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/domg/ - Dominions General
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Micromanagement Hell Edition

Old thread - >>123391817

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.

>Steamgroup
Join the steamgroup for multiplayer
http://steamcommunity.com/groups/vanheimageofvidya

>Group chatroom
steam://friends/joinchat/103582791434709795

>Our work-in-progress wiki
http://dom4.wikia.com/wiki/Dominions_4_Wiki

>Dom4 Manual
http://jaffa.illwinter.com/dom4/manual_dom4.pdf

>Dom4 Inspector
This is a community resource that has every unit, spell, and item in the game in an accessible database.
http://larzm42.github.io/dom4inspector/

>Play by email guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=202096551

>Pastebin
http://pastebin.com/JMmSrpdE (embed) (embed)

>Debug Mod:
For testing battle formations and spells
http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/debug-mod

>Where do I get it?
It is available on Gamersgate and Steam. Desura is ded.

There is no functional, up-to-date pirate version.

>THE BASICS
>Read the manual
>Read the pastebin
>Read the memes

>I want to play X
Heavy infantry nations with simple magic for noobs: MA Ulm, Abysia, LA Man

Human nations with a lot of diversity: T'ien Ch'i (any age), Arcoscephale (EA and LA), EA Ermor

Giant nations with a major bless: Niefelheim, Fomoria, Ashdod

Necromancy: C'tis, Sceleria, MA Ermor, Asphodel, Lemuria, Nazca

Sneaky Nations: Vanheim, TNN, Eriu, MA Man, Xibalba, Caelum

Edgy Nations: Lanka, Sauromatia, MA Ermor, Asphodel, Hinnom
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>Every turn in lategame is another turn when you could lose everything from a single mistake
>>
Second for NoStallers having fucked up massively for no reason Llama why was it too spooky?
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>>123602841
Gotta risk it for the biscuit
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reminder who the real power behind ermor is
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You done dancing around yet, or do you need to gather even more troops before you're ready to fight?
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>>123602514
OP, yo still forgot to add the 4.22 pirate version.
>>
Happy Lich is best lich

embrace eternal child support today
>>
COE4:
So I found recruitment costs for standard units, any ideas if these should change at all? (does anyone even use swordsmen and heavy infantry?)
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>>123604905
Swordsmen yes, as blockers when I don't have better summonable blockers
Heavies no, slow makes them useless.
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>>123604905
They're fine
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>>123604905
Heavy infantry are actually not bad for sieging since they have both large shields and heavy armor
>>
I think I can add units too, though I'd probably have to make custom ones for it to have any balance.
>>
>>123605380
This, desu. I keep mine with my catapults and drag them around together when I'm ready to shuffle over to a castle.
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>>123605558
I think every class should get slightly different basic units (stat- and equipment-wise). It feels immensely boring having to recruit the same shitty spearmen for everyone, especially seeing as Dom4 completely avoids this problem.
>>
>>123605558
Why not just wait for the modding support
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>>123605885
Only 7 classes use normal human troops, and of them the only ones that use them in large quantities are the Baron but he gets them for free and the Warlock, but that's more of a problem of shit magical resource income inherent with that class.
>>
Okay, so I have played through a couple of games of coe4, I have been to agartha, inferno, and the void, but how do you get to the other planes? What are the other planes? I assume that one of them is the elemental plane but that still leaves one plane. Is there anything you can do other than get more resources in the other planes?
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>>123607161
Last one is Hades. Be a necro.
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>>123608341
2 is better than one?
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A question: if I teleport a shitton of my mages in the enemy province, will they fight the enemy all at once?

What if I also cast some summoning spells like wolf pack or arouse hunger?
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>>123608426
Apparently.
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There are never any hidden sites on capitals, are there?
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>>123608341
Stop bullying muh golems
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>>123608468
yes

yes
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>>123608341
Thanks for the heads-up. Now I'm going to resummon her this turn.

>>123608532
Unless some event creates them.
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>>123608468
Magic phase battles are like move phase battles - first all movement is resolved, then all fights happen. Any spells that put units into a province all happen, then the units in that province fight as they would at the end of movement phase.

I think that attack spells sometimes will hit units moving teleporting/trapezing out and sometimes won't based on when the spells are cast (which, and again I'm not sure on this, I think is tied to unit ID?)

>>123608532
No, but events can add sites.

>>123608626
>Thanks for the heads-up. Now I'm going to resummon her this turn.
That was my air queen and this happened several turns ago.
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>>123608626
That golem killing the elemental royalty was a few turns, they've already been resummoned
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Do you realize what would've happened here if I wasn't stupid?
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>>123605898
Hacking the game is more fun than playing it right now
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>>123608798
A horrible trap! Again! You should've done it.
>>
Also, holy moly but you have a lot of death gems to blow. I'm jelly.
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>>123608917
Is this some meta-one-upmanship? Did you do that on purpose to encourage me to use more traps, or to use less out of fear that you know I'll use them?

Do you want to get me depressed and go AI?

Did you really just didn't realize that it could be a trap?

Oh god, my head hurts. Fuck this game.
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>>123609197
get out meta'd nerd
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>>123609056
You should have plenty with your throne. Also, did your event-related necromancer die or something?
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>>123609197
I mean, it was the same province that had the trap last time and I still see your dusk elders.
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>>123608341
Epic as usual Sy
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>>123608468
the "movement" page on the wiki comprehensively answers both questions you dumb Jahi
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>>123609328
Dude, you sent six ashen angels last turn.

As for the necromancer, I dunno what happened to that dude. I was hoping to mind control him or something but he seems to have just kinda disappeared.
>>
>>123609561
dude, i'm not sy, but these posts you're making accusing random posts of being him are obnoxious as fuck.
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>>123609423
>he thinks he can see Dusk Elders when they don't want to be seen
Joke's on you, I was only pretending to be retarded.

>>123609643
I sent 8, don't you lie to me. Expect more soon.
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>>123609707
I did make that post, though.
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>>123609764
Two were earth elementals. Those are different.
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Damn that wasn't hard to do, the game seems to like using strings to reference units which is odd.
>>
>tfw Cave grubs steal your hard earned Gems
I'm n-not mad Baka
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>>123609985
M8...

3 EA, 8 manifestations, 1 phantasmal attack. 1 EA missed because you had no commanders there.
>>
>>123609197
That's what you get for playing against a testing autist
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>>123610516
Oh, you're right. I found them now. They were buried for whatever reason. Are some of the mages you're using as casters much newer / older than the others or something?
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>>123610681
I actually enjoy playing against him. He nevers staled, always provided a challenge, and he's a nice guy overall.

>>123610683
No idea. I don't think there's too much age difference, I summoned my Elders pretty early.
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>>123610981
He's also a sandbagger who played dozens of blitzes and had over a thousand hours in singleplayer in a newbie game I was in with him
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>>123611294
So?
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Hm. It seems that interface mods for CoE3 and Dominions are pretty much the same. I guess I'll redraw some files to make nice Dom4 interface mods.

Suggestions are welcome.
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>>123611294
>I'm still butt hurt I won't put the time in to be good at the game when someone else will. I will project my inferior skills by insulting the better player

I think you should stick to xboxOne games
>>
What happens if you summon/forge something unique but it already exists? Do you get your gems back?
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>>123611294
Oh! I think I know who you are now.
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>>123611454
That looks like ass desu.
Harsh gradient doesn't look good at all.
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>>123611454
This would be great if all the text were white
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>>123611507
>it's fun playing against smurfs in a slow paced game
Nah
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>>123611625
Exactly. That's easy to correct with one file though.

Now look at this fucker...

I need to look up if it's possible to edit the font used by the game.
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>>123610515
get memed on, baby ;)
>>
>>123611789
That looks even worse.
>>
>>123611789
>White on light grey
Nah
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>>123611998
>>123612041
How about some WOOD?

Seriously, I don't know what those modmakers were thinking. It didn't even look good in CoE3.
>>
>>123604905
Swordsmen and heavy infantry aren't bad because of their cost. They're bad because you generally can summon a lot of better melee units anyway, and therefore a recruitment turn is better spent on ranged capabilities. Also heavy infantry are slow.
>>
>>123612148
>grain in line with text
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Wait... What's this?.. A stylish interface mod? NANI!?
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>>123611789
>if it's possible to edit the font used by the game.
If it was, we would have done it a long time ago.
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>>123612384
I like this.
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>>123611454
I like the clipped corners and the "rounded" effect on the info boxes.
>>123611789
The marble pattern is nice.

Really, the only problem here is the palette.

>>123612384
Not terrible, but the clean lines feel more sci-fi than fantasy.
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Honestly, I'm giving that one straight A+.

I'm going to make a folder on mega.nz for all non-shitty interface mods after I edit those that need editing.
>>
>>123611294
He's played a bare handful of blitzes and as for SP, who cares? The rules for newb games are pretty much: Haven't played in more than 2-3 pbems before. You're literally objecting to something most of the community thinks is a normal behavior, because this game is competitiveautism central.
>>
How do you kill le cannibal Jew giants in the early game as MA agartha?
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>>123611294
>single player and blitz
>relevant to a real game
Singleplayer is for testing, blitz is for a quick bout of fun.
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>>123612685
If he's still being salty about Miles Gloriosus, that wasn't even a scrub game.
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>>123613070
>Turn 1 diplomacy in NoWeebs
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>>123611537
Try it and find out :^)
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>>123612685
Because it's not fun playing against with people who play completely blind and fresh, people who obsessively test and read guides with multiplayer experience, and the people in between all in the same game. Throw in stuff like out of game diplomacy, and it makes it even worse.
>>
>>123613070
The answer is just to git gud
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>>123611537
If you try to summon a unique that already exists, the spell fails and you lose the gems. If you try to forge an artifact that already exists, the game won't let you. If you try to forge an artifact on the same turn as someone else, one of you gets it and I don't know how this is determined.
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>>123613070
Break armor
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>>123613423
Have you tried gitting gud?
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>>123613070
Only the ghost Melqarts eat anyone (Zanzummites), they're not cannibalistic anymore
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>>123613423
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>>123613423
>some people try at a video game and beat me

literally nobody cares. Git gud. If you're not the sort of person who tries to learn a game before jumping into multiplayer, that's your fucking problem. Go log into DOTA and bang your head on the keyboard.
>>
What does the Aegis actually do? Does it literally cast Petrify on everyone that tries to melee the attacker, paralyze-even-on-save and all? Because that seems OP as fuck.
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>>123613741
It doesn't cast petrify - there is no paralyze on save.

There is a save-or-die ston'd roll, though, which arguably matters more.
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>>123613851
Ok, so it's great against infinite low MR units, but against SCs it's "only" a save or die every turn instead. I assume that stuff like marble oracles, sentinels, and golems are immune?
>>
>>123613567
>>123613664
>I have no argument so I better use 'le git gud maymay'
The point is, it ruins the fun and spirit of newb games. If I wanted to win, I'd just play LA Ulm or MA Ashdod all the time.
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>>123613998
Yeah, if they have the stonebeing tag.
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>>123614035
>he thinks LA ulm and MA ashdod are top tier
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>>123614035
Miles Gloriosus wasn't a newb game.
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Thank god for dropbox desu senpai.

There's a full pack of colorful Dom3 UI mods.
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>>123613548
This seems like a plan. Thanks
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>>123614097
LA Ulm is pretty good. I wouldn't say that they're hands down the best LA nation or anything, but they're top percentage.
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>>123614035
The spirit of newb games is that nobody has any pbem experience, not that everyone is retards who don't try.

also
>thinking MA Ashdod is gud
welcome to dom4, where the giant debuffs means that ma ashdod is basically machaka tier.

(Also, LA Ulm, while good, isn't nearly as good as everyone thinks. If you want to win a ridiculous amount, take LA Ragha).
>>
>>123614097
Not that guy, but they kinda are.
Mainly because N9E4 Anakites don't really have much weakness besides cost and LA Ulm has their crazy illuminati who's only downside as well is their cost.
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Well, this is interesting.

Needs some transperency adjustments though.
>>
>>123614386
all you need is a nation with access to Shatter and Earth meld to deal with Anakites. Steller cascades also works wonders or Tangle vines
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>>123614386
Anakites are solid, but they are so expensive and MA Ashdod is so cap-restricted that they invariably get shitkicked every game.

Also, illuminati are great, but LA ulm suffers more from not having any depth in any paths. They get level 2 in only two paths, and don't get any further in any, natively. Solid/strong nations, but not nearly as good as this scrub thinks.
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>>123614815
destruction* but yeah
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This cutie gets into the bar. What do you do?

Hard mode: will charming it work? which one is the easiest way to control it? i need that S5 for my kingdom
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>>123614815
Shatter doesn't affect anakites, but all of the armor debuffs do, and this has been what has kicked the shit out of them in almost every /domg/ game I can remember.
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>>123615001
Enslave->GoR is going to be way easier than charm on account of charm's short range. That said, bring all of your chaff because he's going to fuck them up.
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>>123614386
>N9E4 Anakites don't really have much weakness besides cost
They're cap-only and cost a ton of resources, so you have very limited recruitment.

Cost is also a very significant weakness. Units which cost nearly as much as a mage are usually situational.

>>123614815
Skellyspam is another great tactic against them.

>>123615001
>>123615348
Don't horror commanders have a chance of leaving every turn, or is it just doom horrors which do that?
>>
>>123615680
They do, but you can still forge a ring with it.
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>>123615741
Oh, and bonus - now the horror is even stronger since it has whatever astral booster you gave it to forge that ring.
>>
What do think about the rate of mage recruitment and requiring libraries in COE4?
It seems in order to recruit them at all, you need a library, but having more libraries doesn't increase the chance much (only the variety really)
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>>123616104
I speel my drink
>>
>>123615741
>forge a ring
Check its slots again.

You could do it, but you'd need one of the misc artifact astral boosters (or a ring of your own), both of which are hard to forge. The easiest is A2S2, and most nations don't get S/A mages.

>>123616104
I'd like it to be a lot higher, especially for mages from your base faction.

I'd also like to be able to get mages which let you use other resources (hands of glory/sacrifices/etc). It would probably be broken, but it'd be fun.
>>
>>123616104
>>123616331
>I'd like it to be a lot higher, especially for mages from your base faction.

>I'd also like to be able to get mages which let you use other resources

this
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>>123616331
generally, CoE4 needs to be paced faster and allow for more rapid buildup/recruitment.
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>>123615680
>>123615741
>>123615872
oh wait i didn't know they could leave. How likely is that to happen? I don't want to throw all of my chaff to get it so he leaves with my ring ;_;
>>
>>123616331
>>forge a ring
>Check its slots again.
Derp, I forgot about that. You're right, it's not worth the hassle of GoRing it and losing it unless you have some clever use for one turn of S5

>>123616501
I haven't tested it with greater horrors, but doom horrors and the guys from Agartha's national spell both have left after an average of two turns, ranging from the turn after they're summoned to as long as four turns later. I'm guessing it's a flat 50% chance.
>>
>>123616331
Should I eliminate the need to actually have a library for any chance?

Not sure which mages count as base faction, are these actually a thing?
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>>123616331
Oh, and you shouldn't need libraries to get non-faction mages.

Finding no libraries all game makes me really sad because you get no fucking mages.
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>>123616637
>Should I eliminate the need to actually have a library for any chance?

That's actually the faction bonus for Senators, iirc.

Also, the one thing that I want more than anything from a CoE mod is the ability for all nations to stop all of the spawns. The fact that you have to be lucky to turn off ancient forests as some races but not others is annoying as balls. I like dwarves, but I fucking HATE deer
>>
>>123616636
>I haven't tested it with greater horrors, but doom horrors and the guys from Agartha's national spell both have left after an average of two turns, ranging from the turn after they're summoned to as long as four turns later. I'm guessing it's a flat 50% chance.
Oh, and this was with debug mod, using Super-wish to wish for the monsters and Super-GoR to awaken them. I doubt that it matters, but still.
>>
>>123616762
Hmm, perhaps I could give the senators a flat bonus to library level instead?

Wouldn't turning off spawns really fuck over the druid/mine controlling factions?
Could always give everyone the ability to (b)urn?
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>>123616637
>Should I eliminate the need to actually have a library for any chance?
I would like that.

Assuming >>123616762 is right, maybe make it a smaller chance than with libraries, so senators still have a bonus?

>Not sure which mages count as base faction, are these actually a thing?
Stuff like apprentices for Necromancer, acolytes for Demonologist. Level 1 mages who can use rituals using your faction's resources.

You can get them even without a library, though it's not common.

I think they would also give access to their specific resource if you got them as another faction, but I'm not 100% sure on that.
>>
>>123617134
>Wouldn't turning off spawns really fuck over the druid/mine controlling factions?
I just meant the ability to cap ancient forests and the like, the way that all factions can cap graveyards even though only hands of death nations can use them.
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>>123614879
It's mainly the other factors as well. Giant nations usually have gold inefficient researchers, but Ashdod gets ones with research bonuses. Giant nations usually don't have good diversity on mages, but Zamzummites fulfill this role quite well. They can use SCs if necessary with Adons and have access to powerful end game summons.
Ulm has their iron blizzard smiths, their fortune tellers for site searching, and their crazy vampire nobles. For early game, they got stealthy crossbowmen and armored zweihanders.
The nations tend to be strong at every portion of the game unlike most others.
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>>123617202
>I think they would also give access to their specific resource if you got them as another faction, but I'm not 100% sure on that.
They do. This works if you can charm one as well.
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>>123617453
>their fortune tellers
Uh... I assume you mean using the site searching spells, because their paths are awfully low and they still need boosters to even cast the death and nature ones.
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>>123617475
Neat.
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>>123617453
>For early game, they got stealthy crossbowmen and armored zweihanders.
Zweihanders are true Ulmites in true Ulmish plate relying on pure Ulmish strength and every true Ulmite should use them extensively to show their Ulmish pride, but they're not actually good at winning early wars.

Rangers are extremely strong, though, it's true.
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>>123617603
70% of sites only need X1 to be found iirc. I only use search spells for wastes, swamps, and thrones
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>>123617920
That is more true of some elements than others. Astral and Nature in particular lean more towards the higher levels, and death has a large number of 3 sites. These are all the paths that she can search. If she were fire/water/air, sure she'd be great at just searching. For the sorcerous paths, though, you want higher levels or spells.
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>>123617872
Zweihanders are pretty damn tough for humans.
Mainly because they can wade through enemy and friendly xbow fire fine and can one shot most things they hit.
>>
>>123617202
Okay, I can do that.

Can someone list all of the faction-only non-library mages? I'll increase their spawn chances.

>>123617367
Not too sure about doing this, it could take some time to track down, might look after I finish mages.
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>>123618086
It's not really worth investing in unless you're damn sure it's there. High level death sites usually cause scale anomalies or disease and high level nature sites are mainly in forests.
>>
Dakinis sure are the best blood summon in the game.
>>
Are the uniques that let you cast spells like bane fire and thunderstrike without fatigue any good, or are battles generally determined before the long-term effects of a commander casting infinite thunderstrikes can be seen?
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>>123618621
What game
>>
how to truly take advantage of Grigori once I get them out? doing Scales build Hinnom with A4/E4/N5 build. Note "scales" means O3, P2, H3, G3, Mis1, Magic 1. I don't just want to use them as mere Scs
>>
>>123614341
What were the giant debuffs? None of the giant nations are bad.
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>>123619265
Just asking in general mate, I was never interested in them because I assumed the fatigue costs still applied, but was doing some testing and found that it only uses the commander's base spell-casting fatigue. Figured someone else might have more experience and would know if they're worth forging after more useful artifacts are taken.
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>>123619416
Using them to summon shittons of demons or become ungodly battle casters using Kohen Sabbaths plus Reinvigoration
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>>123619612
All spells require some fatigue and going past 5 scripts renders spellcasting unreliable
>>
How do I beat an ethereal astral shielded golem with bone armor, frost brand, vine shield, stone boots, and storm spool set to the far rear if I have no earth or death magic?
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>>123619818
I understand that, but slap it on a scout with 5 spell-casting encumbrance and no magic paths to deviate to and you get 20+ guaranteed thunderstrikes/whatever out of one commander.
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>>123620276
Wut
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>>123620276
Non air elementals or fiends of darkness. Golems have poor combat stats and tend to always get hit.
>>
>>123620230
opposition, arcane bolt spam, frozen heart spam, T-strike spam etc
>>
>>123620230
Lamias, vampires, whatever else.
>>
>>123620424
>>123620424
A basic scout has a spell-casting encumbrance of 5. Equip him with a tempest, set him to cast spells, and because the only spell he can cast is the one given to him by the item, he will proceed to cast thunderstrike 20 times until he passes out, and then he will begin to cast thunderstrike every other turn.

I am asking if it's worth forging these items, or if most battles would be over by the point the steady stream of spells would make a noticeable difference.
>>
>>123620698
Frozen Heart doesn't target it and I'm not sure the evocations can kill it or opposition get through its mr
>>123620792
It's lifeless
>>
>>123620698
So I've actually fought an N9 shroud golem with otherwise similar items and those don't work. T strike doesn't kill it through regen because the vast majority miss, frozen heart and opposition are both out of range, and arcane bolt will similarly miss every time if it's sitting in the back. This is with windguide too. I eventually was able to get earth magic and kill one of them with a smasher-toting thug, but none of my mages could actually kill it.
>>
>>123621367
while that might not work with n9, notice how that golem is using soul vortex for healing purposes, but you're right on most points
>>
>>123621367
>>123621534
actually, since it has bone armor instead of N9 regen, t-strike might work. Arcane Bolt was literally missing almost every time, though. I think only like three landed before turn limit.
>>
>>123618194
>Can someone list all of the faction-only non-library mages?
Not all of the classes, but these are the recruitable mages I've seen while playing.

Hopefully I didn't miss anything.

>Priest King
Moon Temple Attendant
Sky Temple Attendant
Death Temple Attendant
Blood Temple Attendant
Rain Temple Attendant
Nahualli

>Necromancer
Necromancer's Apprentice

>Demonologist
Cultist

>Druid
Druid's Apprentice
>>
>>123621658
It will only do scratch damage with storm spool
>>
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>turn 1
>already dealing with this bullshit
>>
>>123622654
I'm at work you neets
>>
>>123622170
Thanks.

I know Enchanter gets Apprentice enchanters too.
>>
>>123622654
Elves are simply hiding their turn.
>>
>>123622783
Hurry up nigger
>>
>>123622827
Cultists get cultists
Warlocks get warlock apprentices
>>
I can't believe /domg/ created a game, worked out the issues with starting that game, increased the player cap then started the game while I was taking a fucking nap.
>>
>>123620230
Alright, easy solution. Look through what commanders you can recruit, pick the one with the highest defense. Ask a nation with earth access to forge you a gate cleaver, and slap that on the commander along with a ring of tamed lightning and an amulet of antimagic.
Put the commander in the rear where you think the golem will attack, set him to hold->attack closest.
Golem should never hit your counterthug because his attack skill is ass, and your ring will negate his storm spool. Gate cleaver should kill him in a few turns, even quicker if you're feeling a little timid and decide to slap some boots of quickness on your counterthug.
>>
>>123623203
believe it
>>
>>123623316
I didn't think that more than 5 people browsed this general at a time.
>>
>>123623294
That takes too many turns and no diplo
>>
>>123623203
Last year I remember it taking nearly a week to get just one game with 12 players going, and look at us now.
>>
>>123622992
>Cultists get cultists
Cultists of the Deep is the proper name, just Cultist is what the demonologist level 1 mages are called.
>>
>>123623294
Brand and vine shield you tard.
>>
>>123622992
Keep 'em coming.

So question is, if I increase the chance that these mages are up for recruitment, what can I do about the classes that don't get any benefit from this change?

Do the non-caster classes get better commanders? or do they just get the shaft in vanilla CoE?
>>
>>123623634
I don't get why you're calling him retarded. Even I know brand aoe + vine shield is for fighting pd by negating the number advantage.
>>
>>123623691
are there any classes that don't have casters? other than baron and senator
>>
>>123623710
Brand is aoe and getting entangled fucks defense.
>>
>>123623817
Senator does get casters.
>>
>>123623817
baron has casters.
>>
>>123623691
upping your magic library level means you can get other mages than the faction-specific ones.
>>
>>123621367
>arcane bolt will similarly miss every time if it's sitting in the back
Have you tried telling your mages to hold fire and your troops to hang back?

Once it hits turn 5 it should start moving closer, hopefully close enough for more regular hits. Off-script S2 mages don't have a lot to cast at a golem apart from arcane bolt, so you shouldn't need to worry about the lack of scripting.

If you want another anecdotal viewpoint, arcane bolts murdered my N9 agarthan thug when he ran into them and he was using a similar script to the golem you're talking about (hold at back 5 turns, attack)
>>
>>123624157
S2s tend to cast retarded shit like twist fate and astral shield from my experience
>>
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>sponsored by Monster™ and Razer©
>>
>>123622179
yeah, but chip damage is all you need if you don't have anything that gets close to it.

>>123624157
It was set to 'cast'

>>123624298
yeah, but then they cast offensive spells once they've gone through all the astral buffs. They're eventually useful, unlike, say, dusk elders which will default to horde of skeletons and never hurt it.
>>
>>123624330
Looks like ass
>>
>>123618561
>Reascendence
>>
>>123624330
Sponsored by Luxottica because you'll need glasses after trying to read this shit
>>
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>>123624449
>>123624524
At least I tried. That's as much as I can do for this one.
>>
>>123624512
Dakinis are really cheap though and piss easy to summon
>>
>>123616706
Don't play Dark Age
>>
>>123618561
>>123624512
Release Lord of Civilization
>>
Any fire boosters for sale? I'd like at least two of different kinds. I can pay in any gems except blood.
>>
>>123624578
Way better, actually
>>
>>123624621
Granted.
>>123624657
>blood 9
>>
>>123624814
ACCEPT ONLY THE STRONGEST.
>>
>>123623691
>what can I do about the classes that don't get any benefit from this change?
If everyone has a small chance to recruit mages from the other classes, they could leverage an early game advantage with better troops to get them into a position with high income for a strong lategame.

That might be enough to make them usable, if you're able to do it.
>>
>>123624902
Seraphs are better :^)
>>
>>123625013
We're only talking about cool kids who accept hot virgin blood, not pussy moralfags who suck on pearls
>>
>>123624940
that's actually a bad idea imo since there are no non-caster classes.
Barbarian, Baron, Senator
>>
>>123625110
get native casters.
>>
>>123625110
Do they get special resources or rituals, or are these just the random mercs like Pyromancers and White Wizards?

I just want to have every endgame summon in a single massive army, is that too much to ask?
>>
>>123624403
'holdx5, cast' or just 'cast'?

Cast is not much different from just telling them to spam arcane bolt from turn 1, I'm suggesting you intentionally delay their casting until it moves closer.

Worst case it moves forward on turn 1 and kills a few infantry unopposed before your mages start casting.
>>
>>123625282
a few get mages that enable them to get other resources ie High Priestess can get necromancy and hands of glory through a lucky summon
>>
>>123624330
Fuck yeah, bro, that's the interface i can use.
>>
>>123624330
>the Most High
DUDE
>>
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Reminder to work on your maps and etc.
Also how are my mushrooms?
>>
>>123626804
ASTRAL MAGIC LMAO
>>
>>123619442
>what are giant debuffs
more crits, more afflictions, limb hits halved giant offensively lethality, damage types are mostly a buff towards human-sized units, STR, increased cap only, reduced gems/research=reduced gear, improved xbows, nature bless changes, off the top of my head
>no giant nations are bad
hinnom is pretty shit m80. They have literally 0 wins on domg or desura, and none on dom4mods that I've checked so far
>>
>>123626941
Too spread out.
>>
>>123626941
Eye map guy here, work on my map is on hold for the weekend because I'm out of town visiting family. I'm still planning on finishing it though.

Your shrooms look good. Are they going to be forest provinces?
>>
>>123627401
Yeah, the area isn't done.

>>123627551
Yep. Thinking of adding purple ones to qo with.
>>
>>123627358
>limb hits halved giant offensively lethality
Limb hits are such a shit mechanic quite honestly.
>>
>>123625615
I'm saying that the golem was set to cast its buffs, then cast spells so it didn't move.
>>
>>123627847
that's a shit opinion tbqh
>>
How the fuck do i sacrifice a town as priest king in CoE4?
I cant find a fucking answer anywhere.
>>
>>123627358
Most of that stuff is relevant towards everything. StR effected pretty much every nation. Nature bless has become more ubiquitous than ever with Irmy and Great Mother.
Niefelheim/Jotunheim is still good, Fomoria is still good, Ashdod is still good, and Gath is still good.
Hinnom is still pretty good on Goon.
>>
>>123628932
>Hinnom is still pretty good on Goon.
I havent been on SA for a while, but the only giant jew nation they've considered good was Gath.
>>
>>123629451
That's pretty false. Ashdod and Jotunheim are still very popular and considered good there.
>>
>>123628932
Fomoria and jotunheim are still fantastic, I'll grant you, but Hinnom and Ashdod suffered all places but SA. Moreover, whereas Fomoria and Jotunheim got new toys in the move to Dom4, Niefelheim has gone from being considered one of the strongest EA nations to being considered midtier- just look at the Nief guide/thread on desura if you want proof.

Back to Ashdod/Hinnom: SA has such a strange meta compared to everywhere else that I frankly distrust it even without the allegations of cheating against one of the most common players there. This has been borne out based on my own discussions with people who play there regularly, in #dom4goons and elsewhere.

(and it is undeniable that dom4 recruitment changes hit Ashdod and Hinnom worse than almost any other nation; they were HEAVILY dependent on their cap-only STRs, and Ashdod was additionally whacked by the nerf to Zanzummites.

Also, worth noting that while some giant nations got cheaper N9 chassis, Hinnom/Ashdod were not among those.
>>
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Maybe we should've taken a break for Thanksgiving, looks like people missed turns because of it
>>
>>123629451
Literally never won a game on SA either, m8
>>
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>>123627358
>hinnom is pretty shit
http://pastebin.com/Gac1BLpg
>>
>>123629594
Hinnom still has their chariots and dawn guard, and slower research has made Ashdod actually have a better early game as well.
>>
>>123629594
>even without the allegations of cheating against one of the most common players there
She admitted to it, so, yeah that happened (assuming I caught the reference).
>>
>>123630049
>She
Literally who?
>>
COE4 Recruitment chances per turn:

Enchanter's apprentice has 3%
Warlock's apprentice 3%
Bishop 9%
Witch apprentice 3%
Necro's apprentice 3%
Cultist of the deep 6%
Court mage 3%
Moon attendant 3%

There's a couple weird hardcoded ones like the Old Wizard, Pyro, Golden, White, Seafather, Moonmage, Astrologer, Icewitch, Icedruid, Animist, Sorceress, BlackSorceress, GreenEnchantress, InitiateMetal, HedgeWizard, Assassin, DarkWizard

Are these the ones that everyone has access to, so long as they have a library?
>>
>>123630329
Modpud would host games and look at the turns of other players.
>>
>>123630038
Counters to Ashdod come online by the end of the first year, assuming reasonable focus. That said, my last chat there had people poo-pooing Alteration debuffs as a counter to elite-rushes, so that might explain part of why ashdod/hinnom is so highly regarded. Every time they've been countered here, for example, it's been with healthy doses of destruction/ironbane/other earth spells

>>123630049
Shit. Is there a post you can link? i missed that. I only hang out irregularly.

>>123630010
>game where pelagia and rlyeh are friendboxing in the water
>ea abysia is still alive in late game
>ur is chilling too
yes yes your sp is very representative
>>
>>123630491
http://forums.somethingawful.com/showthread.php?threadid=3734584&pagenumber=10&perpage=40#post449056905

Ancient history at this point
>>
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>>123630491
it's a joke m8 take it easy
>>
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>NostalersAllowed
>Everbody Stales
>>
>>123630491
>healthy doses of destruction/ironbane/other earth spells
Of which every person has access to earth magic apparently.
>>
>>123630704
I'm assuming that's a llamaproblem and it'll be rolled back
>>
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This was versus Impossible AI, but still quite impressive I think. My 4 statues kept around 50 of their men from surrounding my shard guards. I have N9 E9 bless btw
>>
>>123631017
Mage Support
Shard Guards aren't really that good at fighting, although they are solid tanks.
>>
>>123630354
yes
>>
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>>123631017
>impossible AI
>it's not even fielding 500 mages
>>
>>123630715
In MA there are a bare handful of nations that don't have either Earth or Astral (other giant counter) magic. None of these nations are pleasant to rush. Even regenerating anakites aren't that hard to kill with some preperation - they get only 18 protection at 91 resources, or 15 at 48. That's 15 and 12 against piercing weapons, which is frankly shit-easy to swarm with planning.
>>
>>123631618
>None of these nations are pleasant to rush
Stellar Cascades doesn't come online until Evo 5.
>>
>>123630608
sorry dominoes gets me all hot and bothered

>>123630593
ty good friend
>>
>>123631849
>stellar cascades
try paralyze newfriend
>>
>>123631849
Starfires paralyze mindburn horror mark etc.
all are lower level spells that fuck up giants, some are MR negates and could use a decent sized communion or pen boosters
>>
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>Dual bless abyssia
>>
>>123632060
>E9 Abyssia
OH BOY
>>
>>123632060
but that's a good bless for abysia, well N9E8 is, that +5 prot is almost never worth it.
I think Sentinels are probably the only exception that I can think of.
>>
>>123632190
>+5 prot
It's much less given that they're in heavy armor. The natural prot boost for Abyssia's sacreds in particular is negligible
>>
>>123632058
>starfire
Chip damage
>paralyze
Against Anakit MR?
>Mindburn
^
>Horor Mark
Doesn't work against non commanders
>>
>>123632335
5+ AN is not chip damage.
>>
>>123632376
It kinda is since it isn't 100 precision
>>
>>123632376
Dude... It's two crossbows. Yes, that's chip damage.
>>
>>123632293
sorry should have said +5 natural prot, it's even why I mentioned statues.
>>
>>123632473
I understand what you're saying, kohai, and do not hold it against you.
>>
>>123632335
>paralyze doesn't work against anakites

Anakites have an MR of 15 at 115 gold, At MR 15, a normal spell with normal pen hits 1/5 of the time. It's not common knowledge, but paralyze is particularly hard to resist. However, even if it wasn't, your average mage will paralyze an anakite at the same base cost extremely reliably. That's not good for your meganerds.
>>
>>123632668
And large targets shrug off paralyze more quickly.
>>
>>123632668
>It's not common knowledge, but paralyze is particularly hard to resist.
>>123632820
>And large targets shrug off paralyze more quickly.
Can you guys show stats or something on this? I'm genuinely curious.
>>
>>123632668
>extremely reliably
1/5th the time isn't very reliable
>>
>>123633001
It's Paralysis Damage/Size.
So Paralyze could work effectively against Anakites, so even they would be paralyzed for 12 turns but it requires readily available S2s.
So Sceleria, Tien, C'tis, Marignon, and Vanarus would still have trouble against Anakites but not Bandar or Pythium necessarily.
http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/what-is-the-protection-against-paralyze-and-acid-damage
>>
>>123632668
>your average mage will paralyze an anakite at the same base cost extremely reliably
The problem here is that you can recruit 3-4 anakites per turn pretty quickly (N9E4 ashold has a really good expansion) but only one mage per turn is available.
>>
Are Wraith lords good thugs? Even without gear they seem really good. Also death 3 gives them invulnerability (and soul vortex too). They seem pretty good to me for 40 gems. Should I equip them something else? vine shield + brand? flying boots?
>>
>>123633845
They're good for precisely the reasons you noted and also immortality when fighting in your dominion. Soul vortex in particular is great, whereas invuln is less valuable since most things that can kill an equipped wraith lord will be using magic of some sort (either an item or actual spells)
>>
>>123633580
sceleria can usually handle Anakites just fine though, anathema w/ longdead and soulless spam, or horde of skeletons at later levels.
>>
>>123633845
>good thugs
>for 40 gems
Here's your answer.
They are useful but a bit expensive.

If you have a trully massive death income then flooding the world with immortal d3s is nice. But liches largely cover that anyway and cheaper.
>>
>>123633845
With Soul Vortex/Skeletal Body/Invulnerability they can beat an unlimited amount of regular troops naked and even in the off-chance they die, they are immortal.

I don't think they have what it takes to cost-effectively make custom counters against proper armies, but if you need heavy thugs for raiding or counter-raiding within your own dominion, they are pretty much ideal due to good default equipment and immortality.
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