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Author Topic: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Done  (Read 47873 times)

E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #165 on: September 15, 2015, 05:56:48 pm »

Yeah, keeping playing is the better (albeit more painful, for everyone, even big'uns like me) route - this way I won't hastily rush out a patch; I'll properly finish adding bronze gear to most races, maybe finish the optional vine themes for primitive and agrarian hoburgs, etc. Better this way... :p
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IWishIWereSarah

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #166 on: September 15, 2015, 06:00:15 pm »

And yes I will remember this and curse myself when I am swimming in hostile undead later :P
Thank you for reminding me how I can get the sea provinces ;)
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Il Palazzo

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #167 on: September 15, 2015, 06:01:49 pm »

Yeah, keeping playing is the better (albeit more painful, for everyone, even big'uns like me) route - this way I won't hastily rush out a patch; I'll properly finish adding bronze gear to most races, maybe finish the optional vine themes for primitive and agrarian hoburgs, etc. Better this way... :p
I was wondering, is it possible to mod in new indie troops or are they hardcoded?
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Frumple

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #168 on: September 15, 2015, 06:06:14 pm »

You can certainly manage it via magic sites, at least.
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BFEL

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #169 on: September 15, 2015, 06:13:41 pm »

And yes I will remember this and curse myself when I am swimming in hostile undead later :P
Thank you for reminding me how I can get the sea provinces ;)
Fuckberries

Also ARGHHH BOKSI WAITING ON YOU GARGLEBARG :P
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #170 on: September 15, 2015, 06:19:03 pm »

I was wondering, is it possible to mod in new indie troops or are they hardcoded?

You mean like indy poptypes? They can be modded, but only existing ones. New ones can't be added. I would like to see new poptypes in NG eventually. New mercenaries too; these can be added ex nihilo.

http://www.illwinter.com/dom4/manual_modding.pdf

Look at Chapter 17 for poptype modding. Chapter 14 is mercs.
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Frumple

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #171 on: September 15, 2015, 06:21:12 pm »

Thank you for reminding me how I can get the sea provinces ;)
Fuckberries
... caesar has native gift of waterbreathing commanders. Their doom giant ones, even. No need for undead, the sacred giants can jump in the sink just as well :P

All the sacred giant nations have that, actually. The commander versions all have gift of waterbreathing and can cheerfully take 50 worth of anything into the water with 'em. The ubiquity of water access for ~half the nations in the game is one of the interesting things about it! And by interesting, I mean one of the reasons they're going to crap all over the rest of us :V

E: For extra bonus points, they've all got sailing, too. Trying to hold anything along the river is going to be a complete nightmare, ha.
« Last Edit: September 15, 2015, 06:22:56 pm by Frumple »
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #172 on: September 15, 2015, 06:26:05 pm »

On the plus side, the giants in this game are only as nasty as Karlito's giants in Round 4.15 at worst - none of them rise to the level of the monstrosities I was fielding in 4.15. Those ones were true abominations.
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IWishIWereSarah

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #173 on: September 15, 2015, 06:30:15 pm »

My giants aren't the best of this game's nations. And the waterbreathing from the commander still applies the "poor amphibian" penalties (-3 everywhere).
I tried it in a test game, as even 12 underwater "werewolves" can't beat 2 N9 blessed giants from some of the other nations :/

Seriously, non-giant nations : If you can conquer a shark tribe province, you own the whole river. 3 tritons * 3 attacks per turn means the death of any giant who comes near.
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Elfeater

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #174 on: September 15, 2015, 06:34:55 pm »

My giants aren't the best of this game's nations. And the waterbreathing from the commander still applies the "poor amphibian" penalties (-3 everywhere).
I tried it in a test game, as even 12 underwater "werewolves" can't beat 2 N9 blessed giants from some of the other nations :/

Seriously, non-giant nations : If you can conquer a shark tribe province, you own the whole river. 3 tritons * 3 attacks per turn means the death of any giant who comes near.
Other than the sailor ones that is.
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #175 on: September 15, 2015, 06:39:00 pm »

No, 9 attacks per square is pretty much bottled death for giants. Even the big ones. Possibly even the big ones kitted out as thugs.
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Elfeater

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #176 on: September 15, 2015, 06:41:24 pm »

No, 9 attacks per square is pretty much bottled death for giants. Even the big ones. Possibly even the big ones kitted out as thugs.
Im saying they can jump over the river yes?
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BFEL

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #177 on: September 15, 2015, 06:43:47 pm »

Seriously, non-giant nations : If you can conquer a shark tribe province, you own the whole river. 3 tritons * 3 attacks per turn means the death of any giant who comes near.
So after I conquer the shark tribe province with my supergiants I use them to secure the UW world? Works for me, saves giants for murdering you squishbuckets on the surface XD
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IWishIWereSarah

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #178 on: September 15, 2015, 06:44:18 pm »

I tried  4 of mine + 1 commander-version as prophet (so +2 everywhere), against 20 shark tritons : I lost.
The prophet was killed second-to-last (so no auto-rout from lack of commander).

So, err, yeah. Let's say the Shark tritons are cost efficient. If I had a province with Shark tritons recruitable, I would get 40 of them in each sea province.


PS: They can jump over the river. But you'd better have something to scout beforehand, or you might attack a capital ;)
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #179 on: September 15, 2015, 06:44:38 pm »

Well, yeah, sure, but that hardly counts as "coming near". :P
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