So since Dom 3 is being discussed

Mundane & Pointless Stuff I Must Share: The Off Topic Forum

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name_here
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Post by name_here »

Nah, it's just the first event of the entire game. Also, look at the income graph and notice the secondary effect of that.

Sidenote: Cthullu, what the hell is with that army graph? Also, the hell is up with the last 6 hall of fame members? Is there a flag bug of some sort?
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.
Username17
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Post by Username17 »

Do you want everyone else to skip turn 3 to sort-of balance things out?
Absolutely not. Losing turns hoses you more and more the more you have to do each turn.

-Username17
Akula
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Post by Akula »

FrankTrollman wrote:
Do you want everyone else to skip turn 3 to sort-of balance things out?
Absolutely not. Losing turns hoses you more and more the more you have to do each turn.

-Username17
It hoses you less on turn 2 than on turn 1 in my opinion, at least if you had an awake god. Because then they at least research or something. But yeah, you can't balance things out by having other players skip turns.
name_here
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Post by name_here »

Turn 2 is the first turn most nations can attack. Unless you have a research powerhouse, losing 1 turn of research from your pretender and being 1 mage behind isn't a seriously big deal over the long run. Neither is being stuck with everyone else's attack schedule.
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.
Akula
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Post by Akula »

If you lose turn 1 you lose: Recruitment, anything an awake pretender could do, and scout movement. (mostly, some nations have starting armies that can attack on turn 1)

If you lose turn 2, you lose: Maybe an attack, and recruitment. Because any orders already set stay in effect. And losing 20 research at the start of the game is significant; especially if you were, for example, researching alteration so you could supplement your expansion with solo thug attacks.

Turn 2 and turn 1 put you on a turn 3 attack schedule. but you also lose research if you lose turn 1. Of course, it doesn't really matter all that much if you don't have an awake god.
K
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Post by K »

Has turn 2 been sent? If so, I haven't gotten it.
Akula
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Post by Akula »

Av put all the files up for download in a big bundle.
Avoraciopoctules wrote:Looks like 1 vote to 1 on the filesharing front, so I'm going to go with what's fast and easy.

Turn 2 files:
http://www.mediafire.com/?6tuehm6o5g0yn9f
cthulhu
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Post by cthulhu »

My turn's back in.
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Avoraciopoctules
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Post by Avoraciopoctules »

It looks like Ashdod and Ermor gave me trn files rather than 2h files. Remember, 2h = To Host.
cthulhu
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Post by cthulhu »

Hey, that's a cool memonic, and I apologise for being bad. Turn will be heading back shortly.
cthulhu
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Post by cthulhu »

Revised turn in.
Orca
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Post by Orca »

name_here wrote:Sidenote: Cthullu, what the hell is with that army graph? Also, the hell is up with the last 6 hall of fame members? Is there a flag bug of some sort?
Ermor got the Rexor's barbarians mercs, hence the army graph.

Re: Arco getting 6 commanders. The initial scout/commander/pretender make 3, +1 recruited, maybe 1 from a 'celebrant of the faith' event or similar & maybe one of the heros showing up at the gates of his castle ... that's still seriously lucky even with luck 3 scales.
Last edited by Orca on Sat Oct 02, 2010 8:34 am, edited 1 time in total.
Username17
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Post by Username17 »

Unassigned slots are "Arcocephale" slots because they are nation #1. I think it's technically Early Era Arcocephale. If people get victories on some leaders, the "arco" leaders fall off the chart. It's just a placekeeping thing, don't worry about it.

-Username17
K
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Post by K »

Orca wrote:
name_here wrote:Sidenote: Cthullu, what the hell is with that army graph? Also, the hell is up with the last 6 hall of fame members? Is there a flag bug of some sort?
Ermor got the Rexor's barbarians mercs, hence the army graph.

Re: Arco getting 6 commanders. The initial scout/commander/pretender make 3, +1 recruited, maybe 1 from a 'celebrant of the faith' event or similar & maybe one of the heros showing up at the gates of his castle ... that's still seriously lucky even with luck 3 scales.
Don't sweat the graphs too much. A big army graph may mean a big army, or it may mean piles of skeletons or markata.... and a tiny graph could could mean ten SCs each capable of killing most armies regardless of size.
cthulhu
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Post by cthulhu »

Yeah ermor's early expansion is retardedly bad so I like to hire mercs to help out with a turn 2 assault.
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Avoraciopoctules
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Post by Avoraciopoctules »

I got 2h files from everyone but Akula, so I'm advancing to turn 3.

http://www.mediafire.com/?btpuqd9ktlkuacq

I included my own trn file since I had a battle, in case anyone is curious about the effectiveness of my devastating barrage of 0-level evocation spells.
name_here
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Post by name_here »

I see two capitals and one other nation's controlled province. This is unexpected. Now I'm going to have to be careful to avoid dom-killing anyone by mistake and letting another nation pick up the pieces.
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.
cthulhu
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Post by cthulhu »

Wow, I just had a bad turn.
Orca
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Post by Orca »

Sent in turn 3.

Evocation-0 spells do still have their uses. E.g. against ape-ghouls.
K
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Post by K »

Orca wrote:Sent in turn 3.

Evocation-0 spells do still have their uses. E.g. against ape-ghouls.
I love ape ghouls. So much higher quality than regular ghouls.

Can you tell I play a lot of Lanka?
name_here
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Post by name_here »

Not at all. You give no sign of it.

Also, I'm going to mention that, since he said it's okay, I'm looking at all of Avo's stuff.

Turn should be finished once I am done saying hi to my neighbors using the royal we.
Last edited by name_here on Mon Oct 04, 2010 11:03 pm, edited 1 time in total.
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Avoraciopoctules
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Post by Avoraciopoctules »

Orca wrote:Sent in turn 3.

Evocation-0 spells do still have their uses. E.g. against ape-ghouls.
And there are some barbarians to my east. Then again, I might have upgraded my battle magic by then.

Turns 2 and 3:
Image
I have added something like 3 infantry units to my army, but I see a province that looks like a decent target. Around 85 income base, weak defenders. My pretender goes along with the attack so I can get some site searching in and maybe boost morale a bit in my first battle. I bid on some longbow mercenaries, throwing a few dozen gold on top of the minimum bid. I see someone else's Dominion.

Image
I got the mercenaries, and I'm going to try joining them and the core army together in the same attack.
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Post by Orca »

K wrote:I love ape ghouls. So much higher quality than regular ghouls.

Can you tell I play a lot of Lanka?
I hope you don't mind my pretender killing a bunch of your cousins then, with Flying Shards at that.

It was that or far too many Jade Amazons. This doesn't seem to be a highly connected map, I've only got 2 provinces adjacent to my capital.
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Avoraciopoctules
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Post by Avoraciopoctules »

I think I see red-and-black armored amazons to my southeast. Are those units decent? This is the first time I've seen them, and I'm rarely one to turn down the opportunity to add more brightly colored uniforms to my incredibly stylish legions.

Also, if anyone has both trouble with aging mages and piles of nature gems in year 2 or 3, we may want to discuss trade arrangements, since there's a Fire/Nature item that works sort of like Boots of Youth and I should be able to boost my pretender's crafting bonus to 50 with a hammer. But before I can make http://dom3.servegame.com/wiki/Elixir_of_Life I need to empower in nature twice and research construction 6. That also should let me find some fire gem sites. Got reminded of this when I was reviewing some screenshots of a very entertaining 2-player, 2-AI game from a while ago. CBM made the Elixirs really easy to produce (I discovered them by accident), and they were useful enough to Abysia that I actually convinced my fiery neighbors to send me nearly a hundred fire gems.
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Post by Akula »

The Garnet Amazons have sacred fear cavalry. Better in the EA, but still good here, probably overpriced without a bless though. They are pretty tough for indies as well.
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