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Author Topic: Dominions 3 LP - Time to take out some indies!  (Read 19703 times)

Bluerobin

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Re: Dominions 3 LP - The Forges of Ulm
« Reply #30 on: June 13, 2011, 07:12:31 pm »

Alrighty, here are the next few turns. I ended up making Selene's intro a bit... long, so if you want to skip it, just jump to where it says "late winter."

ImmediateEdit: Holy crap that's long. I'll definitely be making them shorter in the future. Hope you enjoy this though!
----------------------------------------------------

When these humans, the Ulmish, settled in the Fever Fens I thought they were daft (what was there for them in the Fens?), but I allowed it. After all, I had resolved to take a less visible role in the goings on of the world. I had chosen my realm in the forests of Rafabolia. Even in the neighboring provinces I held very little sway among the native inhabitants; my role was that of a passive spirit of fertility.

When the Ulmish built their fortress and began preach the ways of their Iron Faith I took notice but, again, I allowed it. Besides, I had some ability to consciously manipulate the water and vegetation that made up their home, but nowhere near enough power to directly oppose them, even if I wanted to.

When the Ulmish army invaded my home forest of Rafabolia and conquered it as their own, I acted. I did not have the power to oppose them, but I realized that they did not know this. I held dominion over water and nature and with that I hoped I could put on a good enough show. I worked up a minor glamour I had learned from a faery queen and strode out across the river that separates Rafabolia from the Fever Fens. Running through my head were the words that would ring out as I approached their gates, "I am Selene, goddess of the rivers, fens, and forests you call your home. You have mistreated these lands, and I must rise to fight you."


--- From the logs of Selene, Queen of the forests of Rafabolia ---

I start this report still surprised at the tricks fate plays. I left my seclusion to fight for my home and was welcome by those I thought were my opponents. On the Day of River Crossing (as it has since become known), once I set foot upon the Fens, I noticed something intriguing. The Ulmish people had converted large swaths of the fens to pastures and farmland, but I did not feel any suffering from the land because of it. In fact, my presence alone was enough to cause the croplands I passed to burst forth and offer up a midwinter harvest.

As I made my way to the fortress that stood in the center of the fens, I began attracting attention and a group of Ulmish peasants began collecting behind me. I barely noticed them as I proceeded, still baffled at the connection these people had with the land. It was as if it accepted them as its own, but that almost never happened, even within the animal totem tribes scattered around the world.

I reached the gates of the fort and was met with a group who revealed themselves as the ruling council of Ulm. When they asked what my purpose was, if my intentions were malicious, I realized something.

"I am Selene, goddess of the rivers, fens, and forests you call your home."

"You have treated these lands well, and I wish to aid you."

-Entry End-

Late Winter-
I've been given this log and told to write a report of my observations of the nation. I'm told it's for the council to gain an outsider's perspective, but I'm sure it's simply to help deem whether I am trustworthy. Regardless, I will keep it and write an entry for each season.
A temple was constructed amidst the forests of Rafabolia to spread the word of a new Iron Faith that included me, while Priest Smiths and the mercenary Obscuro began searching for sites of magical power. -Entry End-

Early Spring-
Another group of mercenaries joined the army of Ulm this month. I've overheard plans to begin training Ulmish crossbowmen, but it seems Sanne and her Archers in White will fill their place until training has begun.
Spoiler: Sanne (click to show/hide)
No magic sites were found in Rafabolia, even though I know there are some. I will have to reveal them once I am given permission to leave the fens. I have also overheard reports of an undead horde appearing overnight on the western border of Cerne. I am unsure whether the council is concerned. -Entry End-

End of Year Report:
I think I'm going to take screenshots of the graphs in Early Spring each year to give you guys a snapshot of what's happening. I briefly debated not using these graphs, but then I lost most of Urist's army on the second turn and wanted to make sure I wasn't falling too far behind. I'll put each graph in a spoiler of its own with a sentence or two to point out what's what.
I'm blue in these graphs, Ermor's purple. We haven't met them yet, but the two giant nations (Jotenheim and... Vanheim?) are brown and red, C'tis is lime green, Agartha's black, and R'lyeh's dark greenyblue.

Spoiler: Provinces Graph (click to show/hide)
I'm ignoring the forts graph for now. Everyone has 1.
Spoiler: Income Graph (click to show/hide)
Spoiler: Gems Graph (click to show/hide)
Spoiler: Research (click to show/hide)
Spoiler: Dominion Graph (click to show/hide)
Spoiler: Army Size Graph (click to show/hide)
Spoiler: Hall of Fame (click to show/hide)
Spoiler: Nation Overview (click to show/hide)
Spoiler: Research (click to show/hide)

Mid Spring-
It would seem Ulm's armor and weaponry is built strong, but not with a realistic armount of resources in mind. This world has always had enough for the leather and hides of the tribes, but never has an army attempted to build everything from steel. I seems this relative lack of armor, combined with the bounty of the lands upon which Ulm rests, creates a budget surplus. The only reason I report this is because yet another mercenary has been hired. Mamor the White Wizard, a mage skilled in both air and astral magic, was paid and immediately sent to aid in the search for sites of magical power.
Spoiler: Mamor (click to show/hide)
The smiths and myself have discovered spells usable by the Priest Smiths and Master Smiths alike; one to enchant iron spikes and send them flying at the opponents, and one to launch orbs of magma. The Smiths began research in to the construction of magic items and the council, deeming I was trustworthy enough to leave the fortress (or perhaps simply not trustworthy enough to learn the secrets of Ulmish forging), asked me to aid Mamor in his searching. -Entry End-

Battle Reports:
For the most part I think battle reports are easier out of character (unless Selene's participating, I guess), so I'll probably separate them out like this.

Late Spring-
My work takes me back to the forests of my home, but as I arrived I crossed paths with a messenger bringing word of the conquest of Sermioc.  The same messenger brought news that an Ermorian army was sighted to the north, so the army will be immediately moving to the north, to Stone Grave Mountains, in order to prevent being surrounded.
Spoiler (click to show/hide)
-Entry End-

Early Summer-
My searching and negotiations have gone well and the witches of the hidden forest have agreed to join Ulm. The only other news I managed to glean was the arrival of a group of refugees, wishing only to be away from the newly risen Ermorian undead.
Spoiler: Immigrants (click to show/hide)
-Entry End-

Battle Reports:
We won the battle against Stone Grave's defenders quickly because of a lucky magma bolt shot to their leader.
Spoiler (click to show/hide)
Also, I don't know if I just got lucky or if I'm starting to understand the AI's logic, but it turns out Ermor was going to the same place and we defended the mountains against them.
Spoiler (click to show/hide)
I'm not sure why they had so many militia. They must have just had an event that created them all, because between the map and the better indies mod I'm running they can't have recruited them themselves. Most losses were archer mercs. ALSO! I'm recruiting the first two Ulmish cavalry.
Spoiler: Horses! (click to show/hide)
Unfortunately they're quite resource intensive, so it'll be a little while before I have a significant number of them, but they can reinforce the horsemen mercs until then.
Next on the list of conquest:
Spoiler: Ermor! (click to show/hide)


Those spells have done wonders for Kiron's Hall of Fame position too:
Spoiler (click to show/hide)
----------------------------------------------------
I think these are just getting longer the more I try to make them short. I'll give this an edit at some point, but feel free to point out anything big (pictures missing, stuff like that). It was just taking too long and I wanted to post it.
« Last Edit: June 14, 2011, 10:02:19 am by Bluerobin »
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Jopax

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Re: Dominions 3 LP - The Forges of Ulm
« Reply #31 on: June 14, 2011, 04:37:23 am »

Could you explain a bit those magic research branches?
Some of them sound interesting but i wouldn't want to make suggestions without knowing much about them :)
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KaguroDraven

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Re: Dominions 3 LP - The Forges of Ulm
« Reply #32 on: June 14, 2011, 07:07:22 am »

Eh, there are exceptions to what I say but in general it is correct.
Conjuration is summoning units.
Evocation is usually spells that damage the enemy somehow, either rituals that effect them on the main map or in battle spells.
Construction has to do with useing magic to build things, mostly useful for makeing Golems and forgeing items, Ulm is very good with this school of magic.
Alteration and Enchantment both have, in general, similer spells. Mostly Ritual spells rather than in battle ones that help you somehow on the main battlemap.
Thaumaturgy is actuilly, from my immediate memory, a very varied magic school.
Blood Magic is all spells dealing with Blood type magic, sacrificeing humans for things. It has a bit of everything, but most of the spells are some form of demonic summoning.
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Bluerobin

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Re: Dominions 3 LP - The Forges of Ulm
« Reply #33 on: June 14, 2011, 09:29:18 am »

Yeah that's a pretty good general overview. The Dominions 3 wiki has some descriptions of the schools too, as well as full spell lists. The lists aren't in a particularly great format, though, and I haven't really found a better way to present them, short of taking about 30 screenshots (and that's just for the lists, Dominions 3 has a lot of spells). Oh wait, I just stumbled on this list. It's pretty good.

A couple interesting notes: Ulm has 2 national Conjuration spells (one summons bears and requires no research, but I need Nature magic to summon it, and one summons an Iron Angel and requires a lot of research into the tree, but might be worth it?), two national Evocation spells (the Iron Darts spell is one of them, the other's Iron Blizzard, which I imagine is similar but with a LOT more darts), and one national Thaumaturgy spell that boosts the magic resist of a bunch of friendly units in battle. I might try and get the Iron Blizzard and possibly the Iron Angel spell at some point, but that'd probably be later. I'm pushing into Construction for now because every even research level in Construction lets you make a whole bunch of new magic items, which Ulm can make for cheaper, and many of the odd levels have Earth-elemental defensive combat buffs or unit summon spells which will also be useful.

Edit: Alrighty, I finally went through and fixed up that last post. It had a couple annoying writing mistakes and some formatting ones that made the army graph in the year end summary partially disappear. I should have another post up later today with the next few turns. Hopefully I can keep up the pace of about a post a day with maybe about half a year each post? We'll see. Also, let me know if you have questions about the game! I realized today that some people reading don't necessarily know all there is to know about Dom3! Definitely feel free to ask as many questions as you want and I'll do my best to answer them, either with information from my head/the wiki/game/manual/forums or with screenshots if need be. One thing to be aware of, though. I've already played the turns through the end of the next update (I'll probably do long play sessions that I split up into chunks like this in the future too) so requests likely won't immediately go into effeect.
« Last Edit: June 14, 2011, 10:07:19 am by Bluerobin »
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Knave

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Re: Dominions 3 LP - The Forges of Ulm
« Reply #34 on: June 14, 2011, 10:05:34 am »

Really enjoying the updates! I don't mind that they're long at all! :D
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Sheb

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Re: Dominions 3 LP - The Forges of Ulm
« Reply #35 on: June 14, 2011, 10:54:25 am »

Yup, they're great. They may be longer than the average LP, but that just mean there's more to enjoy!
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Ahra

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Re: Dominions 3 LP - The Forges of Ulm
« Reply #36 on: June 14, 2011, 10:56:35 am »

they are great as they are.  :D
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Bluerobin

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Re: Dominions 3 LP - The Forges of Ulm
« Reply #37 on: June 14, 2011, 01:35:13 pm »

Aww you guys are great. Here's the next update!
--------------------------------------

Mid Summer-
After securing the aid of the witches in Rafabolia, I decided to journey to Cerne and investigate the forests there. As I was getting ready to leave for Cerne, a messenger approached me with news of the conquest of Epernia, the land previously (but only briefly) held by Ermor.
Spoiler: Mini Battle Report (click to show/hide)
It seems there had been more resistance than anticipated and many of the militia previously seen close to Cerne had been part of the defenders. I was unsure why the messenger had chosen to approach me rather than continue through to Ulm directly, but I thanked him for keeping me informed.

I was met with a surprise as I entered Cerne and passed one of the local mines. It seems the lord and owner of the mine had captured a group of ghouls and forced them into work.
Spoiler: Slave Labor! (click to show/hide)
It was unsettling, to say the least.

Spoiler:  A bit of an overview (click to show/hide)
Partway through the month a second messenger stopped to give me more information about the goings-on of the nation outside the borders of Cerne. The army was being given an order to rest and defend their hard-fought conquest. He also mentioned that a Master Smith will be bringing reinforcements through Cerne, so I should expect them next month. It would be interesting to speak with one of the Smiths. I'd heard research into Construction had revealed a spell to bolster the defenses of a number of troops on the battlefield.
Spoiler: Legions of Steel (click to show/hide)
Obscuro is also being withdrawn from the front lines. He has been deemed more valuable searching for magic sites or lending his knowledge of air magic to the smiths.

It seems the Wolf tribes Wolf tribesmen of the Stone Grave Mountain are willing to join Ulm, much as the witches of Rafabolia did.
Spoiler: Wolf Tribe Shaman (click to show/hide)



Late Summer-
Good thing Eshten (dwarven for smith, I figured he might get Hall of Famed if he's spamming magma bolts. Start throwing out names for me to use! I'm going to need them!) came through Cerne to reinforce the remainder of the army.
The army and reinforcements have been given orders to converge on Ermor and attempt to end this conflict, almost before it began. Apparently a siege engineer and a small group of sappers are being trained to bring down the walls of Ermor more quickly and they will be meeting the army once the outer defenses of the province have been overwhelmed.

Early Autumn-
As Autumn began, I was preparing to leave for the new Ulmish lands to continue my search for sites of magical power. However, as I left my camp I met up with Eshten the Master Smith, looking beaten and out of breath, and he related bad news about the siege of Ermor.

Ermor had appeared to have next to no defenders. As the army approached, however, swarms of soldiers had emerged from the low-lying buildings across the countryside. Ulmish troops fought bravely and fought down to the last man, but were unable to overcome the sheer number of troops that Ermor had amassed.

Battle Report-
Spoiler: Ermor Loss (click to show/hide)

I passed through Rafabolia on my way to the new territories and the residents, proud that their province had been my home for decades, opened their purses to help rebuild after the losses.
Spoiler: Nice chunk of change (click to show/hide)
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Knave

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Re: Dominions 3 LP - Number of times I've killed our entire army: 2.
« Reply #38 on: June 14, 2011, 02:53:22 pm »

Oh no! Our glorious armies, now nothing but corpses for their unholy army!

As far as commander names... if Knave appeared as some sort of Commander unit that would be pretty cool  :P

As far as prophet votes, do we have a list of candidates? Kiron maybe?
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Bluerobin

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Re: Dominions 3 LP - Number of times I've killed our entire army: 2.
« Reply #39 on: June 14, 2011, 03:07:54 pm »

We could use one of the Priest Smiths or Master Smiths as a prophet but that may or may not be worth it. Prophets are interesting for four main reasons (I think. If anyone has other info, bring it up.).
1.) They get access to Holy-3 magic. This includes Smite, which can give them something useful and damaging to spam.
2.) They get stat boosts in friendly dominion. This includes (at least) increased health, attack, defense, and precision.
3.) They are permanently blessed. In our case it's not as useful because the only benefit from Selene's bless is 10% regeneration, which is mostly useful because any amount of regeneration helps prevent afflictions.
4.) They spread dominion.

Basically I use my prophets as less fragile Smite-spamming mages that lead a bunch of troops. With the stat boost they could be useful as actual combatants, I just typically hide mine at the back lines. We could always (for instance) recruit one of our cavalry commanders, the Black Lords, make him into our prophet, and kit him out with some magic gear to make a pretty nice thug addition to our army. Or we could make a spy into our prophet and have him spread dominion from within the enemy territory while he causes unrest. We could make the Siege Engineer into our prophet so we can keep him with the army and have him do something worthwhile (then sacrifice him to let Hildegard be our prophet once she shows up). Or we could summon a group of bears with our national Conjuration spell, research to Thaumaturgy 4 for Gift of Reason to make one into a commander, and we could have a BEAR as our prophet.

(P.S. That last one's probably not actually a great option.)
« Last Edit: June 14, 2011, 03:09:50 pm by Bluerobin »
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Knave

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Re: Dominions 3 LP - Number of times I've killed our entire army: 2.
« Reply #40 on: June 14, 2011, 03:20:18 pm »

I always thought the Black Lords were pretty cool as thugs. kit him nicely and he could be half-way decent!
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KaguroDraven

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Re: Dominions 3 LP - Number of times I've killed our entire army: 2.
« Reply #41 on: June 14, 2011, 03:52:50 pm »

I vote for the person highest in the hall of fame we have at the moment.
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Happerry

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Re: Dominions 3 LP - Number of times I've killed our entire army: 2.
« Reply #42 on: June 14, 2011, 04:26:49 pm »

Mages in general shouldn't become prophets. You can only cast one spell per round, and given the choice between letting a scout smite and a mage spam low level spells, or only having a mage smite...

In general, if the mage is good enough to consider prophetizing, it's good enough to do other stuff instead.
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Re: Dominions 3 LP - Number of times I've killed our entire army: 2.
« Reply #43 on: June 14, 2011, 04:33:16 pm »

I vote with KaguroDwarven. It seems logical for Selene to choose our best commander as her prophet.
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EuchreJack

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Re: Dominions 3 LP - Number of times I've killed our entire army: 2.
« Reply #44 on: June 14, 2011, 05:22:52 pm »

I agree with Happerry.  Black Lord recruit for the win!

One major difference between holy magic (smite spell, and all the stuff prophets and priests can do) and regular magic (magy stuff), is that holy magic does not cause encumberance.

Therefore, its best to have a prophet that is kitted out in armor, like the Black Lord.  Mages can't afford to have much armor, as it makes them too tired while spellcasting.  The formula is spell cost + 2*Encumberance, with Encumberance being based on how heavy the armor the character is wearing.
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