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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


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Author Topic: Dominions 3 Round 9  (Read 81971 times)

EuchreJack

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #375 on: October 08, 2012, 04:28:40 pm »

R'lyeh is back, with a vengeance. The first batch of escapee eskimo slave workers has been put out of their misery by the glorious armies of the mighty Broccoli. Praise the Vegetable.

I need to ramp up my propaganda to expand my fanbase - I've lost the lead in the polls!

I wasn't even aware that poll was still open.  Go Korbac!

Korbac

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #376 on: October 08, 2012, 04:32:16 pm »

This is my second game with this mod. I'm crap at the game in general, I don't know how to script my mages or position my armies properly and I'm not first on any of the graphs.

So, people of the jury, I ask you.

Why?
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EuchreJack

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #377 on: October 08, 2012, 04:34:38 pm »

I think it's just optimism in the face of the seemingly-inevitable Dreams of R'lyeh ending.

Or maybe people just like Japanese Porn.   :P

Karlito

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #378 on: October 08, 2012, 04:35:25 pm »

You're first in forts and have the largest army of the non-freespawn nations. Also tentacles.
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EuchreJack

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #379 on: October 08, 2012, 04:43:30 pm »

You're first in forts and have the largest army of the non-freespawn nations. Also tentacles.

Tentacles?

Il Palazzo

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #380 on: October 08, 2012, 04:53:18 pm »

You're first in forts and have the largest army of the non-freespawn nations. Also tentacles.

Tentacles?
Euchre, you're still innocent. You haven't been exposed to the horrors of animated Japanese erotica.
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Karlito

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #381 on: October 08, 2012, 04:55:35 pm »

Tentacles are inextricably linked to Japanese porn in my mind, for some unknown reason. ::) It doesn't matter that he's fighting against the tentacled monstrosities in this case, in fact, it's all the more fitting.

As for army orders and mage scripting, is there really that much of a trick to it? I mean, put your infantry in squads and set them to attack, set your archers to fire, maybe have cavalry in the flanks attacking rear. I guess the real difficulty in mage scripting is just picking out your research goals in the first place, but otherwise you just set them to blast the other guy or buff your own troops depending on what they're good at. Jomon has some guys that could form a communion, and those take some practice, but even people who know what they're doing screw those up sometimes.
« Last Edit: October 08, 2012, 04:57:38 pm by Karlito »
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Boksi

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #382 on: October 08, 2012, 05:05:59 pm »

Tentacles are inextricably linked to Japanese porn in my mind, for some unknown reason. ::) It doesn't matter that he's fighting against the tentacled monstrosities in this case, in fact, it's all the more fitting.

As for army orders and mage scripting, is there really that much of a trick to it? I mean, put your infantry in squads and set them to attack, set your archers to fire, maybe have cavalry in the flanks attacking rear. I guess the real difficulty in mage scripting is just picking out your research goals in the first place, but otherwise you just set them to blast the other guy or buff your own troops depending on what they're good at. Jomon has some guys that could form a communion, and those take some practice, but even people who know what they're doing screw those up sometimes.
There's some incredibly clever things you can do with battlefield placement, but you have to be incredibly clever to pull them off. Especially when going against other players rather than the AI.

Anyway, Jomon really needs to leverage their Onmyo-ji(is that how it's spelled?). Baalz's guide is a great start.
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EuchreJack

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #383 on: October 08, 2012, 05:11:18 pm »

Tentacles are inextricably linked to Japanese porn in my mind, for some unknown reason. ::) It doesn't matter that he's fighting against the tentacled monstrosities in this case, in fact, it's all the more fitting.

As for army orders and mage scripting, is there really that much of a trick to it? I mean, put your infantry in squads and set them to attack, set your archers to fire, maybe have cavalry in the flanks attacking rear. I guess the real difficulty in mage scripting is just picking out your research goals in the first place, but otherwise you just set them to blast the other guy or buff your own troops depending on what they're good at. Jomon has some guys that could form a communion, and those take some practice, but even people who know what they're doing screw those up sometimes.
There's some incredibly clever things you can do with battlefield placement, but you have to be incredibly clever to pull them off. Especially when going against other players rather than the AI.

Anyway, Jomon really needs to leverage their Onmyo-ji(is that how it's spelled?). Baalz's guide is a great start.

Speaking of battlefield placement, I rate it highly among the causes of death of my God.  That and insufficient escort while touring the front lines.  Oops.

Well done Karlito, now prepare to die!

Boksi

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #384 on: October 08, 2012, 08:29:38 pm »

Alright, I got the go-ahead from EuchreJack to make this mini-LP and nobody else seems to object to it, so here goes. First off, pretender creation.

So what makes a Pretender? The desires and needs of his/her/its people of course! When you make you pretender, you consider what your nation wants.

-First off, does it have good sacred units? And what kind of bless would benefit them?
-What scales does it benefit the most from? What scales does it lose the least from?
-Does the nation have a strong or weak early game? If it's weak, can it hold off an early rush?
-What magic does you nation have? Would it benefit from increased diversity?

So let's ask Gath these questions:

Spoiler (click to show/hide)

-It has powerful cap-only giants and recruit-everywhere Levites.
-As a blood nation it wants growth, and its human soldiers need more resources than gold. The Iassacharite Sages are very efficient researchers with magic 1: 4 RP for 50 gold(but do we want efficiency or power here?). They've got alright PD as well as fortune tellers, so misfortune is fine.
-It's got powerful cap-only sacred giants with magic weapons that should be able to put down most year-1 rushes. It can also expand prety effectively.
-Not counting 10% randoms or summons, it can reach 3F, 3E, 4S, 4N, 3D and 2B with boosters. Unempowered, its mages can cast most spells use those paths, except N/D and N/B. These are fairly strong paths on their own, but a little diversification into water to summon Naiads and Kokythiai wouldn't hurt. A pretender with national paths could help craft the boosters the nation otherwise can't reach, especially if he can craft rings of wizardry.

Alright, let's get cracking. First, the chassis. I've decided to pick the Son of the Moon, a titan with 2F4S and no other notable features. Not exaclty a chassis for the classic giant E/N bless, but then again this strategy isn't going to center on sacred giants. Crazy, huh?
Spoiler (click to show/hide)

I've bumped his paths up to 4F/9S. Besides the bless, he'll be able to forge the flaming helmet and ring of wizardry. Sometimes you might want to take a suboptimal bless because you really want a certain combination of paths for your nation, but remember that a pretender can only do one thing per turn.
Spoiler (click to show/hide)

After a bit of consideration, I decided to imprison him. We won't need his help in the early game, hopefully, and there isn't that much he can do for us that better scales won't make up for.
Spoiler (click to show/hide)

Gath prefers it a bit hot, and we start with a Dominion of 4, which is nice. We want production and growth at the very least, plus magic if we can squeeze it in. Oh, and a high dominion. Not for the awe, but for the sacreds.
Spoiler (click to show/hide)

Alright, those are the scales. Dominion 10 might seem to be a bit high, but it's all good. Those are some good scales, we've got plenty of money, resources and population. All that's left is naming our pretender! And there's really only one name we can give him...
Spoiler (click to show/hide)



OK! Now we start actually playing the game, right? Well, yes and no. This isn't a whole LP, so I won't be going and conquering the entire world. In fact, I won't play very much at all. It's almost more like a guide than a Let's Play. Well, anyway, let's start playing.
Spoiler (click to show/hide)

Oh, look at that! It's World of Warhammer! And we're in Warhammer Scandinavia. Alright, let's quickly go through the units we have:


Spoiler (click to show/hide)

I'll cover the capital-only units last, right after the commanders:

Spoiler (click to show/hide)

Gath has three capital-only units, two of which are commanders and all of which are giants.

Spoiler (click to show/hide)



Well, that was a lot of words. So what are we recruiting? A Yeddeoni and some Gibborim. We yank the taxes up to 140%, send our army out to address any complaints about the tax hike, and make our scout into our prophet. And then we hit end turn.
Spoiler (click to show/hide)

You may recognize some of those names. In fact, I decided to put in the same nations that are in the main game.
Spoiler (click to show/hide)

Our dominion has expanded. We can see that the province to the southeast is rich and lightly-defended. Let's take it. But first, let's take the one to the east so we won't have to go back for it later.
Spoiler (click to show/hide)

There's no super special strategy to this or anything. Commander stays back, troops rush forward, prophet blesses and starts smiting.
Spoiler (click to show/hide)

The army moves forward and the Yeddeoni starts researching.
Spoiler (click to show/hide)

Here's the research screen.
Spoiler (click to show/hide)

Thaumaturgy 1 is a pretty important early level for Gath to reach. It contains the communion spells, after all. Going to level 2 is enough to start remote sitesearching, if you think you can afford that. After that, Evocation and Blood are tempting early targets. Evocation allows your Yeddeoni-communions to throw around some nasty spells, like Nether Bolt, Blade Wind, Gifts from Heaven, or even Strange Fire, a national spell!
Spoiler (click to show/hide)

Going for blood early allows you to summon Se'irim. They're buff goat-demons and benefit from your bless. It also lets you summon other demons, who are all pretty buff. A F4/S9 bless isn't perfect for these dudes, but it does boost their MR to 18 and helps them survive more fights. The Shedim is more of an Ashdod kind of thing, so let's ignore it.
Spoiler (click to show/hide)

Gath also has a bunch of other national summons. In Enchantment, there's ancient fossil giants.
Spoiler (click to show/hide)

And in Conjuration there's a bunch, but the most important are these:
Spoiler (click to show/hide)

Besides Evocation and Blood, Alteration and Enchantment are nice ideas as well. Strength of Giants lets you hit harder and Raise Skeletons is a classic, while your Abbas can lay down Wooden Warriors and your Yeddeonis can cast Destruction or Iron Bane. Of course, leaving Conjuration and Construction out in the cold isn't a smart idea, you can summon your national units and gear them for some raiding, or just use the path-boosting spells and various items to improve your communions.



Anyway, I think that's enough for today. I barely did anything, but I sure wrote a lot of stuff. Maybe some of it will even be helpful to somebody, who knows? The next update will feature actual portions of world conquest and the reasoning behind Levites being awesome.
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Karlito

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #385 on: October 08, 2012, 09:06:09 pm »

Quote
Strange Fire

eep!
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Boksi

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #386 on: October 08, 2012, 09:18:47 pm »

Quote
Strange Fire

eep!
Well, given Gath's current situation, it'd probably be better to set up a solar rays reverse communion because all Yeddeoni can cast that. Craft a crystal matrix, give it to one dude then script the slaves like:
Communion Slave - Solar Raysx4
While the dude with the crystal matrix goes:
Power of the Spheres - Summone Earthpower - Whatever

Just remember to supply the communion master with a pearl to cast power of the spheres, and make sure he goes last. And make sure you've researched the necessary paths, I have no idea what EuchreJack has researched beyond probably some Construction :P

Hey, it's in my best interest to have you two waste each other's resources.
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EuchreJack

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #387 on: October 09, 2012, 09:33:18 am »

Why didn't you start your own thread?  It'll get mondo confusing if you post the Gath mini-LP here.  People will start thinking I'm competent and attack me!  Shoo, shoo!

Korbac

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #388 on: October 09, 2012, 09:42:35 am »

My Jomon Mini - LP

Take a pretender. It has to be a good one.

Recruit mages and soldiers, and attack the enemy. Do not attack people who like you.

Win the game.
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EuchreJack

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Re: Dominions 3 Round 9 - What a nice warhammer you've got there.
« Reply #389 on: October 09, 2012, 09:45:56 am »

My Jomon Mini - LP

Take a pretender. It has to be a good one.

Recruit mages and soldiers, and attack the enemy. Do not attack people who like you.

Win the game.

I thought it went like this:
1) Recruit Samurai Archers
2) Win game
 :P

Quote
Strange Fire

eep!
Well, given Gath's current situation, it'd probably be better to set up a solar rays reverse communion because all Yeddeoni can cast that. Craft a crystal matrix, give it to one dude then script the slaves like:
Communion Slave - Solar Raysx4
While the dude with the crystal matrix goes:
Power of the Spheres - Summone Earthpower - Whatever

Just remember to supply the communion master with a pearl to cast power of the spheres, and make sure he goes last. And make sure you've researched the necessary paths, I have no idea what EuchreJack has researched beyond probably some Construction :P

Hey, it's in my best interest to have you two waste each other's resources.

Question: What are the benefits/mechanics for a reverse-communion?  I didn't know that communion slaves could cast spells.
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