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Author Topic: Dominions 4 Round Fifteen: More NationGen [Game Ended]  (Read 28266 times)

USEC_OFFICER

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #90 on: June 01, 2015, 08:48:19 pm »

No Nefton for you.

No... My Nefton. ;~;
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Il Palazzo

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #91 on: June 02, 2015, 12:10:39 am »

Eh, I really wanted to take Akuaku to ensure mechanized hoburgs no matter what, but they're just so horribad.
So I'm taking Shela (321942488), because van cavalry and 2 forge bonus are nice, but it's the fact that they have units called 'Rhubarb Avenger' and 'Rhubarb Master' that makes the nation for me.
« Last Edit: June 02, 2015, 12:13:42 am by Il Palazzo »
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Darkwind3

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #92 on: June 02, 2015, 05:30:30 am »

I'll round it all off with Obliheim (-2033449213), because a nation with recruitable Rain of Stones casters that can Cloud Trapeze sounds enjoyable. And blood magic lategame!

This means I got my #1 pick and one of the nations that were roughly tied for #2. Most of the nations you picked I didn't even look at. Were the things I was looking for just crazy? I guess after the elimination is done I'll see if I can't write up a bit about my top picks and what I was looking for.

(For the record, the nations picked that were on my list were Lissikos, Nefton, Sinam and Shela.)

e: I'm going to take a little while to determine which nation to nix. Expect your deliverance and/or crushing, abject despondence tonight, Il Palazzo!
« Last Edit: June 02, 2015, 06:12:35 am by Darkwind3 »
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Il Palazzo

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #93 on: June 02, 2015, 06:22:20 am »

e: I'm going to take a little while to determine which nation to nix. Expect your deliverance and/or crushing, abject despondence tonight, Il Palazzo!
Take into your consideration that I just love the flavour of Qurghannia, so should you end up having to decide on a toss of a coin, maybe you'll do the nice thing and let me play with Hoburg mechanized infantry.


As for me, I'm against boring nations, so you get to keep your first choice, Karlito! (Apollopos disappears into oblivion).
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AlStar

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #94 on: June 02, 2015, 06:30:24 am »

In case anyone's curious, here was the rest of my list (with my notes):
Spoiler: Top Tier (click to show/hide)
Spoiler: 2nd Tier (click to show/hide)
Spoiler: 3rd Tier (click to show/hide)
Spoiler: Nope. (click to show/hide)

And as a bonus, I took note that Palalm had 1S1D MV3 Assassins, but never got around to checking out what the rest of the roster looked like.

E. Albright

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #95 on: June 02, 2015, 08:58:08 am »

Spoiler: My "short list" (click to show/hide)

The differences between *, *1/2, and ** are kinda blurry, not least because I only added  *1/2 partway through. All these are fairly impressionistic, and bad luck while playing 1-10 turns with those that I actually tried briefly might have soured me on good nations (or the inverse may have charmed me with bad ones).
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E. Albright

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #96 on: June 02, 2015, 11:54:24 am »

Take into your consideration that I just love the flavour of Qurghannia, so should you end up having to decide on a toss of a coin, maybe you'll do the nice thing and let me play with Hoburg mechanized infantry.

FWIW, I never did add as many "special" options to the oversized exoskeletons as I'd meant to, and have always vaguely intended to go back and add more. The top of the list would be two-shot, short-range offhand flame or poison gas throwers...
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Karlito

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #97 on: June 02, 2015, 02:09:22 pm »

As for me, I'm against boring nations, so you get to keep your first choice, Karlito! (Apollopos disappears into oblivion).

This game will either be amazing or disastrous for me.
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Jilladilla

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #98 on: June 02, 2015, 05:10:22 pm »

You sure aren't making this easy on me Darkwind... Vanir capable of spamming turn 1 Rain of Stones or Fomorians who have some ludicrously powerful cap-only mages? This will take time I feel...
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Darkwind3

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #99 on: June 02, 2015, 06:23:15 pm »

It seems as if nobody else noticed Dobgan (or posted about noticing it, anyways; I certainly wanted to keep all my tier 1 choices secret). I'm astonished, honestly.

Before I write a bit about my top choices, I'd like to note that nobody picked any of my Tier 1 choices. This leads me to believe I was looking for very different things than everyone else. I might have simply been searching differently, though.
Spoiler: Tier 1 (click to show/hide)
Spoiler: Tier 2 (click to show/hide)
Spoiler: Tier 3 (click to show/hide)
There were nine other nations I examined (including Lissikos) and am not going to bother to write up. They would be Tier 4, and I'm sure you can see my enthusiasm for this list waning as I went down from Tier 1 to Tier 3.

Looking back on it, maybe my #2 choice should have been Ashavsvaz? Nearly the same sort of dilemma there as here (both nations to choose between sharing one ludicrously annoying feature, albeit the feature(s) differs between Ashavsvaz and Obliheim).


You sure aren't making this easy on me Darkwind... Vanir capable of spamming turn 1 Rain of Stones or Fomorians who have some ludicrously powerful cap-only mages? This will take time I feel...
I have a hard time picking my favorite between the two myself!

I do want to note, Jilladilla, you might want to check Dobgan's national traits and priests. If you haven't and you're having trouble making a choice right now, I suspect that will make it easier. Just in the interests of fairness; I don't want to skate by with a nation because the person eliminating the other one didn't have all the information.

Finally, Il Palazzo, I think I will nix Shela. I am a generous man, and Master Smith Sidhe Lords with Astral sound fun in the worst sort of way. Enjoy your clockwork infantry! I don't understand the appeal.
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Jilladilla

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #100 on: June 02, 2015, 06:45:25 pm »

*In the distance you hear a skull repeatedly bash itself against a wall in frustration*
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Glory to United Forenia!

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E. Albright

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #101 on: June 02, 2015, 06:47:57 pm »

Honestly, yeah, that wouldn't help me decide either. Of all the things there are to dislike about Dobgan, that's pretty far down the list.

Enjoy your clockwork infantry! I don't understand the appeal.

What's to not understand??? They're hoburgs - with the strength of men.
« Last Edit: June 02, 2015, 06:50:30 pm by E. Albright »
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Darkwind3

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #102 on: June 02, 2015, 06:58:01 pm »

Wait, reanimation is far down the list of things to dislike about Dobgan? Sure they've got 600g temples, but skeletons! Admittedly, I didn't even know about it when I initially looked at the nation, it's really just mixed-blessing gravy.

As for clockwork infantry, it seems like an awful lot of work to put nearly 140g worth of 5 hp troops in a single square, neatly, for any evocations your opponent might want to cast. Maybe I'm just not looking at them the right way though.
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Il Palazzo

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #103 on: June 02, 2015, 07:12:03 pm »

BUT POWER ARMOUR!!!

I'm pretty sure I'm going to rely on the regular, cheap troops in the actual game, but I'm all for fluff. Maybe if they had two weapons like Akaku's or Cissium's clockworks, they'd be more viable for the price. Still. I'll enjoy every victory they'll manage to wrestle through sheer mechanical ingenuity from all those oversized bullies the world is littered with.
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E. Albright

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Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #104 on: June 02, 2015, 07:19:46 pm »

I'm seriously considering upping the "special ability" chance on the size-2 clockworks, given how uncommon they are to begin with. Only 1 in 5 gets a modification right now, and 4/5 modifications are pretty low key (reivig 0, standard 1, and pooramphib/15poisonres). I could probably even go all the way up to one modification per (especially if I threw in some padding like "strong mechanisms +1 Str", "well-lubricated joints +2 ap", etc.) and it wouldn't be significantly overbalanced. I mean, at the end of the day they're still hoburgs...



Oh, the other question - do we want to write up fluff for our nations? Most all of us did for 4.10 and it was jolly good fun, but it's up to y'all.
« Last Edit: June 02, 2015, 07:26:19 pm by E. Albright »
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