry/monsters), so they'll aim for the forward group until it dies, making the arrows go nowhere near your front line or mages.
This is harder, since mage targeting is more complex.
Generally, mages target by a combination of resistance, hp density (hp per square), and range. That means you can dump a group of high-hp units (like vine ogres, for example) somewhere and the enemy mages will hopefully throw everything at them. Ideally this group will be in front of your main line, but that means enemy troops might chop them up which is undesirable because they can't eat enemy spells if they're dead.
Obviously, you want to put your own mages as far as possible from this sacrificial group.
If you don't have high-hp units available, using a screen of chaff in front of your soldiers can also absorb a decent chunk of enemy evocations even if their hp is about the same as your main troops. This happens because they're closer, so the enemy decides they can hit their spells more accurately. This method does move you a lot closer to hp-rout, so use it carefully.
>I can't be bothered doing any of that
Keep in mind that the enemy will also move towards you. This picture shows the size of the battlefield, with darker area being the deployment zone for both sides. From the center (C) is about 20 squares to the front of the enemy deployment zone. If you are using offensive spells with less than 20 range you are doing something wrong.
I am not that guy, but mages supposed to target someone close first. Not always. and a single unit won't be targeted, but if the sugnificant group of units standing closer than equal one on the rear it will be targeted first.
>Archers target closest enemy group first
To my knowledge, they do this only if they are set to target closest enemy. If they are just set to generic "fire" they should change targets as they see fit. Indies are always set to fire and attack closest. Baiting their archers works like a charm, but sometimes the melee units follow my bait and kill the commander.
Skull Talisman, Handful of Acorns, and Bottle of Living Water all give you an extra unit at the very beginning of the battle.
Also, mages have a habit of casting self-buffs whenever they're off script.
>Do you have a source for this?
Only my own experience. It's obviously very hard to rigorously test for, but I've seen mages make decisions which don't make much sense otherwise. Generally it seems they prioritize closer targets a lot.
I'd try to set up a test but I don't really have the time for that right now. If you want to try it yourself, you should find that vine ogres won't 100% draw evocations from things with much lower hp density if there's a large distance between them. I'd recommend thunderstrike, since you can be sure you're not hitting range limits.
I heard Fire None worked identically to Fire Closest, but I can't say I've tested it.
I've found putting a few troops out front draws a lot of arrow fire, but I mainly use that against indies.
Ah, that sucks.
Well, decoys are still worth it just to fuck up people on fire closest.
A random chance of the enemy hitting the right squad is a lot better than a 100% chance.
I know it's extremely expensive, but it's still possible which is more than I can say for any other nation, or any other cap-only.
34 provinces in EA, all B9 site searched (Bowl of Blood)
Blood sites are very rare; both because they have fewer sites than other paths, and because of the sites they do have most are higher than sitelevel 1, which makes them even less likely to spawn.
Weapons of Sharpness affects bows, I think. Quickening ups your rate of fire but is awkward on archers. You could also just focus on de-buffing the enemy with things like Destruction.
Problem is the things that counter archers at that even middling levels are really effective. Storm, Arrow Fend, anything that buffs Protection, etc.
>Sitesearch provinces with a random E2 mage I got in an event
>+18 earth income on a nation with no native earth magic
Daily reminder that this is a no-skellingtons game.
>start up an SP game to play around with a mod
>in just thirty provinces find
>Oak of Ages
>Village of Strange Men
>Statue of the Sitting God
>The Glowing Hill
>The Shrouded Lands
How do I make a remote summon spell that makes 20 of 1 troop, and then 1 of a different commander?
effect 37 seems to just take a single unit type and makes 1 a commander, but it's the same effect Horde from Hell uses, so surely there's a way?
Eh, Peliwyr is a garbage map and I've got irl shit coming up more and more so I'm fine to tap out here. Handed everything I have to one of Vanheim's neighbours, so I'm sure he'll have fun with that. His entire army is marching further and further away from his cap, btw.
Speaking of therodos is DomgEA Thed around?
I figured talking about what I sent you might be important. I am very unwilling to let you have that elephant province for the reasons I stated though.
To reinforce armies
But mostly modding shit, and I'm looking for something to copy.
I want to make a spell like Horde from Hell (send a commander with different troops than what he is like with devils & imps), and there's no apparent way to do that that I can see, because there's no way to remotely summon troops. The remote summon spell-effect automatically promotes one of the summoned units to Commander status which would be fine if I wanted them to all be the same thing.
Those unfortunately use a different spell-effect (38, rather than 37) which means "send special monster allied to nobody that attacks the province and then leaves."
Horde from Hell uses effect 37 like most/all Remote Summon spells that stick around but I can't replicate its effects - if I tried to make Horde from Hell with what I seem to have, what would happen is I'd make a buncha imps (and just imps), and then 1 would be the commander. No devils.
Yeah, that'd be effect 37 to remote summon a comm and then effect 1 summons units.
How that's achieved is you just have the original spell (devil remote summon) and then have it immediately trigger another spell (imp summon) with #nextspell
Problem is, if that nextspell is effect 1, it'll just spawn the damn units on the caster, as spell-effect 1 has no "range" component to it, and it's all based off the caster. If I try to use effect 37 to spawn imps, it'll automatically promote one to commander.
That leads back to me needing a remote summon for troops - then I can just nextspell into a remote troop summon, and it should (?) work. I guess nobody has any actual confirmed way to do this, though.
The comm? Is there a way to easily do that?
I could have a spell summon a lone commander with 37, have it trigger another spell with effect 37, but with the desired troops. That'd make the extra comm, but if I could just instantly kill that comm, that could work. Not sure how to do that, though
I don't know for sure, but you can probably summon some unique commander type that you can create beforehand with shit stats (with 0 health maybe?), and if that's not enough just trigger an assassination attempt like those other similar spells do.
Which dominions unit/commander/pretender has the cutest, most feminine dick?
Event modding could work, I guess. It just spooks me a tad, and seems a bit clumsy. I'll check into it, though
Yeah these won't work because the problem is I want a specific unit as a troop and I can only summon one specific unit with a remote summon spell - the only other thing I can change is how many are summoned. It then just makes one a commander, which I can't tell it to stop doing
I can summon a single comm that I like just fine.
Pretty sure that'll result in always getting a Devil comm - I can only change the unit it remotely summons (the 'damage'), which is currently ID # 303, also known as "imps".
The devil is just magically there by some other thing that I can't see, nor edit.
Any advice on how to make it so trample units don't kick my ass?
He's talking about modding, not spellcasting. It's possible to copy mechanics from spells and then change certain constants to get what you want (ie, a spell that summons a custom commander who dies).
Alternate idea: What you need is an effect that only happens to commanders.
#deserter only affects commanders according to the modding manual. Just create a custom monster with the stats you want and #desertor 100. The commander will evaporate, leaving the units.
New version that doesn't crash on game creation anymore!
Also some minor changes - weakened Tangle Vines scaling, removed changes to hellfire (for now), made amphiteres undisciplined again (but cheaper), made revive wights less mage efficient but slightly cheaper, fixed yari changes.
And 3 armed creatures armed with a fire bola, longbow of accuracy, and two pebble pouches throw all four at once.
You fire all of your ranged weapons at once, as long as you have slots for them and sufficient range.
Stop using muuch. Use mages if necessary, but it probably isn't.
Also, you were fielding 500 gold of shitty infantry against 500 gold in elephants alone, and elephants are made to crush shitty infantry.
I'm trying to get into this game but every guide I've read for various nations is quick to point out that only one or two troop types are worth building and what you actually need to be doing is just massing summons.
It's really killing my interest, what's the point of thousands of unit types if the vast majority are garbage that you should never ever build? I don't want to play if I'm only ever going to use two types of commanders and two types of units per nation.
For most nations it's not so much that you never build them as that if you could recognize when to build them you wouldn't need a guide. But there's a bit mod in progress now to make everything balanced, so that problem should be fixed in like a year or something.
I finally finished the MoF mod for CoE4
Some units are crap, but most are worth building. For new players we recommend the most broadly powerful units so you don't have to worry about specific niche uses.
You'll learn niches as you learn the game. Try out MA T'ien Ch'i if you want to try a huge range of human infantry. Or MA Pan if you want more specialized options.
Now taking bets on Bogarus staling two in a row.
Not-Horde-From-Hell guy, reporting back.
So what I ended up with is a multi-step process:
1) A base spell that summons 20 units under effect 37, so it also automatically promotes one to a commander (which I can't get around)
2) spell 1 then triggers a spell that summons 1 unit under effect 37 - I want this guy to be the comm so the auto promotion is good.
3) Spell 2 triggers another spell which triggers an event which kills the commander from the base spell.
Problems: The original commander (that I don't want) is present in the combat, and also the units that were summoned are put into the province garrison so you have to put em back under the remaining leader. First is a slight problem, the second isn't a big one.
Possible solution: Make the entire spell 1 event that spawns 1 comm and 6d6 troops (avg of 21, close enough). Because event modding lets you make those two things different...just you can't specify an exact amount (only d6 increments) because who wants that.
...that could work. I saw that said earlier and totally forgot to try it, oops.
I don't think there's any particular reason to make these guys comms, so it won't mess anything up.
It's kinda bad desu
only a 10% chance of ?FASD outside of their capital, only two mages in their capital (one of which only has 1?FASD), and a total of 4 units (counting commanders) recruitable outside of their capital
they have no summons, no national spells, no melee troops, and no real combat magic
they have blasters which are pretty neat (10 AP fire damage), but nothing else that makes them interesting to play
Yeah, it's a bit limited and very very capital-focused.
All of Sith mans with the not-lightsabers (the gray swords whose name escapes me) are fort rec, aren't they? At 30xp they turn into the cap-only variant, or, well, gain a force choke.
Stormtroopers being cap-only is kind of sad, too.
Two stales from Bogarus and we're only on turn 4. Anyone willing to sub/set them AI?
Rephrase that and think clearly about it.
'Is it worth it to send my god to an arena where my opponents will know where he is if he wins, where the rewards are shitty at best and cursed, and where the biggest plus (huge exp boost) is wasted because gods can't into HoF
It's not just a power issue; a nation which lacks mages doesn't fit well into dominions. You can buff the units until the nations starts winning, but that makes the nation way too strong earlygame.
Atlantis, I'm going to take that uw province back and hope you didn't intend to go to war with me.
if you did intend to then I don't know where I'm going from here but I promise it won't be boring...
you can use flanks/mid grouping to have one portion of the battlefield covered by regular troops with less skeletons (not none) moving up that side to support them.
It works pretty okay, especially if you can time things so your front line is mostly skeletons with bits of crunchy falchioneer in there to deal damage.
It's a cute earlygame thing for c'tis, but later when you have more forts you just spam skelespammers/shadowblasters/lifedrainers and don't bother with troops at all. Well, some horned serpents as mind blast defense.
>been wanting to play bogarus in a MP game for ages
>see the flatus game starting
>bogarus is in like the first 5 nations to get picked up
>now find out their player is staling and not even playing them
Forests are extremely common on most maps/all random maps.
You can generally get some/all underwater (unless pelagia is in, your muuch are surprisingly effective underwater).
You have a decent thug chassis.
Flying bats are still flying motherfucking bats. Like seriously, light lances on a cheap flying chass with darkvision still wrecks all kinds of face. It's the only xibalban you actually need.
They're middling in power, and will utterly destroy some nations. People tend to play them wrong/poorly, though. They're still a bat nation, just with W/E magic. People play them like a muuch nation, which is a Mistake.
I'm pretty sure the other guy just set them AI, so if you want to sub in you can. They only staled two turns, so I don't think they could be in THAT bad a position.
>Flying bats are still flying motherfucking bats. Like seriously, light lances on a cheap flying chass with darkvision still wrecks all kinds of face. It's the only xibalban you actually need.
Bat troops aren't that good.
They're good raiders because they're stealthy and have a nasty first attack, but against any serious resistance they will fail completely. Darkness will help in melee (unless your enemy uses one of the many summons/troops which ignore it) but doesn't prevent evocations or arrows from killing your troops en masse.
You're also limited to 10 lance troops per forest/cave each turn as MA Xibalba. You can't instantly form raiding parties from every forest or fortress like EA or LA Xibalba can.
Can someone try sell me on EA C'tis charioteers. Every now and then I see someone who swears by them. But they never tell me why would use them over heavy infantry + elite slaves for expansion, or falchioneers for real fights.
Chariot expansion is tricky to script, but generally lossless whereas infantry + slaves suffer attrition and require more resources. It lets you make more expansion parties more quickly to snowball off of.
It basically works the same way as elephants - you use an infantry lure to bring the enemy forward and draw arrows, and then the chariots run them over. The lack of HP makes them a lot less forgiving than elephants, but they also cost half as much while doing almost as much damage so getting critical mass is much cheaper.
Don't say I didn't warn you, broseph.
10/forest/turn is enough to power raiding, if you're not shit tier. If you're too stupid to plan ahead and stockpile raiding groups, then you're shit tier.
The nation has heavy E magic, which means it can make Marble bats if you are actually using them in an army fight, and xbows aren't ubiquitous in MA like they are in LA.
The lance bats are still the cornerstone of the nation in MA. They're not a spammable disposable resource, but they're still the unit that will win you wars. Muuch are not.
>That point when you reach lategame and you realise that you've put way too much time into the game to not take it more seriously than perhaps you should
Star Wars mod updated
-- Added Emperor pretender
-- Added Knight, middle tier mage between the researcher and the lord. Also made the lord slow to recrit.
-- Added Sith Overlord multihero
-- Added Darth Vader hero
I think he messed up the hero thing or something, because they won't appear and I had to manually add vader as a reccom to get him to appear. Probably should've done #hero1 and not #hero, but I'll let him figure that out. Also, overlord not pictured.
The knight is 1(FASD) 1(FASD) .1(FASD) invuln 15. Resists of 5, except poison @ 15.
Vader has Invuln 20 and popkill of 10, shock/fire resist 10, cold res 10, poison 15
I prefer cold Ragha's mages, actually. Their sacreds aren't gryphons, but they're okay too. The only thing that I dislike is that it's much trickier to get your blood hunters.
Uh, a motherfragging SITH LORD and he has, what, 1a1d1s? Qu'est-ce que?
Why are sith skelespammers anyway? They're fucking air/astral casters. Lightning and mind tricks, and national A/S force push, pull, storm spells. Maybe a national fear spell in S.
Then you have a nation with limited paths, expensive troops, but strong mage-knights with national spell access.
As is, it's not something i'd ever play. Forgettable, jedi/sith aren't scary or interesting, blasters are basically just shortbows with flaming arrows precast. Not really star wars-like, not interesting on it's own.
Out of fort S1 mages (with stealth to make moving them relatively safe), rangers, 0 research vampires.
They fare poorly in part because there's a perception that they need to be destroyed and unlike Ermor they're not actually OP enough to win in spite of this.
I like Cold ragha, I prefer to play it. But it's just not as powerful as griffins ragha. Those griffins are armoured, and ella fucking hard to stop. Three attacks, flying, huge hp, regenerate their riders. With f9 or b9, they are a goddamn menace. With a god to get out seraphs for Fog Warrior midgame, it's bloody fucking hard to stop Heat ragha.
Oh, nevermind then. Rest of comments on the nation still stand. Overall unimpressed. Theoretically you could thug with the sith knights, but it's a pretty one-note thing to do and they still suck even in that seemingly specialized role.
>Uh, a motherfragging SITH LORD and he has, what, 1a1d1s
It's a pretender chassis. You can choose to add magic paths.
I think that the nation has serious problems even ignoring the skelly spam thing, though. They are extremely reliant on fire damage on all of their troops, to the point that it's probably a downgrade when your troops get their sith form in the midgame just because your opponents will be putting up fire resistance on everything.
Their fort recruit mages are too random to rely on for any given strategy - you want A2s or F2s for evo spam, D2s or D1S1 for skelly spam, and you need critical mass of S/x to make stellar cascade spam work, so a large portion of them will be useless in the midgame regardless of what your research focus is.
Yep. Can't rely on enemy dominion-herding to keep a fort in cold, so you just hammer one of your forts with wolven winter to keep it frosty year round. Later, use seraph randoms to keep another fort frosty. Scale to your seraph needs/water income. Sure, it sucks to have to take water on your god - and it sucks not being able to imprison, but the reliable fog warriors is worth the pain. X9W3-4 + dormant + decent gryphon scales is very doable.
W4 seems like a good choice, since you need W3 at base for that anyways and the minor bless is dope on high defense gryphons.
Actually, looking over what I wrote for their weaknesses, they're not actually worse than LA Pythium. Faint praise and all that, but they're low-tier compared to vanilla rather than just UP.
Why the fuck is the underwater Arch Mage aquatic and not just amphibian with a landshape of no-mount
You know, Jotunheim, I did ask in the thread if you were going to take that province or not since I didn't see if it was an indie you had left for some reason or a random uprising. But since you staled that turn anyway, it doesn't really matter. There's 5 pd in that province if you want it back.
This might be in poor taste, but I was hoping I could ask for a broad strategy overview for MA Man. I guess just the sort of mid/late game goals people typically have in mind for them. They have access to a lot of paths at very low levels which I'm not really used to. I've looked up path boosting for ways I can leverage this but it seems like only one rank in a path is often not that relevant.
My current plan is to get Wind Guide online because I am loving their Longbows then switch into Construction since I built my pretender around forging a lot of path boosting items and eventually having very high magic levels at the cost of a sizable investment of gems and mage turns.
It's probably because I'm bad at the game, but I don't see an apparent goal in what Man has available. The only nation I'm actually familiar with is MA Ermor and that's a very simple plan. Have infinity skeletons, cast big death globals, cackle maniacally.
Order 1/Luck 1 is a waste of points. Personally go for Order 3/ Misf 1. I also try to go magic 3 with Man to spam those temple recruit shit labrats. If nothing else they're cheap stealthy priests.
Man doesn't have that many lategame options, really. Their troops aren't the best for buffing, longbows won't be useful later on into the game when people can put storm and arrowfend up, they don't have any summons outside of the nature magic stuff that will help them later on.
Also, that pretender god has a lot of wasted points on things like D1, B1, F1, A2, E2 since that doesn't really help you make boosters for any of the paths you need them for and isn't high enough to be useful as a high level caster on their own. You have access to A2, F1, W1 and E2 from your mages naturally, for example. Unless you're hoping that high astral can carry you, even though Man doesn't have any native astral outside of one hero.
If you're getting air on your pretender, get A4 at least so you can forge winged helmets > bag of winds and get A6.
Major battles won by Ermor: 6
Major battles lost by Ermor: 0
Forts lost by Ermor: 0
Lictors lost by Ermor (across all battles): 20
Are you having a bad time yet?
>Win siege battle
>Huge army goes inside of fort
>Few demons appear outside
>Your undefended province has been taken
>Your fort is under siege
R u kitten me
MA Man is about the opposite of the kind of nation that can have so many wasted paths on a rainbow. They need a focused strategy, implemented quickly, to survive the midgame. Usually that's some combination of flaming arrows and tstrike.
What MA Man has going for it is relatively cheap human mages and infantry that allows it to defend in depth. It means a competent MA Man is a bitch to fight, and if the Man player can take his time, stealthy bastards, a variety of paths, and modular armies mean they can overwhelm opposition fairly cheaply, especially if they pick their targets.
Designing your pretender around forging boosters is A-okay, but the way that you want to go about it is look at your national units, decide what boosters you want to forge for them that your nation can't, and then take the appropriate paths on your pretender that let you do that.
For instance, FxDx is great if you want to boost fire, but you have only one native fire unit (randoming an F1) and no death mages for site searchers. W1, meanwhile doesn't get you any boosters that your mages can't make on their own. Nature and Blood let you make another nature booster, which is great, but given that you'll need to empower your pretender further with no native bloodhunters, your pretender doesn't actually get you there on his own without spending a copious number of turns. High astral lets you get rings, which are theoretically nice, but what are you going to be doing with them? Since Nature is your only sorcery path, the sorc ring doesn't bump up your mages in a way that a Moonvine Bracelet doesn't (and this item would be nice to forge with your pretender, but already requires 2 boosters), and RoW requires an insane amount of pearls on a nation with only a hero for astral site searching.
Finally, and this is a problem with most rainbows, site searching with your pretender gives very backloaded power. Let's say you wanted to get into death magic so you take D4 on your pretender (or even D5 for tartarians, given your nation's native nature access). Just to search for D sites without spending gems that you don't have on site searching spells will require two years just to search a modest 12 provinces. That means that you don't get to use your pretender as the top tier mage that he is until turn 36, meaning your nation needs to fight its early mid game wars as though it had no pretender at all.
tl;dr - if you want a diversity or booster forging mage, decide what you want first and then give your pretender appropriate paths to get there.
Everyone should want to gang up on Ermor anyways, and an Ermor that is doing well merely redoubles the importance of doing so.
His posts are attention whoring, and in the context of playing Ermor while knowing that you're fighting everyone, that's honestly fine. He's the 'Bad Guy' of his game and even if someone else wins (probably going to be Jotunheim), he's still the antagonist of his game and he'll probably have a lot of fun losing. I wouldn't have a problem with him at all if he didn't post undertale stuff; his battle reports and accompanying commentary and so on are fine, even if his tactics aren't particularly creative.
There's a difference between stylish bad guy, and smug undertale memeshit posting and bragging. He's about the absolute opposite from what I would consider good posts in the style of a BBEG.
The plan with the pretender was take S5, boost up to S8 for the Ring of Wizardry and basically take everything up from there. I did actually just realize I'm missing a point of air to make the Staff of Elemental Mastery, so I should probably take another look at my route. But really the main reason I chose this pretender is so I could, eventually, play around with a lot of different options at once in a single player game. It needs some work, though.
Okay, that's the kinda framework I was looking for. Sounds like it's maybe not the nation for me but I'll keep trying them out.
This is very specific and salient advice, thank you. I've especially been feeling the issues with site searching. One part of my strategy was to build my pretender in a way that allowed me to break away from the limitations of my nation, but the gem costs alone are a pretty huge barrier to that.
To be more specific with this, my advice if you want to focus on boosting is to get A4E4N2S2. This lets you make earth boots, air hats and subsequently bags (expensive, but nice if you can get there), elemental staffs, moonvine bracelets, and, if you get lizard shamans or another indy astral province, skullcaps and crystal gear. You also get some of the most efficient booster artifacts, but that isn't a reliable benefit. These are all things that help out your big mages be bigger, and the A4E4 bless is nice on your Mothers who will probably be your battle mages (alongside Logrian Wisemen whose randoms you like). These are also all relatively cheap paths since they're low level, so you'll be able to get fantastic scales or a more durable chassis. If you want to branch out into other paths, you can do that too - just make sure that you know why you're taking them.
>But really the main reason I chose this pretender is so I could, eventually, play around with a lot of different options at once in a single player game
In that case, you can ignore a lot of my advice. Having access to everything to mess around with in SP is fine. You can waste a lot of turns site searching, and since turns go by quickly and the AI isn't very strong you'll eventually get access to everything you want. I'd still go at least A4E3 to get elemental staffs without bloodstones, though.
See, the thing is, you're designing this pretender like you have infinite gems and infinite time. You do in SP, so that's what makes me think you are coming from playing SP. In MP, you do not have time. You do not have gems, unless you haven't managed to spend them, which is Bad. If you have a Ring of Wizardry, so what? What is it getting you? Are you putting it on a mage to cast a spell in battle and potentially losing it? Are you using it to forge.. air boosters?
Getting, say, a fully geared Pedoseion, Father Illearth, can turn a war around. Starting up a Tart factory in lategame can give you the units you need to push back against a magically-superior foe. Hitting Evo 4 can let you take a bunch of Air mages out of their labs and turn a sacred rush into so much lightning-charred mincemeat. The END EFFECT is important. Not the 'oh I can cast wish now with my 0 pearls and terrible losing position'. 'Getting magic' is meaningless. Getting magic that lets you cast useful spells is meaningful. That's why A4 is meaningful for Man, because it means you can forge air hats, with the gems you have from sitesearching with your abundant air mages. And the air hats let you forge air bags, and air hat + good random'd crone OR air hat + air bag + bad random'd crone = Fog Warriors and Fog Warriors = losing battle becomes a winning one. Etc. F4 or F/D gives you fire boosters which leads to turn1 Flaming Arrows, etc etc. The end effect. Not 'can cast wish', or 'can boost every path'. Those aren't ends. At best, they're sometimes means. But not even always.
Yeah, like I mentioned the undermeme stuff is pretty dumb and makes me embarrassed for him. I don't think that being unduly smug and bragging is necessarily bad, though. That's just the 'Mwahaha, die mortals!' thing that an undiplomatic Ermor player should be doing for funzies.
I think you're giving far more benefit of the doubt than I am. The smug and bragging isn't playing the role of evil ermor, he's genuinely thinking he's the bestest at the game. For taking a strat that is strongest while taking a defensive (losing) position, and losing with it. He's going to claim he is the best for copying a tribless strat and using it in a non-winning manner to kill people's units in it's strongest location (inside his own dominion). It's just the bragging you get from deeply insecure shitcunts, it's not anything to do with 'being the evil overlord' or whatever. It's smug, self-congratulatory cringey bullshit. I literally wince when I see it.
Nah, you're totally right. Right now I'm just fucking around in SP because I can, but I can tell that I don't actually have a solid strategy for when I do want to play against actual competition. I just sorta hit a wall in transitioning to the latter, and this thread has been a big help!
>F4 or F/D gives you fire boosters which leads to turn1 Flaming Arrows
Getting flaming arrows on Man is nice, but it's incredibly unreliable. You need either death gems which you can only find with your pretender or 20 fire gems, which requires a lucky find to deploy early enough for flaming arrows to come out before its counters (and it's still Turn 2 rather than Turn 1 unless you're using your pretender himself, but that's just being nitpicky). It's not a HUGE amount of design points and can potentially open up fire kings and whatnot if you do happen to be rich in fire gems as well, but I'd consider it a luxury path on the pretender at best and just use the fire gems that you do find for the various useful items that an E1F1 can make.
Oh, early on you just use pretender to cast it if you gotta, but you probably just try for tstrike instead.
You don't have a huge use for fire gems otherwise (I mean, e1f1 can make mostly thug gear, lanterns are really the only thing otherwise, and lanterns are great, but they're const6), and it's just really helpful against some nations. Guy with hat + skull of fire is turn 1, and it's honestly not a bad idea to do that. Your national longbows are just pretty okay with flaming arrows on them, and kinda pointless otherwise. And your troop lineup isn't exciting otherwise, and you can't lean on your magic entirely like some other human nations can. It just helps.
But A4 for boosters for fog warriors is the major priority. Up there is also marble warriors. With those two spells on, your armies are suddenly much more deadly. And y'know, REIGN OF STONE is pretty much what pushes your nation up into the land of the pretty okay, and fog warriors lets you deploy that on your own armies.
I wouldn't aim for elemental royalty at all with a nation that has middling/low research and needs heavy investments in alt, evo, const AND ench more than it needs conj.
And so, the great crusade against the forces of darkness failed. The alliance of the living was broken. Not by the lifeless lords of Eldregate, but by the petty treachery of the living.
As was prophesized, predicted, foreseen again and again and again over the course of oh so many years.
Let me know if you join any other games.
I'll join specifically to crush you.
Since i'm not in your current game.
Your smug shittery deserves a solid fist to the face, or the dominions equivalent.
I love this art.
That beautiful facepalm at the end, too.
also pls keep the undertale bad time meme down lest you run it into the ground too far.
Four Gods wait on the windowsill
Where once eight Gods did war and will
And if the Gods themselves may die
What does that say for you and I?
Now, three Gods wait on the windowsill
Where one God's blood was lately spilled
While black tongues lap at the spreading pool
And build the strength they need to rule
When two Gods wait on the windowsill
The wick of the world is burning, still
But when one God in triumph shouts
The candle of the world goes out
And when that candle, bare and white
Sheds at last its dancing light
Then we will rouse, with raiséd rod
To pierce the very house of God
>Weeaboo is winning
Nice poem. You want raisèd though
Not winning so much as fighting everyone and not dying. Chances of winning so far are probably Jotunheim>Vanheim>Pangaea=Man=Agartha>Ermor>Abysia
Oh, I forgot to include Marignon there. Uh, put them equal to Ermor I guess. They lost a ton of dudes and have fewer mages than they ought to, but they're not being gang banged.
You're trying really hard, in ideal circumstances, with an overpowered nation/pretender design. Against what looks like mostly scrubs.
I'll probably have an awful time because you won't stop claiming victory or memeing regardless of what is going on, and will in fact likely intensify it the harder I beat you, but killing your guys and countering your shitty tactics, as many times as is necessary, will likely not be a problem. Tribless Ermor is easymode if your opponents can't counter it. That you're playing it tells me you're not one of the players who would give me trouble.
Woah watch out everyone we have a BAD GUY over here
Not only does he know that I'm a bad player even though I'm winning, he also knows that everyone facing me is also a bad player despite not being in the same game
Woah I'm scared guys
It isn't his. Tycho Brahe of Penny Arcade, aka Jerry Holkins, or maybe someone else who worked on the game, wrote it. It's from The Rain Slick Precipice of Darkness.
It's a pretty common quote/poem amongst mainstream pseudo-indie-game enthusiasts. Really doesn't surprise me that a undershitter would reproduce it without attribution. Bunch of people on deviantart have done the same thing.
>I'm a bad player even though I'm winning
Not him, but it's more likely than you think. Hell, I won 2 games just because most people went AI. Try joining a non-scrub game next time, they really make you think about what to do. Steamrolling everything with B9 is a noob strategy that works only on scrubs, just like he said.
Battles won: 6
Battles lost: 0
Forts gained: 1 (from Ulm)
Forts lost: 0
>Y-you're not winning!
>Hard to find non-scrub games around these parts.
My solution: adding good players who don't stale or go AI on Steam and inviting them to your game. Or at least doing a background check on those who join.
>posts battle reports
>too shit to realize people can deduce things from the battle reports
Literally everything you say confirms I will crush you underfoot without particular difficulty.
Fuck off. If you like Steam so much why are you posting here instead of on the Steam forums? You literally have no reason to be in this very thread if all you're going to do is shill for your shitty Steam circlejerk.
Enjoy your anonymous scrubjerking where the admin can end the game if he's losing, senpai :^)
Because 80% of the people who are in the Steam group also post in this thread, you mongoloid. Are you that person who stales and goes AI if he's losing? Because otherwise you have no reason to hate non-anonymous games.
>I-I swear I can win against you!
>E-even though I have no way to prove it!
>I-I'll just post anon some more that'll show you!!!
Battle reports of me winning: 6
Battle reports of you winning: 0
It doesn't matter how many battles you've won; it matters how much research you have, how much your income is (for Ermor this is number of forts and gem income), and how efficiently you can employ those resources. Dominions tends to be won by those who avoid losing things in wars (losing meaning not only units, but also mage turns and gems), generally by fighting only overwhelmingly one sided ones or vulturing off of weakened players. You can get this by either getting much stronger than others early and then taking people down one by one or by being a diplomonster and getting others to help get you those one sided fights.
Tribless gives you a large advantage in converting gems and forts to combat power, but that doesn't matter if other nations are three times as large as you and more than double your research. You aren't last place, but as long as you're fighting pretty much all of your neighbors and others are pulling further and further ahead in research and other resources, you won't win. All that winning battles does is keep your head above the water.
What turn is it in your game? If it's past midgame, and tribless Ermor didn't rush some goddamn thrones by now, then it's a lost cause. Your sacreds will just get WoDed or UMed, especially if you took Magic 3.
I'm Orange in Crapaclysm. I just finished beating a 5-nation dogpile, and now i'm taking on a guy who has been building up all game, and has far more gold in units and mages than I do. Didn't need an overpowered nation to do it, either. Didn't need to try particularly hard to do it, either. And I did it with battlemagic, and remotes, and thugs, tricks, and traps. Not with easy-bake tribless sacreds.
I reiterate that I doubt you will be a major issue to destroy.
Don't blame me that Agartha staled 4x in a row. If I see that the lights are off and no one's home, Imma snatch that crap.
Also, from my use of a certain spell, I can infer that I'm quite a bit ahead of Man, and Jotun is hugely ahead of . . . basically everyone.
I'm just wondering where the Tarts be at.
>Your nation is overpowered!
>I did exactly what you're doing but that makes me better somehow!
Need some of dem nay-ture gems?
Your writing style is pretty much exactly the same as that undershitter who was playing Pan.
And no. You haven't beaten a dogpile. It sounds like it's falling apart on it's own after you managed to turtle for long enough.
I eviscerated Black. White is locked in his cap. Yellow's doomstack is about to meet it's end, and his lands are made of my raiders. Aqua is destroyed. Beige is alive, but in no position to strike at my heartland, or advance past aqua's old border. And Grey loses army after army, mage after mage, province after province, fort after fort, adon after adon, and will soon see the futility of continuing to fight the orange banner.
That is the meaning of true power. Not relying on your sacreds and your foes' inexperience to carry the day. Not that I can claim my foes were particularly experienced - I plan to share some pointers after the game is over, that should improve their game.
But it certainly sounds like you're not much better. And the joy I will gain from crushing you will give me the impetus to put far more care into my turns than I have into crapaclysm.
All those words that I'm not going to bother to read
And that are invalidated by a lot fewer words just one post later
Would anyone be interested in a game where all globals cost 1 gem each and require only 1 in their path to cast?
It'd be fun to watch the world go to shit really fast and the resulting post-apoc fun in a smaller map than pan was right.
In EA, you use parties of like 200 of them even in expansion, for the tougher provinces. That's a 20 province/turn investment in MA. It's just not feasible to use them the same way.
>Muuch are not
Yeah, but they're designed to be your main troop.
So muuch are supposed to have poison skin, right? That's their gimmick? But the problem is that poison skin only matters on direct contact. What about a big froggy wrestler unit that runs around trampling people and doing poison skin damage? It could be one of the red extra poisonous sacreds.
Those would have to be ancient ones and therefore presumably cap only.
Besides, poison dart frogs are small so making their unit big is weird. What if instead there were little poison frogs, like poisonous markata, spammable as fuck but poisonous and maybe sacred.
I actually subbed in for him temporarily, then he took the reigns back after a few weeks. He didn't bother asking me if I could take over again.
I don't really feel like subbing again if he's already being eaten, but I can set him AI or do other admin stuff if you need me to.
>Shitty 1 gold 1 resource 1 size 1 health unbreakable flying bee chaff
>Size 1 bee queen with 1N
>Random land bugs and insects freespawn, some with poison, others with trample (despite being size 1)
>Wolf spiders of varying sizes that spawn several smaller spiders when they die, with the largest size 6 one spawning 5 size 5s which each spawn 4 size 4s and so on and so forth
>Subjugated hoburg slave mage
>Holy size 1 rhinocerous beetle
It would be neat to have a nation with a mixture of small swarm units and big monstrous creatures that aren't giants. Maybe they can't recruit anything other than sacreds and mages but get freespawn everywhere.
I was working on an insect mod nation a while ago, Aitanga Pepeke. The whole thing was based on mass freespaw chaff units, which could be turned into mages/commanders with a cheap national version of the Divine Name spell.
I never finished it though, mostly because I'm complete ass at making sprites.
>parties of 200 bats
Thats 1400 gold. If you're spending 1400 gold on an expansion party, you're doing it wrong.
Gudclub xibalba was beating tier2 thrones with fewer bats than that. Expansion parties should be 30-80 bats, with 80 only being used for the hardest provinces (use a handful of sacreds to deal with heavy cav)
Handfuls of sacred are actually better against heavy infantry than heavy cav. The trouble with cav is that their first hits will kill whatever they come in contact with and their high prot/defense makes them hard to kill. Lancers die to one hit from anything so the enemy lance doesn't matter, and their initial attack does plenty of damage.
Oh, a decent bless will still beat the cavalry for sure, but I'd much rather just deploy more lancers to the cavalry province and expect some losses than suffer attrition on my sacreds who actually have good enough stats to beat up the heavy infantry two provinces over without losses.
I think its a cross breeding experiment
Man. He crawls on all hands and knees as a baby, walks on two legs as an adult, and walks using a cane in his old age.
I would assume it has something to do with the signature spell Ermor players are known for.
Ermor, after indiscriminately attacking all his neighbours, has announced he will be casting burden of time. No intention of trying to win the game. Is copying shitty memes, probably new to the game and thinks he's being edgelord. Too bad for him skellington siege defense strength went down and burden of time is no longer anywhere near as bad. He gonna get butchered.
>10/forest/turn is enough to power raiding, if you're not shit tier.
It's a lot less convenient and means you need to keep them sitting around (and costing upkeep) rather than buying them as needed.
It makes it harder to replace losses in a protracted war as well.
>The nation has heavy E magic, which means it can make Marble bats if you are actually using them in an army fight, and xbows aren't ubiquitous in MA like they are in LA.
While that helps with bows, you get this at alt7 so now you need to worry about enemy magic. Flaming arrows ought to punch through 15 protection anyway.
On the other hand, you could use Marble Warriors on Muuch and get 21 protection units with double the health and a shield. They also hit harder than Zotz, even when including their charge bonus.
>The lance bats are still the cornerstone of the nation in MA. They're not a spammable disposable resource, but they're still the unit that will win you wars.
I'm sure they're important for raiding, but I'm not convinced that large numbers of bats are a valuable resource in a direct fight.
Are you the expand with 200 bats guy. Because if you just hurl big piles of bats at people with no plan, that's shit-tier bat use even in EA and LA.
By the time you have marble warriors, muuch get shot the fuck up. They can't go toe to toe with better troops, which likely have their own buffs, or sacreds, or evocs, or skelespam.
The point of marble warriors on bats is that bats fly the fuck in, get in people's business, and don't get targeted with mass volleys of bullshit. What scattered hits/archery they receive gets partially tanked by marble warriors, which gives them time to rout the enemy, take out mages, or distract the foe long enough for muuch to close. No shit hit for hit bats can take less punishment. That's why they fucking fly. Muuch take many many more hits before the enemy routs, because they take longer both to get into combat AND to rout the enemy AND they don't disrupt mage targeting/archer targeting by getting into melee with them. They take a huge number more hits. And die.
If you don't max out, husband against harm, and judiciously deploy your bats as MA Xib, MA Xib is a shit nation. If you do, it's middling. Not the powerhouse of EA or LA, but middling. Trying to win army fights with just muuch is an exercise in getting fireballed to death. Trying to raid with muuch is an exercise in crying. The bats are still the most useful tool in the nation's arsenal, by far.
>What scattered hits/archery they receive gets partially tanked by marble warriors, which gives them time to rout the enemy, take out mages, or distract the foe long enough for muuch to close.
Are you saying that you use bats as a distaction now?
That's very different from what you said before, which was that bats are the only troops xibalba should use.
I agree bats can be useful but saying they're the only troops you need is just completely retarded.
Alright, you insufferable meme-spouting fucktoys. I had to stay in jail for a few days but I'm having someone (much better than I am) sub as Agartha/Admin. So I recommend you knock your shit off, Pan. When I come back I'll start a new game. Take it easy
Alright guys, you're Pangaea, it's the middle age and Ulm is being an uppity bitch. He's taken land which is yours by right. Now how would you go about dismantling his shitty empire with your W9 blessed centaurs? Assume no research is done.
Okay so apparently water breathing items don't make a unit amphibian, so they still take penalties underwater AND they take darkness penalties too.
Do ANY magic items bypass those penalties?
>Assume no research is done.
Use armour of achilles or destruction at least, they don't need that much research.
If Ulm doesn't have any research either, you might win just by raiding them with centaurs and mashing revelers into them.
Whatcha want to talk about? I figure you're gonna be fighting Ermor and frankly I'm boxed in pretty heavily right now. I'd rather not fuck you over since you'll be fighting skellys which means I don't have to.
it's fairly strong in earlygame because it might neighbor a nation that has trouble dealing with hundreds of skeletons before their mages get online and it won't have much issue expanding
I'd even say it's strong in midgame because triblessed knights/lictors are pretty good
and it doesn't implode suddenly when it reaches lategame
but it's far from overpowered
earthquakes kill all but their elites, much the same for rain of stones
any nation with cheap astral can spam solar rays given the light of the northern star
any nation with powerful death magic can cast wither bones
any nation with access to decent evocation spells can just use those
and any nation that can justly be called a buff-nation can outfight skeletons in earlygame
even bloodnations have secondary paths to fight with, and at the least demons are low enc
The problem is that fighting Ermor is never in your best interest directly. It doesn't take long for Ermor to completely decimate it's own lands and the attrition you suffer makes you weak. Opportunistic players may even use your warring with Ermor to steal your fucking lands outright which is basically a death sentence.
>I can use magic to kill the sacreds
Triblessed ermor should have 40+HP lictors and 25+ HP knights. You'll run out of mages trying to just evoke him to death.
And if they're so weak, why aint they losing? 33% of wins is a lot, senpai.
The main problem with ermor is that it can abuse scales due to not needing any good scales at all.
That is a shitload of free points.
Imagine if a cold nation started at heat scale 0 and got free points for adjusting to their ideal scale.
It's either that or armour of achilles for anti armour and anti Ulm purposes and I think you want the aoe 6 spell as opposed to the aoe 1 spell with 10 less range.
Plus, Alteration is a research goal for Pan anyway.
Yeah, I saw. I figured I'd give you a chance to respond before I take it. I need dat gold mang. If I can find a route to Ermor, I'll help but right now, I've got nothing. Later down the line, I might send an expeditionary force to help because I'll be the hardest hit by burden of time.
How shitty would a fort-rec human unit have to be to remain balanced if its gear consisted of a spear, iron cap and a lucky coin shield?
Intended to be a sort of horde/militia unit, so should go the way of shit-stats so as to keep cost down, rather than higher priced.
Just assume in a vacuum and not 'it depends on what else the nation has' or something.
That spell isn't opposed, it's just a flat chance of like 40%/astral level. Check the manual.
3/4 chance of surviving a death hit? That's pretty useful, especially for stuff like giants and soaking lance hits when expanding. If it has no armor, though, that's still fairly unimpressive since it will still die to arrow fire or enemy medium infantry if it has human stats.
What? Yeah, you need the research for it, and mind hunt has a higher min level than either of those spells, so yeah.
Sorry, I thought you were trying to imply the defensive astral mage needed to be able to cast those to properly defend. He doesn't need to be able to do that at all.
Yes that's me. I got the trn file you sent but looking at the game page it said someone had already sent a turn. So I don't know. If the original player is taking their turns that's fine but if they're not playing I'll sub in for them. I sent in a 2h file anyway. I'm happy to keep playing this game but if the original player is sending in turns then I don't mind not playing.
Whatever, I'm confused as fuck and haven't really played a MP game yet.
>try playing LA Man
>first turn prophet, recruit crossbows
>turn 2, attack the weakest indie province which has some heavy cavalry
>longbows and crossbows only manage to hit 2 cavalry units (hit, not kill)
>heavy cavalry hits spearmen
Is this typical
How new are you?
Heavy cav, skellingtons, large quantities of barbarians or x-bows, and some other stuff can stop your expansion pretty fast if you don't know what you're doing.
You can still do it if you're a nation like Arcoscephale who has lots of healer units to remove feeblemind, but I think it's less effective because severing the link prevents the mindhunt attack.
Otherwise its not worth trying to mindhunt against astral mages.