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Author Topic: Dominions 5 Round 503 - Semi-nationgen disciples  (Read 20486 times)

MCreeper

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #75 on: October 02, 2018, 09:12:09 am »

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The helicopter is rent apart by the collision, its steel unable to resist its inevitable reunion with the ground, and the meat within is smashed by the crumpling cockpit beyond any practical hope of recovery. What comes up, must come down again. Ore and ape, returned to mother planet's embrace.

a1s

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #76 on: October 02, 2018, 06:25:16 pm »

I think this has something to do with the mod (even though I downloaded the one Llama links to,) since I can create a single player game on the map just fine. Can someone upload their (working) mod files?
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

etgfrog

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #77 on: October 02, 2018, 07:03:56 pm »

https://www.dropbox.com/s/uup977zyhgkyq1u/bay12round503.zip?dl=0

Also, I had to put the map in a folder called "Herehft_Werrt" for it to work.

Just to be safe. Drop this into your map folder: https://www.dropbox.com/s/0oca213fon207ho/Herehft_Werrt.zip?dl=0

Hm...Jotunheim staled, that is unfortunate to see.
« Last Edit: October 03, 2018, 06:01:04 am by etgfrog »
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a1s

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #78 on: October 03, 2018, 01:09:56 pm »

So the good news is it all works now.
Bad news is that I stalled out on the 2nd turn.
Would anyone object to rerunning the turn?
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Karlito

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #79 on: October 03, 2018, 04:03:07 pm »

seems fine if we can get it done quick
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MCreeper

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #80 on: October 03, 2018, 04:43:24 pm »

Rolled back the damn thing. Force hosting today if a1s submits file in a hour.
« Last Edit: October 03, 2018, 04:46:29 pm by MCreeper »
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The helicopter is rent apart by the collision, its steel unable to resist its inevitable reunion with the ground, and the meat within is smashed by the crumpling cockpit beyond any practical hope of recovery. What comes up, must come down again. Ore and ape, returned to mother planet's embrace.

a1s

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #81 on: October 03, 2018, 05:26:13 pm »

it is done.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

MCreeper

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #82 on: October 03, 2018, 05:38:46 pm »

It is? Still "waiting for 2h file".
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The helicopter is rent apart by the collision, its steel unable to resist its inevitable reunion with the ground, and the meat within is smashed by the crumpling cockpit beyond any practical hope of recovery. What comes up, must come down again. Ore and ape, returned to mother planet's embrace.

etgfrog

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #83 on: October 04, 2018, 03:59:10 am »

Apparently it reset everyone's turn.
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MCreeper

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #84 on: October 04, 2018, 06:55:41 am »

Ahem.
Spoiler (click to show/hide)
Also, my cap-only mages have "Far caster (All, 2)". Does this mean they can cast any range-limited spell on any province?  :o
« Last Edit: October 04, 2018, 08:56:20 am by MCreeper »
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The helicopter is rent apart by the collision, its steel unable to resist its inevitable reunion with the ground, and the meat within is smashed by the crumpling cockpit beyond any practical hope of recovery. What comes up, must come down again. Ore and ape, returned to mother planet's embrace.

etgfrog

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #85 on: October 04, 2018, 10:24:59 am »

Also, my cap-only mages have "Far caster (All, 2)". Does this mean they can cast any range-limited spell on any province?  :o
The first value is what type of spells are effected, the second is the range, so all your spells have +2 province range and +50% cast range in battle. The water lens gives "Far caster (Water, 1)" as an example.
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a1s

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #86 on: October 04, 2018, 12:39:17 pm »

It is? Still "waiting for 2h file".
I can confirm that it did work.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

E. Albright

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #87 on: October 04, 2018, 01:25:32 pm »

...with Farcaster affecting combat range too now, it's possible some of those should be scaled back, or at least they need to be given a close looking-at...
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etgfrog

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #88 on: October 05, 2018, 01:48:19 am »

Well...out of the 60 nations that was initially given, only 4 mages have far casting trait on them, so 4 out of roughly 240. What you can do is look into having different far casting traits, something along the lines that most far casting is only on one of the mage's main magic paths.
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E. Albright

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Re: Dominions 5 Round 503 - Semi-nationgen disciples
« Reply #89 on: October 05, 2018, 09:10:47 am »

Yeah, that's more what I meant - not that it's too common, but that it's too strong. Level 2 in all paths is kinda ridiculous. Level 2 in one path seems very strong given that pretenders with Farcaster mostly have one level unless they're immobile. There's only 4 units in vanilla with 2 levels: Idol of Sorc (sorcery), Idol of Beasts (nature), Maharishi (astral), and one of the Arch Devils (fire). Admittedly, there's only 4 more with level 1. and all of them are either sorcery or elemental. Still, it would probably be appropriate to make sure that any 2 is single-path only, and quite possibly just replace any allpath with elemental or sorcery.

I am vaguely suspicious this comes down to the map sizes Elmokki plays on - if you're playing on large maps and still remember Dom <= 3's unlimited ritual ranges, this would seem like a fairly minor thing.
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