|
I've never played Dom3 multiplayer but will be signing up for the newbie game as soon as I figure out which nation I want.
|
| # ? Jul 31, 2012 07:33 |
|
|
| # ? May 19, 2013 11:33 |
|
Am I doing something wrong on brainwrinkle? It shows me all the categories except my active games. The space under the heading just blank. Matryx still shows everything correctly.
|
| # ? Jul 31, 2012 19:25 |
|
AmishSpecialForces posted:Am I doing something wrong on brainwrinkle? It shows me all the categories except my active games. The space under the heading just blank. Matryx still shows everything correctly. You'll need to sign up for your games if the hosts haven't added you already. Also, since most games don't have all the players signed up yet, there aren't very many set to active.
|
| # ? Jul 31, 2012 23:04 |
|
Morning folks. We're now in the post-support period of the old GGS operation. * New user account signup is disabled. * Automatic polling of games every 15 mins has been discontinued * Loading either your main page, or the status page for a particular game will will still ensure your own game(s) are polled then and there. This site is now liable to disappear at any moment, or services within it (e.g. new turn email alerts), so if you have not already, please migrate to the newer service as soon as you are able.
|
| # ? Aug 1, 2012 07:49 |
|
brainwrinkle posted:You'll need to sign up for your games if the hosts haven't added you already. Also, since most games don't have all the players signed up yet, there aren't very many set to active. I migrated all the games I was admining, but all but one had players missing so I wasn't able to set them to active.
|
| # ? Aug 1, 2012 12:01 |
|
brainwrinkle posted:You'll need to sign up for your games if the hosts haven't added you already. Also, since most games don't have all the players signed up yet, there aren't very many set to active. How can I add people to the game I'm hosting? I tried to add other players to HowDidThisGetHere but it had me claiming those nations, instead of whomever's name I typed.
|
| # ? Aug 1, 2012 12:52 |
|
Ok, I'm signing up for games now. It doesn't show all the games I'm in. Just wait for people to move them over?
|
| # ? Aug 1, 2012 18:55 |
|
GenericOverusedName posted:How can I add people to the game I'm hosting? I tried to add other players to HowDidThisGetHere but it had me claiming those nations, instead of whomever's name I typed. If you have any typos (Not positive, but I think its case sensitive too) in the name you type, it will fill the slot with you instead of someone else. Additionally, if the player hasn't signed up for Brainwrinkle's new site then it will just fill the slot with you. I'd recommend going to the players page and check if the person you're trying to fill in is even on the new site.
|
| # ? Aug 2, 2012 19:04 |
|
![]() Someone wanted fire giants I think. Simple color swap or fancy fire hair?
|
| # ? Aug 2, 2012 22:01 |
|
rzal posted:
Goku hair and MC Hammerjammers will give players a lot more flexibility when it comes to naming their commanders.
|
| # ? Aug 2, 2012 22:09 |
|
rzal posted:
Fancy fire hair is pretty cool. If the color swap is easy, I could easily make a nation around both. If it's not, just do the fire mans.
|
| # ? Aug 2, 2012 23:10 |
|
I've only been playing for a relatively short while, so I'm curious - when and why did the metagame shift away from single SC's and towards many thugs? Was it because the general mod preferences shifted, or something else? I've been using a multitude of cheaper thugs in my current game, and I have to admit that it's quite effective. It's very difficult to predict thug movement when they all have flying, so it's tough to form an effective defense even if forces are fairly evenly matched.
|
| # ? Aug 3, 2012 01:27 |
|
I think the fire giants would look a bit cooler if they had some chainmail or other metal armor, instead of the winter coats or beach towel.
|
| # ? Aug 3, 2012 01:27 |
|
brainwrinkle posted:I've only been playing for a relatively short while, so I'm curious - when and why did the metagame shift away from single SC's and towards many thugs? Was it because the general mod preferences shifted, or something else? I've been using a multitude of cheaper thugs in my current game, and I have to admit that it's quite effective. It's very difficult to predict thug movement when they all have flying, so it's tough to form an effective defense even if forces are fairly evenly matched. Two factors I think really contributed to this. The first part being that all the major mods used took away easy gem gens. This means that people were a lot less willing to contribute hundreds of gems towards an SC. The second big contributor was the rise of the low gear thug thanks to EDM. Before EDM thugs really were a whole different class of thing from SCs. In general they were just good enough to take on PD and maybe very small forces. They weren't the thugs you think of today where they can take on reasonable armies without concentrated mage support. Also most of these thugs required a kit of at least 15 gems (most likely much more) to be reasonable effective. You were spending at least 30 gems to create a thug that could just barely take on PD. Now you have thugs that you spend 30 or 40 gems on and they can solo nearly everything. Short version: Power thugs came into the game and their ridiculously low cost and few gear requirements makes them about 80% as good as an SC for like 1/3rd or a 1/4th the cost.
|
| # ? Aug 3, 2012 01:41 |
|
brainwrinkle posted:I've only been playing for a relatively short while, so I'm curious - when and why did the metagame shift away from single SC's and towards many thugs? Was it because the general mod preferences shifted, or something else? I've been using a multitude of cheaper thugs in my current game, and I have to admit that it's quite effective. It's very difficult to predict thug movement when they all have flying, so it's tough to form an effective defense even if forces are fairly evenly matched. I think it's a more effective strategy regardless, but mods definitely drew thugs and territory warfare into the limelight. Specifically, removing gem generating items in CBM 1.6+ and the introduction of EDM at the same time. Also the removal of undead-GoR for tartarians in CBM, I believe it was either 1.6 or 1.7. EDM is now integrated into CBM and formed the basis of AE, making GoR for tarts more expensive stuck in all the common mods, and so did gemgen removal. Lacking gemgens, players could no longer justify expenses like wishing for angels, and tartarians were no longer a cheap full-slots chassis. And at the same time the EDM shishi and zmey provided 15 to 30 gem thugs that could take on PD and many armies with very little gear investment. Keep in mind, the dom3 metagame moves very slowly. Veteran games can take upwards of 6 months, and you need several games to establish new strategies. Modding actually takes less time than real-game playtesting. We're only just recently (last 6 months) getting a proper reaction to what's overpowered in EDM.
|
| # ? Aug 3, 2012 01:44 |
|
TheDemon posted:I think it's a more effective strategy regardless, but mods definitely drew thugs and territory warfare into the limelight. Specifically, removing gem generating items in CBM 1.6+ and the introduction of EDM at the same time. Also the removal of undead-GoR for tartarians in CBM, I believe it was either 1.6 or 1.7. EDM is now integrated into CBM and formed the basis of AE, making GoR for tarts more expensive stuck in all the common mods, and so did gemgen removal. Lacking gemgens, players could no longer justify expenses like wishing for angels, and tartarians were no longer a cheap full-slots chassis. And at the same time the EDM shishi and zmey provided 15 to 30 gem thugs that could take on PD and many armies with very little gear investment. I think that the IRC helps a bit with mod feedback. I know people had been chattering about Zmey being OP long before they were nerfed. That being said, even with the improved feedback cycle thanks to IRC he's right that modding will move very slowly.
|
| # ? Aug 3, 2012 02:05 |
|
FireGiants Here are the sprites I've finished. I'll probably be on IRC sometime this weekend if you need any others. Here is the rest of my stuff rolled up in one place. I updated all the EA Arco sprites and cleaned up the rest. SpriteOverhaul rzal fucked around with this message at Aug 3, 2012 around 03:52 |
| # ? Aug 3, 2012 03:49 |
|
Bacon post-game wrap. I was playing MA R'lyeh in FF. I took an awake amphibian SC as my god with decent scales because I wanted to get on land ASAP, since I didn't have any water competitors. The game ended with a surrender to me on turn 59, at which point I had just finished researching 9 in all spellbooks. I was allowed to have 5 gemgen globals up for I'd say probably 5 turns for all 5 of them, but some of them for 15+ turns. On turn 50, I was told by two players (C'tis and Pythium) that everyone was planning on working against me. I convinced Pythium to go after C'tis instead. Here's the map on turn 51: ![]() Here's the map on turn 58. At this point, C'tis and Ashdod are both AI and have been for a number of turns. Ermor has staled for 30+ turns, and Mictlan is down to 1 province: ![]() I didn't manage to find a single bonus or recruitment site. I got lucky, and I was allowed to keep my land by TC (his cap is by the Ermor province in the NW corner), which let me talk Pythium/C'tis into letting me help with Marignon in the NE corner. I was able to setup shop in that fort and use it to summon everything I needed to win. R'lyeh has a ton of resources at it's disposal; I was able to shut down Ashdod's counterattack with mind hunt spam. The W access gives them Kraken and diversity, but also with boosters the W/E starspawn can summon Grendelkin. While I did use SCs/more kitted out thugs, this was my first time really using less kitted out thugs and it was clearly incredibly successful in grabbing land and shutting down my opponents. When the game ended, I was about to throw up burden of time to kill off the Pythium mages, and I had 5 RoS casters to kill off his communions.
|
| # ? Aug 3, 2012 15:30 |
|
I just hit the first winter in a shrapnel game I'm playing and over half of my mages became diseased. Abyssia
|
| # ? Aug 4, 2012 13:35 |
|
Picked this up, I'll give it a try tonight. I've read a few threads on this before so I have a vague idea how to start out, any more beginner tips?
|
| # ? Aug 4, 2012 18:00 |
|
Captain Diarrhoea posted:Picked this up, I'll give it a try tonight. I've read a few threads on this before so I have a vague idea how to start out, any more beginner tips? Jump in! There's the Let's Plays, the wiki and Mod Inspector, Shrapnel forums, this thread and the IRC, I guess that's a plenty. I try indie expansion strategies on single player and then just jump in with whatever nation fancies me. So far that's worked out fine.
|
| # ? Aug 4, 2012 18:29 |
|
The Moon Monster posted:I just hit the first winter in a shrapnel game I'm playing and over half of my mages became diseased. Abyssia You didn't take Death by chance did you?
|
| # ? Aug 4, 2012 18:41 |
|
Well I started a game as the Greek faction, small map with four random AI and a Lady of Love pretender with a point in each of the nice dominion traits. I had time to recruit a philosopher for research, send a scout to go poking around and throw together peltasts and spears to take a province. Then I found out my neighbour was a nation of giants and they stamped all over everything. Was there any way to avoid that? Jotun waded through everyone without a scratch. I recall people saying "magic magic magic" in threads, is there any reason not to just recruit loads of casting commanders? Should I hang about and research before expanding or are early territories important?
|
| # ? Aug 4, 2012 19:42 |
|
Captain Diarrhoea posted:I have a vague idea how to start out, any more beginner tips? Here is the Dominions 3 Strategy Guide Index which is an invaluable resource. I also like doing quick Google searches like: "{dom3 query} site:forum.shrapnelgames.com" because those forums are a great resource for this game. I also like using the Wiki when it's online.
|
| # ? Aug 4, 2012 20:11 |
|
Captain Diarrhoea posted:Was there any way to avoid that? Jotun waded through everyone without a scratch. 1. If Niefelheim walks over you on turn 3-4 there is nothing you can do to unfuck yourself. You are hosed. You and your friends are all dead. 2. Your pretender is bad. Her paths (water and nature) are paths that Arcosephale has naturally through the Oriads so other than being a a huge bitch she doesn't offer your nation anything. You should look for something that can expand on its own or can research like crazy and also cover paths you otherwise don't have access to. 3. You need to strike a balance between Philosphers and Oriads. Oriads are better obviously but if you can't afford an army to help you expand or additional forts you probably won't get far. Not that setting up additional forts would be on your mind once you saw Niefel. 4. Niefel's greatest weakness is that they have the worst pd in the game. They are huge in size limiting the amount of attacks they can make, they are few in number for the amount spent of pd, and they are woefully inept in combat. They can hit tremendously hard like you would expect of a giant. But their low morale and low attack and defense values makes them godawful. A cardaces should easily kill them 1:1 for example so if you have an opportunity for a run-by of his army go for it. 5. Raid them if you can or have other people dog-pile them. Niefel's power comes from hugely expensive giant squadrons so if you can raid them either directly by bypassing armies, steathfully with Oriads with a few pieces of gear, or by having an ally just swoop in behind and Baskin Robbins their rear end. 6. Research unlocks lighting to shoot the giants with while standing behind your armies and also gear for the raiding Oriads so that is important. Giant militia have to pass an Awe+5 check against an Oriad and I think they have a morale of 8 or something... so maybe even just give them a default weapon if you have to. 7. You always need to expand so you didn't go wrong with that. 8. If you have a NAP with Jon Joe break it. Decrepus fucked around with this message at Aug 4, 2012 around 21:19 |
| # ? Aug 4, 2012 21:15 |
|
Ok, yeah I had actually been stacking up cardaces. Unless I'm mistaken and they aren't the spears, but they seemed to get trampled by small handfuls of giants. I picked the Lady of Love more or less on the basis that if you have to be conquered being conquered by a giant naked woman isn't the worst, but on further reading it looks like your choice is fairly central to some strategies. I'll give it another go with Arcosephale, I like playing new 4X's blind just to see how much I figure out before I have to hit a wiki (or the manual).
|
| # ? Aug 4, 2012 22:46 |
|
Decrepus posted:You didn't take Death by chance did you? It doesn't look like it. I didn't know that made a difference, but I suppose it makes sense. The only bad scale I have is heat 3 instead of the optimal heat 2.
|
| # ? Aug 4, 2012 22:51 |
|
The Moon Monster posted:It doesn't look like it. I didn't know that made a difference, but I suppose it makes sense. The only bad scale I have is heat 3 instead of the optimal heat 2. Growth will decrease affliction chance and death increases it. I was just wondering because in the Abysia description it mentions something about how they don't farm which might lead to taking it. Why wouldn't you take Heat 3 though? It gives you an extra 40 design points and 5% higher income.
|
| # ? Aug 5, 2012 14:54 |
|
I'm currently in a game where I have a bunch of Fomorian Kings sitting around that I want to use for light thugging. Should I gear them for melee and have them self buff or have them sit back and spam thunderstrike. I've got the research for either/both.
|
| # ? Aug 5, 2012 19:44 |
|
Decrepus posted:Growth will decrease affliction chance and death increases it. I was just wondering because in the Abysia description it mentions something about how they don't farm which might lead to taking it. Why wouldn't you take Heat 3 though? It gives you an extra 40 design points and 5% higher income. I did take heat 3 for the 40 design points, but heat 2 was the optimum setting for LA Abyssia in CBM 1.92. AmishSpecialForces posted:I'm currently in a game where I have a bunch of Fomorian Kings sitting around that I want to use for light thugging. Should I gear them for melee and have them self buff or have them sit back and spam thunderstrike. I've got the research for either/both. It depends on what you want to use them for. If you're want to use them as raiders have them self buff and then attack. As combat mages both thunder strike and skelespam are decent options depending on what the situation is.
|
| # ? Aug 5, 2012 22:26 |
|
AmishSpecialForces posted:I'm currently in a game where I have a bunch of Fomorian Kings sitting around that I want to use for light thugging. Should I gear them for melee and have them self buff or have them sit back and spam thunderstrike. I've got the research for either/both. Do both. Thunderstrike would be a nasty surprise for counter-raiders, and could be less gem-intensive for the A4s.
|
| # ? Aug 5, 2012 22:35 |
|
Thanks for the replies. I think I'll go with the self-buff and melee option since I thought about it some more and realized I have non-cap mages farting around who can sit back and Evo spam. Next question is what shield do I give the Kings? I don't have enough fire or nature to do my usual vine/eye/charcoal shields. And what the hell damage type is the AoE on shadowbrands? I'm hoping it still affects undead.
|
| # ? Aug 5, 2012 23:23 |
|
AmishSpecialForces posted:Thanks for the replies. I think I'll go with the self-buff and melee option since I thought about it some more and realized I have non-cap mages farting around who can sit back and Evo spam. Undead are the only thing it doesn't affect.
|
| # ? Aug 6, 2012 03:23 |
|
Shadowbrands have an effect that is esssentially leeching darkness i think, it might not be the same AoE though because its about 3 for the spell itself but that seems a little ridiculous for a brand despite the particle clouds suggesting that yes it is 3 AoE.
|
| # ? Aug 6, 2012 03:55 |
|
Which makes them the worst brand in a lot of cases, since as I recall the effect is an MR resist, so anything good is going to ignore it.
|
| # ? Aug 6, 2012 04:04 |
|
Yeah its an MR resist at least under Forbidden Friendship, not sure if the mods played around with it.
|
| # ? Aug 6, 2012 04:33 |
|
It is AoE 3, but it doesn't affect undead, is MR resist and you can hit yourself with it.
|
| # ? Aug 6, 2012 06:20 |
|
Bummer. Its the only brand I have access to right now. Fomoria path access is kinda lovely. I'm starting to summon spectral mages en mass to try and make up for it.
|
| # ? Aug 6, 2012 21:35 |
|
You should have frost brands from the Kings - tho' those aren't useful against most undead either.
|
| # ? Aug 6, 2012 22:52 |
|
|
| # ? May 19, 2013 11:33 |
|
Frost brands atleast give you a resistance, unlike shadow brands.
|
| # ? Aug 7, 2012 01:12 |


















