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Author Topic: Dom3 Round 11: Endymion as Agartha Won - Link to Playlist of my Videos  (Read 49641 times)

Karlito

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Re: Dom3 Round 11: Game in Progress
« Reply #300 on: January 28, 2013, 03:36:12 pm »



I guess if you have guys "stored" in the unit queue from a turn and then cancel their recruitment (refunding your gold) this message can get triggered.
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gman8181

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Re: Dom3 Round 11: Game in Progress
« Reply #301 on: January 28, 2013, 03:53:35 pm »

So... what exactly did CBM do with sanguine dousing rods?  I was planning on switching out my Raksharaja blood hunters for more economic monkey blood hunters equipped with dousing rods but well, I guess that's going to be a problem.
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Bluerobin

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Re: Dom3 Round 11: Game in Progress
« Reply #302 on: January 28, 2013, 03:59:52 pm »

Yeah... they're unique and pushed up to either Con6 or Con8. Sorry!
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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 #303 on: January 28, 2013, 04:15:29 pm »

Why cruel CBM makers why?!?  Why take something not even remotely overpowered, yet essential for many different nations with intended B1 hunters and make it unique?  Having one of them isn't even remotely useful and by the time your research is that high, who would bother?
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Bluerobin

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Re: Dom3 Round 11: Game in Progress
« Reply #304 on: January 28, 2013, 04:20:39 pm »

Well, to be fair they dropped the cost of a lot of the blood spells too, so you typically need fewer slaves.
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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.

Knave

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Re: Dom3 Round 11: Game in Progress
« Reply #305 on: January 28, 2013, 04:37:34 pm »

Why cruel CBM makers why?!?  Why take something not even remotely overpowered, yet essential for many different nations with intended B1 hunters and make it unique?  Having one of them isn't even remotely useful and by the time your research is that high, who would bother?

I think it's to cut down on the micromanagement of the game, that and dwarven hammers. You can't remove items from the game. The only thing you can do is change what research level they are discovered at, so by putting them at lvl 8, they are basically removing them from game play. So they no longer become a necessity for every single nation, because no one has them.
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Karlito

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Re: Dom3 Round 11: Game in Progress
« Reply #306 on: January 28, 2013, 05:23:12 pm »

Yeah, it's the same reason they got rid of the the gem-spawning items: to cut down on the number of independent commanders you need to have running around supplementing your gem income.
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gman8181

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Re: Dom3 Round 11: Game in Progress
« Reply #307 on: January 28, 2013, 05:28:58 pm »

I see the point you're all making although oddly enough the micromanagement in vanilla dominions never really bothered me that much.  Using gem spawners to increase your income isn't that much more micro intensive than playing any normal blood nation is to me and I almost always play either blood or death nations, so I guess I'm used to it.  I suppose when it all comes down to it, it's really just a matter of personal preference.
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ThtblovesDF

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Re: Dom3 Round 11: Game in Progress
« Reply #308 on: January 28, 2013, 06:46:56 pm »

I like it, it keeps one away form the forced - rush up this path, its better then everything else, ever, cause infity gems.
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gman8181

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Re: Dom3 Round 11: Game in Progress
« Reply #309 on: January 28, 2013, 07:14:45 pm »

Infinity gems won't do you any good if you don't have any decent spells researched to use them on.  All the paths are important in both vanilla and cbm, it just comes down to when the best time to research them is based off the current situation you face.  I usually research evocation first because it's so good for both offense and defense; construction is something I customarily aim for either after evocation or after conjuration depending on circumstances.

Don't get me wrong, it's nice to get the gems makers as soon as possible because the sooner you get it, the more gems you'll make but still; if your researching construction just for the gems without a plan on what to use them for and I'm researching evocation and planning to use battle mages on you in a couple turns to turn the battle in my favor despite our even troop numbers, I'll probably win soon enough that the gems wont matter.

This is all just my opinion of course.  I don't really have multiplayer experience, so almost everything I said now is just how I feel like things would theoretically play out.  Beating the AI, hasn't really given me too much practical knowledge on the subject considering the AI doesn't have any actual plans whatsoever.
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Endymion

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Re: Dom3 Round 11: Game in Progress
« Reply #310 on: January 31, 2013, 02:02:02 am »

So, I figured I would throw out some information for discussion since I realized that I had already telegraphed it to you all if any of you cared to research every possible detail.

My pretender is an Ancient Olm with W9E4N4. The blessing I divulged publicly when I sent my first prophet to the arena. (Ya know, I was kinda hoping to get a replacement by now, but I think the odds of me getting my ideal prophet is something like 5% per turn) The chassis was divulged when I posted that battle report-- a few Olm Spawn were present in the battle, although they were mostly there for the experience.

Those Olm Spawn are the nice thing about my pretender. I get ~4 a turn so long as I keep my pretender in a high dominion area. For the most part they just serve as rather nice size 3 sacred infantry. They have most of the buffs of Agarthan troops (amphib, dark vision, good MR, some natural protection) as well as poison immunity for some reason. However, what really makes them shine is that when they have Gift of Reason cast on them they turn into commanders with 120 troop leadership, 2 holy magic, 1 Earth, and 3 chances (at 50%,50%, and 10%) of getting EWFD magic. Which means with some luck I can get path combinations EA Agartha doesn't normally get: WF(Rune smashers), FD(Lantern shields), and WD(Erm... wendigos? Okay, I don't really have any present desire for that path combination). Oh, and it is worth mentioning that when a unit receives Gift of Reason they keep their experience, so I can rotate experienced Olm Spawn back to be GoRed-- which mostly just helps with research, but can also lead to me trying to claim some minor part of the Hall of Fame away from Niefel(Who has something like a third of the spots at the moment). 

To be honest this pretender build is more intended for LA Agartha, but I will still be getting a decent boon to my commander 'recruitment' through Olm spawn, since my non-cap commanders arn't the best, and hopefully I'll be able to field lantern shields far earlier than I could normally.

So, some of the above was just disclosure in the interest of being newbie friendly: hidden magic paths are annoying to find out without knowing where to look. Other than that, what do you all think? Also, anyone else care to discuss pretender stuff? I've already scouted that Pangaea is running a mother of monsters (as if EA Pangaea needed more freespawn chaff), Ermor is running ye olde forge lord, and I'm rather certain R'lyeh is using an imprisoned pretender given my lack of seeing any with my scouts.

EDIT: Oh, while I'm here there are 2 questions that have been bothering me. First off: When does Hall of Fame updates happen: If I Gift Of Reason an Olm Spawn who has too much experience will I miss out on being able to rename it? Secondly: Do old age afflictions process at the start of the late winter turn or after it?
« Last Edit: January 31, 2013, 02:07:31 am by Endymion »
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Karlito

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Re: Dom3 Round 11: Game in Progress
« Reply #311 on: January 31, 2013, 02:44:54 am »

I'm reasonably sure that old age afflictions happen coming into the late winter turn, that is to say, at the end of the mid winter turn.
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ThtblovesDF

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Re: Dom3 Round 11: Game in Progress
« Reply #312 on: January 31, 2013, 03:41:11 am »

That might be because this is my first real mp game, so... I don't really know what I'm doing, but I am doing better at staying alive then I expected.

My long term goal was pretty limited  - stare at what others do and maybe have gigantic mandeea orgys.

**If you are the last to enter your turn, might as well do the next one, too...
« Last Edit: February 01, 2013, 02:09:20 am by ThtblovesDF »
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ThtblovesDF

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Re: Dom3 Round 11: Game in Progress
« Reply #313 on: February 01, 2013, 04:35:28 am »

Go back to your Capital Karlito, there is totally troops there that will totally attaaaaaack you! Also stop razing my temples, pretty please?
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Kebooo

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Re: Dom3 Round 11: Game in Progress
« Reply #314 on: February 01, 2013, 10:38:03 am »

Hey guys, I don't have access to a PC with Dominions 3 until Sunday night (EST), is it possible to delay the deadline submission of the turn at all?
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