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Author Topic: Dominions 4 Round Ten: Nationgen! All's well that ends well, GG everyone  (Read 72520 times)

Delta Foxtrot

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #90 on: September 25, 2014, 06:32:35 pm »

Raiders using the 'raid' command kill population, gain gold and increase unrest in a province. They can be caught by PD+patrollers, in which case there will be a battle but no raid regardless of who wins the combat.

Fliers however can't be caught. They raid, kill a ton of pop and raise a lot of unrest. A few flying raiders can quickly shut down a province at virtually no risk. It's a niche thing, but if you happen to be fighting Caelum in vanilla and they're a douche, you're screwed.
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Karlito

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #91 on: September 25, 2014, 07:22:45 pm »

Ah, so it's a thing with stealthy fliers that have a pillage bonus, thanks.
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E. Albright

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #92 on: September 25, 2014, 07:44:08 pm »

Or Implementor Axes. And not necessarily stealthy - barbarians are the only generic recruitable raiders in the base game, and they're anything but stealthy...
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E. Albright

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #93 on: September 25, 2014, 09:54:35 pm »

FYSA, found an NG bug. It's something we can easily fix manually, but we'll definitely need to do so if anyone picks one of the nations suffering from it. 2/100 nations (133 and 139) have "#fortera 4", which will need to be toned down to "#fortera 3" unless we want them cranking out Crystal Citadels...
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tompliss

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #94 on: September 26, 2014, 02:29:07 am »

Hum, I'll have to check again my nation selection.
I think I may have some of those flying raiders.
I'm surely not forced to use them, but their raiding bonus may be accounted for, in their price, and most of them are Caelian (so already pricey for what they're worth)... :/
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lijacote

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #95 on: September 26, 2014, 06:17:28 am »

I've got a decent selection of nations ready to be HOGGED right before your eyes! I've taken all the coolest ones, neener neener neener! So you'd better not even think about picking those! :p

(I'm waiting on Karlito now)
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Me miserable! which way shall I fly
Infinite wrath, and infinite despair?
Which way I fly is Hell; myself am Hell;
And, in the lowest deep, a lower deep
Still threatening to devour me opens wide,
To which the Hell I suffer seems a Heaven.

Karlito

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #96 on: September 26, 2014, 11:34:26 am »

106- Nagabal
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tompliss

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #97 on: September 26, 2014, 11:47:13 am »

Ooh, nice nation.
Very heavy in the astral even if their cap-only mage is really expensive (but really useful), and they have a nice comm slave.
Nothing heavily armored, but unicorn cavalry, and stealthy sacred. The inspector doesn't show any non-sacred commander, though.
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Karlito

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #98 on: September 26, 2014, 11:49:55 am »

Monkey Pythium is best Pythium.
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tompliss

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #99 on: September 26, 2014, 11:52:15 am »

Everything other than Pythium is best Pythium :-°

(why are we talking about Pythium ?)
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USEC_OFFICER

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #100 on: September 26, 2014, 12:03:36 pm »

Because Nagabal is sorta like MA Pythium, in that it has sacred priest-mages, with cheap slaves and excellent communion potential. Their random paths are very similar to Pythium's too (Fire, Air and Astral) except with Water being swapped out for Death.
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Bluerobin

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #101 on: September 26, 2014, 12:30:37 pm »

So, looks like the makepearls command may be broken? I'm not 100% sure, but it looks like there's a typo in the actual .dm file so it's "magepearls" instead of "makepearls." Is this on purpose? Otherwise, that's a mechanic I kind of want to tap into.

Edit: Same goes for deathrec looking maybe broken, although that might just be the mod loader not understanding the command, now that I think about it.
« Last Edit: September 26, 2014, 12:57:03 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.

lijacote

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #102 on: September 26, 2014, 01:12:30 pm »

Nation #142, Lissasa, is mine! Miiineeee!
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Me miserable! which way shall I fly
Infinite wrath, and infinite despair?
Which way I fly is Hell; myself am Hell;
And, in the lowest deep, a lower deep
Still threatening to devour me opens wide,
To which the Hell I suffer seems a Heaven.

Delta Foxtrot

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #103 on: September 26, 2014, 01:24:30 pm »

I've added the two nation picks to the OP next to the player names. I'll do my best to keep it up to date for easy viewing. The game settings as they are envisioned are also present. I'm still mulling over the exact throne numbers. I'm probably leaning towards 8/15 in my indecisiveness at the moment. Liable to change.
Next up Boksi.
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E. Albright

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Re: Dominions 4 Round Ten: Nationgen!
« Reply #104 on: September 26, 2014, 04:10:47 pm »

Edit: Same goes for deathrec looking maybe broken, although that might just be the mod loader not understanding the command, now that I think about it.

Pretty sure I've seen deathrec in-game on NG nations. I'll look at the other one though.
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