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So I'm going to be playing a LA game as Ulm soon and I was thinking of going for a Dormant Fountain of Blood with Dom 7, O3,P3,H1,G3,Mis2,M1 and F1,D3,B5 as it's paths. B5 for forging blood boosters, D3 for the vampire summoning and F1 so that with a burning skull Arch Devil's can be summoned. I was just wondering if this was a good idea for a pretender or if there is a better one I'm overlooking and also if anybody had any general advice for playing LA Ulm.
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# ? Feb 27, 2015 18:36 |
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# ? May 13, 2024 15:57 |
psudonym55 posted:So I'm going to be playing a LA game as Ulm soon and I was thinking of going for a Dormant Fountain of Blood with Dom 7, O3,P3,H1,G3,Mis2,M1 and F1,D3,B5 as it's paths. You don't need to pay for the F1. If you must get archdevils take an F1 smith, empower him to F2 and the empower him in blood. Generally though as Ulm you just poo poo out vampires forever until it's time to horror everyone.
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# ? Feb 27, 2015 18:47 |
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Always empower into paths for a pretender
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# ? Feb 27, 2015 20:34 |
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psudonym55 posted:So I'm going to be playing a LA game as Ulm soon and I was thinking of going for a Dormant Fountain of Blood with Dom 7, O3,P3,H1,G3,Mis2,M1 and F1,D3,B5 as it's paths. Drop some magic paths for more magic scales. There is no such thing as enough magic scale for LA Ulm.
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# ? Feb 27, 2015 20:42 |
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Yeah you really don't need f1. Arch devils aren't that big of a deal and they're certainly not worth paying design points for. Once you're that high up in blood you're probably spending all your slaves on vampire lords and horrors already which are way better.
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# ? Feb 27, 2015 20:59 |
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I've used a bunch of sounds from Close Combat 3 and I added flamethrowers http://www.dropbox.com/s/b83i4lipc54x2p6/sovirus1.6.rar
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# ? Feb 27, 2015 21:39 |
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Enjoy posted:I've used a bunch of sounds from Close Combat 3 and I added flamethrowers I feel as though they should be vulnerable to fire rather than flame-resistant. And they should explode on death.
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# ? Feb 28, 2015 01:16 |
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I just love the lovely undiscovered magic sites that just randomly disease any unit that walks through it. Turn 2 my Titan of the Underworld and prophet scout gets diseased walking through a cave, and gets another affliction every other turn after that well played.
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# ? Feb 28, 2015 11:53 |
Harrower posted:I just love the lovely undiscovered magic sites that just randomly disease any unit that walks through it. Turn 2 my Titan of the Underworld and prophet scout gets diseased walking through a cave, and gets another affliction every other turn after that well played. I'm not sure if you heard or not, but Dominions4 is a fun and good videogam.
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# ? Feb 28, 2015 12:26 |
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In my last game there was a disease site in the province where I built my first fort. So fun.
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# ? Feb 28, 2015 13:19 |
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I love it when my pretender expands into cloud mages that I had no way of seeing
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# ? Feb 28, 2015 13:40 |
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Harrower posted:I just love the lovely undiscovered magic sites that just randomly disease any unit that walks through it. Turn 2 my Titan of the Underworld and prophet scout gets diseased walking through a cave, and gets another affliction every other turn after that well played. Boing posted:I love it when my pretender expands into cloud mages that I had no way of seeing My earth snake expander has had both of these things happen in test games And didn't give a gently caress in either circumstance
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# ? Feb 28, 2015 16:08 |
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He's based on MA Man's Ettin King http://www.dropbox.com/s/96wqdo414n4uoz2/sovirus1.7.rar Enjoy fucked around with this message at 16:46 on Feb 28, 2015 |
# ? Feb 28, 2015 16:27 |
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These should probably have fear.
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# ? Feb 28, 2015 17:05 |
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My pretender had a title of Beverage. The gently caress is that all about? What are my options for moving armies latish game? Astral seems to be the obvious one, and of course the gate stone which is an astral construction item. Do the other magic paths have anything like that? I assume air has a cloud trapeze that works with a full army? Maybe not? Earth probably doesn't have some sweet tunneling spell either but it probably should.
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# ? Feb 28, 2015 17:08 |
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EAT THE EGGS RICOLA posted:These should probably have fear. I tried to put a fear effect on the flamethower but I don't think it works code:
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# ? Feb 28, 2015 17:20 |
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Faery Trod and Stygian Paths are the only other bulk movement spells that spring to mind. The flying ship can move quite a lot of things.
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# ? Feb 28, 2015 17:26 |
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^^edit: Beaten Harrower posted:My pretender had a title of Beverage. The gently caress is that all about? There is also a nature spell that lets you move your whole army from one forested province into another. And there's also a death spell (stygian paths?).
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# ? Feb 28, 2015 17:27 |
Harrower posted:I just love the lovely undiscovered magic sites that just randomly disease any unit that walks through it. Turn 2 my Titan of the Underworld and prophet scout gets diseased walking through a cave, and gets another affliction every other turn after that well played. e: Cloud Trapeze is commander-only for the teleport question.
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# ? Feb 28, 2015 18:05 |
Harrower posted:I just love the lovely undiscovered magic sites that just randomly disease any unit that walks through it. Turn 2 my Titan of the Underworld and prophet scout gets diseased walking through a cave, and gets another affliction every other turn after that well played. This happens maybe 1/20 to 25 games. It really sucks.
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# ? Feb 28, 2015 19:29 |
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Someone refresh my memory, what are the magic options against forts? Crumble spell (e5), wall shaker item (a3), what else? Because drat are the sieges long in the Late Era of big castles. It makes me go zzZzzZz.
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# ? Feb 28, 2015 20:33 |
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Turin Turambar posted:Someone refresh my memory, what are the magic options against forts? Crumble spell (e5), wall shaker item (a3), what else? Gate Cleaver (Cons 6, E3), is +50 siege.
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# ? Feb 28, 2015 20:39 |
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great eagles (but not hawks) and cave grubs
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# ? Feb 28, 2015 22:30 |
Large piles of low res recruited garbage
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# ? Feb 28, 2015 23:00 |
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Siege strength is based on strength squared/100 so anything with high strength works well and higher strength results in disproportionately more siege strength.
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# ? Feb 28, 2015 23:01 |
Oh and if you grab a cave check for pale ones. 10g 4res indie ones are perfect siege chaff.
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# ? Feb 28, 2015 23:06 |
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I have Sloth of Bears which summon several 19 str bears, but animals didn't siege well? Or was it only in the defensive? I always forget, I remember there was some debate about animals and sieges.
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# ? Feb 28, 2015 23:23 |
There is no innate bonus or penalty for being an animal in a siege.
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# ? Feb 28, 2015 23:26 |
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Turin Turambar posted:I have Sloth of Bears which summon several 19 str bears, but animals didn't siege well? Or was it only in the defensive? I always forget, I remember there was some debate about animals and sieges. Mindless units count as 1/10 for defence.
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# ? Feb 28, 2015 23:30 |
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jBrereton posted:PG and prophet shouldn't be in the same provinces for a number of reasons, this is one of them. I was doing the dom 10 Titan of the underworld strategy of leave him and the prophet on a low dom enemy captial early game so they lose by like turn 10. Usually they are a province or two apart but I used the prophet to scout a nasty looking throne then the titan to assassinate the commanders before heading out. Thanks everyone for the fast travel information!
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# ? Mar 1, 2015 01:23 |
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I've been testing out hydras for LA Pythium and I have to say they're actually not that bad. They're surprisingly good against indies, and watching them regenerate 18 HP a turn is hilarious. The tricky part is positioning them. Random Trivia: They have 18 eyes! amuayse fucked around with this message at 01:59 on Mar 1, 2015 |
# ? Mar 1, 2015 01:56 |
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Turin Turambar posted:Someone refresh my memory, what are the magic options against forts? Crumble spell (e5), wall shaker item (a3), what else? Apparently there is a N spell "Vermin Feast" that destroys the supply inside a fort. Is it any good?
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# ? Mar 1, 2015 04:58 |
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Speleothing posted:Apparently there is a N spell "Vermin Feast" that destroys the supply inside a fort. All of it? Because that would instantly put them into starvation. I didn't know that actually existed but it sounds like it could be pretty drat useful in certain scenarios.
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# ? Mar 1, 2015 05:02 |
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What's people experience with the Horror Seed, both sending it or being the victim? I found an explanation of the basics here but without concrete data of how many turns need to put one parasite on average nor the average number of turns you have to wait for the parasite to grow in an horror, so it's hard to tell how good it is.
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# ? Mar 1, 2015 21:02 |
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The Sharmat posted:All of it? Because that would instantly put them into starvation. I didn't know that actually existed but it sounds like it could be pretty drat useful in certain scenarios. It doesn't get all of it but certainly affects defenders supply. I've had it used on me before when I was camping down in a fort as Ashdod. Made me lose the fort due to the loss in strength.
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# ? Mar 1, 2015 21:54 |
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Has anyone gotten much use out of the Solar Eagle? I like the idea and theme of it but I feel like even with built-in awe, it just isn't tough enough to be a good expander and not really worth its high cost.
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# ? Mar 2, 2015 00:29 |
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Here's an update for the Underhome mod to keep things current with the latest patch. Mostly, line troops have been streamlined because I found them too expensive for what they did (elites have mostly been left alone), so they're generally cheaper gold-wise but still more expensive than regular humans. Pretenders have undergone minor adjustment. Right now it's not recommended to use the old events mod with it, though it should work, as I'm planning on revamping that separately with the new mod commands in mind. Underhome is a mod that contains three "Underhome" nations, one for each era. The nation is themed as a nation of dwarves loosely based on Dwarf Fortress and borrowing elements of stereotypical fantasy dwarves from other sources as well. I'm shooting for a power level roughly on par with mid to upper tier vanilla Dominions 4 nations.
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# ? Mar 2, 2015 02:05 |
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Magil Zeal posted:Here's an update for the Underhome mod to keep things current with the latest patch. Mostly, line troops have been streamlined because I found them too expensive for what they did (elites have mostly been left alone), so they're generally cheaper gold-wise but still more expensive than regular humans. Pretenders have undergone minor adjustment. Right now it's not recommended to use the old events mod with it, though it should work, as I'm planning on revamping that separately with the new mod commands in mind. The MA nation has a sacred that looks like it has an axe but it has dual short swords
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# ? Mar 2, 2015 03:36 |
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Enjoy posted:The MA nation has a sacred that looks like it has an axe but it has dual short swords That's weird, and there are like 3 other versions of that same unit but only that one got messed up somehow. It's fixed now and in fact in a few minutes I will fix the link with the new version, thanks. Edit: and should be done now Magil Zeal fucked around with this message at 04:17 on Mar 2, 2015 |
# ? Mar 2, 2015 04:14 |
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# ? May 13, 2024 15:57 |
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The best part of your MA Underhome sacreds is they don't even need a bless to be insane murder machines.
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# ? Mar 2, 2015 06:17 |