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Author Topic: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Done  (Read 48545 times)

Frumple

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #180 on: September 15, 2015, 06:46:29 pm »

PS: They can jump over the river. But you'd better have something to scout beforehand, or you might attack a capital ;)
With a ship full of sacred giants and a doom giant commander, that may just end up with a new capital province :P
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Elfeater

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #181 on: September 15, 2015, 08:26:23 pm »

Are blow dart guns any good?
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Frumple

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #182 on: September 15, 2015, 08:35:03 pm »

Eeehhh. They're fairly substantial fatigue damage, which is conceptually good, but they're also range 8, do no actual damage, are MR Resists in a game where most things have high-ish MR, I think mitigated by poison resistance, somehow, and I think all of them are on hoburgs in this game. So, uh. They're possibly not bad? Good might be stretching it, I'unno. Haven't actually done much testing with the things. Would probably recommend throwing up a test game (maybe on talis, to make hitting formorian dirt quick) and seeing what happens.
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Elfeater

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #183 on: September 15, 2015, 08:40:51 pm »

My spearmen have them, so I assume they will probably get a shot off before entering into the melee.
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I for one support our child snatching overlords.
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IWishIWereSarah

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #184 on: September 15, 2015, 08:49:50 pm »

Yeap, they can be good when you can use them with something else.
Mostly because everyone get maluses from fatigue (fatigue/10 defense penalty, and bonus crit against fatigued units).
« Last Edit: September 16, 2015, 04:17:05 pm by IWishIWereSarah »
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Frumple

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #185 on: September 16, 2015, 04:16:08 pm »

4-5 hours left until we've got a stale, I think. Maybe a precautionary extension?
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IWishIWereSarah

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #186 on: September 16, 2015, 04:17:08 pm »


Hep guys, I totally forgot about this, but I'm going to be away for the next 5 days. I'll bring Dominion 4 with me on a USB key and try to send my turns as often as I can, but I don't know whether I'll be able to make it in time... :/
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #187 on: September 16, 2015, 04:27:08 pm »

Grumble, grumble, pushed 12h.
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Il Palazzo

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #188 on: September 16, 2015, 04:42:45 pm »

Don't push the deadlines this early in the game, E.A. It makes them meaningless.
It makes some sense if somebody asks, or if there's a large war going on.
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E. Albright

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #189 on: September 16, 2015, 04:50:48 pm »

Good point. I've always been a pushover about this, sigh. Barring direct request from the involved party, deadlines will roll forward without hesitation until at least turn 15. I'll give some deference to IWIWS because of the early advanced notice and the declared intent to make a good faith effort to meet deadlines, but this is the last "automatic" push for the foreseeable future.
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BFEL

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #190 on: September 16, 2015, 05:35:53 pm »

So Palazzo decided to buy up all the mercs eh? Interesting choice

EDIT: Oh, hey Albright? Question about the mod: is it possible to unhide vanilla nations after the fact?
« Last Edit: September 16, 2015, 07:46:14 pm by BFEL »
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EnigmaticHat

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #191 on: September 16, 2015, 10:59:42 pm »

EDIT: Oh, hey Albright? Question about the mod: is it possible to unhide vanilla nations after the fact?
I'll cut in and say yes.

Nationgen doesn't hack the game in any way; it writes out a mod file that is actually plain text that can be read by notepad, same as any Dom4 mod.  Go to the very end and delete the line #disableoldnations
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BFEL

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #192 on: September 16, 2015, 11:49:18 pm »

Thank you EH

Also: DAMMIT AGAIN BOKSI :P
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Frumple

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #193 on: September 17, 2015, 12:00:41 am »

Hey, if B wants to use the full time alloted, that's a'ight. They're welcome to terrify us all about stale turns as much as they please :V
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BFEL

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Re: Dominions 4 Round 17: Very Bad Things (Hashed NationGen) - Game underway
« Reply #194 on: September 17, 2015, 12:11:08 am »

I suppose, but right now it seems like they totally forgot this was a thing.
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