Novice pretender design edition
Previous Thread: >>128175647
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:
It's more that magic goes very well with luck. If you're running Magic 3, you may as well drop Order by 1 and take a point in a temp scale to get luck 1 as well.
Are they? I haven't played Man.
What about a nation who's dominion forces enemy units to make morale checks, or desert and join you at your capital?
That'd be pretty cool.
I don't think it's moddable, though. You could possibly get enemy units to desert through events, but I'm not sure how you'd make them go to your capital.
It still takes away your troops and gives them to the enemy. Due to how RNG works, even if it was an easy check it would still affect a significant percentage of your troops even with good morale. Saying you can compensate for it is like saying you can compensate for an enemy that autocasts casts Mass Enslave at the start every battle. It's possible, but that doesn't make it balanced. If nothing else it forces opponents to spend resources on coming up with counters, and not everyone has easy access to mindless troops or Sleepers.
Unless the nation itself was really weak and actually needed to rely on stolen troops to have a good army, it's completely overpowered.
I'd prefer a dominion that forces every battle in it to constantly provoke fear checks, so squads just start turning and running.
And nation doesn't have mindless troops or commanders. Your land is just scary.
Compare it to MA C'tis, who get a massive chance to disease everything living inside their dominion. C'tis dominion gives no saves, and it affects your mages and leaders too.
Losing a few % of non-commander units per turn is a lot less nasty than having everything you send in (including your mages/commanders) get diseased.
Decay causes targets to rapidly age on the battlefield. It will add afflictions and decrease health as age increases and eventually outright kill the unit from old age.
>Ages the target by five years per round of battle. There is a 5% chance per round that the target will get a chance to resist the spell. The resistance is checked by MR against 15
From the description of the Decay spell in the manual.
>Ermor rushed BoT
Welp, at least we know he dumped like all his death gems into it and hasn't researched anything else. I'll be the worst hit, but I don't border him. If I did, I'd have already been balls deep in his cap with my forces.
>It also doesn't give you free units
Why are you so hung up on free units?
Given that it's a morale check, what you would end up getting is mainly chaff with few useful units.
>disease doesn't instantly take away enemy units.
After 15 turns at 3% unit loss per turn (about what I'd aim to set it at for 10 morale troops) you'd have lost 37% of the troops in your army. None of the mages or leaders, none of your SCs or thugs, just a third of the troops. Less if you're using anything elite or using morale boosters.
By comparison, disease would have utterly crippled everything in your army after 15 turns in moderate-heavy C'tis dominion. Even if you managed to use Mass Regeneration to keep troops from dying, everything would be too afflicted to be useful in combat.
>So is it a MR check every round or only a 5% chance to get a MR check every round?
Judging by how long it seems to stay on units for, 5% chance of MR check per round.
>When do more afflictions show up? Right after you hit old age?
I think it's a chance to gain an affliction every time you gain age above your maximum. I'm not sure on this, but that's how it works outside of combat.
I believe HP (and stats like att/def/prec) decreases when you reach a % threshold above max (e.g. 150% of max age) but I don't know what these thresholds are.
>Why are you so hung up on free units?
Because losing 37% of your army isn't just losing 37% of your army, it's also increasing your opponent's army by the same percentage at the same time. a 1000 vs 1000 just became 630 vs 1370, which means a 1:1 fight turned into a 1:2 and your opponent didn't even have to do anything but turtle.
Which is all he has to do anyway. Imagine sieging this nation's capital, while you're constantly losing units that pop up in his army to help with the defense. Even if he's outnumbered, holding out for enough turns means he simply turns the tables and brining reinforcements to speed up breaking his gate also speeds up the rate at which he gets new units.
Sure, but that's assuming you have the right paths to summon those and even if you do, that doesn't mean our regular armies won't still get drained.
Not to mention it will be super harsh on nations with naturally low morale. Guys like MA Ermor can just ignore it of course, but they can ignore lots of stuff that fucks normal nations up.
I mean, if you can make it an interesting nation that's cool and I'd honestly love to see it in action, but I don't believe a passive unit-stealing dominion won't be OP. I guess if you make the chance of it happening really low it won't have a huge impact, but from the way you're describing it, it would simply be OP against many nations.
>a 1000 vs 1000 just became 630 vs 1370, which means a 1:1 fight turned into a 1:2
That's still a lot better than C'tis, where sitting there for the same time leaves you with no usable troops and no usable mages.
>Imagine sieging this nation's capital, while you're constantly losing units that pop up in his army to help with the defense.
If he's stuck in his capital he's going to be losing units to desertion extremely fast and won't be able to keep a 1000 unit army. He'll still need to pay upkeep on those troops he's taking from you.
There are also other ways to increase siege strength without giving him troops. You can bring siege-boosting items, siege-boosting summons (crusher, great eagles), or anything mindless (nature has mindless chaff, and everyone should have some access to it at least)
Incorrect. Vanheim has huge piles of gold from raiding, that it converts into mages. It tends to 'not have magic' only when the person playing it 'sucks'. It also has native high A and effective paths, especially in EA.
400000000000 vaetti and giants are marching there as we speak.
Oh, yeah. >>128532289 is right, they have to be undead priests. I think they need to be at least H2 as well.
The fastest way to get started with Tomb Wyrms is to summon a cheap undead (like with Revive Grave Consort) and make it your prophet.
Why are you so mean, niefel-sama? ;_;
>suggesting a meme build like order2 luck1
Kek. Misf1 is fine you faglord, you get more indie attacks via thrones than you do Misf. And the tiny amount of lost gold is more than made up for by other events increasing prov income.
>forgot to script thaumaturgs and lost around 30 of them along with 2k skellies
>the turn didn't get through and I staled
I'm sorry, guys. I'll go set myself AI now
I was wondering why those guys did nothing but spam Banish.
Eh, your losses are easier to replace than mine so even though I won that battle it's not like it really matters in the long run. I'm already dead anyway, being at war with all of my neighbours at once. Just trying to kick some ass before I'm out of the game.
Ichtyid mod guy here. Made Rampart mod nation from Heroes of Might and Magic III today.
>Don't you think the name is a bit too similar to your Alee mod?
Yeah. That's because I came up with Alee just by removing 'v' from AvLee. Had no plans to make the actual AvLee mod.
>Gelu, Gem and a centaur hero?
Gelu, Snowjay (just some random her from HoMM4), and sylvan centaur multihero.
>literally easy modo
Not only is death an incredibly strong path, but undead are just OP. Indie water province? No problem, send in some cheap or free undead to take it. Free chaff. Really strong summons like wights. Horde of skeletons means you dont even need line blockers, because you can spam them in combat for free.
Meanwhile some other nations have slow to recruit A2 mages that get no fucking summons (or at least ones that matter) and cant even craft boosters.
>run a homm game
rampart being EA and the other being MA kinda makes that hard unless he still kept the IDs separate
Would be cool, though.
speaking of IDs my damn
unreleased, shitmod is 128 you son of a bitch
I keep all my IDs compatible with each other, so HoMM game is possible (with some small number editing). I don't have any plans for other factions right now, but I didn't even have plans for this one. I just thought yesterday that it would be a good idea, and made it today.
>Do you use spritegen and recolor, or what?
No, I just use paint.net and make sprites piecemeal manually. If I need the recolor something it's as simple as select something and change hue.
And when I say this I mean this picture.
just bought the game
any newb friendly factions?
I poste don the last thread about playing ermor and was wondering the best way to play it, as well as the best pretender set up.
I don't want to cheese with burden of time and just want to rp has the big ominous dead empire that doesn't really do much but if it did would be a pain in the arse to deal with
Read the pastebin, it's in the OP.
I'll spoonfeed the relevant bit for you since I'm a faggot like that, but you should still read it.
>>What nations should I learn with?
>Human nations with a lot of magic diversity and mundane troops: T'ien Ch'i (any age), Arcoscephale (any age), EA Ermor, etc.
>Giant nations with a major bless: Niefelheim, Fomoria, Ashdod
>Heavy infantry nations with simple magic: MA Ulm, Abysia.
>Necromancy: C'tis (any age), Sceleria, Ermor, Asphodel, Lemuria
>Blood: Mictlan (any age), LA Ulm
>It’s worth trying out each of these playstyles at least once.
They are extremely reliant on communions because their mages are rainbow with a max of 2 in one path and a 25% chance of getting a level 3 mage. Their troops are shit and mostly poorly armored (scale mail while other nations in the same era have plate, and i'm not even referring to ulm), and the glaives are worse than pikes (length 4 weapons on shitty human soldiers without shields, good luck).
They have decent sacred summons, but limited magic command options as all their mages have shitty leadership. Some of their pretender chassis like the celestial general are hilariously bad (200+ points for poor magic, dominion, no fear, no awe, no survival abilities, doesn't even start with a shield, full armor or a magic sword).
I wouldn't call them newbie friendly.
Good nations to learn with isn't the same as easy nations to play. Any nation that relies heavily on Blood or Astral is going to be a bit more challenging for newbies since blood economies and communions/sabbaths both take a bit more effort to use properly than simply pumping out more Niefel Giants, but that doesn't mean those aren't things you'll want to learn when starting out with the game.
Besides, I didn't write the pastebin. If you have an issue with anything in it, take it up with whoever did. Not that you will, considering you were too lazy to even read it in the first place.
>Not that you will, considering you were too lazy to even read it in the first place.
what makes you think the guy who asked about newb friendly factions and wants to be Ermor is the same guy saying TC isnt newbie friendly?
you think some newbie asking about ermor would know shit about TC or its difficulties?
>what makes you think the guy who asked about newb friendly factions and wants to be Ermor is the same guy saying TC isnt newbie friendly?
The reason I know why you didn't read it is that you didn't start whining about it until I copypasted it for the newbie.
he started 'whining' about it then because that was when it and TC was first mentioned and posted in response to some guy asking about newbie friendly nations
the fuck am I reading
I agree that Tien Chi is important for learning the game when you're new but I wouldn't put it first on the list when talking about good nations for newbies. Better to learn with a huge bless or summon spam nation and then move on to the finesse of communion mages.
So Mictlan, are we in for a collision?
Burd question, when you cast Gale Gate, how many hurricanes can I expect to strike my enemies?
I don't want them to get too mad at me for casting it.
>trying to make PD less shit
>can't mod in more commanders because hurr hardcoded
>manual mentions that the default is 20 units per 10 PD, which obviously isn't the case (you actually get 1 unit per 1 PD, half that rate)
I tried giving most PD 20 units per 10 PD, except for tribals which are super shit so they have double that rate. Militia is replaced by light infantry in all cases, most of the poptypes that are really similar to militia/archers/hvy infantry are now standardized to light infantry/archers/hvy infantry.
Not sure how effective the increased PD is, thoughts?
This is for indies only as it modifies poptype, PD in fort provinces will default to your nation's PD settings.
You can have my shitty nation descrip and a picture of the unit roster and stuff that I just threw together.
The primary problem with it at the moment is its power level with mage pathing. Pretty sure they're too high, or something.
Just like the description's word count holy christ + drama level, and the clutter on the banner.
It's basically as feature complete as it'll ever be, really. Ideally I'd add more spells to reinforce the theme but I got mad at the modding limitations/spriting and ideas are hard. I was tempted to just steal from Leijkis's spells because I noticed a similar theme (but mine is much less ...uncontrolled), but I can't do that.
I believe it's closer to 'now I am become death, destroyer of worlds'
Yeah I have no idea how to properly balance that, but I thought it'd be funny to throw in. It's Thaum 7 S5H1 3 pearls to cast at the moment.
National income is 3x pearls, 2x death gems, 3x slaves. EA nation.
That's pretty neat. There's an old mod, Horror Scourge, that deals with the exploitation of horrors for fun and profit. Maybe you could draw some inspiration from it.
And here's a link to a version that I've updated for dom4.
I do have some questions though.
What are the actual paths on their rec-anywhere mages?
Do they have powerful sacreds?
Can they summon sacreds?
How does the nation play? Does it horrormark the enemy army, then summon horrors and run away? Does it summon horrors to fight alongside their troops? Does it summon horrors and hope that the horrors kill the enemy first, and that Halmirran experience and specialized anti-magic weaponry can kill horrors before horrors kill them?
How did you make that "summon doom horror" spell? As far as I know, modded spells that summon uniques pick the summon at random; instead of picking a different summon should it select one that already exists, it summons the one that exists to the caster's province. I'd like to know how you made it work.
Frog status: frogged out.
This nation is so damn fun, doublecasting mummies are the best thing ever.
Rather than be a clown here is the link to the mod. Hurrah.
See pic attached for the mages. Should be 98%+ right. What I probably need to do is reduce all of the random pathings a ton/flat-remove-em. Or manually increase their prices.
I think they're pretty strong, but they're also reclimit 4 cap-only magic beings. Still, quite strong.
Yeah, undead ones via a spell I didn't list. Who use the same sprites/stats as the not undead ones, but undeadified. Conj 5, "Call Ancestral Shiln".
>How does it play
I...don't know. They can skelespam if they want, and they have all the normal shenanigans S and B give you (horrors included). I don't actually have anybody with magic weaponry except for the sacred because I was worried about further balance problems there. I just figure magic protected them.
>The summon doom horror spell
I had problems with that. You can't use effect #87 with montags which sucks because then you don't get a neat "x has answered your call" effect. Instead it's just effect 37 using the montag of 8 (well, -8), which is assigned to Doom Horrors. It actually resorts to Greater Horrors if they're all on the map already (I believe that is what was going on), which is why I had to add that line in the spell. I tested the spell with #defector 50 still on the Doom Horrors so it made it slightly hard to tell what was going on though, honestly.
Also here's a pretty good note: I've never played MP that isn't beating up computers with a buddy or two, so that should give you an idea of how well I know the games interactions and its balance.
What level of appetite would DOMG have for an attempt to have a batch of balanced mod nations for each era? Obviously this would not be me just attempting it myself, but if it would never be used then bribing/coercing/blackmailing others to join would be pointless.
That lineup looks very strong not because any one unit is bonkers but because they're just so efficient. The insanity thing might be a mitigating factor just because it'll make things annoying to use from time to time. I might also be reading the randoms wrong, but the Court Masters have up to S5 random and B4 random? Because that's pretty strong - it means that with just a coin and things that you can forge natively, you can boost to wish casting and trivially make blood boosters without empowerment. The blood hunting priests in particular are basically overpowered just because they ensure a steady supply of slaves for a very low upkeep. I'm not sure I understand the 27 blood slave summon thing on the Brother, but recruitable H3s are also very good in general just because of the ease of throne claiming. Foreign rec S mages also means that you can get an insane number out, but since they require a temple they at least require more infrastructure than LA Ulm
The UW v Land disadvantage fights are stuff like a bunch of melee v a bunch of crossbows. That battle is a bunch of chaff v sacreds and mages; the disadvantage isn't from being a UW nation, it's from bringing literally only infantry against an actual player force.
Oh, I thought he had brought some sacreds with him, turns out it's mother guard and not coral guard that are the atlantis sacreds. I guess you lose as any nation if you just bring normal infantry against supayas.
>indie commander standing in a province for 3 turns
>that player attacks you
>you attack that province
best feel ever :^)
What do you mean? In that they don't have a bunch of possible other things to get/level-1-paths? I mostly want to limit their non-SBD pathing as a balance/theme thing.
Yes, possibly. Not both, but one or the other. I know, they're high.
Any suggestions, there? -1S base? Here's there because I wanted an SDB mage, but, eh.
What do you think of the Ea Xibalba Ah Nakom versus this guy? I thought the he might be a bit too good as well, but the Ah Nakom sort of told me that it was mostly ok, but maybe not?
Yeah, it's just a blood summon that costs 27 slaves. For here I was worried about the dyingdom/nopreach/bloodsac effects. The only other nation in the game with that combo is Mictlan, who has basically H2 on all of their mages (so you're generally never without a sacrificer/having-to-spend-a-turn-just-to-get-one) and an H3 reccom. My H2 has insane 10 which isn't listed, so that makes it slightly more annoying to manage your dominion. I put this guy in really as a way to add theme/flavor, and the blood cost was chosen pretty much arbitrarily, because I have no idea.
Yeah I was worried about that. I just wanted a mage that was mostly specific to the nomads so I thought he should be foreignrec, but I knew that foreign-rec mages (especially S?) are apparently a problem. They initially lacked H1 but I put it on as a counterbalance to ease-of-production, but yeah, still.
Any mechanical change ideas?
By efficient I mean that they're cheap. Think MA Ulm smiths - he does what you need at a great cost for what you get.
Recruitable S5 just seems high, yeah. 1/1/1 would at least leave them below starspawn. Recruitable B4, by comparison, isn't that huge of a deal since B empowering isn't that expensive and many other blood nations get armor of twisting thorns as another booster.
The xibalban B1 hunter spreads unrest, so he effectively has a higher upkeep than what it says on the tin and contributes a tad more to the pop kill from patrolling.
Having the H3 be a blood summon seems totally reasonable, but it's probably too cheap. The bishop fish is aquatic, and gems are worth more than 2 blood slaves.
If the navigators are intended to be sailing commanders, I don't think that they need to be mages too. Maybe give them something else related to guiding people through horror-filled territory, like void sanity.
Also, if you don't have it already, having weapons that apply horror marks would be pretty awesome.
Isn't that true of all units that have Fly in Storms? You just usually don't see them underwater. As I understand it, the not-flying-underwater thing is just the storm effect.
Yeah I know it, I just need some more air gems to get my commanders underwater too.
How does one magic support underwater with no water magic? Mind burn is probably an option but I want tasty areas since atlantis seems to have a lot of size 2 units (two fireballs per turn per Royal mallqui made my dick hard this battle)
Get an Itchyd Shaman province, slap 4 of them with slave matrixes, royal mallquis cast spells for days.
I'm not quite sure what spells but at that level of magic spam I don't think it matters much.
120 units for 55 gold is a fucking lot even if they are bad units. And Cavemen hit like a truck, so it's not like they're entirely useless.
That mod doesn't seem to be about making PD "worth the gold" as much as it is about making light raiding impossible.
Oh, they're cheap. Yeah I dunno, I'm just going off autocalc for most things. I guess the thing here is that they simply don't have extraneous abilities/pathing, so it's not increasing their cost a bunch.
I didn't even know about this aquatic fish. I'll bump it up to like ~45 slaves, then?
Navigators are not sailors. They're like spiritual guides/star-readers to the nomads. The only sailing comm in the nation is their fort-rec Captain, who is also the only guy with leadership higher than 40 [Nomad chief & Navigator] or 10 [all mages], at 80.
The sacred's sword horrormarks, and the Brother's fist (if he was to actually punch a dude for whatever reason) does so as well. Technically so does the little bird summon, but it's easymrnegates so is unlikely to ever actually do anything, especially combined with 8 ATT and overall terribleness.
Thanks for the feedback, by the way. I expected it to be a lot harsher, to be honest. Have you made any mods yourself?
This is PD though, they're stuck to one province. Which means chances are you'll never spend that 55 gold because you've got like a hundred provinces and honestly when are you even gonna need shit like that?
>making light raiding impossible.
If your idea of "light" is "with a scout". Thugged out elves are going to cut through 120 cavemen like they were butter. Anything in mid-game can cut through it with a single mage, a strong bless can cut through it, and in the early game nobody can afford it so it doesn't matter.
I'm not even the modder, I just think buffing PD is a very good idea. I'd like to play a game with his mod and see how the specifics work out, and after we know a bit more about that I'd like to see PD buffs in sum1won's general purpose balance mod. Those buffs might end up smaller than in this test mod, but PD definitely does need buffs.
Being occasionally cost-efficient beyond 1pd in normal play, and being a potential counter to a raid-happy enemy, driving up the cost of raiding and allowing a wealthy nation to reduce the number of raids enough that a war can be won against raiders without inevitably plummeting you to the bottom of the rankings, assuming you don't get picked apart by the vultures who see you shedding provinces anyway.
It's fatigue/(1+levels above spell level), so at most 50%. Asside from that with a clam they could cast it anway, and encumbrance is doubled for spellcasting, makes it as worth it as hearts of life on mages.
So basically you want it to counter raiding as a tactic because you're not
gudenough to do it the regular ways, even though you just claimed it wouldn't even stop a single raider?
Nice talking to you, chump.
Is there any way to make a unit/troop start with a magical item/effect?
More specifically, a way to start with Luck?
I wanna give all of these units Lucky Coins just by default, but I can't give them the luck/magical part of it - I can only copyarmor, which is just the prot/parry stats.
#onebattlespell only works for comms, so I can't do personal luck for em all unless I wanna just make a comm that casts Will of the Fates which I obviously don't want to do.
don't do it nigga
don't ban a faction just because shitters use shitty gimmicks and strats
just ban the strats and make sure you don't have absolute retard power gamers playing it
It's your argument, don't ask me to make it for you.
Disciples game, so its going to be a bit weird. Ermor is probably going to try to expand with an awake disciple and thug-commanders. He'll send provinces and gold to his allies, apart from that which he'll use for indie mages who will supplement research. His allies will give him all the death gems he can eat to make lictor factories.
Just a warning, you'll be letting Nazca through, so you'll have undead spam either way.
And Nazca undead is much spookier than Ermor in Disciples, since using Ermor's Dominion in Disciples . . . is a bad idea.
come on senpai
burden of time isn't even that bad
and ermor isn't overpowered, their fairly benign most of the time and are more scared of you then you are of them. They just want to turtle in peace and field 10000 strong skele armies, but not actually use em.
leave ermor alone
I just read the first post, which was Ally attempting to beligerently force others to do what he wanted them to, rather than the rest of the page. So it's not quite as stupid as mistaking usernames but still a fuckup on my part.
Their rec-anywhere magic is surprisingly low for an EA modnation, but that's not a bad thing. What they have is all they need to be effective.
horrorhawks are a little strange, but I guess they're thematic. That they can pull double-duty as chaff and patrollers is neat, but they're not exceptionally durable for chaff. >making doomhorrors sacred It's probably fine.
I think you forgot to make an Exalted of the Shade Court, unless the Master of the Court is supposed to be what Harbringers of the Shade Court become.
The sacred undead should probably have a bonus to MR, and enc 0, like most ethereal/ghostly undead. Also you made a typo/error with their spell; the actual fatiguecost is 12 (0 gems), but the note says that it's 12 gems. You got it right everywhere else though.
The Shiln troops are very cost effective. The Outrangers, less so. I think this was another error, but they're duelwielding a light lance and a falchion. The penalty from duelwielding a light lance and falchion without Ambidextrous is bringing them to 6 attack.
Not sure why the Outrider Chief has Heretic; that's for units that are actively working against your authority, not for those that just don't care.
And that's everything that jumped out at me. Maybe I'll find more after a slower perusal.
For what it's worth, I really like this nation; the idea (horror nation) isn't unique, but the execution certainly is. The lore is interesting, the nation is, at least, more balanced than pre-patch Nazca, the sprites are okay, and it's not even finished yet.
What is the unit of gold you use to pay for things in Dominions?
When you don't have enough currency to build a fort but try anyways, it says "pounds of gold", but that seems excessive; even the most basic of militia would cost 7 pounds of gold to arm, train, and hire.
What's more, events refer to it as pieces, coins, bags. etc.
What takes precedence?
Yeah, I didn't want the hawks to be very great chaff. I intended them to be a patrol-aid for the most part.
I didn't forget to make an Exalted, it's just that the Shade Court is weaker than the Dream Sanctum in magical power, so simply doesn't have Exalted-tier guys. The Master, with his name, sort of implies that they are the T3 Court and they kind of are - but they're also a mix, which is just the DS creeping in again.
I should probably rename the Shade Court guys, honestly.
I'm worried about boosting their MR too much, honestly. Nice catch on the enc 0, and yeah the gem cost was me forgetting to re-add the 0 after I was done testing it.
Yeah, they are effective. If they're too effective I could easily bump the price or so. They're
'rebranded' fir bolgs, one of my fav units
I completely forgot about that ambidextrous thing, whoops. Now I'm wondering if I should just change em to lances or give them some ambidextrous or what.
He just hates/is-annoyed-with the city people so much he constantly grumbles about them, which makes people wonder if the city-goers aren't so great/brave/amazing after all. Really, I just thought mild animosity generation would be funny. I think with the way Heretic works, 1 doesn't do terribly much but I could be bad.
>For what it's worth
It's worth a lot, seriously. Thanks.
Send an email to Pretenders@llamaserver.net with the subject field beingthe game name, in this case "Seriously_No_Skeletons" without quotes. Attach the .2h file from the "newpretenders" save folder of the pretender you want to use, and it's done.
What is the generally-'best' temp scale to have as a national preference for point-gain and strategic benefit?
Like cold 2 you can flip it to cold 3 and be fine most of the time, so it's like 40 "free points"
Is cold 1 as solid for pushing it to 3? Are the heat scales similar?
I think cold is slightly more valued for strategic mobility, arent they?
Just say it here. Quote >>128592461 and say what nation you're joining as.
Some games the admin will want you to post on our steam group, but they'll generally say that and post a link to the game thread.
>how do I skelly spam
D2+ mage scripted to Horde of Skeletons x5. Or pick a nation that can reanimate.
>what is the best build for skelly spam?
You mean nation.
Off the top of my head, C'tis (any age), MA Ermor, Sceleria, Jotunheim, Asphodel, EA/LA Xibalba, EA Machaka, LA Agartha and Lanka. Some of them can reanimate outside of battle, some can spam Horde of Skeletons, some ca do both.
Hey admin, are you here? This weekend I'll be traveling to attend my gramps' birthday , and I cannot guarantee I can take my turns. An extension for the whole weekend would be much appreciated.
>I think cold is slightly more valued for strategic mobility, arent they?
I think that's because most maps have more rivers than mountain passes.
It'll also depend a bit on your nation, since amphibians can go through rivers and mountain survival allows you to go through mountain passes.
.112 is out now. Next step: Nation modding (with maybe a short detour to make some sites interesting)
That's not really in my sights right now. It's also likely to be entirely compatible, so while I'll leave space for bundling them together, I probably won't directly integrate it, at least not in the foreseeable future. There's no real need to, just as there isn't a real need to integrate worthy heroes.
If it's going to be extended to cover national PD, compatibility might get a lot harder. Not that it's something that should be done by 1.0 or anything, and there's plenty to do before then.
are totally without death magic
if the admin is lenient
might be allowed
also I'm not the admin
Mictlan and Bandar Log were only honorable mentions for a similar reason; Mictlan has a 10% chance of Death magic on a rec-anywhere, plus summons with Death magic. Bandar Log has no chance of Death magic, but has summons with Death magic too.
Would I be banned if I made a new account just to laugh at him? Would that be in poor taste, you think?
It's just... he put so much effort into those posts. Like, literally hundreds of words explaining why he's not having a meltdown, honest.
It'd be in poor taste, yes. Plenty of room to talk shit here.
That said, if you don't have an account there, I'd suggest you make one simply because it's a different sort of playstyle than you get here, and that can be nice sometimes.
They don't really obsess over a "meta" like they do here (even though there isn't much of one here either). They're more likely to make peace if a war seems to be going nowhere for either player, though. More strong players there than there are here, but it's not a categorical rule. And they go in for testing and careful play more frequently.
>And they go in for testing and careful play more frequently.
That's true literally everywhere among players that are trying to win. Players that are very experienced no longer need to (I haven't tested anything in a while now) but if a new nation comes out, you can be damn sure I'll be testing it when I actually play it. I've only ever seen the 'testers' meme here and I'm reasonably confident that it's one or two retards rather than a trend.
Poking around in the mod inspector just now, I discovered the [prophetshape] property that, I'm guessing here since I haven't had a chance to check it out in-game, upgrades a unit when you make it your prophet. That sounds like a really cool idea! The upgrades seem to range from palette-swaps (I caught a shiny Lizard King!) to minor statistical bumps, so it's not some huge deal, but it's definitely something I'd like to see on more units.
Unfortunately, it's only on 17 units, mostly Abysia C'tis, Caelum, and Arcoscephale. I don't really have a point, I guess, but I wanted to point out something that I'd never heard referenced before and people might be interested to know about.
Definitely something I'd like to see expanded in mods or something, but that's a topic I don't really know much about.
>ohlmann worthy heroes
Did he fuck up anything?
last I heard he fucked with Therodos' heroes a day after their launch
I might join but I gotta know what I'm getting into with 5.4.
It's very easy to add prophetshape to things, considering it's actually a mod command and one that adds a feature rather than removing it:
#prophetshape >new unit<
It is interesting to see it, yeah.
5.4 is fine. 5.5 is the one that nerfed them. The Therodos heroes did trigger him, but that had more to do with the fact that they were far stronger than existing heroes and effectively raised the standard for what heroes could bring by a large margin by being so powerful.
The unit that can produce the most bonus vine ogres is the Dying Treelord, which has Ivy Lord 4. You can find this and other information by using the inspector at http://larzm42.github.io/dom4inspector/
>I completely forgot about that ambidextrous thing, whoops. Now I'm wondering if I should just change em to lances or give them some ambidextrous or what.
>or give them ambidextrous
I know they're elves, but that seems a bit much.
>Oceania lost their recruit-anywhere white centaurs
Did the patch improve them in other ways at least?
Their units are still amphibious at the cost of being worse than Pan's units, their weapons are now inferior to normal weapons, and the new mage-priest is worse at magic than Capricorns, less efficient at research than Aphroi Hierophants, and aquatic to boot. It seems that Pelagia and Atlantis got a lore overhaul and a general buff, but all Oceania got was weaker.
I created a list of nations that either severely overperformed or severely underperformed in each age. I then compiled pretty much all the rebalancing ideas and other proposed changes for those nations, and dumped them into a googledoc to spur discussion. MA has been reviewed pretty extensively (and the ones in size 11-12 font are the changes in which I'm most interested for MA at this point), but nobody has taken a look through EA or LA yet to provide feedback
Looking at win ratio or using it as an argument for anything is one of the most idiotic things you can do in Dominions.
I really wish you people would fuck off with your list.
I also specifically say on that page I probably wont change it
because people are convinced it is OP whether or not it does well in games. since I'd like my mod to have an audience, I'm not going to buff things that nobody but me thinks is unncessary
What? Its only those nations with 1 or fewer wins that are being targeted.
You don't have to use it.
I might be wrong, but isn't the default for most PD 1 unit per point, with up to 3 pop types?
For example if the PD is militia, archers, heavy infantry, the default should be 1 militia, 1 archer and 1 hvy inf per PD point.
This just doubles that.
60 means 6 units per PD point, not 60 units. I don't know if thats OP for stuff like trogs though.
That means 12 units per PD point, not 120.
oh yea definately, i've done it for LA C'tis so that their PD is now city guard/heavy infantry/falchioneers. I just did it mostly for indies because most provinces aren't going to have forts.
Also an example, a PD value of 10 gives you 1 commander + 20/20/20 units for most PD now, and costs 55 gold. They are still super easy to route though, since they appear to be hardcoded into 3 different squads of 20 units each.
>That means 12 units per PD point, not 120.
Yeah but you normally only get like 1 caveman per 3 points.
Which I agree is complete bullshit, but the increases suggested by that guy are over the top across the board IMO.
1 caveman per 3 points, really? that's weird, so if you buy 1 PD, how many cavemen do you get?
Looking at the inspector, cavemen are 23 hp, have no armor and use clubs. How many cavemen do you think would be reasonable compared to a typical armored PD force?
>6 units per PD point
Yes, but that's a lot, even if they're not particularly strong.
10 PD would end up giving 60 units for 55 gold. That's enough troops to shut down most raiding forces, and it adds a big advantage to an earlygame clash.
>I might be wrong, but isn't the default for most PD 1 unit per point, with up to 3 pop types?
>For example if the PD is militia, archers, heavy infantry, the default should be 1 militia, 1 archer and 1 hvy inf per PD point.
Most population types give 2 units per point (until 20PD). After that they usually add one more unit per point.
>How many cavemen do you think would be reasonable compared to a typical armored PD force?
I think 1 per point (at least from 0-20, I think most PD gets more units per point after that) would fit with current PD numbers.
Undead are a special case because of unlimited morale, so low-morale indies will almost always break before them.
It also depends on the matchup. For example Troggies aren't that great for their price, but they can still fuck up human infantry because they all have trample. Cavemen are shit units in general, but against certain other high-value opponents they can do loads of damage because of their retard strength. Abyssian indies are also overpriced as fuck, but high armor and fire aura means they can fuck up many types of chaff pretty hard.
It's not like heavy cav who can be a problem to almost all expansion parties or non-thug raiding parties, but against the right type of unit they can still be much more effective than their stats suggest.
Caelum with a Sastar and some Spire Horn Warriors. (let's say 40, as many as he can carry)
Depending what the PD units are, 60 units could end up beating them for around a tenth the cost. (475 for sastar+warriors, 55 for 10PD)
Even if 60 units can't beat him I'm confident 120 units (20 PD) will, which still only costs around half the price of the raiding party. (475g for raiders, 210g for 20PD)
>30 units of mostly freespawn undead chaff.
Undead fight harder than they should in small conflicts because they ignore morale checks.
Can I just say, I really love this concept? It changes the meta a lot. Personally I don't give a fuck about skeletons, they're annoying, but so is caelum and easily-diplo'd players. But no D magic aka banning a bunch of nations really changes the meta afterwards.
Can we take D on our pretenders?
i thought the deal with freespawn undead was that they were supposed to be really weak though? Looking at the stats though, spectral legionnaires are ethereal which basically gives them 4x their listed HP on average vs non-magical attacks (which is basically most units), and that comes out to be way sturdier than the typical soldier.
I think most flying units are massively overpriced purely because they can fly (which is only of help if you are raiding poorly defended provinces). Flying in combat isn't very useful when combat logic is "hurr i will charge into the chaff instead of the undefended mages in the rear".
why not just ban the use of skeletons. skeletons arent even a problem except for free/re-animated ones and horde of skeletons which is OP as fuck for a level 5 spell castable by any D2 mage.
>I think most flying units are massively overpriced purely because they can fly
Regardless, a raiding party of 40 units is pretty expensive. It shouldn't be countered by 55 gold of PD.
Making PD that cheap makes it very difficult to capture enemy provinces with anything less than an army or well-geared thug.
If a mage is wearing a booster it's to cast a spell that it needs boosting to cast. Those spells cost like 5000000 fatigue anyway, so it doesn't matter, but now, your army has fucking fog warriors, so it does matter.
Anything a maliqui can do, an inca or coya can do, for a lot cheaper. Anything earth or death related a Hurin priest can do for non cap turn cheaper. Pretty much the only thing a maliqui should be doing in battle is Rain of Stones. And even then.. it's a toss up between that and a e1a1 hurin priest wearing boots. Sure, the hurin is slower, less survivable, needs armouring and buffing, but so much cheaper.
Guess the game by image. Protip: Seal was broken this turn too.
If you know what you're doing with magic, you can cockblock infinite goasts.
Lemuria and Ermor and Aspho are supposed to be balanced around less magic. All freespawn undead and reanimation nations are a bit OP at the moment, though.
That's true, although personally i would deal with that by adjusting the price of flying units. If we make PD super weak, then nobody is going to buy more than 1 point because why bother?
Right now if one of your provinces gets attacked, it basically gets taken over for free because PD can't stop it, you can't put armies everywhere, and a really small shitty army can keep running all over your land taking multiple provinces and stalling you for ages.
There is little to no risk involved because if you attack an enemy army in province A, you will never catch him unless he stays there (which he wont when he is raiding) since their army moves either at or before yours and he will just move to another province.
This is excluding magic phase movement obviously, which requires a spellcasting thug or SC generally.
I will see if i can mspaint a picture to illustrate my point.
That's part of the problem. And Ermor/Lem generally do have less rp than non-doomed nations.
Overall magic got weaker in dom4, and popkill/freespawn nations have relatively stronger magic than in dom3, so. That's why they often win and often get dogpiled.
Okay here's an example.
If i move to attack the lemuria army, they can simply move to attack my undefended province on the left. Netgain - 0. Or they could move to attack Pythium's province, or retreat into one of 4 friendly provinces. I can't catch them because all army movement happens at the same time and i don't have access to cloud trapeze or whatever.
Let's say i anticipate that they attack my undefended province on the left, so i move there. The AI seems to cheat because they will always know which province you are going to move into, but let's assume they don't and it's a flat 50% chance whether they attack it or choose a different target. If i guess wrong, then i have wasted a turn and my army does nothing.
1. You don't play against the AI, because you can't read the moves of a mindless piece of shit that cheats and attacks in every direction without purpose or cause.
2. You retake behind this 'randomly moving' army and lay defensive movement traps until eventually it falls into one and dies.
3. Meanwhile, you take THEIR lands with smaller forces and lay siege to their forts, forcing them to come and attack you (and while besieging, you get the first turn).
This is kinda dominions 101. Armysplitting, laying siege to force a battle, retaking, etc. The actual strategy of the game starts after you understand these concepts.
>magic got weaker
How? A 150 gold mage can easily kill 300+ gold worth of troops every battle with no gems or equip, whereas a non-SC melee commander is going to die in one or two spells from a mage even with 50+ gear worth of equip.
>If i guess wrong, then i have wasted a turn and my army does nothing.
But if you guess right they lose a bunch of troops.
It doesn't matter if you guess wrong once or twice, since they lose a lot more than you when you guess right.
Fighting Lemuria is pretty different to fighting most nations.
1. Consider whether I just want to hold a front at that farmland province because Lemuria lacks raiders and invading them is often a waste of time and my lands are a weird fucking shape that I need to fix before someone rapes me across my long, thin border. So I could just go kill Pyth, and leave some mages and units in that farmland to hold off Lem.
2. If I am invading Lem, leave that army parked/retreat it to the fort, and start forging supply items. Sohei are a useless unit to fight Lem with, because their swords aren't magic and they are expensive - too expensive to use as blockers. The exception to this is f9 or d9 or n9 sohei, but sohei are usually always w9.
3. Check my research. If where i'm at in research will determine if i'm solar brilliancing, star firesing, cleansing watersing, (or my personal favourite) Flaming Arrowsing Lem's goasthordes to death. Start to build the kind of troops, and move up the mage randoms, that will be useful against Lem. h1 priests help, but producing them en-masse on the spur of the moment is not pointful. Maybe make a few of those cheap mm1 h2 guys I get at that closest fort. Obviously don't fight Lem at all unless I have antimagic up. Suicide some scouts into his army/wait for him to hit PD to see what mages he's got in there with what gems. I'm a human nation and will need to spam mages to fight him, so Wind of Death or Rigor or RoS would suck, and I might need to change my research portfolio to deal with those kinds of tactics.
Etc. At no point am I worried about OH NO MAH PROVINCES - you know what retakes from the amount of PD ghosts can afford? 3 samurai and an indie commander. I'm worried about killing off the ghosts, because a 'regular army' won't cut it. Get it, won't cut it, because they are ghosts, you can't cut them.
If Lem wants to waste a big army just slowly marching through my lands, sure. I'll retake behind them, and eventually kill them with a big pile of research mages and reinforcements. In the meantime, i'm able to advance into them (at least once I have supply and the right research).
This is something new players tend to complain about a lot. It's because they want to 'hold a firm line' because they are playing against AI. In actual MP, you don't care if you lose a province and then retake it the next turn. You care if your army gets smashed and your lands are now wide open to mass conquering.
Hmm, I wonder if this means Pelagia will actually have more gem income than me for once?
Not that it matters, incoming dispel in 5 . . 4 . . 3 . . 2 . . 1
So this game is 30 yuros? Is there anyone in this thread who has actually bought it?
Just saying that you don't need to wait for the admin to edit the thread in order to continue the draft. If we do it this is going to last forever.
Just pick your nations in the order the admin said. It's turn for the team 5 to pick
I'd do that, but there isn't a clear record of them (same problem for /domg/). That means people who have played in those games will have to submit them, which they are welcome to do. (post the googleform to SA for convenience).
They're not going to be treated the same in the mod, either. Winrates are a starting point I'm using, they're not the only determining factor.
I've bought like 3 copies of dom3, due to losing keys, and then dom4 twice? And a bunch of copies when it was on sale, for friendos.
Still think their marketing strategy is total shite though. Lower price, better videos, they'd have hundreds of thousands of sales, or even millions. The lore and world would sell it, not the pixelman graphics. Currently it's only known to exist amongst wargamers who buy Tanks of Europe XVIII: Yet More Eastern Front Unit Card Picture Turn Based Simulation The Game.
>Lower price, better videos, they'd have hundreds of thousands of sales, or even millions. The lore and world would sell it, not the pixelman graphics.
I wish that was true, but I think you're underestimating how much importance people place on graphics.
>how much importance people place on graphics.
>they'd have hundreds of thousands of sales, or even millions
I very much doubt it, maybe ten thousand more sales if they get lucky.
It's a very niche game.
I recruited this guy at the start of the game, or somewhere in the first month.
Why is he 55 years old.
it's not even year two.
Pretty sure I read somewhere that expressed J&K are happy with how the series has done so far, especially after moving to Steam and other platforms. As someone mentioned before, Shrapnel Games is an awful publisher and they were better off dropping it.
And honestly, I don't want a Dom that would attract millions to playing it, because you'd probably so unrecognizable that you'd be hard-pressed into calling it Dominions at all.
What, do you think every mage springs forth from their father's head fully formed, educated, and magical?
Caelian Seraphs have a base age of 45, and a max age of 50. There's some randomness to calculate the age when the unit is generated. but magic paths are multipliers for that. The higher the paths, the higher the multiplier. Your Seraphs are all but guaranteed to be oldfags.
For other nations that have a similarly "fun" feature, see any age of Arco or Abysia, and MA Marignon.
Thanks to steam we really do know the kinds of shit games people buy. Indie is big, anything unique or with interesting concepts gets buys (hello dominions) and anything with a small vocal minority that like it gets buys.
The cutoff point for those buys is $10 though. Past that, it never reaches the public consciousness unless it's a blockbuster $60 big name advertised game like Fallout or Call of Duty or Total War.
Sure, but J&K think in terms of grognard Tanks of Europe style games (they were publishing at freakin' Shrapnel) rather than what they actually have their hands on, which is applicable to a less grognard audience.
Also they don't want to make money from the game, and their stated goal is 'make a game that is fun for them to play'. So i'm not really sure how happy they are with it matters much, except as regards dominions 5. Which eh? I don't particularly care about because i'm sure it will be dom4 with a few changed elements, same as dom3->dom4.
I mean, they aren't ever going to do it, because simplistic beliefs about how sales and marketing work means they think people buying a game is binary - either they will or they won't, when in reality it depends on a lot of factors, a major one of which is price. So it's gonna be $30 or $40 or whatever forever. But the audience for 'different, interesting, amazingly rich lore - Rock Paper Shotgun' indie games is super fucking high. Wouldn't get undertale level sales because it doesn't appeal to red pill tweens, but all the people who downloaded mods for civ would definitely purchase it, and others. I've showed it to mainstream gamer friends of mine and they have liked it/recommended it to others, a few even purchased at that price point. People who play mostly mainstream stuff like fallout or skyrim or minecraft, or vermintide or whatever. Not strategy gamer grognards.
I remain very sceptical, the huge learning curve combined with the ancient graphics would turn nearly anyone off.
If I remember correctly it wasn't until EU3(which looked somewhat decent) that paradox map painting games became popular.
>it never reaches the public consciousness
It doesn't need to reach public consciousness, it need to reach the consciousness of people who'd be autistic enough to play this kind of game.
Maybe if illwinter tried advertising using popular autismgame youtubers like Arumba or Quill18 or something.
EU is more obtuse than dominions. It's less cute. The lore is less engrossing. It's 'historical realism', a genre that has been up it's own ass forever (and which dominions, despite being associated with (Shrap!) is not actually a part of). And EU3 is honestly uglier.
I would not expect any of the people I showed dominions to to react anywhere near as positively to EU. I don't even play EU, not autistic enough.
Dominions has awful UI, weird learning curve etc but half the problem with the game is that the people playing it are autists coming from EU/ck/whatever because of the nature of the current community/where the game was initially sold/how it's been portrayed. It's not actually an autists-only game in the same way a lot of others are. It pays out not in historical realism/history-fan handjobs but in interesting writing, lore and emergent scenarios. That shit, as the current indie market shows, regular gamers will actually put up with shit UI in order to get more of.
So, uh, the email service I was using for Llamaserver got it's shit shut down by the kraut police. I'm gonna need a few email changes.
Please change these nations' email to email@example.com
2Scrubs1Tub: T'ien Ch'i
CastleDoctrine: T'ien Ch'i
MasterOfMoM: T'ien Ch'i
Stalewarriors: T'ien Ch'i
>It's not actually an autists-only game in the same way a lot of others are
I disagree, EU and CK2 have far less of a learning curve than that of Dominions.
>regular gamers will actually put up with shit UI in order to get more of.
Maybe, but what they will certainly not put up with is the amount of time it takes to actually learn the game.
The guys who actually bought the game certainly seemed to pick it up a lot quicker than the autists complaining in the thread/desura. Didn't tell them shit. I think this game may just be appealing to autists, but super hard for them to learn.
cock.li had one of its two HDD seized by the Germans for reasons unknown last month. It was still up and running because it was in RAID 1, but they just took the second HDD so shit's fucked.
First HDD seized:
Second HDD seized:
I really like TC.
Yeah EU4 is very easy to learn and CK2 isn't /as/ easy as EU4 because it has some extra dynastic management stuff and whatnot, but it's not super complicated.
Plus the game tends to show you a lot of info in the game, and doesn't stuff shit into manuals.
Doms4 has tons of shit everywhere that interacts in possibly unexpected ways. Can you mash armies and cast battle magic relatively easily? Sure, but that is barebones stuff, really.
Yeah, but only autists sit there sweating buckets over 'omg but what will happen'. Ordinary people just do stuff that seems like it will work. Dom4 is intuitive to people like that. And completely unintuitive to people trying to play it from the history-sim meta. People who had the most trouble with it were the ones who had previously played EU, actually. Like, they don't play it now, and the regular gamers do.
If you mean /v/anheim, then uh, I play games there already. Also on dom3mods and desura. I like to mix it up.
If you're implying that 'lol you're a noob so you think noobs are gud', then no. I've been playing since dom3, and i'm definitely not bad at the game. Can tell if someone is doing badly or good at the game.
Stalewarriors admin is staling since new year so he is either a giant faggot or was murdered during christmas.
Either way you should consider writing to llama about your trable.
The only "meta" EU has is to ally with a strong nation and bully your weaker nations until you're large enough to paint most of the world your colour.
>If you're implying that 'lol you're a noob so you think noobs are gud'
No, I was saying that you should try joining a game on the dom4 community hub forums once, If you think that regular gamers have an easier time picking up the game you are severely mistaken.
It shares a bunch of strategic and tactical and UI and design and reward structure elements with other games in the same vein, most of which are less successful and less well known. That's a 'meta', also sometimes referred to as 'genre', although genre isn't really the correct word.
I used to post advice on the steam dom4 forums (the community hub is either desura or dom4mods, bud), and I don't think many of those people were 'regular gamers'. Most of them had EU and shit on their profiles. And also I think anyone actually using the steam forums has some kind of problem, the people in those threads literally cannot learn.
I think basically if you end up at the steam forums rather than desura, you're too stupid to find the desura forums despite them being linked as the major forums for the game (at least until desura ded) in the steam forums, and therefore the stupidity is inherent rather than 'because they are regular gamers' (which again, most of them aren't).
Going to change the turn timers to 48 hours, since the game is nearing turn 40, and there was already a bit of confusion about it leading to Kailasa stalling.
The turns will still be short if everyone turns in though ofc.
You're one of the 5 most powerful nations in the game, for sure, probably in the top 3.
It's just the gap between #1 and everyone else is . . . well, Monkfish said he'd be posting the score graphs once the seal was broken, so everyone will see then.
Well, uh, I kind of dispelled eyes of god with my nexus. Sorry.
Hey man, the only global I intentionally dispelled was Pan's mother oak. I'll give you half refunds on your rituals until nexus goes down if you want.
Who the fuck else would have the S and inclination to dispell mine rather than the fuck tonne of rituals you had? Unless it's Squids, god damn it, why is underwater such a shit shoot?
Shit, Cock.li was still up? I was one of the first people who joined then subsequently completely forgot about the whole thing after a day.
Can I have some confirmation that you're shinuyama so that I know this isn't an ebin trole?
I get the feeling that an All Underwater Alliance was only a little more hopeful than an All Europe Alliance.
I'll be done with my All Asia Alliance soon though, filled with people I can reliably count upon.
Ulm, the province in my cap ring was Zocs. You also just took Worshin.
And here's a screenshot from NYN.
That sounds really interesting. But no clue.
I guess to ghetto it you could make it fire an event which triggers a different event depending on the season? Eg a 'nothing happened you idiot' event in every season but winter.
Wow, having not got a D mage till like three turns ago (or more one that didn't immediately die), I'm surprised at my research.
Also, fuck you for dispelling forge.
Ooga booga, where the sidhe/nemedian/partholonian/tuatha/vanir/chud women at?
>around 1h in the game
>surrounded by other gods
>time to go to war instead of attacking neutrals
>attack the weak neighbor
>on the same turn the stronger neighbor attacks me from other side
>god is trapped alone while he was searching a site
I was totally not prepared for this. Did the AI do this intentionally or was this just really bad luck?
Lizards also have two dicks, which I imagine would be more impressive. Not sure why being "85% homosexual" would make them more attractive.
On another note, why are you bring up humans when the subject matter is elves?
The AI calculates your strength based on some weird things and the number of units (and amount of PD) you have. So if you lost a bunch of units in a fight that might be why. Or it could have just been coincideince.
Alternatively, send me a list of your cast rituals / item forging and I'll give you the proceeds as long as nexus doesn't go down.
I mean, look at them graphs, I ain't even a threat.
>Implying it's not canon that humans nearly completely exterminate elves simply by outbreeding them
>Implying it's not canon lizards are literally the best in bed barring perhaps something from Pangaea
>Implying lizards harems aren't comprised of willing fukkgurls that need thick doubledick to make it through the day
Hey Atlantis, are you here? As a punishment for thinking you could defeat me with infantry chaff, you are not getting any land province near my kingdom.
But I'm not interested in attacking you underwater, so you are safe for now if you stay there.
C'tissians have the longest tongues out of all of the humanoid races. The skinny split-end type. Woman absolutely love it, and C'tissian prostitutes of either gender are the most popular kind in the world because of this very trait.
The first part is true, but is saying that human/human > elf/elf. No crossbreeding is mentioned or even implied.
The second bit is not mentioned in the lore at all.
Third bit is obviously furry wank.
It's fine to say that all that is true, since it's a fantasy game played by fantasy nerds, but you shouldn't call it canon without canonical references.
Also all ya niggas that invaded me I'm open to negotiations if you want peace now that Im free to fuck you up.
Eh N9B4E4A4 bless, not very heavy. Shikomes are just good when buffed with strength of giants. Plus it was a heat province since he intercepted my army moving to attack him.
nah. Forester Bob stuff was accompanied by original art, whereas StalePan and the few people that are repeating it have no similar talent. Pan's posts were literally tumblr undershit. Give it some time and it'll go away until someone wishes for armageddon while he's still around to repost his meme.
If by peace you mean province snipe, then sure. That said, telling giants to fuck off is much different than beating the giants.
That said, unless Vanheim attacked you too, its just you and the giants. Agartha is in a panicked withdraw (it won't matter), and I'm busy eating free worm food.
Of course it is, but people are liable to repost entertaining pictures and there isn't a whole lot of original dominions related art. That's where Forester Bob stuff gets its longevity, and Pan's posting was literally unrelated stuff from tumblr and cobbled together screenshots that no one else will bother saving. That's why I think it will go away sooner or later
well, until you get alt9 at least. don't expect anyone to be ok with you having a wish engine online.
besides, don't feel so weak. you're way ahead on research compared to a good 20 nations, me included. you also have 4 gemgens up; that definately makes for a lot. considering how many players are still in the game, you're gonna get a ton of free pearls from nexus.
24 hour delay on CliffsOfDivinity and memegamesiii please. This turn or next. I'm gone for the weekend.
All I've been doing since AC got put up is summoning another vampire lord, sending them to blood hunt more territories to death, and then submitting my turn.
I've come to the conclusion that Pan might have been right.
I was deep into blood, just not heavily invested into it. Mostly just had it laying around for item purposes while I worked towards complete magical diversity and the spells to accompany it.
In hindsight, I should have invested more in a blood economy.
Dude also drew this, I think.
Is there a way to take the seed from a random map and use that map in a new game? I rolled a map with severely fucked up province adjacency and want to fight my friend on it.
well he's about to.
Mainly because I'm so fucking board with the way this game is going, I'm going AI if no one subs for me before the next turn.
And before Ermor in the game says anything, no that last battle didn't break all my forces. I could probably hold out a stalling campaign for at least another 20 turns, but I'll admit I'd probably lose in the end, and I'm just not interested in running that game out.
So watch out folks, ermor is breaking out of the cage I've been keeping him in.
as mictlan B9 gets all your sacred into murder machines who bust through armor and take down giants, and just as importantly provides protection for your sacred swarms from evo spammers, as the BV will trigger often enough to pop the caster unless they plan to counter it (which is doable, but it means they have to add another layer to their strategy).
The N9 is to give the jaguars even bigger HP stats, but personally I'm not a fan. Scales or an offensive boost is better.
I did fuck up the reading compreshension.
but it was on the first part of the second sentence i fucked up, Somehow read "Do you" as "I don't".
yeah, pythium makes no sense. They're sacreds can't be massed, and str of their hits isn't they're problem.
LA is fine imho.
MA need a boost to their non-cap mages. some combination of increased path diversity, a decent labrat, or cost reduction. I think they are close to doable, just need slight push.
EA all of MA's problems, but worse and replaces blood and horror power with better sacreds, which isn't a good trade in my eyes.
Also, having heat/cold scales give points based on distance form prefered level rather than distance form center really fucked them.
Dominions reminds me heavily of Sins of a Solar Empire for some reason.
The problem with abysia, especially EA, is that their theme is basically firemans. Adding a bunch of blood or adding magic diversity screws with that.
Giving them cheaper stuff (specifically, dragons and salamanders) is probably the best solution. It's not a huge buff, but it's the most thematic.