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Author Topic: Dom3 Round 11: Endymion as Agartha Won - Link to Playlist of my Videos  (Read 49562 times)

ThtblovesDF

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Re: Dom3 Round 11: Game in Progress
« Reply #120 on: January 02, 2013, 04:27:49 pm »

Thanks gman, that actually seems like a good idea : ) - I would be more angry if my own troops would have died, but as it is, a few human mercs died horribly in a rain of arrows and painful charges.
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Akhier the Dragon hearted

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Re: Dom3 Round 11: Game in Progress
« Reply #121 on: January 02, 2013, 06:05:07 pm »

   Ah, so thats what happened to make the one set of mercs mysteriously disappear. Also I noticed something I forgot to rename the one mage I sent out with the first wave and he ended up in the hall of fame. I guess he gets to keep his name, oh well.
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Bluerobin

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Re: Dom3 Round 11: Game in Progress
« Reply #122 on: January 02, 2013, 06:13:38 pm »

Woo my first expansion wasn't a horrible failure!

Edit: Also, sorry for apparently holding up the turn.
« Last Edit: January 02, 2013, 06:27:13 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.

gman8181

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Re: Dom3 Round 11: Game in Progress
« Reply #123 on: January 02, 2013, 06:55:05 pm »

Grah! Messed up on scripting my units, that battle could have gone better. ::)

Also nbd Bluerobin, everyone's got stuff that gets in the way.  That's why we have two days to take our turn.

Edit: Yeah Akhier, I figure these guys probably won't stay in the hall of fame anyway if thugs and SC's get started, so I'm saving my best name ideas for later. :P
« Last Edit: January 02, 2013, 06:57:53 pm by gman8181 »
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Akhier the Dragon hearted

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Re: Dom3 Round 11: Game in Progress
« Reply #124 on: January 02, 2013, 06:58:07 pm »

Heh, I managed to kill off my mercs as well.
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Endymion

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Re: Dom3 Round 11: Game in Progress
« Reply #125 on: January 02, 2013, 09:24:20 pm »

Rawr, and I managed to not check province connections before starting my expansion. Blasted mountains.


Prevention is better than cure ( do we even say that in english ? ). I particularly like the diplomacy aspect in those kind of game and I like to take advantage of it ASAP.

An ounce of prevention is worth a pound of cure would be the saying. Anyways, my point is that I don't have any diplomacy to do. I don't know who any of my neighbors are yet, excepting the little bit of guessing I've been able to do based on a couple candles/scales. So that leaves the only real diplomacy that I could be doing would be trade agreements.... which I don't intend on needing yet.
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ThtblovesDF

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Re: Dom3 Round 11: Game in Progress
« Reply #126 on: January 03, 2013, 03:28:37 am »

KillingoffdirtyMercshigh 5


Is it bad that I don't have a lategame plan? I'll just see how it goes, carrion woods at one point if i can get the paths, but other then that I have no idea... no good items with nature paths either, except for the godly regeneration - angry minotaur commander army? Whats the best magic school if you desire to surive for a while?


PS: Do summon'd units cost upkeep?
« Last Edit: January 03, 2013, 11:41:54 am by ThtblovesDF »
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Akhier the Dragon hearted

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Re: Dom3 Round 11: Game in Progress
« Reply #127 on: January 03, 2013, 03:35:03 am »

   I hear vowing fealty everlasting to the wonderful and almighty T'ien Ch'i is a wonderful and fun filled option. All joking aside though I don't have much of a plan either.
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Endymion

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Re: Dom3 Round 11: Game in Progress
« Reply #128 on: January 03, 2013, 05:09:59 am »

I had a grand and glorious plan. I've already abandoned it, because it isn't worth researching Thau-4 just for a single spell.

Throwing large rocks at everything is a viable plan though, right?
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Karlito

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Re: Dom3 Round 11: Game in Progress
« Reply #129 on: January 03, 2013, 01:38:55 pm »

Thau-4 isn't exactly late game.
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Bluerobin

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Re: Dom3 Round 11: Game in Progress
« Reply #130 on: January 03, 2013, 01:55:34 pm »

If you're thinking of Gift of Reason, then by the time you research whatever you need to summon the units, Thau-4 will only take 2-3 turns or so. Also, I'd recommend Thau-2 at least at some point just for the site searching spells unless you've got really good site searching units.
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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.

gman8181

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Re: Dom3 Round 11: Game in Progress
« Reply #131 on: January 03, 2013, 04:14:20 pm »

KillingoffdirtyMercshigh 5


Is it bad that I don't have a lategame plan? I'll just see how it goes, carrion woods at one point if i can get the paths, but other then that I have no idea... no good items with nature paths either, except for the godly regeneration - angry minotaur commander army? Whats the best magic school if you desire to surive for a while?


PS: Do summon'd units cost upkeep?

It depends on the summoned unit but generally no.  Trolls cost upkeep.  Most demons and undead don't.
Upkeep in general I believe is calculated as 1/15 of the cost of recruiting the unit.  Sacred units are 1/30 and prophets have no upkeep.

Generally I think it's good to have a strong early game plan, a decent mid game plan and at least a vague late game plan.
This is the first multiplayer game for a couple of people here though, me included, so its probably less of a big deal.

The best magic school is often relative to the nation you play as well as the current situation you face.  Astral, blood, death and a sprinkling of nature are my personal favorites but that doesn't make them better.  I just happen to like their spells and summons.
Granted I usually play vanilla dominions so maybe my views will change for CBM.
« Last Edit: January 03, 2013, 05:12:29 pm by gman8181 »
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Bluerobin

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Re: Dom3 Round 11: Game in Progress
« Reply #132 on: January 03, 2013, 04:26:57 pm »

As for which schools are useful, this might help: http://dom3.servegame.com/wiki/Key_spell . Also, Maerlande over on the Dom3mods forums has the beginning of a pretty awesome guide started that's worth a read for everyone: http://z7.invisionfree.com/Dom3mods/index.php?showtopic=1114 . It probably would have been better for me to link that before we started, but I forgot, so sorry.

For you, with my relatively limited knowledge of Nature magic, you might want to focus on Enchantment and Alteration for battlefield buff spells. Also, keep in mind that you'll probably have a fair number of Pans with Earth-2 who can make Boots of Earth easily and use Summon Earthpower to get up to Earth-4 for some pretty serious Earth spells.

If anyone has a list of "game changing spells worth shooting for" other than the one I linked I'd be really interested in it as well.

Edit: Oh and as for summoned unit upkeep, I think you can check on an individual basis based on whether they have a gold cost associated with them in the various databases (the wiki or the mod inspector). I'm pretty sure none of your manikins or maenads have upkeep associated.

Finally, this guide(link) has a more undead-based strategy that suggests Conjuration could be good, especially if you took death scales, and Thaumaturgy could be good for mid/late game army-busting and charm spells.
« Last Edit: January 03, 2013, 04:33:11 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.

Karlito

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Re: Dom3 Round 11: Game in Progress
« Reply #133 on: January 03, 2013, 04:53:42 pm »

If anyone has a list of "game changing spells worth shooting for" other than the one I linked I'd be really interested in it as well.

I typed out a post with like 15 that I liked, but then my stupid netbook crashed. Anyway, the moral was that basically all spells are useful in some situations, except for the lower level conjurations- it's almost always going to pay off to save your gems for later summons. The tricky part is prioritizing your research.
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Bluerobin

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Re: Dom3 Round 11: Game in Progress
« Reply #134 on: January 03, 2013, 04:57:43 pm »

Yeah, I mean I know how to use air and some water spells to make people pretty miserable, but that's because I've played Caelum for about 75% of my games. I'd like to have a cheat sheet to get at least part of the way there without having to put in dozens of games worth of experience. Really, if the wiki just had a "how to use this spell effectively" section for each spell it would be great. Oh well, I'll just play around with some new things each game and eventually I'll stop playing Dominions 3 and none of it will matter.
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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.
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