Dominions 4 Teasers

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Shatner
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Post by Shatner »

A small but, for me at least, surprising tidbit from the manual:
Dom4 Manual wrote:However, a mage may never increase his skill level by more than one by using gems.
If I recall correctly, back in Dom3, a mage could increase their effective caster level by 1 per gem they spent up to the maximum number they were allowed to spend (that of their magic skill prior to using any gems). That meant that a mage could effectively double their magic skill with sufficient gems, if needed (e.g. an N2 could use 2 nature gems to cast like an N4, an E3 could use 3 earth gems to cast like an E6). That meant there were certain high path but low gem cost battlefield enchantments (like Storm or Relief) which lower level mages could cast if you loaded them up with a couple extra gems.

This is no longer the case. An N2 can at most cast as an N3, and an E3 can at most cast as an E4.

Important to know; you could be in for a real disappointment during a crucial battle in an MP game if you were expecting the Dom3 behavior.
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Post by K »

Shatner wrote:Manual now available.
Someone should probably drop them a line and mention that the manual sucks without a spell and magic item list.

Literally, 99.9% of my time with the Dom3 manual was spent with that list.
Last edited by K on Thu Oct 10, 2013 6:43 am, edited 1 time in total.
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Post by Username17 »

There is also a number of other manuals, such as the ritual manual, the summons manual, and the items manual. Full list Here.

Personally, I like the fact that the different sections are in different files. Makes it easier to scroll through.

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Avoraciopoctules
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Post by Avoraciopoctules »

Yesterday the 4.01 download was a 404 error, is it working now?

Also, BELIEVE:
Image

I'm feeling a bit hesitant about my dragon SC in a multiplayer game right now.
Last edited by Avoraciopoctules on Thu Oct 10, 2013 4:02 pm, edited 1 time in total.
Shatner
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Post by Shatner »

I love that picture. I don't assume the core RNG for Dom4 is any different from it's predecessors so that pic is almost certainly still accurate.

I was able to download the update that turned my beta-version into the full version yesterday evening.
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Post by Avoraciopoctules »

Shatner wrote:I love that picture. I don't assume the core RNG for Dom4 is any different from it's predecessors so that pic is almost certainly still accurate.

I was able to download the update that turned my beta-version into the full version yesterday evening.
I'm trying the download through Desura client, and it seems to be working. Regarding the RNG, the manual actually offers the most coherent explanation I've seen yet:
Dominions Random Number (DRN)

Most Dominions game mechanisms use something called the Dominions Random Number (DRN). When a random number is called for, the number used is actually a DRN. This is a roll of two six-sided dice (2d6) but with an additional bonus: if any individual die roll is “6,” one is subtracted, and then that die is re-rolled and added to the result. This is referred to as an “open-ended” 2d6 roll.

Example: The game calls for a DRN. Two dice are rolled and they come up 2,6. Because one of the dice was a “6,” one is subtracted from the total (making 7), and the die is rolled again. But this die is also a 6. So one is subtracted from the total (now up to 12) and a die is rolled again. It is a 4. The final result for this DRN is 16.

Note that if both original dice came up as 6, both would be re-rolled and added as above. If a die keeps coming up 6, it keeps getting re-rolled and added, which can very occasionally lead to large numbers.

Dominions has a lot of situations where something is very unlikely to happen, like a militia soldier hitting an ethereal monster. However, in the real world of Dominions, very few things are actually impossible. To model this fact as closely as can be, the Dominions Random Number was created. With it, it is always possible for such an event to occur, which would not be the case if the roll was not open-ended

In some very few cases, there may only one six-sided die rolled. It is still open-ended, but in this case, the rules refer to it as a drn, in lower-case letters. An example is the dispelling of global enchantments.
There's a bunch of other stuff about probability and how specific mechanics use the DRN. I'm almost tempted to revisit the old thread about a Dominions RPG. How easy would it be to tell an online roller to do this kind of exploding die roll?
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Post by Shatner »

Avoraciopoctules wrote:
Shatner wrote:I love that picture. I don't assume the core RNG for Dom4 is any different from it's predecessors so that pic is almost certainly still accurate.

I was able to download the update that turned my beta-version into the full version yesterday evening.
I'm trying the download through Desura client, and it seems to be working. Regarding the RNG, the manual actually offers the most coherent explanation I've seen yet:
Dominions Random Number (DRN)

Most Dominions game mechanisms use something called the Dominions Random Number (DRN). When a random number is called for, the number used is actually a DRN. This is a roll of two six-sided dice (2d6) but with an additional bonus: if any individual die roll is “6,” one is subtracted, and then that die is re-rolled and added to the result. This is referred to as an “open-ended” 2d6 roll.

Example: The game calls for a DRN. Two dice are rolled and they come up 2,6. Because one of the dice was a “6,” one is subtracted from the total (making 7), and the die is rolled again. But this die is also a 6. So one is subtracted from the total (now up to 12) and a die is rolled again. It is a 4. The final result for this DRN is 16.

Note that if both original dice came up as 6, both would be re-rolled and added as above. If a die keeps coming up 6, it keeps getting re-rolled and added, which can very occasionally lead to large numbers.

Dominions has a lot of situations where something is very unlikely to happen, like a militia soldier hitting an ethereal monster. However, in the real world of Dominions, very few things are actually impossible. To model this fact as closely as can be, the Dominions Random Number was created. With it, it is always possible for such an event to occur, which would not be the case if the roll was not open-ended

In some very few cases, there may only one six-sided die rolled. It is still open-ended, but in this case, the rules refer to it as a drn, in lower-case letters. An example is the dispelling of global enchantments.
There's a bunch of other stuff about probability and how specific mechanics use the DRN. I'm almost tempted to revisit the old thread about a Dominions RPG. How easy would it be to tell an online roller to do this kind of exploding die roll?
The background of that picture, the fractal-looking pattern of black and white, is a very large collection of the outputs of the Dominions random number generator. Not the results as stated in the manual, where 2d6 is added and 6s explode, but the raw 1s, 2s, 3s, 4s, 5s, and 6s that the game's engine generates, which is then fed to various functions (such as the RNG described in the manual) to simulate stuff. You'll notice how there are these regularities to the background, patterns of black and white; those indicate swaths of the output which are identical. So much so that when displayed visually it looks like some geometric image that's used to make a pretty background for a picture. In other words, it is not what an actually random sequence would look like.

From my half-remembrances of an old Shrapnel forum thread, the way the Dom3 engine generates a random number is that it has a very long string of numbers (valued 1 through 6) that were randomly generated and then written down. That string of numbers is then progressed through, one position at a time, and the result is used as the random output. Once the end of the string is reached, the engine just starts reading from the beginning of the string and the whole thing repeats.

What that means is that in the short term, things look random, especially with the Dominions Engine having exploding numbers. The sequence being read from the string might be "6, 3, 1, 5, 4, 2, 3, 2, 6, 6, 6, 3" so you'd get results like 8 (from the exploding six), 1, 5, 4, 2, 3, 2, 18, which could be some knights meleeing militia, whiffing, and then the militia gets a lucky stab and dropping a knight entirely. Later that sequence might be the defense rolls to avoid taking damage from falling frost, or being trampled by Troglodytes. In the long term, however, it means that since the sequence of random numbers doesn't contain "6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6..." you will never, ever, ever get a lowly sword mook stabbing a terrible monster for 999 damage (per the picture). The numbers may be random, and the context in which they are used is essentially random, but the sequence of those numbers is fixed.

This approach has the advantage of being very, very fast to perform, which is good because a 20 turn battle with hundreds of participants will involve tens of thousands of random numbers needing to be generated, summed, subtracted, and compared. And that might just be one large fight among a couple dozen happening THAT TURN in a game that might last in excess of 150 turns. It's much less computationally-expensive than actually generating random numbers on the fly. It has the disadvantage, however, that any sequence not contained in the script will never, ever happen.

While it IS possible that they ditched the Dom3 RNG engine and swapped in a new, more-random replacement, given how Illwinter loves them some recycled code and really seems to hate making changes to their existing engine, I doubt that's the case.
Last edited by Shatner on Thu Oct 10, 2013 7:25 pm, edited 4 times in total.
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Post by name_here »

Game RNGs all work like that. Fire Emblem is particularly infamous because if you're a clever bastard you can find out what the next set of numbers is.

Anyways, that 999 sequence shows up when you cast autokill spells.
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Post by Shatner »

name_here wrote:Game RNGs all work like that. Fire Emblem is particularly infamous because if you're a clever bastard you can find out what the next set of numbers is.

Anyways, that 999 sequence shows up when you cast autokill spells.
Auto-kill spells just do 999 damage. When they hit, that damage can be staged up or down like normal (so you might "only" do 992 damage, or do more than a thousand); the 999 comes from a hard-coded damage value (like the 4 damage a spear does, and the 999 damage soul slay does) and not from the RNG. The effects of the RNG are then applied to that base damage like it is for every other attack in the game.

The picture from the previous post shows a swordsman in his attack animation stabbing a greater horror (one of, if not the, toughest things in the game) for 999 damage. It implies that the swordsman's damage roll resulted in nearly 200 sixes in a row, not that we're looking at some commander using an auto-kill weapon.

And that can't happen. Not with the Dominions engine.
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Post by Avoraciopoctules »

Now that DOM4 is ostensibly out of beta, anybody interested in a PBEM game?
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Post by Shatner »

Avoraciopoctules wrote:Now that DOM4 is ostensibly out of beta, anybody interested in a PBEM game?
Absolutely!
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Post by Shatner »

I got this PM'd to me. I guess my info regarding the Dominions RNG is no longer accurate, which is just as well.
Edi wrote:Hi,

Was checking the various places on the web now to see what is being said of Dom4 now that the release version is out. The discussion about the Dominions 4 RNG in the Gaming Den rests on fundamentally flawed assumptions, since the pattern in the image was created with random number generator reversed engineered from an early version of Dominions 3. The RNG was changed in a later patch and that RNG is the one now also used by Dominions 4. So all results from the old reverse engineered RNG are null and void and should be completely discarded until someone reverse engineers the current version.

The reason I know this is because I actually brought the RNG issue up during beta several months ago and Johan took a look at it. He identified the reverse engineered RNG code as an old and obsolete version that has not been used for years.

Since I don't have an account at the Gaming Den, I'd like you to nip the
beginnings of misinformation reinforcement in the bud if possible.

Best regards,
Edi
Last edited by Shatner on Fri Oct 11, 2013 2:39 pm, edited 1 time in total.
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Post by angelfromanotherpin »

Shatner wrote:
Avoraciopoctules wrote:Now that DOM4 is ostensibly out of beta, anybody interested in a PBEM game?
Absolutely!
I'm in too, but is the Llamaserver doing 4 yet? Or would a player have to host?
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Post by name_here »

There is almost certainly a similar system, although probably with a larger table and different sequences. It is highly unlikely they implemented a cryptographically sound RNG, because that is difficult, computationally expensive, and no one cares.

There are some things they could do that would make it much less predictable without being too hard, though, which they might have. The simplest is to have the entry point in the table be selected via mathematical operations on the system clock value when you launch the game. The next simplest is to pick the next value by something more complicated than going to the next entry in the table.

Since Dominions is asynchronous and the tactical battles are simulated on each computer when you view the messages (We know this because there were some Dom3 bugs where displayed battles on one person's computer did not match up to the result in the summary and the strategic map; those have probably been fixed), their RNG needs to somehow be deterministic from the .trn file. The ideal way of pulling this off would be using a big-ass table, and selecting both a starting point and a long sequence of operations likely involving adding the modulus of the present value by 37 and the modulus of the last value by 17 as one example, then baking that into the .trn files. However, since it doesn't especially matter, the operation is probably fixed so the same start point would always have the same follow-on results and it likely picks the start point when generating the game, which will be basically the same thing as far as the player is concerned because you are highly unlikely to ever get the same start point twice and the pre-game calculations will increment it an unpredictable number of times. Oh, they also need to store the start point for each battle seperately because they can be viewed in any order (or re-simulate the earlier parts of the turn, but that would be inconvenient)

There are a bunch of exploits for pre-baked RNGs, but I don't believe Dom structurally permits any of them in multiplayer, and definitely not if it's reseeded every turn. The ones I've heard of are all about generating a random number and then reloading to an earlier point. I don't believe Dominions has any capacity to generate a random number and see the result before incrementing the turn, so in multiplayer the chance to exploit it is past even if you can locate specific random numbers and position them in the sequence (which you basically can't, because everyone must use the same table to synchronize battle results, and there's a ton generated each turn).

tl;dr: It is highly unlikely the new system is truly random, but I don't care and neither should you unless you use video games to generate encryption keys, in which case you are an idiot.
Last edited by name_here on Fri Oct 11, 2013 3:28 pm, edited 1 time in total.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
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Post by Avoraciopoctules »

angelfromanotherpin wrote:
Shatner wrote:
Avoraciopoctules wrote:Now that DOM4 is ostensibly out of beta, anybody interested in a PBEM game?
Absolutely!
I'm in too, but is the Llamaserver doing 4 yet? Or would a player have to host?
Not yet, I don't think. I googled a few terms, and the only servers that seem to have migrated so far are the ones on SA. Those are apparently "network games, not PBEM", and I'm not sure of all the differences yet.

I might be able to host a PBEM game, but there's a decent chance I'll be out of town for a few days in the rest of the month. We might want to go for someone with a more reliable connection.
Last edited by Avoraciopoctules on Fri Oct 11, 2013 3:39 pm, edited 2 times in total.
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Post by name_here »

I'd be up for participating, although admittedly I am kinda bad at Dominions.

Basically I've never managed to not fuck up the midgame; the closest thing I've had to a successful strategy is collecting a bunch of powerful astral mages into a giant ball and smashing things with it, until something goes wrong and they all die, at which point the part where all my best mages were out wandering and not researching or forging catches up to me.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
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Post by Avoraciopoctules »

Sweet, I'm terrible at midgame too! There was one game where I came in as a sub for Ermor, looked at the complexity of what I had to deal with in horror, and then just repeatedly wished for Armageddon when I realized I'd have to conquer the whole map to win.

I'm okay with normal army management and I can deploy fireballers and skelespammers as well as anyone, but this could be a nice opportunity to actually try kitting out bane lord thugs or actually script a communion.
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Post by angelfromanotherpin »

I feel like my biggest difficulty is judging when to move my mages from research duty to battlefield duty.

Anyway, I'll host. I know I was kind of flaky the last game I was in, but that was due to issues which are very over now. I'll put up a thread in Trenches.
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Post by Shatner »

angelfromanotherpin wrote:Anyway, I'll host. I know I was kind of flaky the last game I was in, but that was due to issues which are very over now. I'll put up a thread in Trenches.
See you there.
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Post by Username17 »

I made my first mod kingdom. Themiskyra is now playable in Middle and Late Era. It's kind of like a continuation of Sauromatia, with a nod towards the movement of people from Crimea to modern day Eastern Europe.

Middle Era is filled with clans and sacred cavalry and has shitty access to all magic. Late Era is a more traditional faction with powerful casters and cheap lab rats and such.

Obviously, it's all 1.0 at this point, so there will be typos and such. I tried as much as possible to match KO's art, so the units should look like they belong in the game.

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Post by Shatner »

Neat! I'll have to try it out later this evening. A quick glance at the mod found an unfinished sentence in the Horse Maiden's description.
#descr "Girls with wealthy mothers are trained in fighting from horseback from an early age. Women who prove themselves in battle "
I'll let you know what feedback I have after I've tried it out.

Aren't you also working on an LA Machaka mod?
Last edited by Shatner on Fri Oct 11, 2013 9:52 pm, edited 1 time in total.
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Post by K »

Where is that list of "recruit without a castle" units for Dom4? I can't seem to find it in this thread.
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Post by Shatner »

You're looking for this thread

The salient bit is this
Korwin wrote:Copied this for myself (I think from the Desura forum).
Ealb wrote:I went through and tried to identify all the non-fort recruitment when the preorder beta first was released. I'm pretty sure I missed some, especially terrain-specific ones, but here's what I found:

Early Age:
Ermor: Flamen, Pontifex
Ulm: (Forest/Mountain only) Scout, Chief, Shaman, Archer, Axe Warrior, Warrior, Forest/Mountain Warrior (by terrain)
Sauromatia: Chieftan, Raider, Lancer
Argatha: (Cave only) Pale One Scout/Commander, Wet One, Pale One (Militia/Warrior), Cavern Guard
Pangaea: (Forest only) Black Harpy, Minotaur Lord, Centaur(ide) Hierophant(ide), Harpy, Satyr (Sneak), Minotaur, Centaur(ide)
Kailasa: (Forest only) Atavi Chieftan, Markata (Archer), Atavi Archer/Infantry
Lanka: (Forest only) Atavi Chieftan, Markata (Archer), Atavi Archer/Infantry
Yomi: (Mountain only) Bakemono Chief, Bakemono-Sho (club/spear), Bakemono Archer
Ur: Ekidu Scout/Chief/Shaman, Ekidu (Archer/Warrior (club/spear)); (Swamp only) Ekidu Bone Reader/Hunter/Reaver

Middle Age:
Man: Monk, Logrian Wise Man, Slinger, Logrian Warrior/Cavalry
Marigon: Friar, Flagellant
Pangaea: (Forest only) Black Harpy, Satyr Commander, Centaur(ide) Hierophant(ide), Harpy, Satyr (Sneak), Minotaur, Centaur(ide)
Asphodel: (Forest only) Black Harpy, Minotaur Lord, Centaur(ide) Hierophant(ide), Harpy, Satyr (Sneak), Minotaur, Centaur(ide)
Jotunhiem: (Forest only) Vaetti Chief/Hag, Vaetti, Wolf Rider, Moose Riders
Vanarus: (Forest only) Vyedma, Vyedun
Bandar Log: Forest only) Atavi Chieftan, Markata (Archer), Atavi Archer/Infantry
Shinuyama: (Mountain only) Bakemono Chief, Bakemono-Sho (club/spear), Bakemono Archer

Late Age:
Pythium: Centurion, Heliodromus, Mystes, Epoptes, Reveler, Milite, Limitane (Primani/Solaris), Primani Solaris, Limitane Standard
Ulm: Illuminated One, Member of the Second Tier
Marigon: Missionary, Flagellant
T'ien Ch'i: Khan, Barbarian (Heavy) Horseman
C'tis: (Wasteland only) Desert Ranger
Bogarus: Black Hood, Styag
Patala: (Forest only) Atavi Chieftan, Markata (Archer), Atavi Archer/Infantry
Edit: However, that info may not be 100% accurate any more since that was posted in the middle of the beta, and we've had a couple of patches since then.
Last edited by Shatner on Fri Oct 11, 2013 10:01 pm, edited 1 time in total.
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Post by Username17 »

shatner wrote:Neat! I'll have to try it out later this evening. A quick glance at the mod found an unfinished sentence in the Horse Maiden's description.
Thank you. Fixed.
Aren't you also working on an LA Machaka mod?
Partially finished one for Dominions 3, got derailed with the announcement of Dominions 4. The concept is done, but I'd have to redo the sprites to get them to look like Dominions 4 Sprites. Which I think I could do. Not sure if JK and KO have a LA Machaka coming down the pipe.

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Post by Avoraciopoctules »

Not sure if it's been posted yet, but a Dom3 veteran has started a VLP playing Dom4 Lanka. Looks like this could be educational.

http://www.youtube.com/watch?v=GuodbLsD4Gw
http://www.youtube.com/watch?v=SomMvfhw9OA
http://www.youtube.com/watch?v=7N22O8AL-FI
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