Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

What Map?

Urraparrand (1 land, 1 sea, weird geography; 145 land + 35 sea)
- 0 (0%)
Plane of Rusty Nails (1 continent, 1 large sea, 1 small sea, 1 lake; 143 land + 12 sea
- 1 (16.7%)
Valanis (Cave system, 2 continents, 1 sea, 1 island w/ throne; 142 land + 21 sea; not wraparound)
- 0 (0%)
Realm of Roaring Rhinos (1 continent, 1 sea; 169 land + 16 sea)
- 2 (33.3%)
Cradle of Dominion (1 continent, 1 sea, few lakes, interesting geography; 199 land + 22 sea; not wraparound)
- 1 (16.7%)
Other (post what you want in the topic)
- 2 (33.3%)

Total Members Voted: 6

Voting closed: June 06, 2014, 04:54:52 pm


Pages: 1 ... 17 18 [19] 20 21 ... 28

Author Topic: Dominions 4 Round 4.07: Game Going  (Read 34142 times)

Mindmaker

  • Bay Watcher
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #270 on: July 22, 2014, 01:54:39 pm »

Well, I'm pretty new to Agartha and didn't believe that their non-cap troops were as bad as everybody told me they were.
Also my 30+ Golem Crafters and 5 Oracles had no spells to cast so far, but that has changed.

now i start to wonder my don't start a war policy.. a piece of my north neighbor would be nice.. heh.
EDIT: Omen of war, a swallow chases a hawk, or something. THis is, forbidding..
Oh, and i gots 30 earthgems if the trade is still avalible
This is why I believe cheat allegations should be handled in private. You have to give up a lot of strategical information to clear your name.

Sure, I'll trade. Write me a PM with what you want.
Logged

Toady Two

  • Bay Watcher
  • [CAN_SCIENCE]
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #271 on: July 22, 2014, 02:13:09 pm »

I like to play MA Agartha and have bit of experience with them. Here is my 2 cents:

In my opinion your bless is the correct choice but shard Guards are not your best choice of sacred. I like the Stone Hurlers and Ancient Ones much more as they have higher HP. Your cap units and summons are your main tanks. Use noncap units as expendable chaff when needed. Deal damage with evocations.

I also always deploy my golems in line formation. They tank more damage that way.
Logged

Mindmaker

  • Bay Watcher
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #272 on: July 22, 2014, 02:38:41 pm »

Shard guards have lower HP (28 compared to 40), but slightly better overall stats, better damage and a magic weapon with a nice effect.
If I managed to catch your pretender with those he might have been in trouble. I might get the other ones if I had more holy points available.

Thanks for the golem tip though.

I really need a better research strategy and some botgames with them.
Logged

tompliss

  • Bay Watcher
  • Goodbye ?
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #273 on: July 22, 2014, 02:41:28 pm »

Haven't played Arghata, but always read that their mages are their main damage dealer much more than most of the other nations.
Logged

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #274 on: July 22, 2014, 02:43:57 pm »

Well, I'm pretty new to Agartha and didn't believe that their non-cap troops were as bad as everybody told me they were.

I... wow. They really are. A Defender of the Halls is functionally similar to a Caelum Storm Guard. Let that sink in for a minute. Agathra's generic troops are as bad as Caelum's generic troops. Sure, you get twice as much HP, a point of MR/Morale, a stronger attack, a point of extra siege power, darkvision, poor amphibian, and needs-not-eat, but you lose the ability to reliably hit anything 9 attack and a 1 length weapon, because that's a great idea, repelling attacks, magical damage, flying, ice protection, and a strategic movement that is not 1. So in other words you're paying 1 gold and 5 resources less for a garrison troop that's hard to amass when you need them.

No wonder Caelum and Agatha both rely on their mages to deal the majority of the damage. Their main troops are generally overpriced and ineffective.
« Last Edit: July 22, 2014, 02:48:00 pm by USEC_OFFICER »
Logged

Ashsaber

  • Bay Watcher
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #275 on: July 22, 2014, 10:49:33 pm »

Y'know at this point I think every province I have has been attacked by something neutral at least once now. :|

Luck at anything less than..+3, really. Is apparently not good for me.
Logged

Mindmaker

  • Bay Watcher
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #276 on: July 23, 2014, 05:19:12 am »

Apparently the army managed to hide inside the capital before you managed to siege it, which is good.

Is there a way to force them to stay and fight with a move order?
Logged

tompliss

  • Bay Watcher
  • Goodbye ?
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #277 on: July 23, 2014, 05:27:25 am »

The manual stats that the "Break Siege" order takes place at the same time as the "Other movement" (AKA not "friendly movement").
So if the enemy retreat from the siege to another of its provinces, your armies won't attack each other.

didn't understand what you asked correctly. Correct answer provided in next post.
« Last Edit: July 23, 2014, 05:38:54 am by tompliss »
Logged

Toady Two

  • Bay Watcher
  • [CAN_SCIENCE]
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #278 on: July 23, 2014, 05:37:30 am »

First you order them to move to a province. Then you issue the order "move and patrol". They will then join the patrolling force. Units on patrol will fight enemies invading fort provinces in the open field.
Logged

Mindmaker

  • Bay Watcher
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #279 on: July 23, 2014, 06:27:22 am »

Yeah, I knew about patrolling. I just didn't know that a move and patrol order existed.
Thanks.
Logged

Toady Two

  • Bay Watcher
  • [CAN_SCIENCE]
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #280 on: July 24, 2014, 02:52:07 am »

Shard guards have lower HP (28 compared to 40), but slightly better overall stats, better damage and a magic weapon with a nice effect.
If I managed to catch your pretender with those he might have been in trouble. I might get the other ones if I had more holy points available.

Your Shard Guards caught my pretender and didn't perform too well. I honestly suggest you try out the other sacreds. They compliment your bless much better.
Logged

tompliss

  • Bay Watcher
  • Goodbye ?
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #281 on: July 24, 2014, 03:17:29 am »

"kill me, kill me, kill me ! :D"

I loved the 3 shields, by the way :D
you may want a fire brand (or even a flambeau if you don't mind a two hands weapons)
Logged

Mindmaker

  • Bay Watcher
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #282 on: July 24, 2014, 03:21:39 am »

All I needed was a single hit and I didn't even get that. Defense was way too high.
Other national sacreds won't do much better since their attack skill is even lower. Your pretender just needs a healthy dose of magic.

Funnily enough, you can disable him by having a single unit spam skeletons.
Logged

Toady Two

  • Bay Watcher
  • [CAN_SCIENCE]
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #283 on: July 24, 2014, 03:29:58 am »

If I could trade for a charcoal shield, skelespam would be neutralized.
Logged

Mindmaker

  • Bay Watcher
    • View Profile
Re: Dominions 4 Round 4.07: Game Going
« Reply #284 on: July 24, 2014, 03:35:11 am »

The buildup would be lower, but with horde of skeletons you'd still be locked in place.
Logged
Pages: 1 ... 17 18 [19] 20 21 ... 28