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Author Topic: Dominions 4 - Round 12 (And We're Up!)  (Read 20535 times)

Boksi

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Re: Dominions 4 - Round 12 - Let's Draft!
« Reply #150 on: December 06, 2014, 09:29:09 am »

So apparently I haven't said my nation is fine? Well, my nation looks fine to me. Right mages, right troops, right gem income, right PD, right starting army. Commanders are lined up a bit weirdly in the recruit screen, but that's a minor issue.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

AlStar

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Re: Dominions 4 - Round 12 - Let's Draft!
« Reply #151 on: December 06, 2014, 10:33:50 am »

That's fixable if you want me to mess with it. (Although you'll have to tell me so in the next ~hour or so)

Ok, I think that's everyone then. I'll get everything set up on Llamaserver shortly.

akirilus

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Re: Dominions 4 - Round 12 - Let's Draft!
« Reply #152 on: December 06, 2014, 12:39:16 pm »

I would like to rectify the Spire Horn Warrior situation by effecting the following change:

Undo Spire Horn Warrior to foreign-recruit (1 point)
Undo Androphag Archer to fort-recruit (1 point)

Instead, make Eagle King fort-recruit instead of cap-only (2 points)

Now my nation is good to go!
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tompliss

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Re: Dominions 4 - Round 12 - Let's Draft!
« Reply #153 on: December 06, 2014, 02:16:48 pm »

If we're going to make changes, I'd like changes on my unit order :

Commanders :
428, Assassin
2253, Berytian Captain
1174, Warrior Princess
1114, Augur
2292, Hyena Clan Witch Doctor
323, Dwarven Smith (cap only)
1316, Dai Oni (cap only)
Troops :
1165, Shield Maiden
1162, archer (the ulmish one)
1510, Hirdman
82, Abysian Infantry (no shield)
1543, Burning One
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AlStar

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Re: Dominions 4 - Round 12 - Let's Draft!
« Reply #154 on: December 06, 2014, 02:56:45 pm »

I would like to rectify the Spire Horn Warrior situation by effecting the following change:
Done.

If we're going to make changes, I'd like changes on my unit order :
Done.

Game's up! Bay12GamesRound12
Make sure that you have the latest version of the mod before uploading your pretender.

« Last Edit: December 06, 2014, 04:02:33 pm by AlStar »
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tompliss

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Re: Dominions 4 - Round 12 - Send in Pretenders!
« Reply #155 on: December 06, 2014, 04:26:47 pm »

Prenteder sent and confirmed by mail :)
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Hellheart

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Re: Dominions 4 - Round 12 - Send in Pretenders!
« Reply #156 on: December 06, 2014, 05:13:11 pm »

Confusious say: when man is truly serious about playing around, he send in Pretender.
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AlStar

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Re: Dominions 4 - Round 12 - Send in Pretenders!
« Reply #157 on: December 06, 2014, 06:46:35 pm »

So, we're at 4/5. Unfortunately, due to the fact that we're all "Unexpected Nation", I have no idea who I need to poke to get the game started. Whoever the missing person is: you know who you are, and you should feel bad about holding us up.

tompliss

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Re: Dominions 4 - Round 12 - Send in Pretenders!
« Reply #158 on: December 06, 2014, 06:49:41 pm »

Well, 3 of us posted when submitting, so there is only Boksi and Akirilus left.
As both were connected at the time you posted, I can't tell you more :/
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Boksi

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Re: Dominions 4 - Round 12 - Send in Pretenders!
« Reply #159 on: December 06, 2014, 07:13:28 pm »

I've sent mine in!
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

E. Albright

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Re: Dominions 4 - Round 12 - Send in Pretenders!
« Reply #160 on: December 06, 2014, 07:33:15 pm »

Based on my 410 experience, the "Unexpected Nations" should be in the same order as they are in the mod, though that only applies to the server page. The emails that list who has already submitted are in a different order.
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Hellheart

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Re: Dominions 4 - Round 12 - Send in Pretenders!
« Reply #161 on: December 07, 2014, 02:52:11 am »

I STRONGLY suggest, if not outright demand, that we cancel the current game and start a new one with a slightly modified map and mod

There's two problems with the map in its current incarnation; one is an error that is probably best fixed with a slight change to the mod itself, the other is a horrible income imbalance that can be easily fixed but IMO must be rectified.

About 1 in 5 games on that map will end with a Turn 1 error where two caps are in the same spot. This particular error probably occurs when the location of one or two caps forces a domino effect that leaves the final cap with no valid provinces. I suspect this is a result of "hates swamps" and "hates wastes" and can be fixed by removing one or the other.
 
(Confusious say: If two men occupy same space, stop using sauce)

Far more crucially, if you load the map in Map Editor the following provinces are labeled as "small province": 16, 18, 22, 24, 27, 28, 31, 37, 40. Notice an issue? They're all in the same area, and 22 is virtually guaranteed to be a Capitol site. If you don't know what "small province" actually means, the MAXIMUM population you'll see in a small province is about the AVERAGE population you'd see in a normal province of the same terrain type. This results in an average income AND resource reduction of 50% compared to the normal province. There's also a mountain/swamp (28) and mountain/waste (37) province in that cluster too, so those provinces average about 1500 population.  In one test game, I got a really crappy roll in the population of Province 18 (800 people) and I got a COMBINED total of 35 gold from those three provinces. Mind you, these are all adjacent to my Capitol.

Meanwhile, the following line of provinces are all tagged as large provinces: 70, 73, 61, 53, 57, 55 (typical cap site), 51, 44, 34, 42. Those are approximately double the average income and resources. Even those Wasteland provinces can provide nearly 100 income if you get a particularly high roll; plains provinces can give you more than 200, an amount that's usually reserved only for Farmland provinces.

I'd say remove the small province tag from 18, 22 (in case it's no longer automatically a cap site), 24, and 31. I'd seriously consider making 31 a large province as well since it's a farm/border mountain province and would easily offset any remaining terrain-related income imbalances; otherwise I'd want the Wasteland tag removed from 37. Remove the large province tag from 70, 61, 57, 63, and 34. If 55 isn't a cap it will routinely get 30k+ people, but I'd say leave that a Large province to give players something to fight over.
« Last Edit: December 07, 2014, 03:00:25 am by Hellheart »
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tompliss

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Re: Dominions 4 - Round 12 - Send in Pretenders!
« Reply #162 on: December 07, 2014, 05:01:37 am »

Uh, tested it a few times, and didn't see it :/

anyway, I edited the map.
All the small-province tags are gone, and the large-province ones are changed to be mostly on mountain+waste and mountain+farm provinces.

Here it is : linky !
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AlStar

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Re: Dominions 4 - Round 12 - Send in Pretenders!
« Reply #163 on: December 07, 2014, 09:22:05 am »

Map has been changed to version 2, no need to recreate.

Hellheart

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Re: Dominions 4 - Round 12 - Send in Pretenders!
« Reply #164 on: December 07, 2014, 02:49:16 pm »

Uh, tested it a few times, and didn't see it :/
It's not something I'm conditioned to look for either. It took me nearly a dozen expansion-turn games to wonder why I couldn't field any troops when I started there.
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