Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 6 7 [8] 9 10 ... 18

Author Topic: Dominions 4 Round Fifteen: More NationGen [Game Ended]  (Read 28280 times)

Il Palazzo

  • Bay Watcher
  • And lo, the Dude did abide. And it was good.
    • View Profile
Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #105 on: June 02, 2015, 07:27:07 pm »

By the way, one of the 'clockworks' of Qurghannia is bugged. It's got the name, and the typical armour outfit, but lacks the mounted tag and the extra fatigue, so it looks like a regular unit. The resource cost kinda looks too low too.
You may want to look into that in the future.
Logged

Darkwind3

  • Bay Watcher
  • Walks like an Egyptian
    • View Profile
Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #106 on: June 02, 2015, 07:30:04 pm »

Spending a little time writing fluff sounds fine to me. It's not a dealbreaker if we don't, but it would be nice to be able to distinguish between the different kinds of troops in a nation's roster in the post-battle summary, at least.
Logged

E. Albright

  • Bay Watcher
    • View Profile
Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #107 on: June 02, 2015, 07:35:36 pm »

Last time our rules were that all elites, sacreds, and mages had to keep their names (thus forcing you to rationalize e.g., your Rhubarb Masters), but priests and all other units could be renamed. It did make the battle reports clearer, if nothing else.

Il Palazzo, I think what happened was the unit variation code made a non-clockwork pose share armor as a "variation" of the smaller clockworks, and it shared the name because of that.  That particular "clockwork" infantry is a pure wannabe, right down to its plate cuirass and stick.
Logged

E. Albright

  • Bay Watcher
    • View Profile
Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #108 on: June 02, 2015, 08:03:51 pm »

Oh, we also need to decide on how many thrones we want.
Logged

Jilladilla

  • Bay Watcher
  • Most Sleep Deprived
    • View Profile
Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #109 on: June 02, 2015, 08:11:07 pm »

Right, Right... I have a bad headache now (that's how hard you made it on me!) But I have decided...

Dobgan is out. You're stuck with Obliheim.

Rain of Stones I at least have an idea of how to deal with it... And you would still be able to throw it around with Dobgan anyway(While not as much, you would be able to use it much more liberally).
Logged

Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #110 on: June 02, 2015, 08:14:31 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.

I noticed Dobgan, but wasn't all that enamoured with them. I'm sure that they have their strong points, but obviously I passed over them for other nations. Like Nefton.

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.

Already working on that right now.

Oh, we also need to decide on how many thrones we want.

Well... We have seven players so maybe 9 level 1 thrones? Or 7 level 1s and 2 level 2s?

-snip-

What a concidence, I've just decided I'm going to be nixing Urumsoi for you. Both of your selections look pretty annoying to fight, but at least Shansahr has most of its mages tied to the capital which limits their recruitment greatly. Admittedly Earth and Death are great paths to have, but greatly limiting access to Rain of Stones capable mages is a pretty good idea. Also no flying demonbred as raiders or to fly into besieged fortresses.
Logged

Darkwind3

  • Bay Watcher
  • Walks like an Egyptian
    • View Profile
Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #111 on: June 02, 2015, 08:44:47 pm »

Dobgan is out. You're stuck with Obliheim.
To be honest, this is what my choice would have been. Dobgan was my #1 choice. They are, no joke, the best nation out of this entire pool. I will fight you if you claim otherwise. Of course, this lets me gush about them without worrying about giving away my secrets!
Spoiler (click to show/hide)
The Prince of the Sixth Whirlwind is a recruitable SC. All of them can cast Ironskin/Stoneskin. The A2s can cast Mistform, the D3s get to phoenix Pyre + Soul Vortex (always a treat), and the E2s, though less immediately abusable, can cast Rain of Stones turn 1. The F3s, well, they can't all be winners. (They are all sacred though.) They're amphibious, sailors, recuperate, and get 10 lightning resistance and 5 cold resistance out of the box, before path bonuses. And MR 20 out of the box, which is Void Being territory and past what pretenders get. These make the nation. They are beautiful. But that's not all!
Spoiler (click to show/hide)
This guy is A2D1. The D1 doesn't matter much, except that it allows you to get Corpse Constructs. Corpse Constructs are excellent heavy-duty chaff for a very, very low cost, and you're going to want Construction anyways to get the items that really let you spam them. But the A2 is interesting - that's a hallmark for Thunderstrike spam. But you have no A3s to cast Storm!
Spoiler (click to show/hide)
Forge a Crystal Matrix, and now you do. But where do the communions come from?
Spoiler (click to show/hide)
Oh. Yes, that is a giant Witch Hunter for about 2/3 of the cost of a Witch Hunter, with recuperate. You can recruit these everywhere and they're not the cheapest communion fodder, but you only need two to storm, and they have good combat magic paths. Overall, you have your choice of thunderspam, Falling Fires (and other miscellaneous Fire spell) spam, Astral shenanigans, or Crystal Matrix shenanigans with Death, Air or Earth (from your cap-only mages), and all sorts of exciting crosspaths thereof.

But wait! There's more! Their priests reanimate! Your temples cost 200 extra gold, but that just means your infinite hordes of the dead are about 33% smaller (assuming you're spending the same amount on extra temples for indie priests), and 33% of too damn large to deal with is still too damn large to deal with, especially on top of the Fire Storms, thunderstrike spam, and Cloud Trapeze-ing SCs. You can also easily cast Solar Eclipse, and Darkness is in reach if you want it.

And wait! There's more! They get a 50g labrat, too. Not that you'll ever want to recruit one over your F2S1 turbocommunion fodder or A2D1 thunderspammers. They are an option, though.

Don't go yet! There's more! They have a troop roster which I have honestly never looked at. Who cares? Look at those mages again. Look, and weep, for you shall never find such beauty again. I guess you get a recruitable Fomorian King-chassis sacred and a bunch of decent human and Fomorian troops, but the mages are the draw. And they're one hell of a draw!

e: i guess they don't get blood magic for lategame though
« Last Edit: June 02, 2015, 08:56:12 pm by Darkwind3 »
Logged

E. Albright

  • Bay Watcher
    • View Profile

Spoiler: Darkwind3 - Obliheim (click to show/hide)
Spoiler: Karlito - Luha (click to show/hide)
Spoiler: AlStar - Lissikos (click to show/hide)
Spoiler: E. Albright - Djedhur (click to show/hide)
Spoiler: USEC_OFFICER: - Veroor (click to show/hide)
Spoiler: Jilladilla - Shansahr (click to show/hide)



Your nations. I'll trundle off and generate the mod from slightly-polished-but-not-seedbreaking data and graphics; if you're paranoid, you can generate your own copy to keep me honest, but I'd advise to use the "official" one for your fluff-writing so as to not make me pull my hair out reassembling everything.

Spoiler: House of Weather (click to show/hide)

=

House of Weather v1.0
« Last Edit: June 02, 2015, 09:20:47 pm by E. Albright »
Logged

Karlito

  • Bay Watcher
    • View Profile

Hey, you scaled the image to make my guys look short! :P

Oh, we also need to decide on how many thrones we want.

Well... We have seven players so maybe 9 level 1 thrones? Or 7 level 1s and 2 level 2s?
Assuming we're playing Biddyn (which I'm fine with), I think 9 is a good number of thrones. I do like seeing some of the more powerful throne effects come into play, so I'd want a few level 2s.
Logged
This sentence contains exactly threee erors.

E. Albright

  • Bay Watcher
    • View Profile

Blame the forum for that. Or possibly Photobucket; I didn't scale any of the images. :p

Okay, so, barring further objections, take... umm... 48h to write as much fluff as you want in nation descriptions, and rename as many of the generic-sounding names (i.e., not mages, sacreds, or elites) as you desire. Sound like enough-but-not-too-much time? In the mean time, figure out what your pretenders are going to be, and continue to squabble amongst ourselves about idle throne distribution on Biddyn (or scream bloody murder and demand we not play on Biddyn, if that's more your style... ;)
Logged

AlStar

  • Bay Watcher
    • View Profile

For writing the descriptions, I assume you'd like us to just do any name changes and/or descriptions right in the .dm and then post that?

E. Albright

  • Bay Watcher
    • View Profile

That's the easiest way, yeah. Just take the .dm linked above, change the unit/national #description as appropriate while changing nothing else (not that I'm going to copy anything else), and then put it on Pastebin or somesuch and PM me a link.

I'll do my best to knuckle down and do likewise, whilst somehow avoiding, um, distractions.

Oh, and in re: thrones, I'll throw my two pence into the pot: 6x1, 3x2, 9/12 to win?
« Last Edit: June 02, 2015, 09:49:48 pm by E. Albright »
Logged

Karlito

  • Bay Watcher
    • View Profile

I'd rather 8/12 wins it, but since I probably won't make it that far, I'm not sure how much weight my opinion holds.
Logged
This sentence contains exactly threee erors.

Jilladilla

  • Bay Watcher
  • Most Sleep Deprived
    • View Profile
Re: Dominions 4 Round Fifteen: More NationGen [Draft underway]
« Reply #118 on: June 02, 2015, 10:32:36 pm »

What a concidence, I've just decided I'm going to be nixing Urumsoi for you.

Noooooooooooooooooo..... I really wanted to shout "NO ONE EXPECTS THE AGARTHAN AIR FORCE!" as I inevitably cloud trapezed a bunch of RoS casters simultaneously...

Part of me wonders if I should've rolled with my actual second choice though (Shansahr was the 3rd)... (Figured its recruit anywhere mage would paint a huge target on me due to it's crosspaths that I probably don't know how to use optimally. Oh and they're guaranteed RoS casters too.) But oh well. No point worrying about it, now I look forward to an interesting and fun (!!FUN!! is ok too) match.

I'm fine with that throne distribution, although maybe 8/12 would be better, with 9/12 you would need 6/9 thrones in the best case scenario
« Last Edit: June 02, 2015, 10:36:58 pm by Jilladilla »
Logged

Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

AlStar

  • Bay Watcher
    • View Profile

8 or 9 out of 12 sounds good to me.... probably siding towards 8, so that the game doesn't fall into a stalemate.

Spoiler: Troop Descriptions: (click to show/hide)

The .dm with my changes is here.
Pages: 1 ... 6 7 [8] 9 10 ... 18