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The Wheel has turned once again

-5 Morale Edition

Dominions is a fantasy turn-based war game created by two dudes. One of them is a teacher.
The game combines a simple presentation with an extremely wide array of strategic options, including over 3400 units, 1100 spells and 400 magic items. Turns are resolved simultaneously, with players planning battles rather than directly controlling them. It has simplistic graphics but is easily moddable and extremely deep.
Basically, it's an autist’s wet dream of a war game.

>Our pastebin (extremely outdated)
https://pastebin.com/wjbSA98Y

>Steamgroup
https://steamcommunity.com/groups/vanheimageofvidya

>Multiplayer guide/game hosting services
>Hinaserver >>548526452
https://hinaserver.net
>Blitzserver
https://blitzserver.net
(Dom 6)
https://beta.blitzserver.net/games
>Llamaserver:
https://steamcommunity.com/sharedfiles/filedetails/?id=1212948582

>Documentation
https://illwinter.com/dom6/docs.html

>Tools
>Mod inspector
https://larzm42.github.io/dom6inspector/
>Wiki
https://illwiki.com/
>Pretender calculator
https://zollqir.github.io/pretenders-dom6/
https://caleb-distributive.github.io/pretenders-dom6/ (website down?)
>Debug mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3083231618
>Communion fatigue calculator (still dom5)
https://instacalc.com/53495
>Automatically prevent starts in all provinces with less than X connections (still dom5)
https://nixx.is-fantabulo.us/dom5ranmapnos/

>How do I change the fonts?
Replace guifont.ttf, guifont_fancy.ttf and guifont_texty.ttf in the game's 'data' folder (C:\Steam\steamapps\common\Dominions6\data)

>Fan art
https://thronebooru.booru.org

>Sloop’s Comfy Balance Mod
https://docs.google.com/document/d/1zeDyK8Zb_p4lIJ0yp3a3ikMprRkmBCWvy31_4jBen3Q/edit?usp=sharing

Previous Pantokrator
>>552334342
>>
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First for why did you let it die ;_;
>>
Atlantis is the best late age nation btw.
>>
>>553091306
They sadly have the most useless non-cap mage tho on land
>>
Any new games hosting?
>>
My favorite school is astral magic.
>>
>>553093058
Mind blank
>>
Has anyone used the horror parasite spell to agr effectiveness in mp?
>>
>>553091207
the land lies fallow in anticipation of crannog ys
>>
Post noobtraps
>>
>>553099834
Chariots
>>
>>553104604
I agree, especially after the new mount system
>>
>>553104604
kek
>>
>>553099834
sloops
>>
>>553099834
2path sitesearching rainbow gods. Its something I see new players do a lot (and something I did a lot as a new player), which sounds good but really is a mistake on a lot of nations.
>>
>>553112704
true, 3 path site searching rainbow gods (no astral) is where its at
>>
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2000+ units on the battlefield, hundreds of casualties, but only 12 dead Agarthans. Truly, the AI is a chess master
>>
Ritual of Rebirth
>>
>>553131912
Well of Misery
>>
>>553058653
>Pot calling the kettle black
>Suit yourself
wrong, i'm neither a faggot nor triggered, unlike you

>So they get access to your bless. They are pseudo-sacred.
wtf. if not for the late research and extreme casting requirements, they'd be hilariously op and mary sue

>>553055191
being able to turn a small army into something that deals damage close to what horrors do, is pretty good in some of the more difficult situations one can encounter. thugs and scs will mostly melt before them. an sc with 35 protection and 40 protection barrier artifact will be ripped to shreds, except if it has other kinds of defenses like astral shield and awe. same with a monolith or a bronze colossus
people can have trouble with thugs like a golem, and even go to the trouble of specialized, bespoke anti-thugs equipped with smashers. why are smashers considered strong against golems? because they deal 20 armor negating damage against inanimates. this buff means all the units that can receive the buff basically have something similar to smashers, except it works against everything, and it's on a bunch of troops, not just on commanders equipped with crafted items

with that armor negating buff, the horror will be you

the only balancing aspects are the extremely steep casting requirements and late research needed. various tricks and approaches for casting it might be worthy considerations for it
>>
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>>553138610
>wrong, i'm neither a faggot nor triggered, unlike you
pic related

>the only balancing aspects are the extremely steep casting requirements and late research needed. various tricks and approaches for casting it might be worthy considerations for it
You aren't going to have many of the spawns
so it will mostly be serpents of sotek that are recieving the buff and dishing out the damage
IMO there is tons of counterplay to them, considering their low prot, tiny hp pool, and so on

>being able to turn a small army into something that deals damage close to what horrors do, is pretty good in some of the more difficult situations one can encounter. thugs and scs will mostly melt before them. an sc with 35 protection and 40 protection barrier artifact will be ripped to shreds, except if it has other kinds of defenses like astral shield and awe. same with a monolith or a bronze colossus
regeneration
defense skill
fire shield
>>
>>553138610
>wtf. if not for the late research and extreme casting requirements, they'd be hilariously op and mary sue
pic for reference

Are you familiar with Hellenika's U nation?
they have a similar end game spell that blesses some non-sacred units
>>
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>>>553055191
>but as Itza you would not invest into a bless
what makes you say that?

>>553140752
forgot pic lol
>>
>>553140752
Tell me more
>>
>>553140467
your image applies to you, not to me, triggered faggot. >>553040450 >>553044290 >>553044541
did your mother have very low prices when she was selling herself?

>>553140752
it's in combination with the armor negating buff that the sacred aspect becomes op and mary sue. basically sacred horrors with armor negating attacks that can be controlled
>>
>>553141307
that doesn't seem like a real unit, it seems too weak. shouldn't the vengeful bite have something special to it? is it a kind of property on the weapon that does not make the asterix show up? or does it need to be buffed to do anything special?

from >>552970020
>spawn of sotek at 66 blood slaves for 13
why discuss the serpents of sotek when the discussion was about the spawn of sotek?
>>
>>553104604
Aren't Hinnom's chariots descent?
>>
>>553151404
not him, but the hinnom war cart mount has 5 body protection, which is low
>>
>>553150947
>your image applies to you, not to me, triggered faggot
lol your seething brings me joy

>>553150947
>it's in combination with the armor negating buff that the sacred aspect becomes op and mary sue. basically sacred horrors with armor negating attacks that can be controlled
what makes them horrors other than that they have armor negating attacks? why call them horrors if what you mean is armor negating

>>553151119
>shouldn't the vengeful bite have something special to it?
It is partial life draining and armor piercing, which don't show up as an asterisk

>why discuss the serpents of sotek when the discussion was about the spawn of sotek?
The discussion has increased in scope

one anon said that the spawns of sotek are overcosted
I pointed out the spells that buff them (and the serpents of sotek)
another anon said those spells are too strong
I pointed out that, due to the overcosting, spawns of sotek will be relatively rare and most of the time serpents are the only unit that will be receiving the buffs
then you asked why I mentioned serpents

>>553146776
>Tell me more
https://www.youtube.com/watch?v=9BiepFExJiM
>>
>>553152371
>lol your seething
you are describing yourself yet again, triggered faggot

>what makes them horrors other than that they have armor negating attacks? why call them horrors if what you mean is armor negating
as i discussed previously, armor negating on troops is very rare and very powerful >>553044472 >>553138610 . while not all horrors have armor negating attacks, many do, and it's one reason why horrors often rip even sc pretenders to shreds in battles or assassination attempts. is there any troop outside horrors, tzitzimitls and some poison damage troops that have armor negating attacks?
are you just being a faggot troll?

>I pointed out that, due to the overcosting, spawns of sotek will be relatively rare
unless they or the snakes are freespawning or something like it in addition to the rituals for summoning them, that is a completely demented and idiotic line of reasoning that you have. if the spawns of sotek are not overcosted in some situations, like a plan that involves the op buffs like armor negating and bless on not sacred, there can be plenty of them since the player will prioritize them. especially as a blood summon with reasonable mage turn efficiency, the player will not run out of gems. the tzitzimitl are in a similar ballpark, armor negating and sacred, but the tzitzimitl has terrible mage turn efficiency, only 1 per cast, on a caponly mage. consider also the difference between blood 4 and blood 9 summoning of storm demons, the main difference is mage turn efficiency. conversely, if the spawns of sotek are not worth summoning, and they don't spawn outside of manual summoning rituals, they won't be relatively rare, but won't show up at all, since people won't bother summoning them. do they freespawn?
>>
>>553152371
>It is partial life draining and armor piercing, which don't show up as an asterisk
not even any poison damage when their description has this?
>venomous hate
>>
>>553151404
nobody knows, because no Hinnom player has ever recruited national units that aren't named Rephaite Warriors
>>
>>553160205
Once upon a time, that was not the case.

https://lparchive.org/Dominions-3-(by-Lilli-et-al)/Update%20104/

That LP is not recommended, unless you want to descend into insanity.
>>
>>553161594
>My scout in Lanka was found and brutally murdered when he completely lost his head and flung poo with his left hand instead of his right - an unforgivable faux pas in Lankan society. I send a replacement as I'd like to know what Lanka has in his capital.
>>
>>553154717
>you are describing yourself yet again, triggered faggot
your butthurt is unfathomable

>why horrors often rip even sc pretenders to shreds in battles or assassination attempts. is there any troop outside horrors, tzitzimitls and some poison damage troops that have armor negating attacks?
spring hawks?
warrior illusions?
basilisks?
cockatrices?
Olms?
a bunch of heroes and pretenders?
gnomes and vaetti hags?
Necrodai?
Master of the Dead?

>unless they or the snakes are freespawning or something like it in addition to the rituals for summoning them, that is a completely demented and idiotic line of reasoning that you have. if the spawns of sotek are not overcosted in some situations, like a plan that involves the op buffs like armor negating and bless on not sacred, there can be plenty of them since the player will prioritize them. especially as a blood summon with reasonable mage turn efficiency, the player will not run out of gems. the tzitzimitl are in a similar ballpark, armor negating and sacred, but the tzitzimitl has terrible mage turn efficiency, only 1 per cast, on a caponly mage. consider also the difference between blood 4 and blood 9 summoning of storm demons, the main difference is mage turn efficiency. conversely, if the spawns of sotek are not worth summoning, and they don't spawn outside of manual summoning rituals, they won't be relatively rare, but won't show up at all, since people won't bother summoning them. do they freespawn?
oh, i'm sorry
you are literally retarded
or a troll
nice job troll. had me going

>>553154937
>not even any poison damage when their description has this?
>>venomous hate
obviously, the hate is what is venomous
it is social commentary
the whole nation is a cautionary tale
"Ere, the ligger began to hate"
>>
>>553164906
>your butthurt is unfathomable
you're still describing yourself, not me

>spring hawks?
elemental damage
>warrior illusions?
mr negates, mindless immune
>basilisks?
mr negates, mindless immune
>cockatrices?
some kind of mr roll i believe
>Olms?
mr negates, mindless immune
>a bunch of heroes and pretenders?
heroes and pretenders aren't troops, they're commanders
>gnomes and vaetti hags?
those are commanders, not troops
>Necrodai?
that is a commander, not troops
>Master of the Dead?
that is a commander, not a troop

how utterly retarded are you? spring hawks would rarely ever do anything to a bronze colossus

>oh, i'm sorry
>you are literally retarded
>or a troll
>nice job troll. had me going
again, you're describing yourself, not me, utterly retarded, triggered faggot

>obviously, the hate is what is venomous
>it is social commentary
>the whole nation is a cautionary tale
>"Ere, the ligger began to hate"

>poisonous snakes
will you fix your mod, completely retarded troll?
>>
>>553161594
Cool UI
>>
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>>553167675
>how utterly retarded are you? spring hawks would rarely ever do anything to a bronze colossus
>again, you're describing yourself, not me, utterly retarded, triggered faggot
>will you fix your mod, completely retarded troll?
obviously, not butthurt at all
>>
>>553167675
polypal spawn
>>
>>553169827
yet you're still describing yourself, not me, completely retarded, triggered faggot
also, you didn't address anything

>>553169975
that's actually true. 1 capped damage, but the damage is still armor negating. they'd in theory deal more damage to scs with 35 protection than giboleths with their 6 damage armor piercing tentacles, which seems wrong. it would probably make sense for illwinter to change that mechanism
>>
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>>553172321
>>
>>553172321
>>it would probably make sense for illwinter to change that mechanism
>he thinks anything illwinter does makes sense
sub-zero IQ retard confirmed
>>
How do you hold territory in this game? I can't keep up with the wack-a-mole style army movements of being surrounded by enemies.

Defense costs an arm and a leg and seems to be worthless.

Or am I thinking too much like other games. Are borders not really a thing,a and it's supposed to be just bastions of fortresses build on high-value land?
>>
>>553173928
Put an army where you don't want an enemy army to be. Send raiders to do the same to the enemy so they have to make the same decisions you do.
>>
>>553173928
Against AI or humans? The AI is scared of PD and pumping it up can corral them. For humans the best defense is a good offensive. Send out multiple raiding parties so they keep losing territory and have to divert their attention into cleaning them up, and use big armies to take on their armies and forts. Use scouts and diplomacy to keep tabs on your neighbors so you can focus on your next target. Fort any provinces that are really important to you, like chokepoints or those that have good sites, but you want to get out plenty of them. Always fort Thorns.
>>
>>553173192
>>553173382
you're describing yourself again, completely retarded, triggered faggot. and you still didn't address anything
>>
>>553173928
in addition to what others said, there is also magic phase movement to consider. magic phase movement comes before regular movement. you can read about some of the details in the manual. if you for instance equip a thug properly that can do cloud trapeze or teleport, and the enemy does not reinforce well enough somehow, you might be able to intercept the raiders before they escape or attack somewhere else
>>
>>553173928
Forts are the best way to hold onto land
>>
>>553175652
tzitzimitl has a fatigue based ranged, ignores shield, armor negating weapon

That seems way better than a melee armor negating attack (which can still be def negated). If it is ok on the tzimtzitl then it should be fine on the sneks

Not to mention they have that attack innately and they don't have to jump through a bunch of hoops to buff the sneks with it (*cough* bloodslaves *cough*.) The sneks don't have flying (and therefore can't just bounce around everywhere on the strategic map.)

you seem autistically fixated on the AN and how convention breaking it is to put it on a buff. But that is kind of the point of mods? To do new shit that isn't in the base game? But go off king
You are just exposing yourself as a retard
>>
>>553179048
Don't forts steal resources from each other?
I was told a while ago to allow 2 provinces between each fort.
>>
>>553179903
They do but it's usually not a big deal unless it is your capital and it's taking away from your cap units
>>
>>553179903
They take a percentage of res from that prov. If multiple forts are taking res but the total percentage is under 100%, all good. If they pass 100%, they all get reduced res.
>>
Is it possible to go over 90 bless points?
>>
Do Vanir even have pointed ears? I guess I just always took for granted that everyone calls them elves.
>>
>>553184082
I don't think its stated anywhere that they do. I like to believe they do, because its fun.
>>
>Phlegra and Vanheim at war
>Both dm me telling me the other is the threat
Who do I believe?
>>
>>553179085
you are being completely obvious troll, since i already mentioned the tzitzimitl. and you are again describing yourself, not me, completely retarded, triggered faggot. and you still didn't address anything
>>
>>553197102
Isn't vanheim inherently scarier
>>
What do I do with tarts? I have a necromancer corpse stitching their afflictions away, do I Divine Name/Gift of Reason them and equip thug gear? Are some of these chassis better to promote than others?
>>
>>553200412
Unless it's OneAge that would be MA Vanheim, and MA Vanheim is a joke in vanilla and mostly still a joke in sloops.
>>
>>553204070
>Divine Name/Gift of Reason them
yes

>Are some of these chassis better to promote than others?
https://larzm42.github.io/dom6inspector/?page=spell&nation=0&showids=1&showmoddinginfo=1&showkeys=1&unitq=Tart&spellq=Tart
>>
>>553204070
>>553206319
Yes but before doing so make sure they aren't feeble minded
>>
>>553204070
Yep. Check them in mod inspector to see the differences.
The sickle guy is usually the best - 3/2/2 random paths with 180 HP and full slots. But if you can remove the afflictions, they're all worth the 25 gems to make them a commander, maybe except the manticores.
The manticores are fine to just use as troops - they only get misc slots anyway and they're a 300HP undead with good combat stats regardless - just DN/GoR the others.
The snakes and the chains guy don't get leg slots, but that's not an issue.
>>
>>553209256
GoR still the only way to heal them?
>>
>>553216797
Yeah, you could use chalice until dom 4
>>
>>553207194
good general advice, but won't corpse stitching fix that eventually?
>>
>>553221124
How do you get it without la Agartha
>>
>>553221452
I would have sworn that one or more of the pretender chassies gets it but I can not find any that do in vanilla. The necromancer and one of the adventurers gets the ability, so if you can enslave them you can get the ability. Otherwise, I don't know.
>>
Is 20 too old to start becoming a Dominions player?
>>
>>553221452
there are indie necromancers you can find with it
>>
>>553222461
I think there are two death 2 sites "Litter Skull" and "Death Mound Downs" and a nature 1 site "Poison Glades" that lets you recruit them.
>>
>>553222223
This game is pretty simple compared to most strategy games, it just has a lot of options
>>
>>553198810
>and you still didn't address anything
I pointed out the tzitzimitl are much more than just Armor Negating. They are shield and defense skill negating as well

Therefore it is perfectly reasonable for a new modded unit to be merely Armor Negating

kindly, kill you self
>>
>>553222223
Dominions is just a digital board game with wargame mechanics, everyone can play if they want to
>>
>>553226089
idk bro
I was part of a USxEuro military exercise that used modded dominions to wargame

The older brass really struggled with some of the mechanics
>>
>>553225494
no you
>>553198810
>>
>>553216797
Gift of Reason/Divine Name is to make them a commander. You heal them through corpse stitcher or mending bones bless
>>
>>553221452
Igor Korhelm's tome was stealth patched months ago to give corpse stitcher 3 (without listing it in the item description, Illfraud moment).
I'd say that if you don't have the tome, lucky necromancers or are LA Agartha the tarts are not a worthwhile return on investment. You've got to cure the feebleminds somehow to get a good mass of them, and you need a lot of them because individuals are unreliable due to going crazy 25% of the time. Doing the mending bones shroud meme isn't worth as having cursed paper armor precludes using them as heavy thugs which is half the point.
>>553209256
>The snakes and the chains guy don't get leg slots, but that's not an issue
That is actually a big deal, boots of quickness are a huge boost in mapmove and killing power unless you're only using them as fluffed army thugs.
>>
>>553226367
>I was part of a USxEuro military exercise that used modded dominions to wargame
strange if true, doesn't seem like the best fit, dominions is probably more abstract war, strategy and diplomacy, with a whole bunch of mechanics with fantasy flavour
>>
>>553222223
ezpz game, I'm 30 and I enjoy playing it
If you're new, start with something simple and learn from there
Early Age Mekone, Middle Age Ulm, and Late Age Andramania are all very good picks
Early Age Ermor, C'tis, and Arcoscephale are solid
Early Age Abysia, Hinnom, and Muspelheim are also great but they have blood access and that's something nobody new should touch
If you're not new and are just asking in general because you wanna recommend it to someone, just have them play one of those nations and help them along
>>
>>553226089
Perun??
>>
>>553226952
>strange if true, doesn't seem like the best fit, dominions is probably more abstract war, strategy and diplomacy, with a whole bunch of mechanics with fantasy flavour
>diplomacy
malakal was not part of this exercise so far as I know
>>
>>553228414
so why pick dominions?
>>
>>553232038
it was cheap to license
>>
>>553232231
nice fiction
>>
>>553232815
a dominions military exercise just flew over my house
>>
>>553234328
>>553232815
>>
How the fuck are underwater forts supposed to work just swim over the walls lmao
>>
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>>553241716
>>
>>553241716
its magic i aint gotta explain shit
>>
>>553241716
Life under the waves corresponds in many ways to on land, airbreather
>>
>>553241716
Life underneath the waves corresponds in many ways to that on dry land.
>>
Life after Death
>>
>>553241716
>Magic traps are suspended in the water above the fort, and can only be controlled from within.
>Swimming all the way up and down is exhausting and leaves you open on t he descent.
>Being on the ground makes it easier to keep formation.
>Mages can't cast spells while focusing on swimming.
>>
>>553241716
>why didn't they just fly eagles to Mordor?
>>
>>553241716
the best explanation may be that the fortress is either carved into the ground, or has a full dome, and the graphical representation ingame is basically wrong
>>
elf fatigue
>>
I can use astral magic irl.
>>
>>553258841
Mind Hunt me then, nerd
Do it pussy
>>
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>>553257154
>tfw we can't control this part of the ocean ocean as far as the eye reaches because there's three toads under a rock 70 miles below us
>>
>>553258841
How to fix my luck?
>>
>>553262994
that's true, an argument could be made that shallow sea provinces should be split into neritic (sea above continental shelf) province and benthic (sea bed) province, and deep sea provinces split into photic (shallow enough where light can reach) province, aphotic (so deep that light cannot reach) province, and abyssal benthic province, or something like that. and amphibian walkers can only enter the benthic provinces
and that cave provinces cannot exist under deep sea provinces

though that's way too granular and not mythical enough, almost certainly wouldn't fit the gameplay, and be too much work for possibly negative gain for the game. still fun to theorize about
>>
>>553265631
that's glamour now, not astral
>>
>>553226367
Who played who
>>
>>553269832
I'm working on a game similar to Dominions but with heavier emphasis on some realism (hex based maps, strong terraforming magic, water bodies behave more or less realistically if you change terrain elevation, forests can wither if you take away the rivers or make mountains to stop rain...) and that's pretty much what I'm planning to do with the sea. Roughly like land and the caves below, the sea surface and the depths are two different layers, with abyssal depths being essentially a variant deep sea terrain with some extra rules, like limitations to who can stay at the bottom and the possibility of hosting true gigantic creatures.
I don't really see it working in Dominions, though. Once you start trying to execute something like this it influences lots of other stuff. They'd have to make a hell of a rework in Dominions to fit in something like that
>>
>>553271713
Shadow Empire?
>>
>>553271713
But how fun is the combat and the world? CoE goes a lot harder into terrain manipulation and other 'worlds' hence I ask the question
>>
>>553258841
can you wish for armageddon? kthx
>>
Nether Bolts
>>
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Recruiting game?
>>
>>553288490
Sure, what settings does everyone want?
>>
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Surprised any of my shackled mages lived.
>>
>>553290693
What did your god do?
>>
Man
(Warrior Illusion)x5 is surprisingly effective on an assassin
>>
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>>553091306
We must build additional tents for the tent owners.
>>
>>553091306
They were my first win in Dom 4 which I loved
>>
>>553291908
sadly
>>
>>553291824
Buffed regen on a Tyrant, fought some mammoths (I think his fear made a difference), then routed like a bitch.
>>
>>553293586
Can you put any gear on him worth using?
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>>553290693
Well this went pretty much as expected. My pretender who was supposed to buff Weapons of Sharpness on the bane and 4 mammoths guarding him died in a magic phase attack from C'tis because I set him to retreat, but he was going to the wrong province anyway. I don't think it would have mattered, I needed like 10+ GSS users to defeat this, but the dragon was my only earth mage, so making them was difficult.
I'll probably go AI in a couple turns after spending my remaining gems.
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>>553294580
Weren't you complaining about Phlaegra? To my understanding "the threat" is Eriu or maybe Ermor if there is one.
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>>553295409
I only know that Phlegra had like 40+ provinces for a while even outside my initial territory, don't know much about Eriu. And yeah Ermor with BV is always a threat
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>>553297015
I'm not that threatening.
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>>553294013
Just a ring of tamed lightning
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>>553294580
I think you have some options to deal with my Tyrants as Caelum, but in many ways Phelgra is the worst matchup possible as Caelum lacks counter thug/SC tech on the whole. Later on Caelum will get access to duskdaggers, but without that they can be easily prot tanked. The mammoths were even more powerful that I remember from my experience with Caelum, and in hindsight I probably should have rushed alt 5 for curse of stones to deal with them. Round 1 curse of stones will shutdown a large amount of quickened mammoths.
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>>553302386
Shit, for some reason I thought curse of stones was alt 5 instead of alt 4 ... yeah I really screwed the pooch this game. Should have waited until I had a small communion for curse of stones, then went for it.
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Getting up my quake casters pretty slowly this run. Sadly it takes luck to roll E3, which makes it harder to get my guys up to power, but yah know. My strat is pretty self explanatory, I guess.
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Is there an ettiquette to starting a war, or is sudden ambushes/truce breaks fair game?
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Gnight /domg/
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>>553305006
If you don't make a NAP, it's fair game
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>>553305006
As long as you don't declare anything formal, it's fine to engage immediately
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>>553305006
Yes. By that I mean no. By that I mean you better yah know, expect consequences for backstabbings.
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>>553308391
Nobody trusts a backstabber long term, but dominions rewards that behavior.
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>>553271713
Show proof
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>>553305006
if it works its worth it
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Claim Life
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fire storm
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When can I start playing multiplayer games
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>>553324728
When you can expand and use point buffs ok
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I don't feel like doing my turn today
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>>553325301
what graph is this
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>>553326507
research
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>>553326507
>>553327426
Dreamstones?
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>>553329260
Most likely, they beat out quills and imps in 6
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>>553290693
>>553294580
Cant believe i got you with that! Death magic really has it all! Now if only my croco-lion-pharaoh wasn’t so stumpy he might’ve made it in time to actually duel your dragon, but I’ll take it.
We did it Phlegra! We killed the snow dominion user
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>>553302386
ma caelum has surprisingly poor magic diversity, at least until any national summons come online. 2 paths that are reliable, 2 paths that are about 25% chance each on a somewhat expensive mage, and one path that is 20% on the only priest the nation has
is a dormant sitesearching rainbow pretender, with a slant towards astral and death, workable for ma caelum?
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>>553342003
Sitesearcher pretender is never viable. You want diversity, kill a player who's searched those paths.
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>>553342176
Really? Then again, I won games using a Acashic Knowledge so maybe I'm lucky
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>>553342176
I think you can run an awake researcher that has the midgame plan of breaking into a few offpaths via site searching, its what I do as TNN. Rainbow pretenders need to have a purpose besides site searching, I agree on that. Sometimes that purpose is just getting as many bless points for an imprisoned bless though, and when they awake they cast 2-3 spells then start site searching.
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>>553342972
I honestly wonder if I can go full rainbow if I have full confidence in my troops without needing a bless like Ulm or Na'ba
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>>553272312
"WIP wizard wars". It's years away from showing up somewhere online, even as a beta.

>>553272397
It's a bit more about macro strategy than Dominions. Logistics and logistic trains are a thing, so properly placed fort can actually stop an invasion because if the enemy simply walks by, you could sally out and fuck up their wagons.
There's also two different types of troops, regulars and skirmishers. Regulars only do "proper" battles, which do have a lot of similarities to Dominions but aren't made by hundreds of single soldiers forming a huge ball. Instead, troops are (freely, so you can mix and match according to your needs) organized in formations and have some more tactical options. Think a mix of Dominions and Total War battles. In general I aim to add some more micro and meaningful tactical decisions to troops, while removing a significant amount of micro from mages by making magic rarer but much more meaningful. No need to script 15 mages with "buff 3 squares of troops with +3 armor". My current design is both less micro intensive and more tactical and intuitive than Dominions', but it's still far from finished so we'll see.
An army containing both regular troops and skirmishers will have the skirmishers join battle normally, although they can be deployed around the battlefield or hidden in some terrain features inside and they have some other differences.
Skirmishers can also harass, which is a sort of ambushing mini-battle where they try to ambush just a few units in an enemy army. Those who take part can only take a couple shots at each other plus possibly some melee if they're fast enough, before the attackers retreat. So a huge ball of heavy infantry can get whittled down by light archer cavalry or by elves in a forest little by little without ever actually starting a proper battle.
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>>553325301
I thought I was behind on research, huh. Well that's reassuring, but I have no real plans behind it besides quake spam, marble warriors + maws, construction stuff and globals to get more gems and income/resources, and maybe forging bonus. I only have 1 quake mage out, so that's why I'm kinda panicking (should be 1 in 20 I thought it was 1 in 10, whoops), but yah know I got maws of the earth coming as a close second, gotta hit marble warriors, but I can't sweep the expected numbers of 600+ normal troops that people probably can throw, I'd just get fatigued down. Don't mind my troop numbers and province count, I'm max scales ulm expansion with minimal gains from a person who went AI, if you're shocked, IDK what to tell you. Scelaria is not shocking either, they're the average of EA and MA Ermor, so yah know, always a threat.
>>
The hexes are also rather small, so armies have an "area of influence". Once they overlap, they can join battle. The more they overlap, the more likely. So you don't need to land exactly on an enemy's hex to start a battle, which would be awkward.
It also means that you can do what the Romans liked to do: small forts with a bunch of skirmishing cavalry all over the place. Put one in a plain, and anyone coming close (within that cavalry's movement range) is going to get harassed to hell and back. So maybe you want to go around. Or make some forest or hills grow to limit their range. Or bring your own harassers to force them into a proper battle where they can get cut down.
A few hundred skirmishing elves in a forest? It's probably going to be easier to burn the whole thing down, although of course they'll probably be trying to do the opposite.

>the world
Dominions cancer nations are great concept, poor execution. MA Ermor or R'lyeh mostly wins by ruining the world. I have a sort of minor nations for that. Some are NPC only and appear in the map as independent settlements (think indies, but you can conquer their cities to recruit their troops). Others are playable, but follow completely different rules. The closest thing to MA Ermor is the necromancer cult, which gives you a bunch of stealthy necromancers. So you're building hideouts, following armies to steal corpses after battles, researching magic, raiding undefended towns, poisoning rivers, and slowly building large hordes before you unleash it all. You win if you manage to get enough % of the world population killed. Bit inspired by the protestant faction in the boardgame Virgin Queen.
Also there's things like dungeons where you can send in heroes to find magic relics, monstrosities that can come out of the depths, etc.
My goal is that it feels alive.

>>553312190
My current "manual" on game mechanics is about 30.000 words long so far. I can program but I'm searching for an efficient, toaster friendly engine.
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>>553342972
Sure. You can. Awake researchers are perfectly viable - but you should build it as an awake researcher, not as a 'site searcher'. At best, it should be a small, nice bonus.
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>>553345873
Will it still be 'hands off' like Dominions is? I'm more fond of the autobattler aspect of Dominions and CoE than anything else
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>>553346112
this sounds sick af
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>>553225494
Holy shit, you're such a stupid faggot, never post here again and kill yourself immediately.
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>>553345873
I was bored and remade the vicky 2 paradox pop/goods system for fun in C#, but it lags like crazy when you scale it up. I have no idea what wizardry they pulled with that one, but probably just efficient number change calculations. I'm working on my projects too, but those are probably unseen for a while too, mainly a tactics game I made that I might convert to PC.
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>>553346076
can you summon golems and other thugs? do not answer here, just food for thought. ma ulm should be in a great position to equip thugs
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>>553346359
Yes, PBEM and multiplayer focused with automated, set-it-up-and-see-how-it-goes battles.
I'm just banking on being a better programmer than Illwinter to make a bit, just a bit better AI that can take a minimally more complex battle plan and make it work. For example, you can make a pikemen formation and place it in the middle of the field, pretty much just the same way you would in Dominions. But you also get a few more buttons that you can click to encourage certain behavior. Like "stay out of trouble, target weak and routing troops" for light cavalry, or "try to run around the enemy to reach their rear", or "hold the line", or "hold the flank".
Plus a metric boatload of quality-of-life features to make scripting and planning a lot easier. My goal is that you can spend much less time than in Dominions getting your army to do exactly what you want, but that you have a lot more power to decide exactly what you want to happen. I think I've hit the key, although of course I'll need lots of finetuning once I've got it programmed and working.
My general idea is that if you think "I should probably do X for a tactical advantage", you're probably right. You should be able to win a battle even if you don't know the mechanics, simply by applying sound tactical thinking.
Also, I really don't like having to spend an hour just scripting a communion for a large battle, so I'm aiming to limit but strengthen magic, which reduces micro significantly. Your pretender design changes what magic your mages can do, and is also the source of power, so you only have X "mana points" per turn. Adding more mages to a battle lets you get magic out quicker, but it doesn't increase how much magic you can do in total. Except for things like a summoned fae mage, who draws magic from a different source so they bring their own little pool. So you do can scale up a bit, but generally it's more about taking important decisions. For example, most battle buffs are battlefield wide.
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Would Marverni even want an Unaging bless? Their Druid Elders seem pretty likely to get an n1 which removes the old age issue instantly.
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>>553346112
>I can program but I'm searching for an efficient, toaster friendly engine.
I cannot recommend /vg/agdg/, that place and its Discord is a hellscape.
How much do you know of programming, and which programming languages? Do you know C++?
Here is a list to consider:
>Unity
>Unreal (turn off lots of settings to make it more toaster-friendly)
>Godot
>Gamemaker
>Defold
>SDL3 (engine development)
>SFML (engine development)
>Monogame (Stardew Valley)
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>>553347726
what's the overall theme gonna be like? Lands of Achra is coming out soon and has a rather interesting direction despite it being from an amateur solo dev
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>>553200412
Depends on how competent they are and their tendy build, but yah. I took a deliberately non-threatening tendy expecting to leech off someone in a coalition later.
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>>553347982
Paths is excellent, I am buying it on release no questions asked. Only problem is paths is a bit easy, but not too easy.

>>553347874
I'm maki
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>>553347726
>I'm just banking on being a better programmer than Illwinter to make a bit, just a bit better AI that can take a minimally more complex battle plan and make it work.
But that can end up being costly regarding computation if you aren't careful with both programming and game design. Just recently, Illwinter got a negative review complaining about turn lengths when AI was set to higher difficulty levels, since the AI ends up with much larger armies at those levels.
https://steamcommunity.com/profiles/76561199117867878/recommended/2511500/
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>>553348264
I'm making my own engine to do basic stuff like pathfinding off the roguelike guide for roguelikes on rogue basin, but IDK how to do anything computationally well enough for the type shenanigans I want with a billion moving parts. I tested a prototype pathing demo, and it handles up to 1000 moving parts reasonably well, so it'll work with my tactics game, a dominions style game, or a roguelike, but I'm still iffy on anything more complex than that, which was my plan (space 4x with realistic galactic sector sizes). On the good news, map generation supports really large map sizes with little slowdown, lol, it's filling it with moving parts that's the problem. I'll publish the engine eventually, but for now I'm still working on streamlining it and making it easier to use with things like custom pathing or battle instructions. Sad thing is, I don't know what is causing the slowdown, and I still need to go through and check, which I'm doing in a rebuild over time.
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>>553348865
Better than that, custom AI scripting system, which I have planned, but not implemented until I fix performance issues. I am definitely a worse programmer, but I know what we want.
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>>553348987
One thing I learned though is a full map search algorithm might be better than a direct search for unit's that need to move, which I *believe* might be the bottleneck, and I've been doing direct searches, like go through all the list of all actors and then do movement for each vs check each map square if something needs to happen if yes do that. I'll maybe test that, and maybe add support for both solutions, but programming nerdery ramble is over. I'm gonna get coding.
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>>553347726
Some people prefer Total War: Warhammer 3 over regulae Total War, since the mechanics can get way more varied and complex due to the fantasy aspects and magic. Will you turn down the fantasy aspects a bit regarding mechanics? Might be good, I don't know.
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>>553346503
Thanks anon

>>553346679
>>553347874
Yeah, that's the tricky part. I learnt C and Java in my times but lately I only use Python and excel macros at work, so I've got some tools but not really the best set up for a project like this. I don't want to get stuck making my own engine because I know I'd never finish... I'm checking out Godot, but I have some concerns about its ability to deal with lots of elements. While I do want to simplify troop management and scripting through formations, I do want to represent each soldier individually, so I need it to be able to handle thousands of troops rolling dice at each other without making turn changes take forever.
I'm not afraid of learning another language if needed to optimize, though.

>>553347982
I've studied Classic Philology in the uni, so that's my specialty. The core will be Mediterranean Bronze Age, both pre- and post-collapse and both historically and mythologically, but also in a "fantasized" way like Dominions does. For example, I've got a concept for snake people Tartessos. With some guests from elsewhere in the world, and also some stuff more out of typical fantasy, like more fae-like Tolkien elves who can't touch ANY metal so they're limited to bone, stone and wood weapons, and essentially falling behind in development despite their superhuman abilities. Possibly some factions getting a dark ages vibe or even up to 1.200 AC. The most advanced I have planned is 1.400s Spain, with some cannons and muskets, but I'm not sure if I'll go ahead or cut back a couple centuries and go no gunpowder.

>>553348865
Definitely. I'm not even sure I'll bother writing advanced AI for singleplayer, though.

>>553349553
Not sure I understand what you mean, can you reword the question or give me an example of what kind of mechanics you're thinking about?
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>>553347726
Will the micro increase as more territory is gotten? You discuss ways to decrease micro at all stages, but have you considered ways of decreasing micro by limiting player choice in some ways as the player gains more territory and more to manage?
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>>553347221
Yeah, I think this game will be decided by who had easy first wars. I thought I had an easy-ish first war lined up, but I dropped the ball moderately in a few ways which Caelum took advantage of: not bringing a small curse of stones communion to shutdown mammoths, having the wrong Tyrant scripts, making predictable attacks when I didn't have wide ranging pressure, and then me staling. But I'm in a solid shape, and should be working on a few different things.

Btw regarding your private message, that was my implicit understanding of the situation too.
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>>553349690
>>553349553
The thing is that a lot of Warhammer 3 is rather crap since it gets way beyond the scope of what you want to focus on i.e. killing dudes in sick fantasy battles and only exists to bloat the snooze worthy strategic map
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>>553348987
>but IDK how to do anything computationally well enough for the type shenanigans I want with a billion moving parts.
I am very sorry, but you might be in deep water. Even seasoned, very intelligent engineers can screw themselves up royally when it comes to algorithms and data structures if they don't have university education (or studied it themselves) on this subject or they aren't very careful. Read this and consider that a few lines of innocent looking code can cause a compiler to spend almost a minute trying to compile it and then give up.
https://danielchasehooper.com/posts/why-swift-is-slow/
A language cannot be changed easily while the implementation of a game can, of course, but it still shows how difficult it can be.
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>>553348987
If you want to learn more, there are university and online courses, and books and educational material, on the subject of time complexity and related topics. But it is a deep and difficult subject, and primarily relevant for professional software developers working with certain subjects.
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>>553349870
That's one of the biggest challenges. Micro MUST increase as you grow, because you will have a larger border and more neighbors, so you must have either more options, or more of the same options you already had but in larger amounts. It is unavoidable.
My solution so far is to focus "decision centers". Land is land. Most hexes will be "useless" by themselves. Instead, your focus goes on cities, forts, and some specific mapsites that you'll probably want to fortify. A variety of tools and UI stuff also makes it easier.
The heavy focus on terrain, which I think is incredibly underutilized in Dominions, also helps a lot. Smart use of bottlenecks, even making your own by raising mountains, can help.
There's something like dominion, and you can dedicate mana to "defend" the terrain inside, resisting terraforming. Of course you could get tricked through a battle with the goal to make you waste points while someone grabs the chance to wreck some mountains, but generally you can keep your core lands relatively safe and to your taste.
These mechanics encourage you to dedicate some of your extra power into things that are light on micro. It's a sort of power tax. You can still use your "parked" power when you really need to, but generally you will want to use those options so you'll have less moving pieces by default.
You also don't need to react to everything. You aren't really conquering land or provinces, but centers of power (cities, a mine, a magic site...). People can't just walk an army past your fort like in Dominions because you'll eat their supply line. You can sit a bunch of elves in a forest to be a pain to everyone through the harassing system and disrupt supply without risking them in battle.
So in general yes, by necessity, but the mechanics keep things in check and encourage focusing on the important stuff. My goal is that you spend less time clicking things than in Dominions, but more time thinking about the game between turns.
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>>553352102
My question is how you'll make the crux of logistic based strategy games (i.e. roads/rails/star lanes) fun? Maybe make them the focus of the setting, sort of like the Ways from Wheel of Time? A fantasy world that's fuck huge to the point that controlling enchanted highways/roads could be a compelling theme.
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>>553350098
I generally agree here. Total War peaked with Rome and then again with Medieval 2 but in a different way, and it's gone downhill since.
The TW: Warhammer games fall in the same trap Dominions does: you can no longer win through sound strategical thinking, because mechanics mastery is too important. Some of the optimal strategies in TW: Warhammer look fucking retarded in the battlefield because stacking auras and shit is more important than proper troop placement. Or how in Dominions heavy cavalry will wreck spearmen.
Again, my goal is that you can show the game to a seasoned player of strategy games what they can take a good decision even if they have never played my game before and don't know the mechanics. The mechanics are there to represent reality, and even the most fantastical reality has to be consistent and make sense.
I actually started this game a few years ago as a mod for Dominions to fix some shit that drove me nuts, but it grew in scope and complexity until I decided that it'd be better to go ahead and just make my own thing.
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>>553349690
>I'm checking out Godot, but I have some concerns about its ability to deal with lots of elements.
There is a showcase list here, https://godotengine.org/showcase/ , if one of those games have lots of good reception on Steam, and has thousands of units, maybe that could be an indication. You could in theory also do stuff like keeping units as data, like an array, maybe even in C++, and maybe have a single node for all units in a battle, instead of having a node or more for each unit. I don't know much about rendering, though, so some of that might be a bad idea.
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>>553349690
>Not sure I understand what you mean, can you reword the question or give me an example of what kind of mechanics you're thinking about?
Some people familiar with both regular non-fantasy Total War, and Total War: Warhammer, said that they considered the latter more interesting, since the former tends to be limited to variants of infantry, archers, cavalry, and little more. Complex fantasy mechanics allow much more, like flying units and teleportation, and are more interesting to some players. But you do allow fantasy mechanics. Maybe I got focused on you writing about less need of having to understand mechanics in order to play well.
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>>553349913
apologies about the confusion, i'm not a player in the game :s
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>>553352748
I haven't solved that yet. It needs some more iteration.
My current execution is that troops can "passively" pillage a certain a mount of supplies out of the land around them (depending on the type of troop, the terrain, etc.). Skirmishers are generally able to take care of themselves in their preferred terrain, at least for a while. Forest skirmishers in forests can pretty much ignore the supply system, while desert skirmishers will hold out for a while, but will need to retreat to a supplying location at some point.
Different nations will also operate a bit differently. And armies of skeletons are generally trash, but have the very powerful advantage that they don't need any supply, so they can just walk into your land whenever and wreck your shit.
In general, supply is highly automated and simple. Every supply point (settlement, fort, etc.) generates X supplies each turn based on the surrounding terrain, can accumulate up to Y supplies, and has a reach of z hexes. Supplies move automatically and instantly between supply points within range.
Supply wagons are a recruitable and movable thing that behaves like an army on the map. They're supply points and can hoard supply to use later, but they don't generate supply on their own.
So essentially, as you advance an army you need to have a few of these supply armies to maintain an uninterrupted line to a supply source. I mentioned above that armies have an area of influence. This disrupts supply - but a defensive army's area takes precedence, so you just need to keep some troops behind to protect them. There's some dice rolling involved so you might still only get part of your supplies through if there's enemies around.
Generally you don't even have to think about it. It's important when you're heading into enemy lands, or when you're risking getting cut off.
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>>553354323
What will be the 'unique' thing gameplay wise that will distinguish it from other fantasy strat games?
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>>553352748
>>553354323
cont.
There's some basic infrastructure but it's very light. Mostly forts, which double as resource extraction points by harvesting stuff in their area of influence (unless enemies get in there and occupy the resource).
Roads are as simple as drawing a line from A to B and waiting for it to be built. The time it takes, etc. will depend on the location, closeness to settlements and forts you control, terrain type, other roads, etc., but that'll all be automated calculations in the background. Roads allow troops to move much faster, and also extend supply ranges.
There's also a couple options here. For example, the not!Roman faction can create Roman style roads, which weren't just roads but complex logistical and defense tools with little forts every x distance. These roads would also operate as very weak forts for the purpose of harassing, so they'll have a chance to catch skirmishers hiding around, and they'll launch small skirmish attacks against armies nearby. It simply costs more money to build and maintain. You can click on it and move a slider around to dedicate more money. More money = it's more effective, but that's as far as the micro goes.

But as you see, the execution is mostly automated stuff. You just have to consider WHERE to place stuff and throw a few troops on top for safety. Troops assigned to a supply wagon (imagine the wagon is like a commander in Dominions) will automatically and abstractly patrol the supply range of the wagon, so they'll face enemy skirmishers or help counter an enemy army's area of influence and you're good to go.
In general, it's the kind of system you don't really need to engage with until shit hits the fan.

Some kind of magic gateway will definitely be there. I've got a page on the Ways from WoT, too, which will be something that can randomly exist in a map as a sort of game-by-game magic site.
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>>553352840
>Or how in Dominions heavy cavalry will wreck spearmen.
It can be difficult to make realistic simulations. Even assuming perfect logic, no bugs, perfect software architecture, and such, there are limits to the computational complexity and the complexity of the logic. Making pikemen strong against cavalry should be possible, but there can easily be other difficulties that might not be viable to fix.
Sometimes, a simpler simulation can end up being more realistic in its final results than some more complex simulation.
For instance, if there are two simulations S1 and S2, and S1 is turn-based and S2 is realtime, if archers do not lead their shots in either, S1 archers would hit their targets more often than S2 archers, despite S2 being more complex, and that might make S1 more realistic in practice. In that situation, one solution might be to make S2 archers lead their shots, though that increases complexity.
Another example is greater and more granular simulation of physics in Age of Empires 4 than Age of Empires 2, also for building placement, which ended up making it sometimes more difficult for players to place walls such that they always close off bases in Age of Empires 4. And it also messed with straight line of fire cannon shots in hilly terrain (unless they changed that). They also made ships shoot from both sides, which is more realistic/granular and less abstract, but made the ships speedy and rotate quickly, leading pro-players to "spin to win" their ships.
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>>553354323
>Supply wagons are a recruitable and movable thing that behaves like an army on the map. They're supply points and can hoard supply to use later, but they don't generate supply on their own.
It sounds really interesting. It would probably require at least some game design iteration to make it work out in practice and make it fun, but I can see some potential.
It sounds similar to the effect of raiding in Dominions with burning down temples and taking provinces. It is funny, maybe no one uses the plunder and raid game mechanics in Dominions, but taking provinces and burning down temples with small stealthy squads or thugs, in practice counts as effective raiding.

Age of Empires series has raiding in the form of sending smaller squads, often cavalry, out to kill enemy villagers or make them flee into buildings, costing lost time due to the villagers being idle.
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>>553352872
That's all sadly beyond my programming skill. I'll have to see how to solve it when I get there. In my semicode it works kinda like the arrays. Lots of things happening "at once" phase by phase, so I'm not constantly checking a unit after another. Assuming a battle where every unit has a single attack per turn, all attacks happen at once. Then I load the attack values array to calculate the attacks individually. Then I apply the results, etc.
I'll have to see when I actually program it and can test it, though.

>>553353465
One of my grievances with Dominions is that it doesn't make the fantastical stuff justice. As some anon wrote a couple threads back, who doesn't remember the myth about Zeus going to battle and getting crippled forever by a militiaman with a spear? Magical stuff will be powerful. In fact, a problem I'm working on right now is how to have a dragon be a major fucking problem without also having a super combatant meta that renders armies and army tactics irrelevant.
My inspiration is Smaug. A dragon can wreck an army. Normal weapons simply can't get through the skin. But a bit of the right kind of magic applied at the right moment, or a hero wielding the right weapon, can kill it. That's what I'm aiming for.
In the same way, I'll be having less spells than Dominions, but some much more powerful stuff. It's less about throwing masses of stuff, like a shitload of mages spamming buffs, and more about choosing the right mage and the right buff.
Battle mechanics will be highly complex, but intuitive. Units generally hold shields on their left hand. Arrows coming from their right are more effective. Mythological beasts in armies are fucking dangerous or have special traits that allow them to do shit that normal troops can't. Your enemy is trusting a barrier of mountains to hold his flank? What about an army of giant spiders to easily get through the mountains?
It's going to be plenty complex and fantasy. Just without sacrificing common sense.
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>>553357002
CoE does a decent job at making super units really strong
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>>553354813
Verisimilitude.
Most strategy games either completely disregard logistics or are mainly about logistics. Of the first, you usually can simply dodge a fortified area and go wreck the valuable place behind. That the defender could sally out to leave you stranded without supplies (forcing you to choose between wasting time pillaging or beelining towards your target with a hungry army) is not a factor.
I'd even say that most games focus on some gimmick and build the game around it, to the sacrifice of what makes sense. War is a lot about location, movement, placement, but most games rather focus on whatever they chose. Stacking auras, summoning strong creatures, casting spells, whatever. I want to make a game that actually makes you think about real strategy enhanced by the fantastical stuff, not about how to ignore strategy with fantastical stuff. The whole harassing system plays strongly here: you place troops somewhere and they do their job. In most games your options are not fighting at all, or risking it all. But that's not how war works. Large pitched battles are risky and therefore rare. I miss the struggle that leads to these pitched battles, the skirmishing and harassing, the soft denial of terrain through the threat of endless attrition. It's not all about doomstacking and going for one big battle. Sometimes all you need is the right tool in the right place. My game is about that.

A different answer could be a heavy focus on terrain, distance, and limited but effective map manipulation.
Also, most of these games are clunky as shit, look like crap, and have no quality of life features. I want playing the game to feel comfy, not like a fight against the UI.

>>553355729
I know, but it drives me nuts. I hate it when I have a sound plan and it doesn't work because of a quirk of the game. I explore this kind of problem in my notes and have different ideas for implementations, but I'll have to see when I get there
>>
>>553356560
Glad to hear that. What you describe is exactly what I want to implement.
It'll definitely need a lot of iteration and fine tuning. A lot of the game is built around these areas of influence: armies have them, forts have them, supply wagons have them, skirmishers have them... In order for the player to be able to take strategic decisions, I need the game to be able to display the area of influence of a group of skirmishers, and dynamically adjust it as you move the map around to show you how far the skirmishers can reach if you'd move them to this or that hex, so that you can know whether you can hide these guys in that hillfort and still have them reach all of this plain all the way to that forest over there, to make sure that the elves in there won't be able to come into the plains to mess with your supply.
Will take lots of optimizing. Plus the whole balancing element of movement and influence ranges themselves.
I've been working on the whole thing for a few years already so it's not just a rough sketch, but there's lots of work to do. I think it could be worth it, though.
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>>553358907
I mean in the game sense. Like is it going to be hero focused or more army focused in combat? Is magic going to be essential in battle or more a supportive role?
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>>553360576
Basic commanders are generally "free". When you make an army, or a formation of whatever within an army, it gets a free commander of the appropriate type for your faction. So generally commanders as in Dominions aren't really a thing you need to bother with.
Heroes exist, kinda like in the old HoMM games. These can play their own game, doing things like dungeon delving at certain magic sites, but are generally a side thing. You can also place them into armies. As individual heroes (their own one-man formation), as a regular guy within a formation, or as a formation leader (replacing the default commander). They're generally a vehicle for magic items, although some will be more powerful than others. But they're definitely not as important as in HoMM or Warcraft 3. Think maybe rather Starcraft 1. Heroes are noticeable (specially in the later game when they're loaded with magic items) but they're generally the cherry on top, or a force multiplier at best. My goal is that it feel like having Aragorn, Legolas and Gimli at Helm's Deep. A hell of a boon, but ultimately not a replacement for an army.
The presence of heroes inspires troops, though, specially in the formation they're leading. In-formation heroes will most likely only be particularly noticeable monsters.
Magic is both supportive and essential in battle. Since I want to reduce micro, I want you to be fine with just one or a few mages casting a handful of spells per battle. Some spells can be cast remotely into battle from somewhere far away. But each spell is a lot stronger. Most buffs will be either range:self or battlefield wide. With that I also aim to reduce the importance of mage AI. The key is that magic alone will rarely win a battle. It can significantly raise an army, but you will need an army. The strongest, craziest spells will have long casting times, possibly requiring a ritual that take half as much time as a large battle.
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>>553357002
>My inspiration is Smaug. A dragon can wreck an army. Normal weapons simply can't get through the skin. But a bit of the right kind of magic applied at the right moment, or a hero wielding the right weapon, can kill it. That's what I'm aiming for.
That reminds me of Age of Wonders 1, where air elementals have physical immunity, while being very weak.
https://aow.heavengames.com/units/unitstats_other_neutral_wr/
That means that they could take out whole enemy armies without any risk, as long as the enemy did not have a proper source of magic or damage to handle units with physical immunity. It meant that all armies needed enough of those counter-units to not fall over and die.
In Dominions, one could probably model it decently with invulnerability 40.
Age of Wonders 2 might not have had that, and Age of Wonders 3 went away from it, and screwed up their game design in several ways.
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>>553362664
I guess my last overall question is what is the pre game 'customization'? I liked Eador quite a bit because it's generally about power leveling your hero with every map but having research and a few items/bonuses carrying over from before. Dominions is about capping thrones and having unique pretender builds/blesses while having a fixed nation. Total War is very limited in that regards besides picking a leader but has a gigantic map to make up for it
>>
>>553362664
cont.
Magic in general is a bit more sword and sorcery than in Dominions. Not by much, but a bit. It's expensive, requires long rituals, it isn't completely safe and it corrupts and changes the world around the caster. I don't really plan to have fire mages throwing fire darts in battle. The closest thing will be turning arrows into fire arrows. No mages casting fireball, but a costly ritual can make fireballs rain from the heavens.

>>553362712
That's exactly the general route I'm aiming for. It opens up a whole new can of worms (so does everyone have access to every tool? How is it limited? Do we go overpowered thing vs overpowered thing and let them figure it out? Should there be some way to get your hands quickly on counters you don't have, but at a higher cost? Or maybe better leave that to player commerce and diplomacy?) but that's roughly where I think it should go.
So getting a dragon will be quite hard. But if you do, it'll be a hell of a power boost. But also something the enemy will know about, and ultimately it just takes an asshole with a dragonlance to wreck it, so if you're going to battle maybe you should bring something to take care of that guy, or some supporting magic.
I want it to feel like a power projection tool. The British in the 18th century threatened everyone with their fleet all over the world, but they were very careful about actually using it - because every time you use it, you risk losing it. A crazy storm, a military blunder, a revolt popping up elsewhere once people know that your fleet is halfway across the world... It's an immensely powerful asset, but you still have to be careful with it, because people will plan how to kill it as soon as they know you have it. And of course scrying magic is a thing.
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>>553358907
>Large pitched battles are risky and therefore rare. I miss the struggle that leads to these pitched battles, the skirmishing and harassing, the soft denial of terrain through the threat of endless attrition. It's not all about doomstacking and going for one big battle. Sometimes all you need is the right tool in the right place. My game is about that.
Reminds me of how Napoleon got advantage over his opponents in several campaigns by pillaging the countryside for supplies, making his armies faster and more agile than many European opponents. And how he was later defeated when invading Russia through Russian evacuation of supplies and villages, thus decreasing gains from pillaging, all while his supplies were harassed by Don Cossacks.

>Inadequate supplies played a key role in the losses suffered by the army as well. Davidov and other Russian campaign participants record wholesale surrenders of starving members of the Grande Armée even before the onset of the frosts.[74] Caulaincourt describes men swarming over and cutting up horses that slipped and fell, even before the horse had been killed.[75] Other accounts describe eating the flesh of horses still walking, too cold to react in pain; drinking blood and preparing black pudding was popular.[76] The French were simply unable to feed their army. Starvation led to a general loss of cohesion and discipline.[77] Constant harassment of the French Army by Cossacks added to the losses during the retreat.[74]
>Though starvation caused horrendous casualties in Napoleon's army, losses arose from other sources as well. The main body of Napoleon's Grande Armée diminished by a third in just the first eight weeks of the campaign, before any major battle was fought. This loss in strength was in part due to diseases such as diphtheria, dysentery and typhus and the need for garrison supply centres.[78][74][79] There are eyewitness reports of cannibalism in November 1812.[80]

Many other examples the world over.
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>>553360012
The scope makes me a bit wary.
If you can iterate and arrive at something small, but fun, challenging and playable, that is a very large step forward, and you can then iterate and always go reverse gear if the fun and challenge is lost for whatever reasons. If you can get something fun, it will also be easier to get other people onboard, in case you would like that.
>>
I know the amount drawn from provinces depends on the admin value, thus forts can effectively share a province so long as the admin value doesn't exceed 100, but do forts also draw from other forted provinces directly? Like if I build one in my cap circle will that be stealing from my cap?
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>>553365447
Slightly but not that much
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>>553365593
So it would draw less than the # admin implies?
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>>553365940
Yes
>>
"Forts cannot draw resources from adjacent provinces that also contain forts"
according to the dom 6 manual
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>>553363957
The general premise is that wizards are stealing divine power and trying to achieve godhood, and are essentially tearing reality apart (and the more magic is cast, the more unstable and corrupted the whole world becomes. Monstrosities appear, things from beyond the stars, gates to hell, widespread undeath, some god might send a divine host to wreck shit, etc.).

You get a "pretender" like in Dominions, leading a nation. And there's a good bunch and in different "ages": since the world is getting messed up, time and place are a bit out of whack, bringing nations together across time and space. Essentially why you can have ancient not!Romans fighting not!Inuits and not!early imperial Spain. Think of it as having the One Age mod in Dominions.
Each nation has a different lineup in each age. Their mages are very limited, but get enhanced by the pretenders.
Magic works a bit differently. The pretender taps into the power of some gods of fire and brings lots of fire power, so now the nation's mages gain lots of fire magic. But whether they can use that magic offensively, to buff, to support, to summon... is determined by the magic traditions of the national mages (evocation, alteration, etc.). The combination of elements and traditions leads to the different spells. So two nations with fire paths will be able to bring different spells to battle, and you can use your pretender and summons to add variety here.

You also get some metamagic options and further to customize your wizard (which can also be a Dominions-like mythological being). And since you're stealing power from some god, there's some customization options for whatever part of the divine you're stealing from, with a little "build your own god" system based on ancient divine epithets (the titles that Dominions attaches to your pretender's name based on his abilities).
It's a big WIP, though
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>>553369981
Thanks for the explanation anon
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>>553364603
Bingo. It's a major element of warfare but almost no games care about it, and those that do go full autism about it. Even War In The East, which doesn't actually demand more of you than fixing the damn railway, is still a lot clunkier and much more awkward than it fucking needs to be.

>>553365154
It sounds complex, but the way I picture it is actually quite simple and playable. It's the good old "you can't draw supply through hexes neighboring enemy troops" that you find sometimes in old wargames, just that a bunch of cavalry can disturb supply all over a large portion of terrain, as long as it's flat. I just don't want the player to have to start counting points to determine reach, so I need a quick visualization.
I do have a big tendency to inflate the scope. This whole thing has already gone through several loops of scope creep and cutting off the fat, though, and it does look quite cohesive and doable. Will of course need a bit more once I get to the programming part and see things actually implemented
>>
Do non mages need reinvig much?
Want to play with some 'big' sacreds that have a lot of HP, and can't decide between Reinvig x2 or unbreaking to prevent afflictions.
Mages aren't sacred, so it'd literally just be for the units.
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>>553370803
I do like the concept of mages being more like embedded officers/specialists/special equipment rather than simply artillery pieces/buff dispensers so that is neat
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>>553371227
Not really unless they have an absurd amount of armor like blind guards and pillars
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>>553371670
In a way, yeah.
Magic is complicated and a huge WIP, but roughly speaking the pretender wizard will have magic paths similar to Dominions (fire x, water y, etc.), and what your recruitable mages have is instead stuff like Evocation 2, Alteration 3...
They'll also have maybe Death 1 if that's their "default" magic, but generally they'll use the pretender's paths and the pretender's mana pool. So more mages will give you more flexibility and you might want to bring a few along for redundancy, but there isn't really a reason to bring 30 mages into one battle.
Except for summoned casters. If you summon some fae lord or whatever, they'll be pulling magic from a different source so they'll come with their own magic set up and mana pool. This way the leading players can get a bit stronger in the later game, when they'll be having to face multiple players at once.
I'm also considering some sort of "stealing from the gods works thanks to these magic crystals and there's one in each capital, so if you take someone's capital you increase your mana pool" but I'm not sure if it's the right direction to go. Too early to say
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>>553373187
That kinda sounds more like Black Company, which is super neat. Granted, the Fallen are all on a separate level from normie mages are all essentially very crazy and very OP liches
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>>553371227
it can definitely be helpful to those fighting in melee, even when they only have average encumbrance, but only if battles are not over quickly. the more durable the sacreds, the better it probably is. regular troops probably are fine with 1 or 2 reinvigoration. it's also great on thugs and scs
it's also helpful against curse of stones, rigor mortis, swamp or temperature scale penalties, etc.
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>>553370803
It's way easier to scope games once a game developer has released at least 2 or 3 tiny games that are fun to play. Board games can also work.
I wonder if you could use something like Tabletop Simulator to test out the game first, or some other very easy engine. Maybe just Godot, and postpone everything that is complex or that might require algorithms.
>>
Just got this game and I'm kinda confused on what I'm supposed to do with research.
What should I research?
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>>553379714
Depends on your nation and paths. What nation are you playing?
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>>553379793
Abysia, is there anyway to figure out though If I try a new faction? Also any tips on getting more gems I feel like I never have enough, also don't understand this communion thing
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>>553379714
Depends on goals short term and long term, and situation. What are you playing?
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>>553382402
Oh, yah, you want blood, and a bunch of fire magic. Generally, you need to specify era, but for Abysia the more that changes the more that stays the same.
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>>553382402
For your first question, yes, the way you know what it is for a new faction is by slowly learning how all of the magic paths work. As you are new, that will take a while. Thankfully, you picked a nation which is fairly easy to learn, and I've played a lot of Abysia.

Outside of the warlocks, Abysia's core paths are Fire and a little bit of earth. Theres really two things you want for them. Firstly, get to Evocation 3, which gets you fireball, a good early game spell. From there, go up to conjuration 3, which gets you the spell Phoenix Power, allowing your F2 mages to boost themselves to F3. From there, your first level 5 spell, which is an important threshold for most nations, is going to be Falling Fires, a very powerful evocation that all of your fire mages can cast, at Evo 5.

In general, knowing what to research is about recognizing what paths your nation has, and what spells are good for those paths and your national setup. For Abysia in the early game, this is mostly fire to help win army battles, and then rotating into focusing more heavily on astral and especially blood in the mid to late game. For blood magic, just research the blood school, but I wouldn't start doing this until you have blood searching parties. Communions are complex for new players and not essential to Abysia, I'd ignore them for now. Just try to get to conj 3 evo 5 and watch your mages spam falling fires for a bit.

Past these sorts of essential spells, which almost every path has an example of, you want to look at what your mid-late game strategies need, which will generally involve the paths you took on your pretender as well.
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>>553386886
That is a nice way to go about it
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>>553386886
Not this poster, but something Abyssia is also good at is spamming fire elementals. So if you just want to keep going after getting phoenix power in Conj3 and hitting Conj5, you can spam fire elementals like noone else. You start with an incredible fire gem income (6/turn?) right at the start so as a new player by the time the war comes you'll have a stockpile of 100+ with no idea what to use them on.
I'm telling, Conj5 fire elementals.
>>
I said quakers, I didn't say everything, yah know.
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>>553388815
Yes, this is also very good, though not as good as it was in 5. Other good spells are Heat from Hell, which is sadly Ench 6, Inner Furnace, Inner Furnace, which is abysia specific and ench 5, and crucially your big battlefield wipe, firestorm, at Evo 7. For late game, check out Second Sun at Evo 8 as well, or Eternal Pyre at Ench 6 for even more fire income.
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>>553355729
Doesn't seem too hard to implement anti-charge spearmen unless spaghetti code gets in the way. Just give them a bonus like flails and morningstars get vs shields, make it an attack and damage bonus vs anything tagged as mounted, flying or trampling.
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>>553392617
Are there any games that actually does spears being good against cav besides a damage multiplier?
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>>553395342
Older total war games. Personally I think the best way to do it is to tie the damage into the velocity of the attacker.
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>>553395342
>>553395829
Even Total Warhammer has them negate the charge bonus of oncoming cav on top of giving them extra attack and damage, but they don't cause impact damage to the cav despite there already being a "thorns" effect.
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New player here, how should I build a godly snake? Either for Abysia or for the Yomi kings. It's all very complicated.
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>>553398634
You can literally just buff prot for him and he'll slowly kill everything in expansion
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>>553398634
All in Earth
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>>553398634
niether of those are nations I would really want a godsnake on. Regardless, take like 4 earth and take him awake, research up to personal ironskin, and done.
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>>553398634
Hard Skin to make him foolproof, but Yomi and Abysia expand best using blesses for their Dai Oni and sacreds respectively, unless it's LA Aby with their comparatively weak sacreds.
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>>553395829
Nothing beats watching a charge get obliterated by phalanx pikemen in RTW
Even if they just lightly brushed against them not even at the pointy part the entire unit would melt.
>>553398634
Do not be alarmed if an Air nation gives their flying sacreds Charged Body and kamikazi's a dozen into your pretender
fuck Nazca
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>>553404860
>charged body
Are there any good nations with the ability to critical mass such sacreds
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>>553405807
EA T'ien and Sauro
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i can't wait for lands of achra tho
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Can you get good at multiplayer, by playing singleplayer against the hardest difficulty ai and theorycrafting, or will theorycrafting only really work when faced with breathing opponents who know what they're doing?
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>>553411098
of all the inconsequential MP, Dominions' is the most
it's so inconsequential that your biggest gripes will be when other players quit too early
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Are there any other nations that have direct references to the pretender's acts prior to the ascension war? The Angakok mentions the once-Kings of the Deep making a pact with the awakening god and their new culture emerging around it, which seems unique as far as I can remember.

>>553409736
Same.
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>>553411541
Usually not nations, but a lot of the pretender descriptions do. It seems the record of the prior ascension wars focused more on the pretenders rather than their mortal servants, which makes sense given that it seems all nations survived the ascension war.
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>>553411541
would be cool if there was more of that and some nations had forced conditions on their pretenders to keep it slightly thematic
like for LAtlantis, pretenders without a D path cost X more but start with D1
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>>553411098
Your average /domg/ veteran is smarter than the AI. You can't shitpost, trade, or do diplomacy with the computer, so you do miss out.
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>>553411541
The Pale Ones obviously
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Are there any mods I can use to make the ai play better, or be better?
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>>553413684
Theres a mod somewhere that replaces the randomgen gods that the AI usually uses with prebuilt ones.
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>>553413939
could you provide the link, kindly?
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>>553414017
https://steamcommunity.com/sharedfiles/filedetails/?id=3148797231
Sadly this isn't all "really good blesses" and is more of a mixed bag, but its still more interesting than what the AI does.
>>
Vortex of Returning
>>
>mages can return themselves for two pearls or an entire army for four pearls while on the battlefield
>while not on the battlefield they need a lab, an entire month and extra pearls for an inferior version that only activates when he's harmed
Uh, illfraud?
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>>553426113
The adrenaline makes them lock in and perform beyond their limits. Izi explanation
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>>553426113
Its because in dominions logic a permenant enchantment of returning when injured is worth more than just returning. Personally I wish you could cast ritual of returning (the battlefield spell) outside of combat though.
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Atlantis is the best faction.
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>>553426113
Different spells, one is immediate action, the other is sustained enchantment. Preparing dinner vs preparing rations that will be edible in 5 years time.
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>>553434961
I'd say EA is a little eh
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>>553426113
Returning has a chance of killing you
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Is there any good way to kill statues besides shatter thugs? Horror marking seems like a pussy strat that I'm not sure actually works.
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>>553450579
You can also gear up a couple expendable thugs with smashers, which is admittedly just a variant on the shatter strat. Or if all else fails, unga bunga big club smash puny statue.
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>>553451049
Yeah, statues have 0 def right?
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>>553452409
Yeah
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wow
that is exceptionally unlucky
first round of combat expansion party into shit ass lion tribe
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>>553456969
Is this Warhammer?
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>>553456969
>>
Every time I see this thing it's looks scarier. Best way to kill this if you are not an astral nation?

I'm surprised that Slaanesh hasn't forged gear for this thing.
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>>553459069
Life for life? Or just astral duel
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>>553459069
Damn thats one nasty thug. Paths are nothing great, though, throw a few GSS thugs at it.
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>>553460293
Unless you are throwing like 20 thugs I dunno if that would work if you don't have a good chasis, it looks like it has Displaced body and should also have mirror image, then you add the awe+fear, so it's like trying to hit a 27 def mirror imaged dude after you pass the awe check while your moral is going down the drain, also it has Luck and it hits like a truck.
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>>553459562
>just astral duel
>If you are not an Astral nation

Pic related is also relevant.
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>>553459069
>no fire res
Just fireball it to death.
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>>553463519
Doesn't it still make you feebleminded?
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>>553465798
usually mute but yeah
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>>553459069
Yeah most others have keyed onto the lack of FR which is the simplest way to target this, albeit its also the threat vector that's most easily remedied. Firebrands, fire bolas, and maces of eruption are all great kit. Others have said fireball but I find incinerate to be a far better anti-thug fire spell.

Regarding the inevitable version that is kitted with 15 FR, you have some of the more standard anti-thug stuff. Cleansing water can be nice, doubly so if you aren't running demons/undead yourself. Smite demon and smites are a possibility, but you'll need a little volume to get through the MR.

Killing it permanently would require soul slay, enslave mind, charm, hellbind heart and soul transaction.
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>>553470610
So blood magic is our best bet?
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>>553459069
Eye catcher :)
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>>553472725
That's a solid answer, in fact I have an eyecatcher on my hall of fame Tyrant. But that slanneshi is immortal WITH recuperation, so blindness won't last long. Their statline is also strong enough to possibly be a lineholder even with both eyes lost, which is quite impressive. The eyecatcher is a solid way to secure an individual kill with counter-thugs, all things considered.

>>553471589
Blood magic is the best answer to thugs/SCs, I won't say too much more only because I'm fairly confident anything I say here will be used against me. I have had to tank Life for a Life as Phlegra before and that isn't much fun, but is surprisingly doable mostly because Life for a Life is relatively hard to output at volume without obvious preparation. Also dominion immortality doesn't work on other planes, so you can always throw that dude into inferno.
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>>553475163
You could just horror mark it to shit
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>>553476594
True, but that's an eventually process
>>
Thug spam is the strongest strategy.
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>>553481518
>Mind Hunts you
Better follow every thug around with a stealthy S2
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>>553409736
Me too, Anon. Seeing that game listed on Steam was mondo cool.
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>>553482729
That's what stealth is for
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>>553495574
you'd stealth your way to a gay bar faggot
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>>553481518
Yet elves hardly win anymore
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>>553481518
I'm glad to see giant thugs being back in meta since Dom 3
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>>553472725
Don't eye catchers need to hit ?
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>>553510494
harassment penalty means you can't avoid getting hit in this game. just bring chaff
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>>553510709
It has unsurroundable + awe + fear, it one of the few units that is good at mitigating really well the harassments penalty.
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>>553510983
unsurroundable is just +x to def but doesn't count as def. skelechads don't care about the rest

every lock has a key my friend
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>>553510709
>>553510983
Ordinarily the def would be high enough to tank with, but due to combat caster it nerfs its def too low with fatigue.
This changes with the right items, but we're talking a naked thug right now.
>>
Gnight/domg/
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EA good 'cause you cast spell without ridiculous amount of prep and thing go boom and you send big dude and he clonk
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>>553517392
EA bad because half the provs have worthless sub-5k pop and everyone is impoverished, and you have to hellbless because half the lobby is also hellblessed and will rush you by t12
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>>553517392
EA is good for just elf and giant shenanigans desu
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>>553519779
Just rush them first lmao
>>553520707
Most whimsical Domignoes age, very comfy
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>>553517392
Cute fairy
Now where's the 2hu mod!?!?
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>>553526503
Gone, reduced to atoms...
>>
master_of_magic machaka stop staling
>>
I'm gonna do it! I'm gonna blind expand turn 1 with my Myrmecoleon!
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>>553481518
Idk about that but it definitely is one of the most fun.
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>>553481518
Well, until your thug teams keep getting hit with manifestation or disease demons where your perfectly capable thugs sit and fatigue themselves out casting shit like earth grip. Its few much a fuel / air mixture situation, and many types of disruption will unbalance that equation, like killing your regen or quickness caster. I'm still pissed my E5 EA Ulm antlered-shaman lost to an ashen angel despite having access to petrify.
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>>553520707
Exterminate this man
>>
>>553528413
The game was going too well, pretty much two turns a day for the first five turns or something? Had to have someone start chain-staling. I predoct the first person going AI in two turns as well.
>>
>>553543607
Mr. Electric take him to the principal's office and have him EXPELLED
>>
What nation is the best for thug spamming for each age?
>>
Illwinter be stupid and Helheim SHITTE
>>
>>553549059
>EA
Yomi
>MA
Phlegra
>LA
Phlegra again
>>
>>553549770
How do I build Yomi thugs then?
>>
>>553550475
full negative scales in turmoil, sloth, heat, death, and optionally misf and drain (stopping at misf 1 and not dumping drain is usually a good idea)
pack a defensive incarnate bless that will allow them to survive most indies until the indies rout for fear, and ideally recuperation as well
for expansion they won't even need gear, after expansion the usual SC kits
>>
>>553411541
cute freg
>>
>>553550886
Thanks for the tip anon
>>
Is astral magic the best school?
>>
>>553561829
astral when glamour walks in:
>>
>>553561894
*Teleports behind you*
*Antimagic*
*Soul Slay*
Heh, nothing personnel, g-lame-our
>>
Army of the Dead
>>
>joined new game
>one player already taking entire 24hrs for first turn

this is gonna be a long one isn't it...
is this one of those bullying situations where everyone agrees to dogpile them?
>>
>>553571776
>long one
Buddy the game takes 9 weeks to play a single MP
Who cares!
>>
>>553571776
Just kill him last so he doesn't start going slower out of spite
>>
>>553571776
By default, if I don't get attacked first or have an ideal target I just go for whoever is regularly taking longer to do their turn. Whoever wins, I'll be free of their bullshit
>>
>>553511439
No, it is the number of attacks per round before harassment penalty gets applied
>>
How do I find a beginner game?
>>
>>553589248
welcome
we are all /domg/ veterans here
you will fit right in
>>
is there a good resource to learn about this game that isn't a youtube video with a disgusting european with a poor microphone speaking?
>>
>>553549770
The Phlegras and Yomi are far more into SC territory than just straight thugs. Any of the elvish nations have great thugs, as well as all of the Ulms, although EA is by far the most thuggish. I've seen thug MA Mari paladin builds, and lategame focused LA Mari angel builds. All of the Pans can thug well. LA Patala can be surprisingly thuggish too.

Beyond raiding thugs, the big difference is what your high commitment forces look like. As Phlegra mine will rapidly turn into a fluffer crew for Tyrants with a bunch of expendable meat. With EA Ulm I'd have more thugs than troops. Is the OP looking to build forces that are more akin to a squad of heavy thugs/SCs, or are they looking to primarily raid with thugs while rolling somewhat traditional main armies?
>>
>>553590887
no
play some singleplayer
then play some multiplayer
then whine about some bullshiiiiiiiiit
then learn how to counter it
repeat
>>
I'm a retard who lost a single player game as EA Abyssia. My dominion was sputtering out near the end of the game, despite me building temples and sending priests to preach everywhere. That, combined with 200 birds a day from Caelum, left me very stretched thin until cataclysm won it for Pyrene who was last man on a throne on a shitty island.

Where did I fuck up? My dominion couldn't seem to recover at all outside of my core underground holding.
>>
>>553598525
Abyssia can blood sac(?) but also it doesn't matter, dominion is only really important for the +/-1 morale swing and pretender/prophet stats
Abyssia in general is kind of a snowball nation, you want to hit the ground running with either an expander god or bless on the sacreds and transition into blood quickly with a lot of land from expansion

You should have tried to start a snowball with high retention expansion parties and just one after the other roll it into the nearest/weakest neighbor while setting up a blood economy to switch into SCs like demon lords + vampires

Personally I like kind of a hybrid bless for sacreds/casters but really your mages don't need much to be extremely useful anyway
>>
>>553590887
I learned a lot of good fundamentals and a winning mindset from reading the many AARs that were posted here around Dom6's release. This thread is very dead now by comparison, but I bet you could get a similar learning experience by reading among the dozens of Lucid tournament writeups on his discord.
I also regularly keyword search that 'cord for specific mechanics and matchups tested by players much more tryhard and experienced than me, so it remains a good trickle-down resource for basically anyone.
>>
>>553599463
I see, thank you.

>>553599916
Got any AARs that doesn't require joining a discord?
>>
>>553599463
I disagree with this take significantly, towards the later game Dominion can become incredibly important as certain dominion based globals hit the field. Heck, there are a decent number of nations, like the Abysia's, who somewhat rely on blood saccing to secure victory.

There are phases and nations of the game where the morale effects are the primary impacts, yes, but there are also enough national dominion effects to be meaningful early too.
>>
>>553603221
>Got any AARs that doesn't require joining a discord
No unfortunately. I guess you could try trawling through /vg/ archives for the ones posted here, but 4chan archives have been getting really spotty and unreliable lately.
The age of forums has died to the discords of the present, like it or not. I say adapt to it and at least lurk the decent ones for info.
>>
Well of Misery
>>
anyone know who make it happen Sceleria is fighting???
>>
>>553610986
If you set up a well of misery for /domg/, how many death gems would you generate.
>>
About to throw my pretender into a province that says it's got Heavy inf, light inf, and crossbows (but so few they don't even show up on the map itself)
Please God don't let this be a bait, if I lose my awake expander on turn 2 to some secret 40 crossbow army when the initial report said there'd be less than 10 I'm gonna rage quit.
>>
>>553611972
it would overflow the universes buffer
causing a nagot gick fel for all of mankind
>>
alright
gonna run another warhammer game sometime next week

rundown of requested changes? (that I haven't gotten to already)
>>
>>553611942
ermor vs phaecia
ulm + eiru vs naba
phlegra vs caelum

not sure about the rest, I think abyssia and maybe ulm took out pythium at some point a couple turns ago and phlegra killed pyrene
not too sure about the rest of the world
>>
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Abysia, you are attacking with the only person who is actually keeping the undead threat busy, SOLO
>>
>>553613559
Can you check the Daemonette and Herald of Slaanesh? They have only claw attack each, and I'm pretty sure that it should be 2.
>>
>>553614537
>>553614232
>>553611942
Breaking news apparently abyssia is trying to eat phaecia while he's busy with ermor, thus fucking everything up for everybody long term
More pankonews at 9
>>
>>553614594
the other one is temptation or so I rationalized it
a claw for pain and a claw for pleasure
there is also precedent for "two-clawed" things only getting one attack (but illwinter is inconsistent about it)
>>
>>553615792
Just like my gun!
>>
>>553613559
Wait an extra week or two, we're just starting to fight each other. There's still a bunch of indies on the map
>>
Are Abominable Arms a good item?
>>
Damn, here I was thinking that I was gonna see a long and epic showdown between Gooner SSJ2 vs Muscle Mommy only for her to run away thanks to her army routing.

What a disappointment.
>>
>>553623437
Ah well shit
>>
>>553622630
not every nation is even in this game. I want some of the other to get taken for a spin
>>
>>553625686
If you are Tilea I kinda feel bad that you neighbors are attacking you like that, would have been more fun to x1 you even if I wasn't planning on doing that early game.
>>
>>553626976
its cool
they are a weak patchwork nation I am trying to figure out some nuances for

this was always meant to happen. good luck against nagash lol
>>
>>553614232
that's not good, from those research graphs sceleria is the game leader and is just sitting there
>>
>>553628281
yah I'm not even remotely near them, they're your problem
>>
>>553598525
This game is about snowballing, and about minimizing losses while maximizing the damage done to the enemy. Your first mistake was probably expanding too slowly, perhaps you did not have a national setup with enough Productivity or Growth, or you were using inefficient mixes of units..It could have been many things, but Abysia is kind of a noob trap nation because it looks very powerful up front - and, it is - but it can be hard countered with certain units that a rookie Abysian would not even think about until they ran into them. They are good but they are more intricate than they seem at first because you cannot just throw sacred flail guys at everyone until you win, you need to support them and have other units/armies to counter the units that counter them.
>>
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Bats never skip abs day
>>
>>553590887
HP munchcraft, babel builder and lucid tactics speak american
>>
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Gift of the Fourth Soul
>>
>>553099834
Kek I played so much ma arco when I was new
>>
>>553614537
unfortunately im pretty middle of the pack so i need a quick war against a neighbor i can readily digest and sceleria, ulm, and phlegra do not match that description
it feels a bit scummy and short sighted but i am playing the hell people cave gooners so its on brand at least
>>
>>553614537
He's not the only person and you aren't keeping me busy. Not sure what fucking land Abysia plans on taking off you though.
>>
>>553641203
Cairn builder is nice too
>>
>>553657684
he posts ITT, too
I wonder if he just advertised himself
>>
>>553658476
No I didn't
>>
>>553651084
Me with Mekone, I played it so much that even to this day whenever I play any other nation, the first thing that happens as I open up the recruitment screen is express confusion at the lack of Gigante Hoplites before I remember who I'm actually playing as
>>
I've played alot of conquest of elysium and just got dominions 6. Any faction reccomendations? I mostly play High Cultist.
>>
>>553664185
MA Ermor
>>
>>553664185
I want to say Rlyeh is the obvious choice but they play more like LA Aby
>>
>>553613559
Khorne seems weaker than the other gods. I heard you made the Pleasure Cult have extra gold/resources in the capital, maybe do the same for him? But by far his biggest weakness is that he has no magic access for his demons, which makes perfect sense, but the magic resist isn’t high enough to protect them. Maybe some priest spells to buff his demons/sacreds in stats and magic resist like how reanimator priests can buff undead would help. Beyond the fact that Khorne specializez in enchanting brass with anti-magic and boosting his favoured in magic resistance, Slaughterpriests canonically gain massive physical power and combat experience from worshiping him, just like how Tzeechian wizard-priests gain magic power.
His Greater Demons/Demon Princes could also use a starting magic of Blood 1, so they don’t get horror marked when they need to be empowered for the lategame, since Blood Magic *is* Khorne’s specialty
>>
>>553664185
Just find what you like and make it work, if you're interested in it then you'll actually want to learn it
>>
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Trueshot Longbow is a really fucking funny item
>>
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This war has thought me that Devourer is a really killy monster with his bite attack and 15 fear, but that he has stumpy legs and cannot chase other pretenders and thugs. While it slightly worsens my scales and lowers my Death by 2, he can now fly, Cloud Trapeze and Wind of Death with some gems.
I think this is about as good a build as you could make for him in vanilla
>>
>>553668526
Weird choice for a WoD nuke chassis. Ctis has access to saurolich which works gr8 for that.
Soul doggo is good chassis though. A bit of a gimmick but who can say no to 999 checkless damage?
>>
>>553671710
Wod is more of a bonus. Personal flight and cloud trapeze are what’s important as that is Devourer’s biggest weakness
>>
>>553654471
I wonder why ermor wont say who else is keeping him busy
>>
>>553677557
It was Xibalba, now its Ulm.
>>
>>553658476
>>553659491
He’s on his Chinese arc. Once the Chinese gacha slop bankrupts him he’ll come crawling back.
>>
Skeletal body
>>
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I mean sure,
>75 militia
but I'm still kinda wondering how you're supposed to beat those statlines. Fuckers just won't die
>>
>>553692902
Bro, your foreignrec xbows...
>>
>>553664780
>Khorne seems weaker than the other gods
mein broter
Khorne basically autowins his first two wars, those sacred knights are no joke
have you seen his blood income?

>I heard you made the Pleasure Cult have extra gold/resources in the capital, maybe do the same for him?
He does, but 30 is a bit low. I can bump it

>Slaughterpriests canonically gain massive physical power and combat experience from worshiping him
they have a special kill-based promotion mechanic I did from scratch
gaining blood and priest levels (as well as stats) as they gain more kills
>>
Shinuyama Shutendoji should be NERFED!
>>
>>553091091
Would you stop turning the wheels...
>>
>>553695157
LEAVE THOSE SENSITIVE OLD MEN ALONE
>>
>>553695157
for what reason
>>
Unfortunately we are getting to the part of the game where I will be using nearly all of the 24hrs as a default, nevermind me dealing with a lingering cold I picked up at the hospital, which otherwise represents is a significant improvement in my irl problems.

In other words, don't be too surprised if I start leaving unfinished quite a bit. But hey, I won't be bitching about extending the timer so at least that's something.
>>
>>553702337
I'm bad and I'd rather nerf someone else than git gud
>>
>>553703405
Well they are a strong tool that requires a specific response, but if you are running some army thugs with evo support you are nearly there already. Now the unsupported giant pile of better than average to elite troops ... yeah Shutendoji just rip those apart.
>>
Twiceborn
>>
>>553696292
>>
>>553706627
AIIIEEEEEEEEEE
>>
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Abysia kindly fuck off I am doing as much damage as possible against Ermor
>>
>>553708272
Never be the hero sacrificing yourself for the greater good in a FFA game.
>>
>>553709636
phlegra was supposed to join me
>>
>>553711016
We've been allied since turn 5. As an aside, I'm happy to call this war and let you fight Abysia, if you are up for it.
>>
>>553711016
PUNKED
This is when you make Mr. Skellington your best friend and go back to back against the world together.
>>
>>553711016
Caelum took longer to get through than I anticipated, and then Naba smashed Pyrene so I went to vulture there, but Eriu jumped on Naba leaving me to do the heavy lifting. But hey, at least Sceleria will be able to take most of Caelum without having had to fight for it, which is a huge bonus.
>>
skaven!!!!!!!!!!!!!!!!!! your turn!!!!!!!!!!!!
>>
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>>553717024
>>
>>553459069
curse, if it is moving around by itself
>>
preaching, spread dominion, take a fight outside its dominion, and then use fatigue plays? it also doesn't look great at killing lots of chaff outside soul vortex, so maybe skelespam to tarpit and fatigue it out
>>
>>553459069
>>553723252
nevermind, it doesn't even have death paths
>>
>>553475163
>Blood magic is the best answer to thugs/SCs, I won't say too much more only because I'm fairly confident anything I say here will be used against me.
doubt
>>
>>553550475
some like shikome spam. in that approach, they try to make the bless work for both the dai oni and the shikome
>>
>>553598525
>My dominion was sputtering out near the end of the game, despite me building temples and sending priests to preach everywhere.
i've heard several accounts of players having trouble with dominion against the ai
>>
>>553724479
The AI tends to spam an absolutely obscene amount of temples.
>>
>>553724479
The AI loves to spend money on temples which makes it harder to keep your dominion up.
>>
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I almost had her and then she just flew away...
>>
>>553729063
i bumped her as well earlier in the game during expansion. got her down to 8 hp and then my army routed :(
>>
>>553729063
>god of schemes can't outscheme god of wisdom
just hang up your wannabe pankoman hat right now
>>
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I'm sad that you can't rename heroes, because Gooner SSJ2 has gone further beyond and into silly levels of strong now, that is now his statline without bless.
>>
>>553736016
15 mr is not a lot
>>
>>553737839
Base is 16 (15 is because of the magic scales in the province), my bless gives it +1 and it can cast resist magic for a total of 21, that is pretty descent.
>>
>>553736016
Don't bring his ass into Magic Duel territory.
>>
>>553738146
true. though that will not work outside combat. does vengeance of the dead work on demons? have it killed a lot of units?
>>
>>553743296
VotD units are pretty weak iirc. Good for rushing down mages that don't have great stats but have plenty of kills, but not ao good for a SC.
>>
>>553744118
Won't it trigger the battle damage timer?
>>
>>553749119
Eventually yes but usually something like fire aura kills them
>>
Gnight /domg/
>>
Darkness
>>
I can use blood magic irl
>>
>>553763284
you're too fat to Hell Ride
>>
Holy shit scales go to 5 now? How am I just finding this out.
>>
I can use astral magic irl.
>>
>>553770637
>t.
>>
If I recruit units and leave them sitting in a province garrison and NOT under the command of a commander, will they join the PD if attacked?
>>
>>553776795
Yes but they'll all be bunched up in one place
>>
>>553776795
Yes but they won't have a formation or orders
>>
>>553775649
Are you a good little communion slave?
>>
>>553776795
fort or no fort?
>>
>>553781139
>>553781284
I'm playing as Ermor and I'm kinda already getting tired of the micro management.
>>553782117
No fort.
>>
a limped commander traveling multiple provinces wont get crippled right? it's just units?
>>
Ghost Grip
>>
Make it happenmin could I get a 12 hour x-tendy
>>
>>553794078
Mmm...
>>
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why doesn't limp seem to be affecting this spider? it's lowered the combat speed by half, but map move is unaffected.
>>
>>553801371
might be a bug, not sure
>>
>>553801371
I'll ask Illwinter
>>
>>553695157
They were already pretty nerfed hard with the change to the kithaironic pelts
>>
Rigor mortis.
>>
>>553817187
Relief
>>
>>553817187
>>553819503
jannies!
they are doing thinly veiled erotic RP in the general again!
>>
>>553823913
Shocking Grasp
>>
Bone Grinding
>>
Any ideas for maps?
>>
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>>553833048
>Not shocking grasp
>>
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>>553823913
>Monster hog
>>
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So it begins...
>>
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>>553836094
>Slaanesh first defeat
Nice. Do you think you've got what it takes to deal with that fat demon, though?
Post battle
>>
YO WARHAMMERANON, ARE YOU THERE?
Got some feedback. What the FUCK are some of these spells we've got supposed to do?
>blah blah blah enchants weapons defeat even the most armored opponents
Yeah sure, but is it giving weapons armor piercing? Or armor negating? Is it simply increasing damage by a ton?
>spell whatever
>extra effect on damage: curse of the frenchman's cumsock
>effect: special
WHAT THE FUCK DOES IT DO

Also, I don't know if it's intended behavior, but I just had this happen:
>have a province bordering Skaven
>already got Gnawing Rats so I set 25 PD to make sure they fuck off
>Gnawing Rats disappear
>few turns later, it gets Gnawing Rats again
>province next to it (which doesn't border Skaven) also gets Gnawing Rats immediately
So it looks like a just spawned site can spawn others right away, letting the infection pass through 25 PD.
Great mechanic, though. Not too crazy but annoying as fuck and very thematic
>>
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>>553836874
>Slaanesh
Honestly I'm glad a good amount of them died. The freespawn is eating all my income, so now I can finally afford the big dick sorcerers again.
>>
elf fatigue
>>
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>>553838381
elf relief!!!
>>
>>553823913
Get your head out of the gutter.
>>553841383
Elves have ... moose antlers?
>>
>>553844752
The baltic ones do at least
>>
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>>553841383
elf shot
>>
>>553845178
Then are they really elves?
>>
>>553796527
Sorry I missed this
Someone at work got me sick and I've been in a coma
>>
>>553837386
>WHAT THE FUCK DOES IT DO
to be honest
for some of them I don't even remember
adding those spells was one of the first things I did

If you name the specific one's lacking info I could look them up in the mod file and add an appropriate description

>Also, I don't know if it's intended behavior, but I just had this happen:
>>have a province bordering Skaven
>>already got Gnawing Rats so I set 25 PD to make sure they fuck off
>>Gnawing Rats disappear
>>few turns later, it gets Gnawing Rats again
>>province next to it (which doesn't border Skaven) also gets Gnawing Rats immediately
>So it looks like a just spawned site can spawn others right away, letting the infection pass through 25 PD.
>Great mechanic, though. Not too crazy but annoying as fuck and very thematic
I will have to take a look at that. There was another Skaven glitch someone else noticed awhile back I still haven't gotten to
>>
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>>553845390
Elf shots are being shot by elves.
>>
QUAKE TWICE IS NOT QUAKE THRICE. Rip. I have other armies, this is a small force lol. I can set up literally 2 quakers a turn, they just need to cast summon earthpower lol. Also my troops survived getting quaked fine, some more than others.
>>
>>553852106
Anon, I don't mean to be the bearer of bad news, but this is a resounding boner victory.
>>
>>553852106
but can you replenish your guardians that easily? is that like 5 turns of caponly guardian recruitment?

how many owl quills have you printed?
>>
>>553852263
Kek.
>>
>>553852475
cursed image
>>
>>553852456
Yeah, pretty much, lol, I make 17 a turn. 100 is literally almost 5 turn recruitment, I think it was 6 or 7 turns of recruitment there. basically nothing to me, considering I have more troops scattered about all converging (NA pacts with basically everyone, though if someone breaks I'm prepared). I'm most worried about his thug mummy and sacreds right now, which have regen and a bunch of annoying abilities.
>>
>>553853043
if you have sufficient research, and enough gems, and rainbow paths on your pretender, you could just begin spamming golems casting antimagic, flame spirits, sea kings, ivy kings, etc., with full equipment, and outdo him on magic. and also summon and equip some thugs, like iron angels. master smiths spamming earthquake, that also has gear to help them survive like ring of levitation, crown of lead, lead shield and amulet of antimagic against blood vengeance, should be great

you did keep your astral and air random master smiths at home, right?
>>
>>553853961
Honestly BV didn’t kill his mages that bad, it was mostly just running out of troops.
>>
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>>553836874
Wrong Chaos nation buddy. Anyway his tendie is pretty strong, but Gooner should still win anyway.
>>
If I give a commander an order to cast a spell then retreat, what happens?
>>
>>553857548
Based
>>
>>553863487
i'd guess the commanders casts the spell, then afterwards begins retreating
>>
>>553863790
Okay but what happens to them after the battle?
Do they stay with the army if it's a victory?
Do they move to a nearby friendly province?
>>
>>553863873
They will most likely retreated to a friendly province but there's a chance they'll fuck up and retreat to an enemy province and die
>>
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Can I actually turn a ranged commander into a sniper if I give him one of these?
Can I give two? I'm not sure if items stack.
>>
>>553863873
https://illwiki.com/dom5/retreat
check it newb
>>
>>553864771
No
Precision is pretty much pointless in Dominions unless you have like 0
>>
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>>553865448
Alright well how about this?
This seems like a pretty good extra attack if I'm reading it correctly.
>>
>>553864771
>>553865448
there are some occasional exceptions, like fire rear order on a commander with a trueshot longbow >>553667508

>>553866763
it has 8 magical attacks, which is great. strength isn't added to damage, though, so the damage will always be low. it's still a good item, and the 8 attacks will cause harassment penalties on enemies, decreasing their defense and making it easier to hit those enemies
>>
>>553866763
The damage isn't great, but magic damage is always good and having extra attacks helps clear out troops swarming you.
>>
Dominions could use a rape mod
>>
Gnight /domg/
>>553871813
Rance mod?
>>
>>553866763
that is for repelling and basically nothing else
>>
>>553864771
>Can I give two? I'm not sure if items stack.
Replacing all your eyes with magic rocks isn't the best
>>
>>553864771
Identical items don't stack, but different ones do.
Like others said though, precision is essentially useless. 20 precision still has a huge chance to vary even at range 20.
>>
>>553869959
I never can land a single hit with longbow of accuracy due to the way precision works in dom 6
>>
>>553873605
They don't work for repelling anymore.
>>
>>553875406
they do you fucking retard
>>
>>553871813
Dominions could use a VN mod
>>
>>553871813
What are the mechanics of rape?
>>
>>553885457
A portion of routing troops are 'taken' depending on the comparison of their movement values, increasing the population of the local province at the cost of unrest. Defeated commanders can be 'seduced' by skilled units. Skilled commanders have a stance similar to raiding that increases local population at the cost of unrest.
>>
>>553871813
>>553885457
Just need the ability to set custom swallowsprites.
>>
>>553871813
Don't Succubi and Incubi already rape as part of their seduction?
>>
>>553888202
Its not rape if the victim consents.
>>
>>553888202
When you're hellblessed they let you do it.
>>
Dipshit noob here how does Cold power and heat power actually work? I know the unit gets stronger depending on the climate scales but by how much and what stats get affected? The description is too vague imo.
>>
>>553892670
>illwiki.com/dom5/dom6/power
Strength, Attack, Defense, Speed. Multiply the trait by the number of that scale.
>>
>>553893812
Ty anon!
>>
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Can we get real fliers for Dom 7 pls
>>
>>553895951
You probably need to send two decent women to the developers such that they can procreate if they haven't already, if you want a Dominions 7 at some point. I doubt there are many developers that would be able to continue their style.
>>
>>553874903
but that webm is from dom6, since battle fury is cast in it, and battle fury was introduced in dom6

does trueshot longbow not even work for you against stationary mages using fire rear?
>>
>>553885897
how would the population be increased after just one month?
and how do you know it wouldn't produce foul spawn, decreasing population eventually?
>>
Revive Bane
>>
>>553900339
If you have perfect 100 precison, because of the flight time of projectiles, extremely long range shots are rarely going to hit even with perfect precision. The exception to this is if the target is standing perfectly still because the aim prediction alogorithm is a bit ass and the target can change direction or stop before the projectile reaches them.

If you have base 11 precision, put in an eye of aiming for +9 (and suffer the loss of an eye affliction for -3) and use a trueshot longbow for +30 precision and one of the precison bonus spells for +4 precison you will have a total of 51 precison. I maybe forgetting something, and there are units with hogher precison, but this makes your maximum precison about 60 precison.

The way the game calculates the precison of a projectile is it calculates aiming score as = (precison+(precison-10)
It then checks if the distance to the target is greater than or equal to (aiming score /2)-2. Rough math works as follows:
The maximum range with the maximum accuracy is approximately precision -7 so our 11 precison commander with an eye of aiming, a trueshot longbow, and magic aiming buff is NOT fully accurate at the maximum range of the trueshot longbow.

And by the way, that whole thing JUST CHECKS TO SEE IF YOU HIT THE SQUARE YOU ARE AIMING AT. IF you hit the square, there is a roll to check if you hit anything in the square based on the size anything in the square and maximum size a square can hold.

So a typically sized human mage standing by himself in a battle square ONLY HAS A 30% CHANCE OF BEING HIT EVEN IF THE ARROW IS AIMED PERFECTLY WITH THE TARGET STANDING STILL.

Now add in that you only get 12 shots with the trueshot longbow and that commanders tend to start firing from the maximum range possible (which, as we established is almost never going to be fully accurate) and you can see how you would COMMONLY not hit the one dude you are aiming at in real battle circumstances.
>>
>>553915642
that doesn't sound bad, honestly. give the trueshot longbow to something with high strength like a locos, and the bow will deal 22 damage. if the enemy was foolish enough to clump up his mages without bodyguards, even better. some flaming projectiles, even more damage. with farflight arrows, even more range, albeit less accurate. if all other equipment than the trueshot longbow is skipped, it gives the lochos something to do for 5 or 3 air gems dependent on hammer, and can sometimes throw a wrench into the opponent's plans. not something to rely on, but can randomly be good
>>
>>553915642
And for this you will pay 6 gems (if you are using hammers) and two mage turns at the strategic level and at least one commander who is doomed to just be bow bitch for the rest of the game.

Now consider that, if you know this is a tactic that your enemy is using, it is not hard to counter or largely neutralize in various ways with battle placement, or magic buffs like airshield, or bringing flyers or cav that will disrupt someone plinking from the back.

Which is another thing, there is a moral check that ranged units must pass to aim at what they are supposed to aim at. So a cav squad, even if it is interceptes, may distract and draw fire from someone with a trueshot longbow because the cav squad ran into the line of blocking infantry 10 or 15 squares ahead of the bow bitch. And once the bow bitch's target dies or routes the bow bitch will attack whatever pleases them.

None of this is to say that the tactic cannot work, it clearly can, but it has a low probablity of success and is easily disrupted for little effort and cost by your opponent.

So, basically, precison is not a very good stat for trying to single out killing a specific target because projectiles have been prenerfed against such a use by the dev. And against massed enemy units or commanders all clumped up together precison barely matters. Infact having more precison can in some circumstances actually REDUCE your hit probability because most things are going to be moving and the aim prediction algorithm is a bit ass as I said.

So the answer to "is it worth it to up precison" is NO. Bring a LOT of projectiles instead, like 200 longbows or xbows. You won't be able to target the backline but you WILL be able to at least hit SOMETHING reliably.
>>
>>553879493
then the inspector is wrong about it you seething spastic
>>
>>553918304
you are the fucking retard giving newbs the wrong info
literally kill yourself
>>
>>553918304
compare it to the astral serpent ingame
astral serpent explicitly says both "can't be repelled" and "can't be used to repel"
dancing trident and stone bird only say "can't be repelled"
>>
>>553918739
since dancing weapons were reworked in dom6, the dom6 inspector added "cannot be used for repelling" tags to the bird and trident despite them still working to repel
>>
>>553918085
The fact projectiles become perfectly accurate at ~7 squares with 10 precision has caused the unexpected death of many of my expansion pretenders.
'Oh there's probably only like, 20 xbows, it'll be fine', only for it to waltz up, get perfectly in range, get nailed by every single shot point blank, and is thusly chunked for -100HP.
Fucking hoburg crossbowmen man
>>
>>553921934
>Fucking hoburg crossbowmen man
there was a natgen game that had hoburgs with arbalests and 2 siege defense bonus
literally unassailable forts
>>
>>553922115
The ones that were also steatlhy so the guy could move armies around to increase fort def to literal thousands so the enemy coildn't even damage it?

Fun times. I miss natgen.
>>
>>553921934
Well, 7 square with 10 precison is not fully accurate either. Fully accurate is like 3 squares. But a large pretender that is taking up most of a square is going to get hit a lot more often than a regular dude.

And, yeah, don't underestimate xbows.
>>
>>553923605
Also, at that range with projectile travel time, the movement of a target engaged in melee is probably not going to be enough to let the aim prediction alogorithm throw many bolts off target.
>>
>>553922878
yeah
that one

natgen hoburgs were a meme until that day
Vanir and Proohs alike were brought to heel that day
>>
I'm really tired of the lategame homogeneity bullshit, will there ever be a game like Dominions that doesn't devolve into everyone using the same bullshit?
>>
Nether Darts
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>>553928598
Very slow research
>>
>>553929305
I guess that's a bandaid yeah
>>
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>>553928598
smaller map
lower player count
lower research
higher player skill
>>
Still wondering why Werewolves live 3 times as long as normal humans, even longer than Chuds or Zozt. But Chud skinshifters and Zozt Way are unaffected. Is it the Regeneration? I also wish Regeneration/Recuperation flatly increased Max Old age if a unit received it
>>
>>553885457
Increased troop morale for next battle
>>
>>553928598
this is the real reason /domg/ vets AI so early
late game just isnt fun!
>>
>>553932578
Its also possibly the nature connection, and how they are summoned via a N4 ritual
>>
>>553928598
More endgame events like the Cataclysm, choosen randomly.
Expand and rebalance the late game so players have more options.
>>
>>553885457
Chance for the rapists to catch disease or spread disease to province killing population.
>>
>>553871813
just start next to Pangaea
>>
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Cool, one of the side benefits of taking a golden lion
>>
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Now that's what I like to see, even though it was last turn
>>
>>553940897
Housetrain your cat Phlegra.
>>
>>553928598
part of the issue is that there is relatively little differentiation between nations when you get down to it

by lategame the only thing that matters is your mage lineup. And you can only do so many unique things with that
>>
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My plans are coming together...
>>
>>553945217
The World is My Litterbox
>>
Legion of Wights
>>
>>553918085
but precision can also be useful for some types of spells. aiming a high-level aoe spell a bit better, for the sake of increasing enemy fire and decreasing friendly fire, can be helpful

precision can also be helpful for stuff like vision's foe crossbow against thugs and scs
>>
>>553948752
Dominions truly does the best outside of Solium Infernum of replicating how goofy the plots of high level cultivators and demons can be
>>
Damn, you guys weren't kidding about expansion in SP not relating to MP
In SP could get 20+ provs with this build
In this MP game it's about to be turn 12 and I'll only have 18.

I'm behind, time to AI?
>>
>>553958283
MP isn't about how many provinces you have by 12 but how many NAPs and coalitions you have.
>>
>>553958283
You can always try to hold out and see if you can expand in your first war. It can help to push out aggressively to deny provs to other players and clean up the ones within your borders later.
>>
>>553958283
18 provs in MP is fine. The reason people judge a builds ability to expand in singleplayer is because if it can't do well in singleplayer it stands 0 chance in multi, if it does well in singleplayer it should at least do ok in multiplayer. And as the other anon said, the most important thing in dominions multiplayer during expansion is establishing relations with your neighbors. Johnny 30 provinces at turn 12 can be pretty sure that he's getting coalitioned by turn 15 if he hasn't made damn sure to talk to his neighbors beforehand.
>>
>>553958283
If you're actually behind (18 provs isn't behind unless this is some huge 25 provs/player map) you alpha strike your least agreeable neighbor asap and potentially swing yourself into being ahead by taking every border prov in 1 turn. At worst, you lose but you'll lose less hard than waiting to be attacked first.
Running out of gas at a mild setback is a mindset issue not compatible with MP in general.
>>
>>553958283
Don't listen to >>553961538
Winners get big early then steamroll diplosatans
>>
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It is done. Bold of you Tilea to assume that your pretender would prevails over Gooner, nevermind the other 119 guys there.
>>
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>>553965023
fukken called it
guys I think we need to do something about slaanesh
>>
>>553921934
>Fucking hoburg crossbowmen man
I haven't seen hoburg crossbows in ages. Do they still spawn in MA?
>>
If I have a gem generator, is there any way to auto deposit it generates into the national pool?
I don't like they way they build up in the commander's inventory.
>>
>>553976113
don't they autodeposit as long as there is a lab in the same province the generator is in?
>>
>>553976564
I have the commander parked in my capital and the gems are going to his inventory.
>>
>>553976953
huh, i thought they worked like bloodslaves... guess not
>>
>>553976113
No but I believe there's a shortcut to send all gems to the lab
>>
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Well I found out if you click on any of the magic gems at the top of the main UI, it brings up this screen.
From here to can deposit all from commanders in lab.
>>
>>553976113
No, but there are very few gems gens anyways
>>
>>553961538
>>553963530
Isn't that based on map size too?
>>
>>553986691
Yes but most people play genned maps
>>
Hans Ill and Muhammad Winter have contacted you to help develop their next Dominions title. They're going to make it a sports game like their favourite American pastime, Blood Bowl, and you're in charge of designing the rosters for each nation. Which nations are making the base teams and what are their positionals like?
>>
>>553999068
Well obv Caelum and Xib (Zotz) will be the speed demon team
>>
>>553986691
Unless a map is too big or too small or the players, the ratios should remain the same in most games.
>>
Oyasumi /domg/
>>
New games soon?
>>
itzaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
>>
2hu doko???
>>
>>554008271
Yeah they are announcing the next dominions in a couple of months.
>>
>>553975851
NTA but I had them spawn in my SP Phaeacia game and they became a key part of my forces
>>
>>553958283
For me its purposefully failspanding and baiting my nearest neighbor into a hellwar
>>
Leeching Darkness
>>
Leeching Darkness
>>
Group Barkskin
>>
Any blitzing tmr? I'm itching to lose all my armies after a long hiatus
>>
Sermon of Courage
>>
>>554034685
Sure, what map you want?
>>
Arcane Decree
>>
Black Death
>>
>Bless heavy Nazca neighbor in new game
>I'm a noob so never seen their units before but concerned because fighting fliers is cancer
>Royal Mallqui lands on throne I've got a scout on. It single handedly begins wiping out all the chaff, holy shit how will I fight this?
>Watch an indie summoned fire elemental (not even a big one, the 23hp one) proceed to waltz up and 1 shot it, realizing now they have a brutal -10FR

Damn, that was anticlimatic as hell. Things seem indestructible until they suddenly aren't.
I bet they cursed and quickly clicked to research Ench1 for the fire res spell.
>>
>>554071971
RIP
>>
>>554071971
Post bless.
>>
Blitzmin-kun, your server.....
>>
>>554082423
Right after I got on to do my turn of course
>>
>>554082423
This is why all new games should consider Hinaserver instead
>>
Funny how the second I decide to patrol a random province I happen to find Tilea deep strike forces lying around, what the fuck.
>>
>>554082423
Its back up.
>>
>>554089749
Thank you, I will send a letter to the White House asking to end the war so this may never happen again.
>>
NURGLE take turn now
>>
>>553837386
>Also, I don't know if it's intended behavior, but I just had this happen:
>>have a province bordering Skaven
>>already got Gnawing Rats so I set 25 PD to make sure they fuck off
>>Gnawing Rats disappear
>>few turns later, it gets Gnawing Rats again
>>province next to it (which doesn't border Skaven) also gets Gnawing Rats immediately
>So it looks like a just spawned site can spawn others right away, letting the infection pass through 25 PD.
>Great mechanic, though. Not too crazy but annoying as fuck and very thematic
figured this out
it was an off by one error

where 25+ would remove the site
But 26+ would prevent it from spawning in the first place
might have been intentional on Sombre's part
but I don't like it so it is fixed
>>
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>>553837386
>>554096142
You cannot cleanly set minimum or maximum PD requirements for events. There is always RNG applied that is +/- 25%.
If you set an event to #req_maxdef 25, the max def is actually being rolled between 18.75 and 31.25, not sure if it rounds up or down. 20 def could stop it one turn, 30 def could fail to stop it another.
>>
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Nurgle, go do your turn mate.
>>
>>554047964
Just need some variety other than biddyn
>>
>>554103025
I could blitz.
If we use hinaserver it'll have to be a randommap though.
>>
>>554103441
>randommap
that is fine
>>
>>554104346
https://hinaserver.net/game/9
>>
Ermorian Legion
>>
>>554097150
ah well, nevertheless
the value was set incorrectly if it didn't work that way anyway
>>
>>554103441
>If we use hinaserver it'll have to be a randommap though.
hinamin when are uploaded maps coming?
>>
I'll join soon if you want to wait a bit
>>
>>554109239
join what?
>>
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>>554108416
Soon(tm)
>>
>>554115107
my schnigga
>>
>>554115107
please add a way to categorize and search maps, always bothered me about blitzserver.
>>
>>554115772
As in number of players/provinces. Some way to easily read that would be great.
>>
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I NEED to blitz RIGHT NOW
>>
anon its 3am...
>>
>>554119706
Uhh shit starting
>>
BLITZ IS GO
I REPEAT
BLITZ IS GO!!!!!!
>>
LANKAAAAAAAAAAA
>>
Okay blitz is not a go.
Removed lanka.
I'll going to go drown my sorrows for a few minutes if anyone else wants to join.
>>
>>554122309
bruh i was downloading the map
t. lanka
>>
>>554122772
Oh shit sorry. Resubmit? We lost a player though so it'll be a 3p.
>>
Lanka please don't leave us hanging again
>>
FOR GOD'S SAKE LANKA
>>
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>>553895951
The 4A mod has balloons but I think they are some weird technicality because I don't think there is a way to make a unit untargetable by melee units
>>
>>554130757
I like the sunflower
>>
>>554130757
Can you just give them one gorillion defence?
>>
>>554132789
>balloon becomes unkillable by giant eagles
>>
Lol. Lmao even. Routing due to frontline collapse is a bitch Niefel
>>
Well i'm bailing. That was a productive 4hr session.
>>
>>554136996
It's been over for me for the past 20 turns so I've been playing super aggressively. gg anon



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