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Author Topic: Dominions 4: Thrones of Ascension  (Read 543054 times)

Frumple

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Re: Dominions 4: Thrones of Ascension
« Reply #2385 on: July 03, 2016, 06:06:36 am »

... is it even possible to have more than one PD granting magic site in a province? Know they're a thing, so it'd be an easy way to hold down a province is so.
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E. Albright

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Re: Dominions 4: Thrones of Ascension
« Reply #2386 on: July 03, 2016, 03:25:16 pm »

It sounds like a good plan, although one could still lose a disconnected province to random events (e.g. barbarian invasions). So perhaps also give the disconnected provinces some ridiculous amount of PD and a strong PD type?

Just fortify them. 0 pop also protects against a number of that sort of event.
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EnigmaticHat

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Re: Dominions 4: Thrones of Ascension
« Reply #2387 on: July 04, 2016, 02:42:00 pm »

Yeah, it can. I can't remember why, but there was something that inspired me to make a non-connected map and play thirty or fifty turns to test some harebrained notion or another at one point. The game just chugs on as though nothing out of the ordinary is happening.
Wow, Dominions devs confirmed better coders than the people who made the original Clausewitz engine.
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sprinkled chariot

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Re: Dominions 4: Thrones of Ascension
« Reply #2388 on: July 07, 2016, 05:58:11 am »

Is not there just one coder in illwinter?
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ThtblovesDF

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Re: Dominions 4: Thrones of Ascension
« Reply #2389 on: July 07, 2016, 06:56:57 am »

Wasn't it 1 religious guy, one doc and one coder all working together?
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Karlito

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Re: Dominions 4: Thrones of Ascension
« Reply #2390 on: July 07, 2016, 01:07:46 pm »

Round 21 is over and I'm still in the mood for Dominions. Any interest in getting a Disciple match going?

Terrible nationgen sillyness would also be alright with me.
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E. Albright

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Re: Dominions 4: Thrones of Ascension
« Reply #2391 on: July 07, 2016, 01:41:29 pm »

Wasn't it 1 religious guy, one doc and one coder all working together?

Illwinter qua Illwinter is JK the coder and KO the graphics/content dev. JK's dayjob is coding (for IBM, I wanna say?) and KO is a prof whose area is world religions. Edi (docs) and Erik/RandomEvents (events, duh) are AFAIK associates but not core Illwinter.

--

I could probably do some NG silliness, seeing how we're into a less intense (albeit more sustained) dev cycle than we had been. I'm willing to organize, I suppose. What's to be the silly conceit, if any? Are we actually so masochistic as to try an all-Foulspawn round, either disciple or normal?
« Last Edit: July 07, 2016, 01:44:29 pm by E. Albright »
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USEC_OFFICER

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Re: Dominions 4: Thrones of Ascension
« Reply #2392 on: July 07, 2016, 05:53:05 pm »

Can be foulspawn be commanders, mages and the like too?
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E. Albright

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Re: Dominions 4: Thrones of Ascension
« Reply #2393 on: July 07, 2016, 08:40:19 pm »

Scouts, priests, and national commanders are fixed-form Foulspawn. I.e., each one of a given unit type looks the same, but each unit type has a different jumble of features. Low-tier mages are also fixed-form Foulspawn. High-tier mages are picked from among... 2-4 forms, I think?
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USEC_OFFICER

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Re: Dominions 4: Thrones of Ascension
« Reply #2394 on: July 07, 2016, 08:41:27 pm »

Well then. The answer should be obvious then. All foulspawn all the time.
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E. Albright

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Re: Dominions 4: Thrones of Ascension
« Reply #2395 on: July 07, 2016, 09:01:44 pm »

E.g.:

Spoiler: Example (click to show/hide)

Below yellow is commanders, below red is the Tier-3 mage, green boxes are secondary race minotaurs.
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ThtblovesDF

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Re: Dominions 4: Thrones of Ascension
« Reply #2396 on: July 21, 2016, 04:09:16 pm »

Update!

This is mostly an AI & UI patch. Most of the work has gone into improving the late game behavior of the AI. It should now be able to utilize its resources more efficiently and be more likely to get to a position where it can cast high level rituals. There has also been some improvements to the user interface, like more 'goto province' buttons on messages, shift click support in more places and more keyboard shortcuts.

General
God & nation popup in global enchantment screen
Darkvision from throne bless was counted twice
Fixed some bonuses when viewing att/def details
Goto province for scout attacked messages
Goto province for more ritual messages
ctrl+s to view saved orders (army setup screen)
Message for fort construction completed
Shift transfers 5 gems at a time
Keyboard shortcuts f/a/w/e/... to transfer gems to commander
Gem transfer box can be closed by Return as well
Shift changes PD 5 steps at a time
+/- can also be used to change PD
Ice Strike now causes slashing damage
Transformation & feeblemind/mindless fix
Strands of Arcane Power cannot be cast by mindless casters
Blind & losteye fix
Stat & cost fixes
Typos fixed

AI
Be less willing to do suicidal attacks
Recruitment improvements
Learned to cast a few more type of rituals
Forge item choice improvements
Improved magic item distribution
Dedicated ritualist for improved high level ritual casting
Empowerment tweaks
Improved preaching behavior
Spell AI no longer targets destruction/rust at units with only natural protection

Modding
Multiple same type of event effects didn't work
Removed false warning for #flagland
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Cruxador

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Re: Dominions 4: Thrones of Ascension
« Reply #2397 on: July 21, 2016, 08:02:19 pm »

At once much less and much more exciting than a content patch.
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BFEL

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Re: Dominions 4: Thrones of Ascension
« Reply #2398 on: July 22, 2016, 02:42:24 pm »

So is it a new feature in nationgen to be able to set restrictions? I don't remember that being possible before.
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E. Albright

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Re: Dominions 4: Thrones of Ascension
« Reply #2399 on: July 22, 2016, 03:39:32 pm »

Yeah, it is. If your restrictions are very precise, they may take forever to be fulfilled, though. And you could also make unfulfilable ones. Oh, and in the current build there's something screwy with how it handles custom weapons, so you need to take all the seeds it eventually generates and generate a mod with just them rather than taking the mod that actually generated with the restriction.
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