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Poll

Predict the winner, yo.

Waterplouf, and the Submarine Eskimos
- 5 (13.5%)
Shadowgandor, and the Descendants of Giant Popsicles
- 0 (0%)
Boksi, and the Climate Change Deniers
- 4 (10.8%)
a1s, and the Recycled Italians
- 0 (0%)
Korbac, and the Japanese Porn Industry
- 12 (32.4%)
Il Palazzo, and the Dreamy Octopi
- 12 (32.4%)
Bluerobin, and the Power Metal Band
- 1 (2.7%)
EuchreJack, and the Best Judea
- 0 (0%)
Karlito, and the Animal Farm
- 3 (8.1%)

Total Members Voted: 37


Pages: 1 ... 20 21 [22] 23 24 ... 65

Author Topic: Dominions 3 Round 9  (Read 81901 times)

Karlito

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #315 on: October 01, 2012, 09:09:12 am »

Same thing as yours basically
Also, this is not true.

I just meant they're the same in principle. The math is rather interesting for carrion woods. I should actually be trying to keep my dominion low, since the candles don't have an effect on the spawn rate, only the population kill. Ideally, I could have 1 candle/province with 3 growth and still be able to increase my population while getting lots of freespawn. Of course, candles dictate the rate of scale shift so I should probably be aiming for something slightly higher, but I guess the conclusion is that I should stop spamming temples everywhere.
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Il Palazzo

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #316 on: October 01, 2012, 09:47:45 am »

But don't you get better freespawns with a temple present?
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Karlito

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #317 on: October 01, 2012, 02:01:14 pm »

Temples will spawn Mandragoras, yeah, but the really good ones also need to be in a forest province or gotten by reanimation.
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Korbac

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #318 on: October 01, 2012, 02:17:39 pm »

The ideal situation I think is a low Dom (say about 3), and just litter the area in temples.
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Bluerobin

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #319 on: October 01, 2012, 04:04:23 pm »

Just figured out unitgen (wasn't hard, I was just thoroughly confused why nothing was happening until I realized I was clicking the .jar instead of the .exe).

This is fantastic and we must play it.

Quote
Nation 72: Hirtaifurt
-----------------------------------
Race: Humans.
Military: Light infantry. Crossbowmen. Light moose cavalry and heavy nightmare cavalry. Sacred light amphiptere cavalry.
Magic: Fire, Earth and Nature. Weak Water.
Priests: Strong.
Spoiler: Picture preview (click to show/hide)
Moose, nightmare and amphiptere cavalry? Sweet.

Quote
Nation 74: Ungburg
-----------------------------------
Race: Hoburgs, some Humans, Human auxillaries, prefers Cold scale +2.
Military: Crossbowmen. Light cavalry and heavy mechanical ant and boar cavalry. Sacred Human heavy bear cavalry.
Magic: Air, Water, Astral and Nature.
Priests: Strong, temples cost 300 gold, can perform blood sacrifices.
Spoiler: Picture preview (click to show/hide)
Everything about this is awesome. Hoburgs, check. Temperature preference for some free design points, check. Cheaper temples and blood sacrifice, check. Sacred BEAR cavalry, check. MECHANICAL ANTS? CHECK!

And that's just two of the first three I saw. There are so many great things. So many.


Edit: Wow, looking through the advanced descriptions it looks like there are a lot of subtleties put into this. Even the nations that don't obviously have a theme or a cool hook in the basic descriptions end up with one in the advanced descriptions. I found a race of Earth/Nature-themed Caelians that are all partially fire resistant and have sacred ranger troops and commanders that shapeshift into werewolves. Another one was what appeared to be a cult of spider-god worshipping humans with a focus on Air and Death magic. They have hardy troops and spider cavalry with flying regenerating sacred troops and commanders wielding pikes that reanimate their victims.
« Last Edit: October 01, 2012, 04:21:03 pm by Bluerobin »
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Korbac

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #320 on: October 01, 2012, 04:25:53 pm »

O_O

...

O_O

...

Downloading tomorrow after uni...

O_O
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Bluerobin

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #321 on: October 01, 2012, 04:31:09 pm »

There's a nation that rides giant fossils. When you kill the riders the fossil giants continue to rampage. They also have giant scorpion cavalry and a suite of sacred mage/priests.
Spoiler (click to show/hide)
A weird point, though, is that their Abyssian troops prefer heat +2, but the nation as a whole (for income/resources/whatever else that affects) prefers cold +2.
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

TempAcc

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #322 on: October 01, 2012, 04:32:34 pm »

Jesus christ this is pretty awesome
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Boksi

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #323 on: October 01, 2012, 04:33:40 pm »

What, you guys hadn't heard of that before? It's pretty neat, I'm using the spritegen function for a mod I'm developing.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

Bluerobin

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #324 on: October 01, 2012, 04:36:02 pm »

I'm still not super immersed in the Dom3 community. Basically all I've done is a casual scan of the Shrapnel forums (mostly for strategy and map discussions, not for mods) and a few rapid skimmings of the SA threads. If there are more awesome things like this, though, I need to dive in deeper.
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Korbac

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #325 on: October 01, 2012, 04:50:36 pm »

Agh! I hate you laptop! Negative emotions! Grumkins! Snarks! Why won't you work!!! XD
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EuchreJack

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #326 on: October 01, 2012, 05:42:45 pm »

Personally, my favorite units from Unitgen are the fish throwers: Units that throw poison fish as their attack.

EDIT: And I now officially border R'lyeh.  I expect Void Beasts will start frequenting our border taverns.  Remember Il Palazzo: We at Gath have a two drink minimum.

Boksi

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #327 on: October 02, 2012, 02:19:51 pm »

http://forums.somethingawful.com/showthread.php?threadid=3476960&pagenumber=37#post408094846

New versions of AwesomeItems and AwesomeEndgame are out. Some highlights:
 - Earth Boots now Earth Boot, you wear it on your head.
- 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.
- 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.(New phoenix does not have the -3 Air and -5 Fire that the pretender Phoenix does.)
- Reborn In Blood, 50 slaves, Blood 5/Nature 5, Blood 7 research, returns a dead hero as a Manticore.
- 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.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

Bluerobin

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #328 on: October 02, 2012, 02:33:46 pm »

The Phoenix and Manticore spells are neat, but I still feel like the Ascension spells and Necromantic Apotheosis are meant for nations I don't play/don't know much about because those path requirements seem really high.
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Karlito

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #329 on: October 02, 2012, 02:50:12 pm »

stuff

Whaaaaaaaaaaaaaaaaat? All of that is completely ridiculous, especially the Heliophagus general.
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