Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 11 12 [13] 14 15 ... 42

Author Topic: Dom3 Round 10  (Read 46737 times)

ScriptWolf

  • Bay Watcher
  • You can't spell slaughter without laughter!
    • View Profile
Re: Dom3 Round 10
« Reply #180 on: November 09, 2012, 03:12:05 am »

Blue i will send in my pretender and turn in on number five, also everyone can see my horrible horrible loss of army this new turn T.T
Logged
He must be running 3.5 abacuses of RAM

Darkwind3

  • Bay Watcher
  • Walks like an Egyptian
    • View Profile
Re: Dom3 Round 10
« Reply #181 on: November 09, 2012, 11:25:36 am »

Hahaha oh wow I lost because my archers tore my own army apart and caused a rout. I killed as many of my men as the independents did; I should have realized allowing my unarmored troops to get between my archers and the enemy was a bad idea. Well, that's terrible. At least all that's left in the province now is archers.

Looks like Karlito's Pythium took a beating, from his army size graph. Send out a second expansion party a bit too early?
Logged

Karlito

  • Bay Watcher
    • View Profile
Re: Dom3 Round 10
« Reply #182 on: November 09, 2012, 11:36:13 am »

That was the first expansion party, actually, the second one is doing fine. My infantry broke after their knights charged, so I lost quite a few of my dudes as they routed.
Logged
This sentence contains exactly threee erors.

Bluerobin

  • Bay Watcher
    • View Profile
Re: Dom3 Round 10
« Reply #183 on: November 09, 2012, 03:27:22 pm »

Alright, it's gonna be a little while before I get the rest of these out, so here are the nation summaries so far.

Alrighty, here we go! Nation summaries for the Bay12 Round 10 Dominions 3 game. Let's start things out with some good old-fashion copy and paste:

Code: [Select]
ERA: Middle Age
MOD: None - Icecream gameplay
MAP: Cradle of Dominions

Scriptwolf - Marignon
Shadowgandor - Abysia
Karlito - Pythium
a1s - Ulm
Burnt Pies - Caelum
puntocom - Ermor
MentalFather - Eriu
Boksi - C'tis
Ghazkull - R'lyeh
Knave - Pangaea
Darkwind3 - T'ien Ch'i

The two major things to note at this point are the first two lines there: Middle Age and no mods. I'm used to CBM-modded Dom3, but at least this way I'll be able to reference the wiki directly. Non-CBM (or pre-CBM1.6) allows for things like gem-generator items and Dwarven Hammers and makes end-game strategy rely largely on Wish, Tartarians, aaaaand that's probably it. Mega communions plus some other big spells and little tricks probably work too, but we'll see if we get that far.

These nation summaries are decent, but they don't explore all possibilities. Mostly I focus on the primary way to use each unit or strategy, but there are obviously other possibilities. For instance, I mention Caelum's Spire Horn Seraphs as researchers and lightning bolters after Summon Storm Power, but they're also great archery support if you give them Bows of War and Aim or Wind Guide. Even so, these ended up surprisingly long, so... sorry I guess.

We'll start with the game host Scriptwolf and the nation Marignon.
Spoiler: Marignon (click to show/hide)

Next up, Shadowgandor and Abysia!
Spoiler: Abysia! (click to show/hide)

Time for Karlito's Pythium.
Spoiler: Pythium (click to show/hide)

a1s's Ulm:
Spoiler: Ulm (click to show/hide)
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.

Bluerobin

  • Bay Watcher
    • View Profile
Re: Dom3 Round 10
« Reply #184 on: November 09, 2012, 03:28:08 pm »

woohoo I hit the 40,000 character per post limit for the first time! Here's Caelum and Ermor:


Caelum! Burnt Pies!
Spoiler: Caelum (click to show/hide)

And the last nation for this first part: puntocom's Ermor.
Spoiler: Ermor (click to show/hide)
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.

Karlito

  • Bay Watcher
    • View Profile
Re: Dom3 Round 10
« Reply #185 on: November 09, 2012, 04:02:15 pm »

Nicely done. I'm feeling slightly less competitive this round, which probably means I'll get stomped by C'tis before year 3, but it does mean that I'll send over my pretender build soon.
Logged
This sentence contains exactly threee erors.

Boksi

  • Bay Watcher
  • Everyone's dumb in their own special way
    • View Profile
Re: Dom3 Round 10
« Reply #186 on: November 09, 2012, 05:01:14 pm »

It's a pretty decent writeup there. I have a few things of my own to add:

Marignon wants a pretender with water/nature. Why? To summon naiads! Who can then forge clams! While you could get a rainbow mage to do that, I'd reccommend the Lady of Love. Maybe a dormant Lady of Love, W4N6, 6 dominion, Order 3/Prod 3/Misf 2/Magic 1. Your knights would get a nice bonus, you could do away with regen items on angel thugs and you have a potential SC chassi with decent awe. Alternatively, dropping N to 4 and 5 dominion would be enough to get 2 in another path. Death would be a good, albeit not very thematic addition: You can summon Kokythiads and Lamia Queens. Alternatively, earth makes it easier to get proper earth access instead of relying on empowering or 10% randoms, and is a good SC path.

Soul Contracts are much better than summoning devils - at least for Abysia. This is because Abysia benefits much more from researching Construction early - lightless lanterns and boots of youth are both great items, and there's plenty of other useful items too.

I have no comment on Pythium except that I love communions.

Ulm is pretty crappy, despite being strong and tough and master smiths their armor is actually more cumbersome than most and their infantry tires out too quick(7 to 9 encumbrance!). With their low defense(10 base and -5 in penalties) they need that protection, but fatigue makes protection less effective because of critical hits. Not to mention that their mages have crap for path access(F1E2 and a 10% chance of FAES). Normally I love units with tower shields but Ulmish tower shield units are only good as arrow catchers. Why? Let's go into details: An attack is a contest between an attacker's attack + a random number versus the defender's defense + a random number. Pretty simple. When a shield enters the mix, it works like this: If the attack+DRN(Dominions Random Number) is higher than the defender's defense+DRN without the shield's parry modifier, it is a hit but the shield's protection is added to the unit's protection(and if the attaqck exceeds the defense even with the shield's parry, the shield doesn't protect the troop). Of course, that's just for the melee. Arrows work differently - I don't remember exactly, but I think it's simply a DRN vs the shield's parry value. So a tower shield is great and a buckler is crappy vs arrows. Anyway, to continue, shield protection is also vulnerable to critical hits, and your shielded troops have even higher encumbrance than your unshielded ones, and given that they've got enormous defense penalties from their armor nearly all hits will be shield hits or even ignore the shield completely, those shields aren't very useful in a melee. The difference between 20 and 30 protection isn't great enough to justify the added encumbrance. They're still good vs arrows, though. Basically, take infantry wielding twohanders instead - they've got less encumbrance and are more likely to kill things in one strike - I reccommend black plate infantry with flails(2 attacks) or pikes(repel). Tower shields are solely archer bait. Ulm's troops aren't too terrible - but combined with their terrible mages and crappy MR they make for a weak nation.

And I don't have much to say about Ermor and Caelum.
Logged
[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

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

Karlito

  • Bay Watcher
    • View Profile
Re: Dom3 Round 10
« Reply #187 on: November 09, 2012, 05:09:38 pm »

Arrows work differently - I don't remember exactly, but I think it's simply a DRN vs the shield's parry value.

The manual claims it's DRN + (Size points in the square, i.e. 6 for the center of a squad) vs. DRN + 2 + 2*parry -(Fatigue/20)

So not only does fatigue make the units more vulnerable to criticals, but also increases the chance that arrows will hit in the first place.
Logged
This sentence contains exactly threee erors.

Burnt Pies

  • Bay Watcher
  • Captain Brunch!
    • View Profile
Re: Dom3 Round 10
« Reply #188 on: November 10, 2012, 06:43:37 am »

eesh, just had a Famine and a Plague in one turn. At least I've finally managed to conquer a province. Things are looking bad for my early expansion; 5 Mammoths isn't bad, but one of them's already limping, and I'm unlikely to be able to recruit more than one per turn for a while.
Logged
I can read box now
Also, I am a bit drunk
Refrigerator

MentalFather

  • Bay Watcher
  • Don't panic.
    • View Profile
Re: Dom3 Round 10
« Reply #189 on: November 10, 2012, 01:09:13 pm »

I don't mind if turns are 24 or 48 hours, but my experience about this tells me that people wait until the last second to upload their turn.
And if two persons haven't send the turn they think "Well, i'm not the only: there is another guy". And it makes me sad :/

48 hours are ok but please send your turns when you can, and let it to the last second if you really have other things to do.

Logged

Ghazkull

  • Bay Watcher
  • Can Improve, will give back better...
    • View Profile
Re: Dom3 Round 10
« Reply #190 on: November 11, 2012, 09:03:33 am »

Jeez, missed turn 4. Couldn't we just put the damn limit up to 48 hours? Giving us time to actually realize taht the next turn is up?
Logged

a1s

  • Bay Watcher
  • Torchlight Venturer
    • View Profile
Re: Dom3 Round 10
« Reply #191 on: November 11, 2012, 09:20:33 am »

Jeez, missed turn 4. Couldn't we just put the damn limit up to 48 hours? Giving us time to actually realize taht the next turn is up?
Not only is it 48 hours, it has always been that way (despite my protests). I guess we do need it to be 48.
Logged
I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Ghazkull

  • Bay Watcher
  • Can Improve, will give back better...
    • View Profile
Re: Dom3 Round 10
« Reply #192 on: November 11, 2012, 02:05:58 pm »

wait it is 48 hours? Oo, why do i always recieve a 24 hour limit then ...or is there some kind of timezone shenanigans working? Or the third possibility am i just to stupid to do my turns correctly?
Logged

Darkwind3

  • Bay Watcher
  • Walks like an Egyptian
    • View Profile
Re: Dom3 Round 10
« Reply #193 on: November 11, 2012, 02:08:18 pm »

wait it is 48 hours? Oo, why do i always recieve a 24 hour limit then ...or is there some kind of timezone shenanigans working? Or the third possibility am i just to stupid to do my turns correctly?
Strange. Maybe there's something up with Llamaserver (or your email)? I received turn 4 Friday, and it was due today, 48 hours later. Did you get it Saturday? If so, then something weird is happening.
Logged

Knave

  • Bay Watcher
    • View Profile
Re: Dom3 Round 10
« Reply #194 on: November 11, 2012, 02:17:03 pm »

Yeah it should be e-mailing you every time a new turn file comes in. I received mine on the Friday as well.

If you click on the llama server link in the op post, you can also see who's sent in their turns, when the next one is due and request a resend if you haven't gotten it.

Perhaps one of us can post here in the thread as well for added visibility.

Next one is due 7:51 AM GMT Nov 13th.
Logged
Pages: 1 ... 11 12 [13] 14 15 ... 42