/domg/ - Dominions General

Stop fucking dieing edition

Previous Pankoman Dominions is a fantasy turn-based strategy 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 2800 units, 800 spells and 300 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 strategy game.

>Steamgroup
Join the steamgroup for multiplayer
steamcommunity.com/groups/vanheimageofvidya

>Group chatroom
steam://friends/joinchat/103582791434709795

>Our work-in-progress wiki
dom4.wikia.com/wiki/Dominions_4_Wiki

>Our pastebin
pastebin.com/dHdZ1cch

>Dom4 Manual
jaffa.illwinter.com/dom4/manual_dom4.pdf

>Dom4 Inspector
This is a community resource that has every unit, spell, and item in the game in an accessible database.
larzm42.github.io/dom4inspector/

>Play by email guide:
steamcommunity.com/sharedfiles/filedetails/?id=202096551

>Debug Mod:
For testing battle formations and spells
dom4archive.kermodebear.org/www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/debug-mod.html

>Where do I get it?
It is available on Gamersgate and Steam. Desura is kill.


>THE BASICS
>Read the manual
>Read the wiki
>Read the pastebin
>Watch some LPs by Maerlande or NuclearMonkee
>Start playing multiplayer games

Submit completed games here:
docs.google.com/forms/d/1jHX_ZoJi6zIvDq6ANdp-W1Y89W5_fmShuDyHmAj5qC4/viewform

Results Here:
docs.google.com/spreadsheets/d/1dlrvyEqLFYIaXRc49TheMmfdoP8jEh1m5rZJHJAzDWQ/edit?usp=sharing

Other urls found in this thread:

blitzserver.net/matches/view/358
steamcommunity.com/profiles/76561197993705472
twitter.com/NSFWRedditGif

Stay alive please

2nd for skellingtons

3rd for waiting for turns

please r8 skellingtons

average/10

So, is this some weird mix of Petrify and Summon Imps?

join

blitzserver.net/matches/view/358

Yup. Bird spam is quite decent

>No Summod
For what purpose?

Huh, I didn't know Caelum took some Zoroastrian influence as well. That's pretty interesting.

Sunmod is fucking garbage, stop pushing it

wasn't caelum all about zoroastrian mixed in with tibetenism? Heck there is even some lore of Not-China invading them

What's your beef with it?

not who you responded to, but I'd be more willing to join a game with summod than without.

Yeah, I'm not actually sure what else Caelum is based on besides those two.

They were updated a bit with the Ragha patch, like receiving some new unit descriptions and a bunch of new national spells (like that one and a dozen Daeva and Amesha Spenta summons)

About half the nations in the game need an update like the one that was given to Caelum, most other nations have a very sad catalogue of summons and national spells compared to them or the newer nations.

Blitz in chat with summod.

>that emptiness after a war ends
>"Just attack somebody else"
Yes, but who? So many neighbours to pick from.

Step 1: World devolves into peacetime.
Step 2: Convince yourself that you benefit from peacetime development more than your enemies.
Step 3: ????
Step 4: Panic when you realize your enemies are developing faster than you.

Wow, it's every single game I play!
Except for the one where I actually did benefit more from peacetime development.

>always keep recruit queues full
>run out of gold
>the only way to recruit more stuff is either get it killed or conquer new lands
>???
>Profit!
You'll never fall for the peactime development trap again.

bamp

Dont let babt kill you!

Memegames are the wurst

I don't see how they're any fun at all once the novelty of getting hundreds of gems a turn and having complete diversity wears off, and you realize the only nations that are going to have a reasonably good time on huge maps are the flying ones.

At least if you are in one of the top positions, I think you generally speaking shouldn't wait to finish your opponent off for good in the first place: if the player you were fighting was legitimately committed to survive, they should have exhausted their strength early and the last holdouts should be easy to take care of (if not outright ignored: assaulting a fort for example can be difficult but it might be impossible for the opponent to sally out even against a token force with defender's advantage) while in my experience a lot of players (particularly in /domg/ games) tend to write you off as a threat if you are already fighting and are totally unprepared. This also makes diplomatic sense: You want to get ahead of any coalitions that your opponents might be trying to form against you and having just beaten someone often marks you as a threat for good.

In fact, while this is obviously situational (birds who aren't fighting anyone at the moment can of course retaliate very quickly, for example), I think you generally speaking shouldn't even wait for your main armies to reach the new front and instead attack your next target with whatever you've got. Surprise attacks and blitzkrieg playstyle aren't exclusive to elves/birs/bats, and you can conduct it even without stealth. Any unexpected attack (like one turn's worth of troops lead by a research mage, you don't even need to be sure you can beat PD because you didn't commit too heavily while the rewards are high) destabilizes the opponent by taking away their resources while adding to yours, and means the first actual battles you fight are in fact defensive ones, over territory that wouldn't otherwise have been yours to begin with, while it's been your enemy and not you that has been fighting against 1pd and raiding armies and thus revealed their precise army composition and possibly tactics before the main forces collide.

I dunno, lack of flight doesn't seem to be hurting me much. To be fair though I've forged a couple dozen flying boots at this points for my mages.

You literally have nothing to do but repeat cast juggernaut since you're an immovable object.

Xth for Gargoyles are super cheap and good, while also cute.

I'm surprised Jotunheim has a lower winrate than Abysia and Mictlan according to those win results, the nation seems pretty good given that it's one of the few competent blood nations in MA.

I believe the main reason is that people recognize the threat it poses and try to eliminate them quickly

I suppose that's true. They don't have particuarly good troops or sacreds to give them an advantage early on, but skratti communions are nasty and their lategame is ridiculous.

>winrates
REEEEEEEEEEEEEEE

...

Jesus guys, can you keep the threads alive while i'm busy for a few days.

YOU'RE NOT THE BOSS OF ME

What if I just post screenshots of pretenders I've seen?

New thread, new post.

Join my blitzserver.net game!
blitzserver.net/matches/view/358
Join it like you do a blitz, with blitzserver.net as the ip and the port from the game page.

Touch fluffy tail.

Do you have the undeground jew pillar one?
With the bless for pale one rock throwers?

Sadly I do not. What would that be, A/B?

Quick, Ragha is blessrushing the thread with meme gryphons. The only way to beat them is to out meme them.

Never fear, quadbless MA Ulm is here!

I have fewer screenshots of gods than I thought, at least from games I'm not currently in. Have a curious Vampire thug.

A8B8, if I remember right. I think it had a third path, but I can't recall what.

>4k income per turn
>blood economy and research in every school
>game is never going to end because 10 throne points

So what happens when that meets solar ray casters?

It's more like an anti thug from the look of it

How does invulnerabilty work with armor by the way? Does it even do anything if you have a higher protection than invulnerability?

Baka baka senpai desu.

It acts like natural protection, so it'll stack with armor but not ironskin.

>Machaka
You deserve everything that's about to happen.

>spider riders
>SPIDER RIDERS

What the fuck is this map and what the fuck have I gotten my self into. Also fuck you whoever is calling all these horrors at me, you got 2 doom horrors in one turn. They went away after just attacking them with a scout, but still that's one hell of a way to inconvenience me.

me too thanks

>They went away after just attacking them with a scout
Helheim's scouts confirmed for having balls of steel.

>2 doom horrors
What the fuck it's turn 17

Wrong game name on for that post. Sorry Latus is the map that has me geeking, seriously that map is ridiculous I really wish I got in on that game early.

As far as Sansmemes goes really enjoying how friendly most of my neighbors are.

So the scout fighting the horrors was actually a Tien Chi one?

Oh that would be awful, no for some reason I accidentally posted for the wrong game. If I had 2 doom horrors on me by turn 17 I'd fucking AI cause that would just be an omen.

It was very brave lumber construct actually and a very brave scout. Their sacrifice has cause a total of 3 doom horrors to wonder off. Though at the rate they keep popping up I'm going to run out of brave heroes.

Next time, hire the Doomguy.

Reminder that Man is spamming wish to get to Ulm

Lanka, Yomi, you guys going to do yer turns or should I try to find a sub/AI you guys?

No bully.

They staled twice in a row otherwise I wouldn't give a shit.

I wish to talk to you some time. Can you add me on steam? There a ripe banana in it for you

steamcommunity.com/profiles/76561197993705472

I'd add you too, but I'm scared of clowns.

Coulrophobia?

Do you keep basalt kings on repeat when you play EA Atlantis
like their normal mages upkeep is so fucking ridiculous and 1 basalt king gives only a bit löess research than 2 deep mages and also recources

R'lyeh, you better not fuck this up

Yes, because big earth is just that good.

Not to mention a strong chassis with natural fear.

I keep cap-only mages on repeat for pretty much every nation.

The special paths or stronger magic they bring is invaluable in wars, and it's very important to have a good stock of them to replace your losses.

I've actually tried thugging kings. It's not worth it.

It's not that they're bad thugs, it's that you don't really need thugs in general. Any regular mage with 2 water gems can raid, as can a group of regular units if you don't even want to waste a mage, and basalt kings don't have any magic phase movement or built in mobility like flying or stealth.

The battlefield support that they offer (EQ, army of foo, and other high end earth magic - even evo) is incredibly valuable. By comparison, their thugging is replaceable.

>LA Marignon
>cardinal hero just took over throne with large army
>lol assassination attempt
>dog attacks
>turd casts holy avenger and dies in one hit

Fuck.

>Any regular mage with 2 water gems can raid
Can I ask how much PD you've done this against?

A single water elemental doesn't even beat 10PD reliably when I've tested it, and I'm not sure how I'd improve it.

Regular units have attrition, and a decent group of them (40 or so) costs a lot of gold.

Oh, I mostly used them UW. On land you'd probably need two or something.

>Oh, I mostly used them UW.
It's not beating 10PD there either.

>On land you'd probably need two or something.
Which can be beaten by 20PD, an amount which only costs half as much.

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Fuck off, your general spam pushed our last thread off the board you small minded twats.

I totally support the mods on this.

Looking at /ink/, it seems to be a shitposter who wants /ink/ gone doing this.

Just report any spam, mods can sort this mess out.

I know, he already spammed in too.

...

Are there any nations in LA you feel that has a higher or lower win rate than how good/bad they are as a nation? If you could substantiate your claim that'd be great.

Yes, this is potentially for Summod, or more I'm trying to make up for the fact that I'm a newer player than sum1won and it's either asking you guys or joining a dozen LA games.

Ulm has a very good toolbox that doesn't seem to be reflected in their win rate. I also think Pangaea and Man are better than their current low rating indicates. They're not top-tier, but definitely not bottom-tier like they are in the spreadsheet.

LA Abysia is surprisingly low for a nation with such strong blood access.

Agartha seems fairly poor, which I suppose makes sense since D2 mages are great but E1 adds nothing to them, and their cap only mages/summons are the only heavy lifters.

Also, ktonian alchemists would actually be fairly competent mages if they didn't have a death random in there for no reason.

Compared to MA and EA they're wet fish though, Pan that is, though the goal isn't to make them top tier so that's the wrong metric to use.
I'm tempted to just make the wolfherds less completely useless as a flavour thing but leave the rest as it is pending further results.
Man, I have no idea about really, if you could point to specific strengths then that'd be great.
I'm surprised given that and ethereal sacred high mr undead, though their mages suffer from fire and holy being priced the same as astral and blood.
For all the fluff about them using undead as labour and the cool specialised undead they get, they're not a very good undead nation. It's tempting to make a high res recruitable armoured undead unit for them.

That or let reanimators actually reanimate stuff without needing gems.

>be a loremaster
>work all your life hard to get money and have a nice retirement
>get recruited by a new nation who needs you for your magic knowledge and your researching potential
>Cast Transformation
>now you are a lion
>all of your money means nothing, you don't even have hands
>you don't ask for money anymore because you couldnt use it at all
>your life is ruined

Does someone know if changing a unit with a mod changes already produced units in running games?

sorry guys, i overslept

Man this game has been a fucking disaster when it comes to AIs, hasn't it. When the fuck did Therodos go AI? Gdi.

>Man, I have no idea about really
Magisters Arcane are good. Not great, but good. A2 mages are never bad, they can communion up for big stuff, and A/D and S/D are useful crosspaths. Ignoring drain scales also means that Man essentially gets 80-120 free points at pretender creation. The problem there is that they're the only thing they have that's worth recruiting as far as mages go. You could get a few judges and break into D with a 25% random, but otherwise it's Magisters all the way, from every single fort.

Their units are solid. They're just regular humans, but they have a good mix of stealthy raiders (not to mention stealthy, armored, sacred raiders), reliable frontliners and strong ranged options. Plus, their Tower Guards and Defenders double as crossbowmen and melee fighters, so you can just toss a blob of them at enemies and they'll first whittle them down with crossbow fire and then go toe-to-toe in melee. Again, however, there's a problem. As geared towards ranged combat as Man is, they can wreck certain nations in the early game, but once counters come online they're just baseline humans without anything special. Something simple like Storm, or later Arrow Fend, shuts them down in that regard. Which is especially an issue since your A2 Magisters love to have Storm up.

However, I think the biggest problem with Man is a serious lack of endgame options. RoS is sweet but only gets you so far, and at the same time their own armies are vulnerable to it as well. While they have potential access to options like Fog Warriors and Army of X, they usually have to rely on communions to get that far, which means you can't get them up turn-one. No Blood means missing out on all of that sweet endgame stuff. No Nature and barely any Death means no Tarts, etc. It's basically entirely up to your pretender to give you a viable endgame. I've seen more than a few games where Man started out strong and then just kinda withered in lategame.

Could whip up a national pseudo - reanimation list, though unfortunately making them also cost rescources would be wonky (as in it'd ignore scales, so if the cost was 10 it'd take 14.5 in prod 3 and 5.5 in Sloth 3).
>Implying he didn't always have being a lion as his retirement plan
>Implying he isn't now blowing his saved money on whores and ale
>Not having to pay him cash, just send along another batch of whores each month
The game remembers what mods a save had, though if you edit the mod I suppose it would.
I'll have a look for something that'd give them endgame, though I currently like the idea of foundlings.
Foundlings being recruitable commanders, that when they age (well using xp shape, so things like academies would speed it up) they then become an intermediary form which montag first shapes into a bunch of things.
Lore wise, it's a common enough English faerie tale/legend trope of fey foundlings, or just foundlings in general.