Search Amazon.com:
Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us $3,400 per month for bandwidth bills alone, and since we don't believe in shoving popup ads to our registered users, we try to make the money back through forum registrations.
«21 »
  • Post
  • Reply
Schneeble
May 4, 2010

The grandest hats
or GTFO.

Speleothing suggested that this post and Ski's TImeWarp 3 update should be over here. I won't relocate ski's post for him, but here's a thing:

Schneeble posted:

Greetings! I would like to submit to the community a map for testing, advance examination, and whatever use you'd like to put it to. This map is going to be the one used in the SADASS Season 2 games so any feedback I can get before those actually start would be much appreciated.

Incidentally we have one more spot available (vacated by nomadotto) if you'd like to get in on a game where you get to draft your god. Since we're still in the signup phase you can get in on the ground floor!

Anyway the map (the .tga and .map files are packed in a .rar file) is here.

And this is what it looks like:


A couple of notes, though they are also listed in the map description (and in the file where necessary):

There are three islands, and each island holds three players. The islands are identical, and each capital has 4 land provinces in its circle: a farm, a large farm, a large forest, and a large border mountain. There are rivers but they do not block movement. There are mountain peaks that do.

The hill in each cap circle is a border mountain, but the hill outside the cap circle is a normal mountain. In the center of each island, surrounded by wastes, is an oasis. The oasis province is a large forest/marsh/cave/waste/farm with higher than normal magic site frequency that connects to the other two oasis provinces.

There are 139 provinces total (15 4/9 per player): 102 land provinces (11 1/3 per player) and 37 sea provinces (4 1/9 per player). The sea provinces connect the islands for sailing or other aquatic adventures, but with a small amount of additional modding certain land cap sites can be disabled and other water sites set as nation-specific start locations.

Feel free to make constructive suggestions or random, thoughtless criticisms. I will be unable to tell them apart and therefore consider everything equally. Thanks in advance, and enjoy!

Additional discussion has led me to believe that I should halve the ocean provinces, so whenever I get around to doing that I will post the updated map here. I also have an 8-player wraparound tournament map drawn up, but it doesn't have an actual map file yet.

Adbot
ADBOT LOVES YOU

builds character
Jan 16, 2008

Keep at it.

Schneeble posted:

Speleothing suggested that this post and Ski's TImeWarp 3 update should be over here. I won't relocate ski's post for him, but here's a thing:


Additional discussion has led me to believe that I should halve the ocean provinces, so whenever I get around to doing that I will post the updated map here. I also have an 8-player wraparound tournament map drawn up, but it doesn't have an actual map file yet.

Just make it eight big ocean provinces that wraparound. Big ocean =3, medium ocean =2, 1 in the middle, 1 in the top and 1 In the top right. It will lead to hilarious hijinks and provide incentive to go into the ocean for stealth attacks across the world.

Chakan
Mar 30, 2011


Hey, now that I've done some stuff in DCSS, I'm back to wishing I was acceptable at this game! Could I get a brief rundown of what's up in the popular mods right now?

Lilli
Feb 21, 2011

Where is your god now?


Chakan, the big mods are the awesome suite (Awesome Gods, Awesome Endgame, and Awesome Items), and then CBM is still fairly frequent in use. There are some other mods that are played more infrequently, but those are the big ones. CBM as always is a clusterfuck to find a comprehensive change list for, but the awesome mods tend to have well put together change logs.

Edit: Also hop on IRC, its the best place to get up to speed at.

Schneeble
May 4, 2010

The grandest hats
or GTFO.

I updated the tournament map (it has replaced the original) and there is on province number that still managed to stay out of order but I am really happy with it now. Thanks for the advice, TheDemon! Everybody else, too, but TheDemon's suggestion was what really got me thinking.

Anyway there are still 102 land provinces but now there are 22 sea provinces instead of 37. Each island has 6 coastal provinces (2 per side) that do not overlap. There are 4 deep sea provinces (3 around the edges and 1 in the center) that connect the coastal provinces of each island. Sailing alone cannot take a commander from one island to another, but now that the coastal provinces have much greater reach along the island edges it is still a valuable ability.

Schneeble
May 4, 2010

The grandest hats
or GTFO.

Mod Nation: EA Machaka, "Lost Valley"

Some day Illwinter will patch in EA Machaka (a nation whose place they've held in the number 6 slot and tentatively named "Lion Kings" probably in reference to the Lion tribes and possibly also in reference to actual lions). In the meantime I made my own version, the current alpha version of which I now present to you guys for the purposes of having fun with it and also of tearing it apart and hopefully helping me to make it better. I've made sprites, I've modded in new weapons and spells (one of which is a researchable national summon) and many new units and heroes. So I will link to the packaged mod files here and talk about the nation below.

Theme: Dinosaurs! A few lion tribes find a hidden valley with big strange beasts, found the nation of Machaka, and emerge from valley to conquer the world with the power of domesticated dinosaurs. Very high gold cost, very low resource requirements. Units are durable and fast but have morale problems. Nonsacred recruit anywhere mages with high paths but very few crosspath combinations. This nation can get very expensive.

Playstyle: It is possible to build a strategy around blessing the recruit-every sacreds or the cap-only sacred, or scales-heavy builds work as well (although O3S3H2 is probably going to be a default scales selection in every case) to bring in much needed gold. Maintenance costs can exceed 1000 gold a turn halfway through year 3.

Expansion can be a little slow in the first few turns but builds quickly given the cost and durability of the dinosaurs. Mages are split into Astral researcher/healers, and research-poor battle mages with high paths in Fire, Death, or Nature. It can be tempting to lean on the researchers heavily in early game but be mindful of when to start switching over to the battlemages so as not to be caught unawares by an invading neighbor.

Units:

The national flag and heroes are inside the box on the bottom right. The other units display their normal and attack sprites, and from top left to bottom right they are as follows.

Units are in the top rows.
Machaka Archer - Same as MA
Machaka Warrior - Same as MA
Hammertail - heavy armor, siege bonus
Spearhead - light armor, shield, heavy charge ability that does AoE damage
Hungry Flame - size 1, sacred
Divine Guard - sacred, only available via combat and hero summons
Tyrant King - size 6, sacred, has the powerful "swallow" attack

Commanders are in the bottom rows.
Pteranodon - flying, sailing, scout
Machaka Chief - Same as MA
Divine Messenger - H1 Assassin, good leader, automatically summons 2 Divine Guards and casts Divine Blessing at the beginning of every battle
Diviner - S 1/2/3, healer, research bonus
Sorcerer - N1F3/N1D3/N4, research penalty

New stuff: The Spearhead has "bony frill" as an armor type that acts as a shield. The Hungry Flame, Divine Guard, and Divine Voice units all have a "leap" attack that is similar to a claw attack but has length 6 to represent, well, leaping. Mechanically this helps to keep low morale units from never hitting anything ever. The Divine Guard and Divine Voice also have normal bite attacks. There is a new national summon at Conjuration 3 that summons 40 Hungry Flames for 7 nature gems.

Outstanding items: I forgot to give the Voice of the Divine hero the "leap" attack, so that will go into the next version. I didn't think it was important enough to assign a whole version to it. Also the costs of anything and everything are still subject to change, and at some point I intend to add an LA Machaka that will have echoes of this EA and the vanilla MA but will have a (superficially, since I'm not an expert or a native) Caribbean feel to it.

E: Updated the link to point to the latest version.

Schneeble fucked around with this message at Sep 27, 2012 around 23:37

Speleothing
May 6, 2008


I can't open the files on this computer, but I tend to worry about any nation with recruit-anywhere sacreds being too powerful.

Also, the Swallow attack is extremely powerful, since it does 2x Str damage against an entire square of smaller units (IE everything not size 6). that alone could make this nation fairly unstoppable in the early game. Monster Fish (the only vanilla unit to have Swallow) are a Conj 6 summon.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.


Schneeble posted:

Speleothing suggested that this post and Ski's TImeWarp 3 update should be over here. I won't relocate ski's post for him, but here's a thing:


Additional discussion has led me to believe that I should halve the ocean provinces, so whenever I get around to doing that I will post the updated map here. I also have an 8-player wraparound tournament map drawn up, but it doesn't have an actual map file yet.

I'm always looking for symmetrical/fairly distributed hex-grid maps that are also easy to look at.

I would like to subscribe to your newsletter.

builds character
Jan 16, 2008

Keep at it.

Speleothing posted:

I can't open the files on this computer, but I tend to worry about any nation with recruit-anywhere sacreds being too powerful.

Also, the Swallow attack is extremely powerful, since it does 2x Str damage against an entire square of smaller units (IE everything not size 6). that alone could make this nation fairly unstoppable in the early game. Monster Fish (the only vanilla unit to have Swallow) are a Conj 6 summon.

Go play them. I thInk they're a good nation but not great.

The hungry flames are tiny and do very little damage without f9 and they drop like flies. Swallow is great but they're very big and very expensive and can be made into big pincushions. There are certain nations against which they'll be very good and others against which they really have very few options.

dis astranagant
Dec 14, 2006





Speleothing posted:

I can't open the files on this computer, but I tend to worry about any nation with recruit-anywhere sacreds being too powerful.

Also, the Swallow attack is extremely powerful, since it does 2x Str damage against an entire square of smaller units (IE everything not size 6). that alone could make this nation fairly unstoppable in the early game. Monster Fish (the only vanilla unit to have Swallow) are a Conj 6 summon.

All the dinos have bad attack, defense and morale and the sacreds you're worried about have 6 hp, one attack and 7 strength while sharing the morale problems with everyone else. I'd call them worse than flags, but at least they're cheap. The swallow guy is basically a flimsier mammoth that isn't completely hosed vs size 6 units but isn't as good at running over infantry.



I'd consider making all the units map move 3 instead of just the ones inherited from MA and the t rex. All the dinos have huge ap, so they might as well match speed with your infantry.

dis astranagant fucked around with this message at Sep 26, 2012 around 21:03

Schneeble
May 4, 2010

The grandest hats
or GTFO.

dis astranagant posted:

I'd consider making all the units map move 3 instead of just the ones inherited from MA and the t rex. All the dinos have huge ap, so they might as well match speed with your infantry.

That is a good suggestion, thanks! I was kind of on the fence about it, but it almost certainly wouldn't break the nation and it would be really nice to have. Xanrick asked for that very thing three, maybe four different times during testing.

E: !!! NinjaDebugger, I demand that you change your mod to accommodate mine! Everything was fine on the version I used for testing dinos.

Schneeble fucked around with this message at Sep 27, 2012 around 01:49

dis astranagant
Dec 14, 2006





Also, your mod is more broke than your momma's girl parts if you use it with AG. Instead of hammertails I have master alchemist's hyde form.

Griffen
Aug 7, 2008


I'm wondering what the procedure for calling a game from the old Matyrx site. "Threadsnake" has pretty much run its course with only 4 humans left (2 of which are permanently stalling). Man and I (playing Ulm) are the only ones left, and we were in an alliance against Caelum, so I really don't see the need to keep playing it.

Schneeble
May 4, 2010

The grandest hats
or GTFO.

dis astranagant posted:

Also, your mod is more broke than your momma's girl parts if you use it with AG. Instead of hammertails I have master alchemist's hyde form.

Machaka mod update

I've replaced my posted version of my Machaka mod with the latest version, 0.17.

Changes from the original posted version of 0.16:
1. All dinos now have MM 3. The human mages still have MM2, largely because I'm trying not to deviate too far from MA Machaka in these kinds of things.
2. All monster numbers have been increased by 10. I had staked out 2701-2712 (and hopefully up to 2730) before AG 2.0 came out, and I did not realize that the Master Alchemist's combat shape was going into 2701. Everything works, I am just now sitting on monster numbers 2711 through 2722 (up to 2740 hopefully) instead.
3. That hero that I wanted to add "Leap" to has received the proper weapon.

builds character
Jan 16, 2008

Keep at it.

Schneeble posted:

Machaka mod update

I've replaced my posted version of my Machaka mod with the latest version, 0.17.

Changes from the original posted version of 0.16:
1. All dinos now have MM 3. The human mages still have MM2, largely because I'm trying not to deviate too far from MA Machaka in these kinds of things.
2. All monster numbers have been increased by 10. I had staked out 2701-2712 (and hopefully up to 2730) before AG 2.0 came out, and I did not realize that the Master Alchemist's combat shape was going into 2701. Everything works, I am just now sitting on monster numbers 2711 through 2722 (up to 2740 hopefully) instead.
3. That hero that I wanted to add "Leap" to has received the proper weapon.

Lord Windy
Mar 26, 2010

It's art!


I'm in my first real late game in one of the beginner games.

Does anyone have any tips for organising a proper offensive? I've just been turtling the whole game (and taking a few choice provinces from dead enemies) and I've got thrust into the end game war. I'm probably ready, I had heaps of SC's ready in advance, but so far my strategy is just 'empty my mages out of their castles and put them on the frontline.' I've had some immediate success with this, my air mages actually killing an SC with shock resistance by fatiguing it to death.

But is the right idea or should I be doing something else? I don't know what a proper end game should look like, my AI games always end with a few SC's triumphantly crushing everything after I spent 60~100 turns making them.

NinjaDebugger
Apr 22, 2008


AwesomeItems 1.2
http://submarine.sandwich.net/AwesomeItems/


- 1.2
- Earth Boots now Earth Boot, you wear it on your head.
- Blood Thorn and Brazen Vessel switched places, as Blood Thorn is apparently also a sweet weapon.
- Skull Staff and The Flailing Hands are both now one handed staves.
- Ruby Eye reduced from 4F/4F to 4F/2F
- Clone Vat now produces blood slaves like it should.
- Gemgen sprites revised.


AwesomeEndgame 1.5
http://submarine.sandwich.net/AwesomeEndgame/

- Tartarian Cyclops (Lightning) now A3E4
- Tartarian Cyclops (Sword) now E6
- Tartarian Spirit now E4D4
- Tartarian Titan (Female) now S4 + 3(AEFW)
- Tartarian Titan (Male) now 2(AEFW) + 2(SDNB) + 3(All)
- Tartarian Monstrum now 6(AEFW) + 3(SNDB)
- Tartarian Monstra now 3(AEFW) + 6(SNDB)
- Amaimon, Heliophagus General of Hell, now generates 5 Demon Knights and 1 Storm Demon per turn for his army and autocasts Army of Lead.
- Gorilon, Heliophagus Badass, now gets free Quickness (spell), has base 20 attack and defense, Ambidex 10, and 50% regeneration.
- Mabakiel, Heliophagus Lamentation of God, how autocasts Wailing Winds, has Fear 20, and Death 5.
- Mastema, Heliophagus Blood Mage, now has Blood 6.
- Asynja changes from 2x 100% AEDB random to 1x 200%
- Queen of Thunder is now Queen of Desert Winds, A8F5 and 1 Air/1 Fire gem per turn.
- King of Mountains too loving good, busted down to E7A3.
- Shishis now cost 35 gems per 2.
- Angelic Ascension down to 25 pearls.
- Demonic Ascension down to 50 slaves.
- Necromantic Apotheosis down to 25 death.
- Phoenix Rebirth, 25 fire gems, Fire 9, Alteration 9, returns a dead hero as a Phoenix.
- Reborn In Blood, 50 slaves, Blood 5/Nature 5, Blood 7 research, returns a dead hero as a Manticore. (New phoenix does not have the -3 Air and -5 Fire that the pretender Phoenix does.)
- Carve From Stone, 25 earth gems, Earth 9, Alteration 9, returns a dead hero as Cyclops (pretender) complete with integral Hammer of the Cyclops.
- Gift of Reason now 6 gems instead of 20.
- Ether Gate now 35 gems and Ether Warriors are MM2, stolen from TheDemon.
- Sea King's Court, Troll King's Court, Streams from Hades reduced to 35, 35, and 30 gems respectively, stolen from TheDemon.

LLSix
Jan 20, 2010


NinjaDebugger posted:

- Ruby Eye reduced from 4F/4F to 4F/2F

What does the second number mean?

Also, the new rebirth spells look awesome, can't wait to try them out.

NinjaDebugger
Apr 22, 2008


LLSix posted:

What does the second number mean?

Also, the new rebirth spells look awesome, can't wait to try them out.

All items have two gem costs in Dom3. What I discovered is that you are allowed to make them both the same gem type, and if you do, they are additive, except for the purpose of determining if you have enough gems to make the item.

So a 4F/2F item requires 4 ranks of fire to make, but costs as much as a 4F item plus a 2F item (35 gems, total)

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.


NinjaDebugger posted:

All items have two gem costs in Dom3. What I discovered is that you are allowed to make them both the same gem type, and if you do, they are additive, except for the purpose of determining if you have enough gems to make the item.

So a 4F/2F item requires 4 ranks of fire to make, but costs as much as a 4F item plus a 2F item (35 gems, total)

Just don't build it if you only have enough gems to make a 4F item, because then you'll end up with a negative gem amount and the game will announce to everyone that you're cheating.

Lastshallbefirst
Jan 2, 2010


Hipponom

Mictlan's After Action

First, I kind of wish we had the new Helios mentioned in the EDM update. They look pretty rad.

Not that I was hurting for blood combatants. I was pulling in the Demon Lords their by the end, and the game ending means I didn't get to get to try Father Illearth. I was putting together the flying Ozalatl, bat, onaqui Corp, and had enough in the way of jags and eagle warriors to face the assault I was fairly sure would be coming.

But let’s start at the beginning. I went with a F9S4 Sage, dormant, dominion 8, with the following scales. O3S3H3G3Mis2M1.

Scales rationale:
I loose track of whether dousing rods are in or not, and I’ve heard of the trouble mictlan has without them. So I figured I’d have to get my forts up quick, because they’re the research. My cap mages would be forging, leading, and bloodhunting. I considered going Magic 3, Growth 1, to really get the most of my priest researchers (5 rp for 60 gold, sacred? I think yes), I realized having B2 and B3 out was going to net tons of slaves, fast, so growth would be good. I probably should have done that.

Order misfortune vs. Turmoil Luck was a no-brainer for me. More money, more forts, more labs, more jags, more slingers. Heat and sloth cut into that, but not entirely, especially with growth 3.

Lastly, Dominion 8 because I have to blood sacrifice, can blood sacrifice, so let’s get something out of the blood sacrifice.

Magic Rationale:
F9 for the bless for a simple reason: it does a lot, and more than it did when I started playing vanilla. High fire guarantees me Zmey, Emberlords. I have a caster who can start smacking out fire skulls quickly. And I have jags, and it allows Eagle Warriors to hit hard on their brief turns of death or glory. It also does well against anyone who gets ethereal early as well, and jags have the size and weapons to be good giant killers – lots of storng attacks per square.

But it also makes the diplomacy very, very easy. You can do a robust expansion, grab a few more provinces than you can technically defend, but if you’ve made nice with everybody, they’re usually happy to have a truce with fire-blessed jaguar warriors. After that, the decent economy you have from the number of provinces decent scales allow me to build forts and crank up the research.

Strategy
My plan was to establish a perimeter, and have three forts by the end of year one, and then play the diplomacy game. TC in this game was also feeling diplomatic, and we came to a quick deal to divide Lanka between us, and prepare to face Pan, who was surging in the land provinces. I didn’t backstab TC even when he got into an epic, World War I slogging match with PAN, just put up more forts, did more research, and started collecting a nasty menagerie of blood summons. I did attack Pan to take some pressure off of TC, seizing a nice packet of provinces and a fort. Additionally, my truce with TC allowed me to leave several provinces he agreed to give me in TC’s hands for a long period of time, to keep my province count below the “let’s gang up and kill him” threshold. I made sure to stay far enough to under Pan or TC in provinces that I could be the organizer of a “kill the leader” alliance instead of its victim, and then managed how that war affected me quite well. Being Mictlan has its diplomacy perks because again – people are so drat grateful when you realize its not a double blessed doom rush.

I managed my blood sacrificing to keep my provinces carefully stocked up on candles, s when I had my forts switch from an H1 blood saccer to an H2 or H3 one, the candles started pushing outwards. I was also ready to defend against a rush when my dominion score got to be too much to ignore (I actually had circumnavigated the world with white candles by the last turn). I had the Steel Ovens, and I also found the Citadel of the Loremasters, and was stocking up on more gear than Mictlan is supposed to have with its paths. Between the Loremasters and the enchantress site I found, I was remote searching in all paths save blood, and I was going to have a good assortment of high-powered blood summons and Zmey raider ready to go for the end game war.

The plan for that was to bum rush Sauromatia once I had the big summons and raiders ready, and then pivot from there. My dominion was getting pretty wide spread, and I felt all I had to do was hold the line and let the priests do their grisly work while making sure enough fighting happened on the other guys territory.

Zauper
Aug 21, 2008


Lastshallbefirst posted:

Hipponom

Mictlan's After Action

Here's mine (TC):

I started out doing really well, but the combination of being attacked by Lanka (sorry dude, attacking first and sending a message later that you'd just arbitrarily decided that provinces not in your cap circle are yours is declaring war) who was much stronger until my evo could get going, and then having pan and hinnom invading me slowed me down. I had decided to try the Air Titan as my PG, which had really helped with my expansion, but meant that my sacreds were much, much weaker than the W major / E (may also have been major?) + N minor bless that Lanka had.

I went from being largest in provinces to smallest (other than Lanka), though I was able to raid some of the territory that Pan was taking from me. Then I got ahead on Conj, and offered Hinnom a chance to turn on Pan and I'd let him keep most of what he'd taken but he wasn't interested, and went AI after I attacked him with two Zmey.

At this point, Pan and Sauro also stopped taking their turns. I was able to get a province advantage again by taking from AI Hinnom + Pan (no one invaded Sauro), but I was still behind on income.

I got a good number of the elemental royalty shortly after this, but it wasn't going to be enough to combat Mictlan's rather substantial gem income advantage, nor would it make up for his masses of blood summons. I still didn't have thau 2 for site searching until after I had some of the elemental royalty, because I had rushed evo then conj to deal with the invaders.

Unfortunately, then Pan went AI and all the masses of Maenads he had in his forts that I had been raiding around started attacking my provinces, taking away my only shot at catching back up with only the two of us playing.

builds character
Jan 16, 2008

Keep at it.

Edit: apparently this is wrong.

builds character fucked around with this message at Oct 11, 2012 around 13:52

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.


It's already been disproved. (e: or at least, disparaged)

GenericOverusedName
Nov 24, 2009


Schneeble posted:

Machaka mod update

I've replaced my posted version of my Machaka mod with the latest version, 0.17.

Changes from the original posted version of 0.16:
1. All dinos now have MM 3. The human mages still have MM2, largely because I'm trying not to deviate too far from MA Machaka in these kinds of things.
2. All monster numbers have been increased by 10. I had staked out 2701-2712 (and hopefully up to 2730) before AG 2.0 came out, and I did not realize that the Master Alchemist's combat shape was going into 2701. Everything works, I am just now sitting on monster numbers 2711 through 2722 (up to 2740 hopefully) instead.
3. That hero that I wanted to add "Leap" to has received the proper weapon.

So that Leap attack looks like it's getting overwritten with a different attack from FF. Instead of Leap, they get 'Follow Me...' from the doomsayer hero added to EA Rlyeh. And I guess the game also decided to give them a standard 'fist' attack, since that's a ranged multi-projectile enslavement thing that uses ammo.

It's a bit ridiculous in action, needless to say. Especially with a w9 bless.

I've gone ahead and looked at the other weapons and armor. It looks like Leap (weapon #820) conflicts with FF and DE. The Bony Frill (armor #276) conflicts with DE as well. Everything else looked okay, though!

GenericOverusedName fucked around with this message at Oct 14, 2012 around 01:14

Speleothing
May 6, 2008


DE really shouldn't be used with other mods. Everything is internally balanced. I would be very hesitant to introduce another nation into it

a medical mystery
Dec 15, 2007

FUN TIME
FUN TIME
FUN TIME
FUN TIME


Just bought this and gave early age R'Yleh a try. Gotta say going for a Polypal Queen with Polypal Mothers in several key underwater fortifications seems to steamroll the AI. I was able to generate so many disposable troops that I could just throw a ton under command of a Mind Lord and raze enemy fortifications instantly. Starvation would obviously kill a bunch off but not before my damage is done.

Probably helped that Turmoil and Luck were both maxed, got lots of random free income. :V

I know the AI is dumb as gently caress, but as a total newbie I'm curious; what would a player's response to this be? Attempt to assassinate the Mind Lord? Speeding research to learn devastating AoE spells?

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.


Probably just gone faster than you. Making priests from your forts means you're spending money that other players will spend on troops and mages, speeding their expansion, aggression, and research. It's hard to time your response to a game stage though, since I don't know what turn and what research you were using.

builds character
Jan 16, 2008

Keep at it.

a medical mystery posted:

Just bought this and gave early age R'Yleh a try. Gotta say going for a Polypal Queen with Polypal Mothers in several key underwater fortifications seems to steamroll the AI. I was able to generate so many disposable troops that I could just throw a ton under command of a Mind Lord and raze enemy fortifications instantly. Starvation would obviously kill a bunch off but not before my damage is done.

Probably helped that Turmoil and Luck were both maxed, got lots of random free income. :V

I know the AI is dumb as gently caress, but as a total newbie I'm curious; what would a player's response to this be? Attempt to assassinate the Mind Lord? Speeding research to learn devastating AoE spells?

Mind lords can't get out of the water so nothing. Because gently caress the ocean.

Quality troops. A bane lord with a charcoal shield. Evos. It depends a lot on where you were fighting, when and what nation the other player was.

Edit : try turmoil/luck Pan. It's a trap, but a trap with so many maenads.

builds character fucked around with this message at Oct 15, 2012 around 03:19

a medical mystery
Dec 15, 2007

FUN TIME
FUN TIME
FUN TIME
FUN TIME


builds character posted:

Mind lords can't get out of the water so nothing. Because gently caress the ocean.

Quality troops. A bane lord with a charcoal shield. Evos. It depends a lot on where you were fighting, when and what nation the other player was.

Edit : try turmoil/luck Pan. It's a trap, but a trap with so many maenads.

Huh, my mind lords were amphibious. I know I had the conceptual balance mod on, maybe that changes 'em?

Schneeble
May 4, 2010

The grandest hats
or GTFO.

GenericOverusedName posted:

So that Leap attack looks like it's getting overwritten with a different attack from FF. Instead of Leap, they get 'Follow Me...' from the doomsayer hero added to EA Rlyeh. And I guess the game also decided to give them a standard 'fist' attack, since that's a ranged multi-projectile enslavement thing that uses ammo.

It's a bit ridiculous in action, needless to say. Especially with a w9 bless.

I've gone ahead and looked at the other weapons and armor. It looks like Leap (weapon #820) conflicts with FF and DE. The Bony Frill (armor #276) conflicts with DE as well. Everything else looked okay, though!

Many thanks! As has already occurred with this mod I've run into other mods in places that were okay when I started but less so later on. I would be interested in being as compatible with everybody as I possibly can, so I will do some code diving to find open spots.

Speleothing posted:

DE really shouldn't be used with other mods. Everything is internally balanced. I would be very hesitant to introduce another nation into it.

Of course, that's an excellent point. I was just trying to be inclusive and compatible.

gbuchold
Oct 7, 2007
Audaces Fortuna Iuvat

Babby - Sauromatia

I've gone AI; the Endwar is starting to turn against me, and I'd be happy to fight until the bitter end but the timer never got turned back on, and I'm tired of waiting a week or more for everyone to get their turns in. I should have called for the timer to be brought back up earlier.

Final thoughts: diplomacy is too important to play this game without IRC access; twice I turned a coalition away from crushing me with fast-talking and half-truths. Sauromatia is good, but the Ice and Fire blood summons seem pretty underpowered in comparison to Zmey or Iron Dragons. Didn't focus in Blood enough to get the later summons, but those just got buffed so I imagine they would have been pretty awful in this older version of Awesome Endgame. Also, Sauro doesn't have the paths for Send Lesser Horror, which I had to squeak out on a ?3 indie mage, or Astral Corruption which was never gonna happen. That said, I feel like getting a blood discount site early- to mid-game would have given me more than enough time to drown the world in demons of varying descriptions, and it's too bad that despite having huge land and sitesearching every single province to 9 in everything but Holy I got 0 discount sites of any type.

GG all who played in this one!

builds character
Jan 16, 2008

Keep at it.

Frost demons (the W demons) are just not good compared to the other three. Leech and opposition should have dealt wit h zmey and iron dragons quite nicely.

LLSix
Jan 20, 2010


gbuchold posted:

Babby - Sauromatia

I've gone AI; the Endwar is starting to turn against me, and I'd be happy to fight until the bitter end but the timer never got turned back on, and I'm tired of waiting a week or more for everyone to get their turns in. I should have called for the timer to be brought back up earlier.

Final thoughts: diplomacy is too important to play this game without IRC access; twice I turned a coalition away from crushing me with fast-talking and half-truths. Sauromatia is good, but the Ice and Fire blood summons seem pretty underpowered in comparison to Zmey or Iron Dragons. Didn't focus in Blood enough to get the later summons, but those just got buffed so I imagine they would have been pretty awful in this older version of Awesome Endgame. Also, Sauro doesn't have the paths for Send Lesser Horror, which I had to squeak out on a ?3 indie mage, or Astral Corruption which was never gonna happen. That said, I feel like getting a blood discount site early- to mid-game would have given me more than enough time to drown the world in demons of varying descriptions, and it's too bad that despite having huge land and sitesearching every single province to 9 in everything but Holy I got 0 discount sites of any type.

GG all who played in this one!

Sad to see you go. You were putting up a very good fight. Weird to see you complaining about how incredibly effective your hordes of Iron Dragons were.

gbuchold
Oct 7, 2007
Audaces Fortuna Iuvat

Thanks, I enjoyed the fight but you and Caelum put a stop to my bloodhunting with the last few turns of raiding, so the spiral downward was starting. The Iron Dragons were very effective and I certainly wasn't complaining about them; I used them to break a couple of temples (and if you think I wasn't bloodsaccing like crazy, you're out of your mind), but Shatter or Opposition makes them die pretty much instantly. I meant to say that the Ice and Fire demons I summoned weren't nearly as good as the Zmey you had or the Iron Dragons we both threw around. Zmey I just never had the Fire income for; all my provinces sitesearched and I made about 4 Fire a turn (as opposed to, for instance, 25 Death plus Well of Misery).

Fun game and I learned a lot, and it's hard to ask for more.

Dexanth
Dec 4, 2003

The last thing an ice cream cone ever sees


I don't know, I still somewhat like Ice Devils more than normal Devils, but Storm Demons are far and away the best.

builds character
Jan 16, 2008

Keep at it.

Dexanth posted:

I don't know, I still somewhat like Ice Devils more than normal Devils, but Storm Demons are far and away the best.

Undead are cold immune and cold immunity items are easier and better to get, they have low prot, and devils have multiple attacks with 2 more str and atk each. Storm demons and demon knights are the class of the summons but I still like devils more than frost fiends (ice devils~arch devils).

Edit:frost fiends should just wreck zmey without cold immunity though.

Barono
May 6, 2007


Frost Devils are definitely cool, but I can't summon more than 1 at a time when I would actually want to.

builds character
Jan 16, 2008

Keep at it.

HammyHams
I would like to run a game with warhammer mod nations (and TC, jomon and EA machaka) on the warhammer map.  Here's what ski put together.  Base map, map with caps and map with caps + expansion.  Any comments?

Yes, not-Europe is hosed. Too bad.  Human life in warhammer is nasty, brutish and short and it's too much work to make europe huge and the rest of the world smaller.  I think the way we're leaning is to walk off Wood Elves from bretonnia so they don't get rushed automatically.  





Adbot
ADBOT LOVES YOU

Korwin
Jan 24, 2011


Do you know this thread http://z7.invisionfree.com/Dom3mods...?showtopic=1084 ?
Will take some time for them to finish I suppose...

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply
«21 »