Dominions 4 Teasers

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Zinegata
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Post by Zinegata »

Mister_Sinister wrote:Does anyone have any advice for playing LA Ulm? More specifically, some advice on early expansion and early research would be very much appreciated.
I'm playing LA Ulm and I may be screwed to death by my bad opening position anyway, but lemme give out some pointers beside army scripting.

The first and most important thing to realize about LA Ulm is that it has two mages that can be built even without a fort. One is a cheap S1 caster that only costs 70 gold.

This means that while everyone else is taking 5-6 turns to build their second mage recruitment center, you can have two, three, or even four mage recruitment centers up already pumping out a relatively cheap researcher every turn. It is not uncommon for LA Ulm to be hitting 300 research/turn by the end of year 1 so long as you have the gold and Magic scales.

Also, you will significantly outnumber everyone else in the mage department. And while S1 mages are not awesome on their own, what this means is that LA Ulm will actually have enough mages to do proper communions. This is why I'd say going for Thau1 first may be better so you can pump up some communions - no one else can do it earlier and faster than LA Ulm, which is crucial given how communions eventually get screwed by mass-kill spells like Rain of Stones. Besides which, Thau has some decent Astral fighting spells too - Mind Burn and Paralyze being fairly easy to reach with Ulm's research potential.

For your cap mages you can go as K said and get Earth casters, which are okay (consider Iron Darts too). But do note you can also get Fortune Tellers, who can be added to communions and spam bigger Nature and Death spells; and in numbers they've proven fairly good at bouncing bad events on your cap if you take Misfortune.

Finally, do note that your Vamp Counts are probably your best bloodhunters, to the point I'm actually not entirely sure if you should even rush for SDRs and make your bad Blood 1 mages bloodhunt. Instead have your Pretender hunt and get you an initial outlay, which summons a Vamp Count. That vamp count then goes to a province and blood hunts (plus creates chaff to patrol away the unrest), which eventually gets you enough slaves for a second count. Rinse and repeat until the empire is covered by vampire counts. This gives you a huge blood income, and if coupled with Growth (plus the thrall patrollers) you may not even see any real drop in income at all.

Also, don't completely ignore the tower shield dudes. Yes, pikes are generally better but if you encounter a real opponent with massed X-bows you will really need a shielded dude.
Last edited by Zinegata on Thu Oct 24, 2013 6:12 am, edited 1 time in total.
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Post by K »

Wow. I didn't know that LA Ulm had no-castle-recruitable mages.

Nice.
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Post by Zinegata »

K wrote:Wow. I didn't know that LA Ulm had no-castle-recruitable mages.

Nice.
It is but you need gold to buy all the mages. What makes LA Ulm better than most other nations with regard to no-castle-recruitables is that their non-castle recruitables always have some kind of utility - as researchers, S1 communion mages, or even as spies.

Most other non-castle recruitables are generally highly expensive (Ur) or specialized (Man's has a terrible research penalty). I think only EA Ermor, with its Pontifexes and Flamen, have a similarly flexible non-fort mage that you'd actually want to spam large numbers of.
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Avoraciopoctules
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Post by Avoraciopoctules »

Well with a D10 mage, you get 13 wights for 20 death gems when you cast revive wights. Might be useful for an early rush.
That sounds like it might make for a pretty fun gimmick build. Let's say I'm playing Sceleria, with a dormant Prince of Death. I take Death 10, Dom 7, and then 120 points worth of scales. In year 2, the god will wake up and you'll have enough death gems for 2-3 castings of the spell, and you can supplement the wights with shadow vestals and skeletons. Is this powerful enough to be worth the versatility you are giving up?
From the SA forums. I was trying to figure out what synergized with the bless and gave enough gems to actually use the spell, and shadow vestals and reanimators seemed a better deal than holy sobek warriors and poison slingers.
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Post by Username17 »

You're paying a minimum of 56 design points for the 13th Wight. Seems like you could get by with a Death 9.

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Post by Red_Rob »

So after reviewing the damage records for a few battles it seems pretty clear that any hit on a limb has its damage capped to 50% of the target's original hp. Slashing weapons get a bonus here as when this occurs they do an automatic "limb lost" critical in addition to anything else that happens because of the hit, but the damage cap applies to all types of damage.

This leads me to believe that Blunt damage is worth than the other two damage types - the doubled damage on a head hit seems roughly analogous to the Slashing "50% sever" rule, however it only applies to the head and Slashing weapons do 25% extra damage after armor on top.

If I read it right a blunt weapon dealing 4 damage to a human target's head will double this to 8 and the target will live, whereas a slashing weapon doing 4 will get a 25% bonus to 5 and then sever as it has done 50%. Blunt seems worse even at killing on a head hit than slashing.
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Post by K »

Claymen are a lot more interesting these days. They run around with blunt and piercing resistance and this dovetails into their regen pretty nicely.
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Post by Dominicius »

I want to make a mod that makes heat and cold scales a bit less crippling if you have high fire and/or water paths on your starting Pretender. Basically what I have discovered so far is that if a unit has fire resistance 1-4 the heat scale penalty is reduced by 1 and if you have more it is reduced by 2. Same applies for cold.

Now I do not want to make the penalties completely inconsequential but I was thinking of giving sacred units a Fire Resistance bonus equal to the Fire Path on your starting pretender. To balance this out I was thinking of giving the other paths a few similar minor bonuses.

Can this be done via Dom4 modding and if it can is that a good way to go about my goal?
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Post by Username17 »

Currently, bless effects can be modified via thrones and sites, and can be modified and maps can have thrones placed via map edits. So you could use semi-rand to make a special map that guarantees a throne that gives a magic site that hands out a site that gives blessed units a bit of fire resistance if and only if the pretender had fire magic. It's super clunky, and it would only work on the special maps with the pretenders fed into the map generator.

You cannot as far as I know, mod the standard bless effects.

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Avoraciopoctules
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Post by Avoraciopoctules »

LP of dom4:

http://forums.somethingawful.com/showth ... genumber=4

I'm rooting for Asphodel, since they are putting effort into being funny. This is the most important thing in Dominions multiplayer.
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Avoraciopoctules
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Post by Avoraciopoctules »

Okay, Pelagia is doing monthly radio broadcasts, that's pretty rad too.

Image
Last edited by Avoraciopoctules on Wed Nov 06, 2013 3:42 am, edited 1 time in total.
Shatner
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Post by Shatner »

Avoraciopoctules wrote:LP of dom4:

http://forums.somethingawful.com/showth ... genumber=4

I'm rooting for Asphodel, since they are putting effort into being funny. This is the most important thing in Dominions multiplayer.
Is that visible anywhere other than behind the Something Awful paywall? I'm interested to check it out, but not interested to pay $9.95 for the privilege.
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Post by Korwin »

I think you should be able to read it?
Only posting should cost money, I think.
Unless they changed it.
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
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Post by Ikeren »

Yeah, I swear SA used to let you read shit without going through their paywall? And didn't it used to be 5$, too, not 10?
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Avoraciopoctules
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Post by Avoraciopoctules »

The paywall blocking viewers started being a deal around when the Dangan Ronpa LP got popular, so it's probably been that way for at least a year, maybe more. Sorry, didn't realize it was up right now. Lowtax switches on and off pretty randomly as far as I can tell, but I'll post if I see the paywall go down.
Last edited by Avoraciopoctules on Wed Nov 06, 2013 9:14 am, edited 1 time in total.
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Post by Avoraciopoctules »

Is there any way for a fort's admin to affect nonadjacent provinces? I'm in a multiplayer game, and somebody says that they have a fort offshore that is affecting the gold income of stuff on my side of the coast.

I thought you needed special Tax Collector units to draw income from provinces if you couldn't draw a line of like claimed provinces from them to a fort, but apparently Sailing might let you bypass that? I don't know.
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Avoraciopoctules
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Post by Avoraciopoctules »

Somebody was kind enough to answer my question in another thread. I'll quote them.
Shatner wrote:I'm home (briefly) and was able to run a quick test. Marignon (and likely other sailing nations) get no resources from overseas provinces. However, all coastal provinces are considered connected for tax purposes. See image below.

Furthermore, provinces that can trace an unbroken chain to a coastal province are considered connected for tax purposes. For tax collection purposes, it's as though all coastal provinces have forts for LA Marignon. Note that the "connected to a coastal province" claim is not shown in the screenshot, but I have tested and confirmed it.

Money = Yes
Resources = No
It has no bearing on proximity to a capital (or any other fort, for that matter).
Image
Last edited by Avoraciopoctules on Thu Nov 07, 2013 11:42 pm, edited 1 time in total.
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Post by Avoraciopoctules »

Anybody have tips for who you should talk to if you want to commission art for a Dominions 4 mod? There's been some really cool mod nations lately who pay a trained artist to handle the fancy stuff. I am tempted to emulate them when I start a new project next year.
Last edited by Avoraciopoctules on Thu Nov 07, 2013 11:48 pm, edited 1 time in total.
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Post by K »

Do temporary gems stack? For example, if I'm wearing two clams, do I get four temp astral gems?
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Post by Red_Rob »

Avoraciopoctules wrote:Anybody have tips for who you should talk to if you want to commission art for a Dominions 4 mod? There's been some really cool mod nations lately who pay a trained artist to handle the fancy stuff. I am tempted to emulate them when I start a new project next year.
Well, this guy is saying he enjoys making sprites but doesn't like the coding part of making a mod: http://z7.invisionfree.com/Dom3mods/ind ... topic=1777

Might be worth asking him when you want to get started.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

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Post by K »

K wrote:Do temporary gems stack? For example, if I'm wearing two clams, do I get four temp astral gems?
Hmmm, my test game says "no."

Also, Blind now is only a -9 to Att, Def, and Prec. This makes double Eyes of Aiming make a lot more sense.
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Post by Username17 »

Magic items give item abilities and equipment. When you have two of the same item, the equipment modifiers stack, and the item abilities don't. So if you wear two Firebrands, you get the defense bonus from both (and make two flame attacks), but you only get the fire resistance from one.

Most misc items are just item abilities and no equipment. So you only get anything from one bottle of fire. But there are items like bracers of defense which is just a set of armor and thus only gives equipment bonuses. If you wear two bracers of defense, you get both bonuses.

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Avoraciopoctules
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Post by Avoraciopoctules »

Image

:rofl:
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Post by Shatner »

Great stuff. I hope some day to get to play as Asphodel and show Pangaea whose freespawn is superior (hint: it's Asphodel).
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Post by Korwin »

New patch is there.
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
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