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Turn 23: On The Streets I Ran Mictlan falls. They still have another fortress, but I doubt they'll recover from this. Friendly fire from our toad artillery! As it turns out, I was completely wrong about how rain of toads works. I thought that, since magic rituals happen before movement in the turn order, the toads would fall on the province before our troops move in and we would get chaos power from the unrest present there, but as it turns out, the toads themselves are considered an event, which happen after battles! So our troops in the battle there had -3 strength, attack, and defence from chaos power. We have to drop our toads on someone well in advance of a fight. Not a big problem, since slaves aren't really hard for us to acquire and we have 4 mages capable of casting it, but still frustrating. I'm sending our kala-mukha that we had accompanying our army south before hitting that southern fortress, so I have a turn to drop some toads on it first. The best part about rain of toads is that 3 casts of it will render someone completely unable to recruit from a fortress without trooops patrolling outside it, which Niefelheim definitely does not have. Niefelheim's pretender attacked Yrik Balkor himself. Almost ungeared. He's better in a straight up fight than our Pretender in neutral dominion without gear, but in a fight inside our own(hot!) dominion and with her gear, she should destroy him easily. I'm sending her to Fowanshire in the hopes of intercepting him there. If he hits Gold Mountains I can just send her to Ironwood Forest, since that's the only way out besides the north, and if he wants to run away that's just fine. Additionally, I'm moving a freshly recruited Raksharaja up with all the sacreds in our capital to take Niefelheim from the north after their god has run away or died. We've handed the broken mirror to this guy. He's going to use it to try to kill someone sitting on Niefelheim's capital. I'm pretty sure it wouldn't do anything to their pretender. We've found both Ur and Kailasa's capitals. Hopefully they gently caress up Ulm enough that we don't have to deal with a nation controlling the entire north by the time we're finished with Niefelheim, Pangaea, and Mictlan. No idea what's up with this. Some sort of event? Hopefully Abysia doesn't cause too much trouble with the however many mages they got from it, ilu xuande has probably gotten enough poo poo in this game.
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# ? Aug 29, 2014 18:21 |
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# ? Apr 27, 2024 20:59 |
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I am so bad at this game But I can't stop trying
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# ? Aug 30, 2014 01:27 |
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The toads just hang out up in the clouds all month and drop from the sky whenever they drat well please without any regard to the intentions of the god that summoned them. Fuckin' toads.
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# ? Aug 30, 2014 01:52 |
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What's up with Niefelheim without a Nature bless? I thought the meta was Giants need the Regen bless. But I'm noob and bad so what do I know.
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# ? Aug 30, 2014 02:07 |
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Kanthulhu posted:What's up with Niefelheim without a Nature bless? I thought the meta was Giants need the Regen bless. But I'm noob and bad so what do I know. He decided to take an Awake Son of Niefel who is basically a Niefel Giant on steroids, as a result his Niffle Giants won't be as good as they would be with an n9 bless, but he has a legit SC running around murdering the crap out of people so he considered that an acceptible tradeoff. (Look at all those experience stars holy poo poo)
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# ? Aug 30, 2014 07:01 |
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Any chance you looked at the hall of fame some time to get who else is out there murderin all the mens?
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# ? Aug 30, 2014 09:45 |
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Speleothing posted:Fortunately attack spells have limited ranges in this game, making it hard for an enemy's cap-only mages to spam attacks at lots of enemy provinces. Sometimes you get an enemy cap close enough for a healthy dose of spells, though. In one game I'm in, I think I've send three hurricanes several turns in a row, thanks to him being close enough. Of course, he stomped my army and laid siege to my cap, so what was intended to boil him soft for my early/mid-game invasion is just a minor annoyance now, but hey, at least I could kill a couple thousand people in his cap without him retaliating!
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# ? Aug 30, 2014 16:01 |
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Kanthulhu posted:What's up with Niefelheim without a Nature bless? I thought the meta was Giants need the Regen bless. But I'm noob and bad so what do I know. It's less that giants need the nature bless, and more that high hp, high prot units benefit immensely from regen since their high health/low damage sustained means that they not only regen more than they would otherwise, but they also last a hell of a lot longer in a fight since they'll regen the small scrapes that get by them in combat.
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# ? Aug 30, 2014 16:08 |
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Dirk the Average posted:It's less that giants need the nature bless, and more that high hp, high prot units benefit immensely from regen since their high health/low damage sustained means that they not only regen more than they would otherwise, but they also last a hell of a lot longer in a fight since they'll regen the small scrapes that get by them in combat. Also, reduces the likelihood of getting wounds, which can be fatal to an expensive giant or potential SC/thug.
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# ? Aug 30, 2014 16:26 |
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I'm not going to lie going Niffles without nature bless is almost always a real bad plan
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# ? Aug 30, 2014 16:36 |
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Grabbing water 9 death 5(for massively powerful cold auras, and fear) on an awake son of sniffles works really well though, you get decent enough scales(in vanilla) and W9 is an amazing all around bless, especially for their summons
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# ? Aug 30, 2014 16:41 |
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I Love You! posted:I'm not going to lie going Niffles without nature bless is almost always a real bad plan Are Niefels other troops good enough to play without the Niefelnerds?
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# ? Aug 30, 2014 21:08 |
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The Gentleman posted:Are Niefels other troops good enough to play without the Niefelnerds? In dom3 people often claimed the niefelnerds were a noob trap that looked awesome but weren't really. Although personally I thought they were downright cool. It doesn't really look like niefelheim in this game was/is using them against mictlan.
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# ? Aug 30, 2014 21:19 |
In dom3 jotun skinshifters were not limited recruitment.
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# ? Aug 30, 2014 22:46 |
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Turn 24: Don't Make Fun of Daddy's Voice I took a few of Mictlan's last turns while Lprsti99 was away on vacation or something. This is our thanks, I guess? His gifts will prop up our silly banana republic for a little longer. Mind hunt attacks have to go through magic resistance. I'm assuming Nanna is one of Niefelheim's mages, who have pretty solid magic resistance. Unfortunate. Nothing but province defence. Not noteworthy at all. Not even here a full month, but we brought enough troops to immediately storm their fortress! Our undead horde and a small contingent of Palankasha are attacking Niefelheim's throne fortress, while a small portion of our main army is breaking off from Niefelheim to attack Rame. Additionally, our pretender, followed by all the sacred units we had in our capital, are moving north to claim what territory they can. Hopefully she doesn't run face first into their god. Since we don't particularly need to lob toads at Niefelheim this turn, I'm firing at Pangaea's border fortresses. This turn I'm hitting The Forgotten Woods with most of them and The Gentle Woods with the others, next turn we'll hit The Gentle Woods and Mictlan. I don't want Pangaea recruiting troops, anywhere, at all, but I can't do anything about their capital right now. That'll be ilu xuande's job. Pangaea will probably take it as a hostile act, but I don't think they'll have the resources to fight both of us at the same time, and I won't bother sending soldiers until after Niefelheim has been cleaned up. Our scout was discovered and murdered by the evil hordes of Ur! Ur's shamans are some of my favourite mages in the game. Incredibly expensive, but nature, and to a much lesser extent earth, are some of the most useful magic paths around. They don't need a fortress to be recruited either, they can be recruited from any province with a lab(but no forts). The gudu can be either air 2 or earth 2. They're solid, if overpriced due to their holy path, mages. Killer mantises aren't great. They're usually only summoned by someone desperate for whatever troops they can find, like Ur I guess? code:
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# ? Aug 30, 2014 22:54 |
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Maybe it's just me, but Astral is common enough on Gygjas that I would be very reluctant to mind hunt Niefel. Though I guess you can toss that artifact on any random commander. Edit: he must think you have crystal mages or the Iron Order or something once he starts getting messages about mental attacks.
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# ? Aug 30, 2014 23:04 |
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Speleothing posted:Maybe it's just me, but Astral is common enough on Gygjas that I would be very reluctant to mind hunt Niefel. Though I guess you can toss that artifact on any random commander. a braindead commander can use the artifact on the version they are playing. you dont even need a head!
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# ? Aug 30, 2014 23:19 |
garth ferengi posted:I immediately put Nuclearmonkee on my IRC ignore list after sending him this message. There will be no further negotiation. What is the purpose of an early war with Ur? Wouldn't it be better to clean up Pangaea and Niffles, then consolidate?
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# ? Aug 31, 2014 01:29 |
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garth ferengi posted:I immediately put Nuclearmonkee on my IRC ignore list after sending him this message. There will be no further negotiation. Jesus christ that is cold and evil. Remind me to never be on your bad side once I learn this drat game
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# ? Aug 31, 2014 01:43 |
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I don't really understand the Ur threats? You're too far away to take his provinces, so all you can really do is maybe cause him some unrest? Which might cause him to lose his war with Ulm? Is there some master plan where you need Ulm to defeat Ur? or is this just some in character she demon roleplaying? Alternatively Ur is just stupidly overpowered and needs to be hated on?
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# ? Aug 31, 2014 01:48 |
namad posted:I don't really understand the Ur threats? You're too far away to take his provinces, so all you can really do is maybe cause him some unrest? Which might cause him to lose his war with Ulm? Only thing I can think of is that Ur is too far away to be consequential, so declare war for shits and giggles and by the time they finally bump borders to meet they'll be ready to war anyway.
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# ? Aug 31, 2014 01:53 |
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Messing with the head of whoever is fighting flavah is propably the exactly last thing I would do in this situation.
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# ? Aug 31, 2014 02:16 |
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The main thing about mind hunt is that until you research soul slay (thaum 5, 999 dmg), mind hunt uses mind burn (thaum 2, 12+ dmg), which isn't enough to punch through a gygja's hp. Nor a Enkidu's if he starts using them on Ur. Speaking of Ur, the AI usually has two states, "peace" and "forever war". They switch to the latter state on any hostile action, or sometimes just when they think they can win a war. I think the player here is trying to emulate the AI, so the death of the scout triggered the forever war state.
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# ? Aug 31, 2014 02:22 |
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I am going to go ahead and reveal the motive behind that negotiation blockade: it is the fact that Nuclearmonkee is a good/smart player and by the time modpud's armies reached his borders there is absolutely no way there could be anything but war between them due to how big she'd have to be/he'd have to be depending on where the borders met. The only reason outside of trades (probably not happening) to negotiate at that point would be some sort of peace (he'd never agree to anything like that with a blood nation that has 1/5 the map) or coordinating an attack on a 3rd party (he'd have no reason to do what she wanted and would be actively conspiring against her/me by then). At this point there can be no peace between the south and the north sides of the map. That much is a given. Mightypeon posted:Messing with the head of whoever is fighting flavah is propably the exactly last thing I would do in this situation. There are at least 5 very skilled players still kicking in this game at this point, and I would not say Nuclearmonkee is at a disadvantage vs. flavah without knowing more about their actual forces. Flavah has a long dom3 pedigree and is particularly deadly in the early game but monkee has played significantly more dom4 and has a high win%, and tends to pull out lots of combat spells and tactics that no one has really seen before. I Love You! fucked around with this message at 02:51 on Aug 31, 2014 |
# ? Aug 31, 2014 02:37 |
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I didn't actually add nuclearmonkee to my ignore list on irc GOSH geez it was a joke c'mon guys Nuclearmonkee is by far the best player who I've actually been in games with though, people circlejerk about the demon and flavahbeast a lot(I was on demon's team in a short lived disciples game and wasn't super impressed with how he did, but disciples is loving stupid, and this is my first game with flavahbeast in it) but nuclearmonkee wins ridiculously often and probably has the best mechanical knowledge of anyone, I constantly ask him how to use things or whether a certain thing would work or how I should to deal with whatever thing I'm encountering in a game that I don't have any experience with
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# ? Aug 31, 2014 05:36 |
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Monkee actually picked a really good synergy for this game: the game uses a goon mod called AwesomeGods that gives a lot of gods interesting new abilities or paths - in particular, a lot of pretenders have extremely powerful battlefield abilities. Monkee's pretender, the Moloch, summons 1 permanent devil every month, and in combat it spawns with a bunch of imps and summons 1 devil every turn in combat, which is a a pretty big bonus, especially in the early game: devils are much stronger than human soldiers and their high strength, flying, heat aura and magical tail make them valuable at any point in the game. The Moloch isn't immortal, though, so normally you'd have to be extremely careful not to get it killed or you won't get it back for a while depending on how many priests you have sitting around, but Ur's gimmick is that they can resummon their pretender very quickly using their cheapest researcher, the Gala: each Gala counts as the equivalent of a H3 priest for the purpose of recalling a killed pretender, so by the end of year 2 Ur can reliably get their god back in one turn without sacrificing much research time. I would have tried to make peace with Ur as soon as I saw his pretender in action but the geography on this map doesn't really work out, I pretty much have to cut off his expansion unless we agree to some weird gerrymandered spaghetti borders which I dont want to do
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# ? Aug 31, 2014 08:35 |
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Flavahbeast posted:Monkee actually picked a really good synergy for this game: the game uses a goon mod called AwesomeGods that gives a lot of gods interesting new abilities or paths - in particular, a lot of pretenders have extremely powerful battlefield abilities. Monkee's pretender, the Moloch, summons 1 permanent devil every month, and in combat it spawns with a bunch of imps and summons 1 devil every turn in combat, which is a a pretty big bonus, especially in the early game: devils are much stronger than human soldiers and their high strength, flying, heat aura and magical tail make them valuable at any point in the game. The Moloch isn't immortal, though, so normally you'd have to be extremely careful not to get it killed or you won't get it back for a while depending on how many priests you have sitting around, but Ur's gimmick is that they can resummon their pretender very quickly using their cheapest researcher, the Gala: each Gala counts as the equivalent of a H3 priest for the purpose of recalling a killed pretender, so by the end of year 2 Ur can reliably get their god back in one turn without sacrificing much research time. It's ok though because you're going to beat the poo poo out of him with an army of mighty Conans, right?
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# ? Aug 31, 2014 09:27 |
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I play Ulm a lot. EA Ulms got some options in the early game, particularly concerning Stealth Shenangians with fairly high defence troops. I have no idea what Flavah is using as a pretender though. Ulm got a couple of options, but I am not that familiar with the current Awesome gods.
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# ? Aug 31, 2014 09:41 |
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I haven't played Dom 4, only a bit of Dom 3, won a game there with Lanka even! But even in my short time playing that I learned flavahbeast is scary to play against.
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# ? Aug 31, 2014 10:31 |
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garth ferengi posted:
So, your strategy is to call out the best player in the game and tell him to prepare for the tactics and units your using?
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# ? Aug 31, 2014 11:30 |
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Ur actually has some pretty solid tools for dealing with Conans so the outcome of this fight will be interesting to see.
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# ? Aug 31, 2014 13:05 |
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Murgos posted:So, your strategy is to call out the best player in the game and tell him to prepare for the tactics and units your using? Any nation with blood and nature will be hurling toads around with reckless abandon if they can, it's just one of those things. And I don't think it's much of a tactical coup for someone to learn that Lanka can recruit markata scouts.
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# ? Aug 31, 2014 13:54 |
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i'd say that most of the people in the game have a pretty good idea of a lot of the strategies the various nations can pull off, so it's less about surprising each other and more about just using everything effectively. also, you know, the whole 'the actual game is a fair little bit ahead of the let's play' thing.
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# ? Aug 31, 2014 15:03 |
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scalded schlong posted:And I don't think it's much of a tactical coup for someone to learn that Lanka can recruit markata scouts. Also I am pretty sure it just TELLS you what nation the unit was from when you look at the after combat casualty report.
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# ? Aug 31, 2014 15:18 |
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I think that if you're asking "Are you sure that was wise?" then you completely missed the point of what just happened.
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# ? Aug 31, 2014 19:50 |
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Juvenalian.Satyr posted:I think that if you're asking "Are you sure that was wise?" then you completely missed the point of what just happened. Turn 25: The Floor We successfully mind hunted something! I have no idea what it was. Our pretender ran into this guy. Sort of scary, but really, not really, at all. She blocked his first attacks and turned him into a poof of blood while he was entangled by her vine shield. Niefelheim's army didn't have a commander, so their troops routed turn 1. Our losses were from their fortress' towers, hurling boulders and shooting arrows. We're storming their southern fort, located on a throne, next turn. Last I saw there were just some mages inside, so I'm not too worried about it. I'm dropping toads on their far northern fort, Sonria, this turn. In 2 turns we should be attacking it, and the turn after that we'll PROBABLY be storming it. I figure our forces taking the fort at Dubros, their throne, can take the eastern coastal fort of Alman afterwards easily enough. We've gained control of Niefelheim's capital, so we have their magic gem income for ourselves! We can't actually recruit those units, but the water and death gems will come in handy. I've got a particularly powerful use for them down the line, but I'm not sure how long it'll take for it to come to fruition, if it ever does. It looks like Niefelheim is determined to be a thorn in our sides, despite losing half of their nation without any real fight. I don't think they can put up a whole lot of resistance, but I really would rather not fight their pretender when he's geared out and in his own dominion. There's nothing for it, though! On we go!
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# ? Sep 1, 2014 05:33 |
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Seems like that gambit payed off well. Good job.
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# ? Sep 1, 2014 05:53 |
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Murgos posted:So, your strategy is to call out the best player in the game and tell him to prepare for the tactics and units your using? Dom is weird like that. You'll often end up discussing tactics with someone you'll be fighting in a few turns. Or sharing dumb mistakes you just made in the IRC.
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# ? Sep 1, 2014 07:11 |
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the secret is that there can only ever be one winner and any sort of deal you make will eventually be broken
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# ? Sep 1, 2014 07:22 |
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# ? Apr 27, 2024 20:59 |
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Yeah, that was a pretty solid crumple on Neifel's part.
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# ? Sep 1, 2014 07:29 |