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/domg/ - Dominions General
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Wu Tang Edition

Previous Pankoman: >>147663870

Dominions is a fantasy turn-based war 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 war 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

>Our pastebin
http://pastebin.com/dHdZ1cch

>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

>Debug Mod:
For testing battle formations and spells
http://dom4archive.kermodebear.org/www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/debug-mod.html

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


>THE BASICS
>Read the manual
>Read the wiki
>Read the pastebin
>Watch some LPs by Maerlande or NuclearMonkee
>Start playing multiplayer games

Submit completed games here:
https://docs.google.com/forms/d/1jHX_ZoJi6zIvDq6ANdp-W1Y89W5_fmShuDyHmAj5qC4/viewform

Results Here:
https://docs.google.com/spreadsheets/d/1dlrvyEqLFYIaXRc49TheMmfdoP8jEh1m5rZJHJAzDWQ/edit?usp=sharing

Work on the Wiki!
>>
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First for remember to do your turns.
>>
Second for letting Ermor win.
>>
Third for Around Bats Relax
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fourth for Dominions illuminati
>>
Fifth for removing elves.
>>
Real hip hop
don't stop.
>>
Official removal order:

1) Cancer nations
>ex: MA Ermor, MA Asphodel, LA Lemuria, LA R'lyeh
2) Nations with strong Blood access/nationals
>ex: EA/LA Xibalba, EA Lanka, EA/LA Mictlan
3) Nations with strong flying options
>ex: Caelum, Xibalba, Ragha, Nazca
4) Elven nations
>ex: Vanheim, Helheim, Tir Na n'Og
5) Everything else
>>
>>148048186
>tfw none of my preferred nations are in points 1-4
>play based on lore I like and try to get around its weaknesses rather than choose OP nation

Feels hipsterish man.
>>
>>148048376
No, Fomoria, you're a honorary member of tier 2.
>>
>>148048376
>>148048441
Fomoria is elves
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>>148048186
>removing vikings
Van/Helheim are among the coolest nations, it's just that 75% of the time they're played by the biggest rushing shitters. Is it the sneak portion of elfu that attracts assholes?
>>
>>148051510
Not sure why they'd ever Helmheim, but Vanhere rushing is pretty horrifying.
>>
Is the new Natgen actually happening or is it just b8, because I found some pretty cool nations, including one with recruitable flying blood assasins.
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>>148052695
>Flying blood assassins
What's the seed for that one?
>>
>>148051510
Helheim are cool. Summod actually makes them not complete garbage, as well.
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>>148052695
Wait, how do natgen games work these days? Do we submit our own nations?
>>
>>148053248
Helheim in summod is actually a lot of fun. You're fielding an army of living and dead elves, with sidhe necromancers and warriors raiding enemy provinces. Your living troops are always outnumbered, but they're easily bolstered by the dead. It's some of the most rp fun I've had in dominions in a long time.
>>
>>148056519
>Helheim
>Sidhe

You wot m8
>>
>>148056680
I'm using sidhe as a stand-in for elves generally.

Basically, I think they play like the winter court from dresden.
>>
>>148056772
They're Vanir, just like Vanheim.
>>
>>148053234
Seed:195936961 Integer: 8
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>>148053389
IT DEPENDS
on the organizer.
>>
so ded
>>
Post memes to keep Ermor from taking over the thread.
>>
Lucas promised natgen a while ago and it's supposed to be nearly finished but current one is still alive so that might be demotivating him.

.
>>
>>148060025
The new values MIGHT have killed it, and the last natgen being BOREDOM CENTRAL might have killed it.
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>>148060090
What made it so boring?
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>>148062493
I've done some Gens myself, even on batshit insane there isn't much new.
>>
>>148062783
Could it be improved with some kind of draft?

>Pool of 10 generated nations
>Players only given basic descriptions
>Players pick in order
>>
>>148063390
the problem is nations are boring, they aren't as crazy as they were a few versions ago.
>>
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New EA game, map is Seaside_Starry_Valley_v1, mod is worthy heroes 1.23.

http://www.llamaserver.net/gameinfo.cgi?game=StarryNight

Link to map: https://www.dropbox.com/s/ib0hw1mroxj1rru/Seaside_Starry_Valley_v1.zip?dl=0
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>>148064306
Who are you on steam btw?
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>>148064306
filename
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>>148064461
Sid, mate
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>>148044624
I hope these rapping fools be ready to get memed on.
>>
>>148064741
Are you in the /v/anheim group? I like adding admins just in case I need to request an extension or something.
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>>148064913
Yes but I prefer if you do it via /domg/
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>>148064042
You can make them very crazy if you know how to fuck with the settings right, or just generate hundreds of nations and pick out the 10 craziest ones.
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rip pc?
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>>148065690
It breaks if you try to generate more than 50 or so at once.
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>>148064306
>>147947740
>>
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>>148066630
desu I don't even know how
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>>148068781
Open up the file in the in-game map editor and right click the connections. This makes them change color. Reddish = heat, bluish = cold, greyish = no connection, only matters for ritual magic like teleportation
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>>148068869
I'll look into it tomorrow senpai, got to sleep before work now
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>>148069172
I can do it if you want, beloved.
>>
>>148069216
Okay
>>
Jesus fuck what are these connections
>>
I want to make a lore intensive mod based around the homebrew RPG setting I've been working on for a few years. If I actually go through with this, would /domg/ be interested in running an RP game using the mod?
>>
Ok, so I made it so that all the mountains at the north still have heat connections to each other, so if you want to traverse the very northern edge you'll still need the right temp or mountain survival, but all of them have neutral temp connections to the border provinces to their south

This map has a frankly insane number of temp connections, though.

https://drive.google.com/file/d/0B51DS6LWagFTenJlSzdsSW9pd28/
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>>148070157
Thank you, kind anon.
>>
>>148069864
Depends on the overall quality and balance but generally yes.
>>
>>148070157
Good lad, game edited to have the map working too.
>>
>>148070852
desu, I'm not convinced that this is a good map just on account of how many of these temp connections there are. Flying nations will have an even larger than normal advantage navigating certain sections of the map unless nations happen to have the right temp for where they are.

For instance, in the southern river region, flying raiders can hit over and across a river, and unless it's frozen over, land nations can't even reasonably recapture their provinces without having a much larger number of groups deployed to take them. Temp-locked nations will have very limited expansion options, especially since it's summer early on, whereas amphibious and flying nations won't.
>>
This is turning out to be a very complicated turn and I won't have convenient internet access again until about this time tomorrow. Could I get an 8 hour extension? I could make do without but it would make things harder.

Sorry for dragging this game out longer you guys.
>>
>>148071584
I'll add 12 just to be safe.
>>
>>148071206
Well I've had a look at it and imo it should be okay because there are bridges across the rivers at various points. Fliers may have an advantage in summer but its not like it will be impossible to cross over rivers entirely.
>>
>>148071951
Scales determine which terrain is passable past the early game. It's nation dependent moreso than season dependent. Niefelheim will be fine past the first summer, for instance, but depending on its starts it may have choked off expansion. Abysia, on the other hand, can be fucked.

The earliest part of the game (3 turns during the prime of expansion phase) will be summer. So yeah, it's a big deal for non-amphibious, non-flying nations.

The map isn't unplayable (I haven't looked at starts yet), but it's entirely plausible that a nation will have very few available paths to expand and it's also possible that nations will be gimped when fighting over different areas of the map.

I'm not in your game, but those are my 2c on the map itself.
>>
>>148064461
Let me know if he's the badmin.
>>
>>148071704
Thank you very much.
>>
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Post your biggest losses to keep us from losing the thread.
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Why doesn't NationGen generate your restricted race first AND then try to fill in the blanks? The current method is like trying to find a needle in a haystack.
>>
>>148079384
Go talk to Elmokki/Eal
>>
>>148078719
I would but I accidentally all my screenshots when moving to another PC
Although it wasn't really that much, just a bunch of sacreds with no mage support trying to storm a castle with skellyspammers inside
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has quadbless mictlan EVER worked?
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>>148086659
No. Tribless Mictlan has almost worked, though it's essentially a strat that relies entirely on steamrolling another empire before they can get going so that you don't just wither away into nothing.

Also not being fucked by the RNG, but that's not something that can be helped.
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pls don't be ded
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>>148086659
Hah! No. Quadbless is a meme strat. People think this is because the lack of scales fucks you, but you have acceptable ways of dealing with that. What really fucks you is the lack of candles.
>>
does anyone else really like communions but fucking HATE having to manually arrange all the casters so they don't get insta nuked by a single AoE spell?
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>>148086659
Try making a quadbless chassis.

Turns out you can only recruit a few jags each turn. Scales are manageable with some trickery (Mictlan is very good at generating candles when they need them so as not to die of domkill, which allows them to let black candles spread over most of their territory for most likely neutral effects) but your actual combat potency will be pretty much nil because you can only recruit one or two jags a turn due to low dominion score.
>>
>>148092195
Any strategy that requires scripting more than a handful of mages is a fucking chore.
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>>148092676
If you have a lot of mages doing the same thing you can just copy paste their orders.
>>
>>148093397
You can't copy paste giving them gems. You can't copy paste 'conserve gem usage', which should really be the default, and you can't copy paste moving them around so they don't have high HP density, and don't all get blapped by one magma eruption.
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This has not been a good game for me. At least I got to learn some stuff. I don't think I'll be touching EA C'tis again until summod buffs the shit out of them though.
>>
>>148095427
>what is missile protection
>>
>>148096416
GIRUGAMESH was leading a last ditch effort against Pan when this happened, there was no time for items. And before this about a dozen reborns and sauromancers had survived these things with minor wounds.
>>
>>148095427

Holy shit I didn't know that could happen. I was just trying to get skelespammers out of the way.

Then again, I said the same thing when I seduced your Bane Lord. We have some strange luck
>>
>>148095427
>Attacking into enemy dom with a pretender that has 12 base hp.
I don't know anon. I just don't know.
>>
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2 more new folks needed for the new folks summod game
http://steamcommunity.com/groups/vanheimageofvidya/discussions/0/358416640392212422/
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>>148101612
I'll join as Berytos. I feel like I know what I'm doing now.
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>>148107941
>
>>
>>148108093
XIUCOATL CASTS ENLARGE
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why are we so dead
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>>148111285
Because you didn't remove Ermor.
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>>148111285
Week started.

Everyone at work.
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>>148103843
>Berytos
I guess that nixes the R'lyeh Coastal Resort & Spa then.
>>
>>148111751

>work

What kind of normies do you take us for?
>>
Is there any way to improve the chance of a successful infiltration with a Spy unit?

I just want to look at people's charts, but my spies fail to infiltrate almost all the time.
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>You can't shift click gems to transfer more than one gem to commanders at a time
>>
>>148111983
I'd be willing to share some coast around provided that you leave my stuff alone.

>>148113868
I think that ethereal items help with sneaking if you're willing to invest in that but I don't know. I never bother with spying.
>>
Jesus was right.
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>>148114790
I'd like that a lot.

When the game starts, let's hash out some terms. I'd be up for doing it now but you never know how shark tritons and throne placement might change things.
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>>148109446
>>
>>148118093
gods almighty
>>
Is fishcock posting the new awoo? I miss you wofl girl ;_;
>>
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Play your turns
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Post ichtyids.
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>>148122372
This one gives them sacred wereshark berserkers.
>>
>>148121627

I missed you Awoo-chan, some fishcock dude tried to usurp your position in my heart <3
>>
>>148122372
I HATE IT
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>>148124817
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>>148117558
Yeah that sounds cool but diplomacy will probably work out being very situational.

Great thing about Berytos is that I can claim just about any coast in the world. Problem though is that that would be very impractical. Having a friendly neighbor to share the territory would be great. Once we get a look at our starting locations and see how expansion turns out we can start settling borders and such.

What does /domg/ think of my pretender? He's going to bust me into some powerful blood while also providing strong scales and a fair bless for thugging. I'm going to need a few nature indies to get regeneration items happening but aside from that I see no major weaknesses. I was more focused on scales and easy blood access. I hear there's also some very good hero potential with Berytos so I took the luck point to improve my chances there.
>>
>>148127148

Awful/10

The bless is awful for the colossi warriors/Melquarts and only barely workable for the se'ir. The scales are kinda ok but nothing great.

First you need to decide if you want a Melquart bless - then high NE - or troop bless - colossi/se'ir work with W9 or even F9. Mage bless is also an option and its the same as Melquart so NE.
>>
>>148127625
Yeah, I tried out those colossi and wasn't too huge on them. The Se'ir looked a lot more interesting. W9 though, I heard about that but wasn't too sure. N9E4 is always reliable but kind of boring. I'm not too great at designing unique pretenders though. Guess I'd better keep at it. I suppose that since Blood empowerment isn't as bad as other paths B9 is excessive. I'll try again.
>>
>>148127802

Colossi are mediocre but they work with W9, same bless that se'ir would love to shred even more. You can build a colossi-se'ir bless or Melquart-mage bless.

Remember tho that you are guaranteed to get Melquarts if you live long enough but se'ir are terrain dependent.
>>
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>>148128421
Yeah, I think Melquarts are a safer bet. Also giant man-eating jews reigning over my society are thematically fun. I'm thinking I might join 2 games as Berytos and try one with a W9 bless and one with N9E4. How's this look for a Melquart focused pretender? To drop a point of heat I'll need to lose 2 points of dominion. I figured that since the focus is Melquarts a strong dominion might make for some powerful dom-pushing potential later down the line.
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fuck's sake people start posting
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>>148130898
Make me
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>>148131336
I wish I had more Lindybeige images. The guy's funny looking.
>>
>>148131501
Why doesn't this game have more female vampires?

Why can't generic vampires be 50/50 male female?
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Man /domg/ is not a happening place at late night Australia hours.
>>
>>148131891
Eh, I suppose the classical vampire image is of an aristocratic man so that's what sticks in people's minds. Lady vampires make a lot of sense though, just as many women in nobility as men and they're just as capable of draining the life out of society. And there's even that one historical case of some mad-woman who carried out what were pretty much blood-empowerment rituals to stay young forever.
>>
>>148132071

Elisabeth Bathory the Red Countess
>>
>>148132213
That's the one. She must have gotten at least a few levels of blood proficiency down before she was caught.
>>
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I want blood nations to remove themselves.
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>>148132328
>Didn't even manage to summon a single demon
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>>148133024
can you prove that?
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>>148133024

She was quite obviously casting rejuvenation instead and perhaps blood feasting.
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>>148133064
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>>148127625
Whoever posted this is wrong and bad. B9 is a great bless for units that are literally just serving as a front line, and also great on se'ir. The problem with it is that you might be doing a lot of evo of your own, which can make it backfire. F9 is garbage on colossi.
>>
>>148133418
Interesting. I suppose I'll eventually try it B9, N9 and W9 at some point on Berytos to see what I like. At the moment I'm kind of feeling a Melquart focus though since I wasn't too impressed by the Collossi. Do you think B9 or W9 would be better for Se'Ir? Or even N9?
>>
>>148133024
What if she did and they're all stealthy?
>>
>>148133909
spooky
>>
>>148133704
They're offensive units. W9 or B9 is preferable. N9 is good as well, but it's more of a survivability bless and se'irs are much better at hitting things than taking hits.
>>
>>148133704
>since I wasn't too impressed by the Collossi
Colossi are deeply unimpressive, it's true

>Do you think B9 or W9 would be better for Se'Ir? Or even N9?
The big deal with Se'ir is that they have 3 attacks. That's why W9, F9, and B9 are good on them. F9 makes their attacks hit more often and adds damage against low prot / fire vuln units (and makes them pop mistform, if that's a thing), W9 makes them close more quickly and attack even more often, and B9 adds to their strength to increase their damage against everything and makes them+colossi reflect damage. N9 is a defensive thing, and while Se'ir have more HP than humans, it's not all that. You summon se'ir to kill things, not to soak damage. N9 is good on Melqarts for the big regen and makes your tanky colossi even better at holding the line, but it's only an incidental bless on se'ir. It's not worthless or anything, of course, it's just not as good as an offensive bless on them.

The disadvantage to W9 is that you don't have a great chassis for it.
>>
>>148133704
B9 and w9 are great iff you can be sure of a waste. W9 makes them brutal to fight, b9 makes them much harder to counter once you have other buffs up.
>>
>>148128593

A point of luck if you're going O3 is pretty much a wasted scale. Go Magic 1 for better research to hit Enchant/Blood/Evo/Const/etc goals, or start dropping sloth to L3. Also Dom9 is great, but you really only need dom6+ considering you can blood sac incredibly effectively, and Collosi are probably gonna be hampered more by gold/res than dom strength early on.
>>
>>148133704
Collosi are good for expanding, and little else.
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>>148134945
Elephants are better for expanding; colossi are good for front lining for your flaming arrows
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>when you accidently kill yourself
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>>148136284
>when you walk into a fat stack of ros and all of your shit dies

they had nowhere to retreat
>>
>>148136284
What did you do?
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>>148136017
If you have an N9E4 bless anyway, collosi will do the job cheaper.
>>
>>148136934
>>148136934
No anti SC scripting.
Solar brilliance for reasons i no longer remember.
5 rains of stones droped on mages that got softened up by ranged evos.
Later was within my expectations but i stoped caring a while ago. My oponents have been half assing their turns for so long i started half assing them.
>>
Dominions for under $10?

http://www.gamersgate.com/DD-DOM4TA/dominions-4-thrones-of-ascension
>>
>>148137680
What's the catch?
>>
>>148137854
There doesn't seem to be any.

Gamersgate is a legit digital distribution service.
>>
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>>148137680
>>148138361

Do you get a steam key
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Do your turns.
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So I've been messing around on Archea, and it's a really nice map for Gotterdammerung.

Only thing I've noticed though, is that there isn't a single swamp in the vicinity of Ur. The Marshes of Sirrush are just standard land, and as far as I can tell, there are a grand total of 3 swamps on the map, all of which are in the other hemisphere.

So uh, we're probably not going to end up with an Ur player, due to the lack of access to their swamp recruits.
>>
>>148141041
I've added some games purchased in Gamersgate (not Dom4, I bought that one from Desura, but CoE3 for example) to Steam, I'd imagine you get the Steam key but I'm not 100% sure
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>>148137680
>>148141041
GamersGate gives you both a direct download and a Steam code.
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>>148134564
F R E E F O R T S
>>
We should have shilled the game during sale to get some more fresh blood to keep the thread alive.
>>
>>148147238
How likely are you to get these fort events anyway?
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>>148148869
The current GamersGate sale is way better than the Steam sale though.

Go shill it now.
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>>148149085
Not likely enough to warrant spending 40 points on, Especially with Order 3 lowering your chance to get random events.

I'd sooner go O1L3 than O3L1.
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What would happen if the blue formation was set to attack rear?
Do they stop upon contact with red?
Does part of their formation get caught on red while the rest moves towards green?
Does the northern most part of blue's line stay in position or does it bunch up?
>>
Admin we now have two players staling, perhaps some AIs/subs would work?
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>>148151010
>Does part of their formation get caught on red while the rest moves towards green?
This.
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>>148149451
>I'd sooner go O1L3 than O3L1.
You're mad
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>>148137354
>Solar Brilliance cast on an army of demons
wow boy
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>>148152971
Well I'd go O3L0 or even O3M1 before either of them, but O3L1 is just a wasted scale which triggers my autism.
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>>148136435
I see someone's been wishing for national heroes
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Page 10
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>>148157471

Keep seeing this, where is it from?
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>>148159042
New berserk anime
>>
marverni do turn pls.
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>>148159042
The new Berserk anime. It's awfully animated CG crap.
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>>148154137
Don't you meme ;^)
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>>148159364
He's fucking dead.
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>>148162829
22 hours since the last turn, thank you Arcoscephale!
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>>148064306
>worthy heroes 1.23
>no summod

into the thrash it goes
>>
>>worthy heroes 1.23

Since you're bringing it up - to the admin using it and others that stick to 1.23 what, specifically, do you find noxious about later versions of WH? I'd be happy to make a patch to address perceived balance issues to let some of the new cool heroes see use.
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>>148164387
>the new cool
heh
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>>148164387
>>>worthy heroes 1.23
Not that guy but some heroes have incorrect names and they trigger my autism.
>>
Post you're favorite EA Ulm pretenders
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>>148166790
Can you specify them? That seems like a pretty easy fix. I'm a strategy nerd, but a mythology ignoramus.
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>>148166971
<
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>>148167152
Did you forget to upload an image?
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>>148166971
Fine, I'll take any era of ulm
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>>148168572
I like to roll with a rainbow alchemist for MA Ulm, to empower smiths in the midgame into W, D, and N for ultra-cheap (in the long run) toolkits.

LA Ulm, I usually rock a high dom D/B blood fountain to rush vamps and initiate the immortal tide as early as possible.
>>
>>148169197
I hate that the Forge Lord chassis is so poorly suited to buing a rainbow.

What's the point of being a fucking god of forging if you can only forge shit with two paths?
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>>148164387
http://z7.invisionfree.com/Dom3mods/index.php?showtopic=2749

Check that change log. Later versions of worthy heroes start getting a bit heavy in terms of changes. The earlier versions don't quite rock the boat so much and don't stray too far from vanilla.
>>
>>148170036
Pretty sure most of it is just added content, mate. There's definitely no modded heroes as good as the Telkhines or anything.
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>>148170036
Can you be more specific? Most of these changes seem to be moderate, and many are nerfs to heroes (telkhine heroes and some of the sillier baseline WH heroes), which cuts against your thesis. I'm really not seeing it.
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>>148172051
Loki, aka plz break me into high A and F for free.
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>>148172092
>and many are nerfs to heroes

Kind of the point senpai
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>>148173250
You know the NN version exists, right?
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>>148173250
1.) Minor nerfs to a handful of heroes isn't really deviating from vanilla that much
2.) There's a no nerfs version in any case.
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>>148154137
I told him telekhines are good thing to wish for then he used them to gas me.
Some people have no shame. No shame.
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>>148173250
>nerfs are the issue
That's not the same thing as
>doesn't stray too far from vanilla
or
>too heavy in terms of changes
or
>don't rock the boat
It's not like dropping a path or two off a hero is a massive change.
>>
>>148174742
Well for me its a combination of nerfs and overall amount of changes. I think I may just drop using the mod in general anyway.
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>>148175354
What are the other changes?
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>>148176024
>http://z7.invisionfree.com/Dom3mods/index.php?showtopic=2749

has a few listed
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>>148176258
Yes, you posted that already.

What are the ones you actually find objectionable?
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A 100% fair deal.
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>>148176802
Hey, it's not like he was using them for anything useful.
It must be pretty hard being a travelling pedlar in the world of dominions, though. You can be walking along and suddenly a bunch of mythical creatures and monsters teleport in front of you and shit starts falling from the sky, or the ground starts to shake repeatedly, or spooky skeletons/wolves start coming out of nowhere, and so on.
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>>148176304
Most of them

I just want a version that adds heroes to factions that lacks them that aren't amazing and buffs the absolute shittiest ones a touch. Something minor, low key and as close to vanilla as possible. No self proclaimed quest for balancing all heroes in line with each other and/or giving each faction special snowflake units that are very painful to lose.

As an example of two close to the top of the changelog, adding these heroes when factions have enough already, why?
>Caesar, Adventurous governor, F2A2H2, equite stat, enchanted equipment, create 2 upkeepless eponi knight per turn
>Muse, multihero. S3 and 100% +2 FAWESN ; awe 6, seduction, stealth, inspiration +2, inspiring researcher +1, spread magic, spread dominion

I mean even 1.23 goes a bit too far in some cases for me desu I only use it in the first place because some nations just lack heroes altogether or are shocking
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Normally I'd gloat about winning a big battle, but considering how I specifically set this up to my advantage and I still lost a shitload of units, I'm just gonna say well done.

If you had more mage support, you might even have pulled it off. Mass crossbows that can also withstand a cavalry charge are a scary thing, and those thunderstrikes were wiping out my horsemans scarily fast. As it was, their deaths bought enough time for you to lose the battle, but if they were nuked harder before your tower guards started routing, I think things would have looked a lot worse for my side.
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>>148178089
Screenshots of the battle positions, in case anyone cares.

Using the wolves to absorb some of my cavalry's momentum was a great move, and I put most of my own mages too far back (in fear of crossbow fire) for them to have any real effect on the battle.
>>
>>148176802
>forcefully
The event makes it clear that this was a robbery by your fanatics
>>
>>148178337
This is why one spreads out chargers desu

Also, when you know that you're going up against T-strike, you REALLY want evo lures. Mages prefer targeting squares with higher HP density. This means that if you put a handful of vine ogres out on your far flanks, a large portion of the T-strikes will be wasted there instead of hitting your actual army.
>>
>>148178089
>>148178337
Looks like Man just didn't have enough gold.

I haven't run the numbers, but I'd be surprised if he had more than half your gold for that fight. Even with good scripting that's a very hard position to win from.

Both of you need more MAGE SUPPORT and less troops too.

Is there a reason you had your expensive horses out front rather than the cheap heavy footmen? Footmen might not be very good in melee, but as you saw having an expendable frontline to eat enemy spells/attacks helps a lot.
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>>148179125
>Both of you need more MAGE SUPPORT and less troops too.

They didn't need MORE mage support. They needed BETTER mage support. From what TC described, neither deployed battlefield magic.
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>>148178089
RIP mages of Man
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>>148179041
>This is why one spreads out chargers desu
That's as spread out as I could get them. The entire width of the field was used.

Good point about the evo catchers though.

>>148179125
>Is there a reason you had your expensive horses out front rather than the cheap heavy footmen?
There was no way I was going to win a ranged exchange, so I wanted to charge into his tower guards ASAP.
>>
>>148180048
>That's as spread out as I could get them. The entire width of the field was used.
Not quite (your footman line, for instance, was visibly wider)
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>>148180152
>Not quite (your footman line, for instance, was visibly wider)
Because it's in one big line formation, while the horses are in several block formations.

Line formation extends outside the normal deployable area, but I used block for the horses since line is slower.
>>
>>148180536
Skirmish formation also helps for this.
>>
>>148177941
This is very advanced Goldilocks pettiness, but I can't really blame you for having opinions. Just mildly mock you for having incredibly pointless ones.
>>
>>148180536
You can force blocks to go off the edge of the map by stacking them. I've done this with Ermor to wrap around and enemy formation so that my skelemans can hit their juicy back line, but since you have a stupid number of horses you could do it too.
>>
>>148179284
T'ien Ch'i had about 6 mages per hundred troops, and Man had about 5 per hundred.

That's barely acceptable even if it's lategame and all of those mages are deploying battlefield buffs (which clearly wasn't the case here)

As for quality of mage support, I'm not sure if they could have deployed battlefield buffs - it might not be that late yet.

T'ien Ch'i already mentioned that he fucked up so I didn't talk about his mage support, and Man actually sounds like he was fairly optimal (not many things which are better than Tstrike spam for his mages).

>>148180048
>There was no way I was going to win a ranged exchange, so I wanted to charge into his tower guards ASAP.
Even in the worst case scenario your infantry should only take 3 or 4 turns to close to melee, assuming you place them in box as far forward as possible. That'd just give his frontline troops a couple extra volleys (probably at your infantry anyway). I don't think that's a big deal.

What I'd have done is leave the ancestors at the back with orders to fire (they're unlikely to get targeted but will chose targets and move up to shoot at them) and put the other horsemen on the flanks with orders to hold and attack rear. I think that would have given significantly lower losses, and much more of those losses would be among low-value troops.
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Let's have a meta discussion, how has Ys impacted the MA meta? no change? what are the strongest strategies and pretender chassis in your opinion? Is dominoes becoming more or less diverse? have illfrauds changes enhanced fringe or cheese strats or hindered them?
>>
>>148187036
Ys is interesting but unless the top nations get nerfed in some way there won't be too much difference in how MA is played
If Illwinter want to make the game better they should go and have a major rebalance of all the nations rather than adding more at this point
>>
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Noob question, which is better to make prophets, commanders or mages, this is of course assuming the given nation doesn't have H3 priests.
>>
>>148188448
Unless you have national HYXZ spells like jomon, then it's not helpfull to give amage more paths as they can only cast once a turn anyway. The exception is boosting a H3 to H4, or so such.
>>
>>148188651
By "HYXZ" do you mean a mage with 3+ magic paths?
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>>148188845
I mean spells that require a holy level and another path. H1W1 being an example, and yes I realise how I said it was unhelpfull.
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>>148188845
National spells with Holy cross paths: Jomon's sign spells, Ashdod's of the Dead spells, and MA Ulm's Iron Darts and Blizzard.
>>
>>148189054
I've actually just started a game as LA Jomon, didn't know there were spells that needed holy as well as another path though
>>
>>148189054
>>148189230
So along with this and boosting a H3 to H4 it's best to make a commander your prophet?
>>
>>148188448
>>148189237
You canprophetize a Master Shugenja as Jomon, that's decent. You could prophetize a Lich as Ashdod, that's useful. Or you prophet an SC if you have one that needs more HP/MR.
>>
>>148189387
In general, though being auto-blessed is a nice perk, but that lends itself to having a shiney chasis rather than a magic one.

Wings help, especially if they're your main means of casting divine blessing on a sacred heavy nation.
>>
>>148189514
SC prophets can't be reliably deployed into enemy candles though.
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http://www.llamaserver.net/gameinfo.cgi?game=Der_Gotterdammerung

daily reminder
>>
>>148189975
I'm sorry in advance, Yomi.
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>>148188651
>>148189230
>>148189514
>>148189520
These helped quite a bit, thanks for the advice
>>
>>148190875
No problem, glad to help.
>>
anyone got that epic diplomacy image? the one about snakes having no word for love etc etc et? I lost it while rebuilding my PC
>>
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>>148191139
Here you go.
>>
>>148188448
I often prophet my starting commander because the spells he throws out really help with expansion.

Later on, if I'm playing a nation without lots of H3, I like to give a A2/S2 mage prophet. It's not useful in combat but it means you can teleport them around if you need to cap thrones fast or really need H3 at a fight.

Prophetizing a scout is also a decent choice, since it lets them stealthily spread dominion and preach.
>>
>>148191660
Actually that reminds me, if you have communions then giving an astral mage H3 allows him to then spam the 0 fatigue Word of God, as well as banishment and so such as needed.
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>>148192373
word of god?
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>>148192898
Word of Power maybe?
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>>148193109
Yes, that.
>>
Anyone else think there should be more diversity in holy spells? maybe spells that are unlocked by research or even a separate holy tree with few, but powerful, spells?
>>
>>148193363
Blessmod will be finished at some point, adding holy+path blessing spells that also add other effects (and therefore are mutually exclusive)
>>
>>148193363
I'd think it'd be interesting if higher dominion/more paths unlocked better Holy magic, because it is, after all, using the power of your God.
>>
>>148193523
That'd be cool if doing so made rainbows more viable.
>>
>>148193523
two tiers of extra holy magic, one fo minor blesses and one for major.

Quadbless Mictlan finally viable.
>>
>http://test.blitzserver.net/matches/view/471
Would Rlyeh, Arco, And Caelum please take their turns.
>>
>>148193523
Only way for us with current modding to extract the paths of your god is by even and only once it wakes up.
>>
>>148192373
Why would you ever want to spam it?

Paralyze is better in almost every way.
>>
>>148194246
Paralyse is better in one way, the duration.
Word can target and affect mindless, as well as does not cost fatigue.
>>
>>148192373
My opinion is that it's better to just have HS or HB communions for that anyways. It only takes 8 slaves to let any quantity of masters spam it.
>>
>>148194359
>Word can target and affect mindless
I didn't notice that, fair enough.

>as well as does not cost fatigue.
If you're using it in a communion with 4+ slaves, word actually costs more fatigue than having a S1 mage cast paralyze.

>Paralyse is better in one way, the duration.
It's also better in that it only requires two levels of magic, rather than four.
>>
We should run a MEGAMEME game where all design points are doubled and all bases have their point cost reduced to very small amounts.
>>
Say I have an abundance if air gems, a bunch of A2, and no nature mages/nature gems. Would call of the winds be still an effective patrolling force? I know they get -1 to it, but that just means they're on par with wolves, right?
>>
>>148194717
Also, with TURBO MONSTER MASH enabled.
>>
>>148194678
Word costs no fatigue to them, there is no spell fatigue.
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>>148194748
>it depends
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>>148194915
Word costs 0 fatigue plus encumbrance (let's say 3).

This is then split among the (4) slaves equally, to give 0.75 fatigue each.

This is rounded up to 1, because dominions doesn't do partial fatigue.

Finally the 4x multiplier (because caster is H3 and slaves do not have holy paths) is applied, giving you a total fatigue of 4.
>>
>>148195151
Oops, minor fuckup.

Fatigue is split between the 4 slaves and the caster equally, giving each 0.6 fatigue.

Because it's rounded up to 1 anyway, doesn't change the final result.
>>
http://www.llamaserver.net/gameinfo.cgi?game=Der_Gotterdammerung

16 PLAYERS

13 NATIONS LEFT

SUM1MOD

FREE WAIFUS FOR EVERY PLAYER
>>
>>148195563
>Not latest summod
FOR WHAT REASON?
>>
>>148195563
Tell me more about these wayfoos.
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