/domg/ - Dominions General

Pls help with mods edition

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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 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 war 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/uTZnjYwm (embed)

>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
>Jump into MP feet first
>Don't bully elves
>Work on your blogs, videos, and the wiki

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:

llamaserver.net/gameinfo.cgi?game=CastInTheNameOfBobYeNotGuilty
llamaserver.net/gameinfo.cgi?game=Memes_for_the_Meme_throne
drive.google.com/file/d/0BxQvrB13LOtaSFBCeGExSWRkenM/view
anyforums.com/
twitter.com/NSFWRedditImage

First for Aboleth traps.

Second for join game.

llamaserver.net/gameinfo.cgi?game=CastInTheNameOfBobYeNotGuilty

I have managed to get summon necrotects working properly so that Revive King wont give you a necrotect. I still cant figure out how to get tomb swarm working or how to get a necrotect to make a skeleton chariot every month but those arent very important so I'm not too bothered.

If anyone has noticed any huge crippling bugs with their own nations now is the time to tell me so I can look at them and more than likely not fix anything.

Also still space for two more people
llamaserver.net/gameinfo.cgi?game=Memes_for_the_Meme_throne

>how to get a necrotect to make a skeleton chariot every month
#autosum?

Would that work instead of #makemonster1?

#makemonster1 lets them spend the turn summoning a monster (like vampire lords)

#autosum means they accumulate followers automatically. I'm not 100% sure it's the right modding command, but it's what the inspector uses.

They dont have the option to make chariots either. I think the units arent being registered or something and I dont understand why. same with the tomb swarm.

Anyway, I have enough shit to dick around with without chariots and a death version of swarm, make sure to check your own nations for bugs as well.

Khorne appears to lack a spell to instantly win the game, this is a bug.

Thats a pretty serious one, I'll get right on it.

More seriously, I don't think i've found any bugs with khorne. I thought I had earlier but turns out I just didn't really understand xpshaping.

What commander unit has the highest reinvigoration bonus? Or are there any that have a unique bonus that reduces fatigue from spell casting? I have 2,000 spare astral pearls and I want to try and make a super mage. Any suggestions?

Mind Slime Horror at +5, followed by the hero "Ogon" and the pretender chassis Earth Made Flesh, both at +4.

Mind slime horrors have 5. Earth made Flesh and Earth-blooded (agarthan pretender and hero respectively) have 4, so does the Ulmish Iron Angel but that also has -10 to all paths.

Thanks. I'm actually playing as MA Ulm, but needed to astral empower an iron angel 17 times to get enough to wish seemed a little too expensive.

Are there any other chassis with unique bonuses that could aid in being a super mage?
Can you use wish to get an age specific pretender, like earth made flesh, if you're not playing in that era?

sorry, it was Ogon that was Early Age specific.

>Are there any other chassis with unique bonuses that could aid in being a super mage?
Immortal is pretty important, since it lets you use it (in friendly dominion) without worrying about it dying. You can get very high reinvig from just items anyway.

>Can you use wish to get an age specific pretender, like earth made flesh, if you're not playing in that era?
Absolutely. You'll need to use divine name to make it a commander, as it appears as a unit.

I think you can also wish for heroes, but not sure how exactly you write the wish for that.

The unit's name in the inspector. But it only gets the lowest-ID instance of that name. (Which is why wishing for "Grigori" works the way it does)

That gets you the hero as a unit. Needs GoRed or Divine Named to become a commander. But that gets you it with full paths.

So, could you wish for a colossal fetish? (No memes).

Yes.

Can anyone familiar with dom4 modding take a look at the sylvania onebattlespell entries from the warhammer mods floating around? Carsteins are meant to have a bunch that buff undead which don't seem to show up in game.

>that feel when the badmin is delaying the next turn indefinitely in the hope that everyone else quits and he can claim victory

badmin is probably just too lazy to do his turn
t. Lukas

>tfw admin and don't want to do turn but don't want to stale either

Eh, what are you going to do

AI. It's a video game, you don't have to play it if you don't want to.

Start with your turn

It's a commitment made with the other players.

in that case, I'll be extending the turn as well

lol

Dese bantz means we got an extension, right? I could rush a turn out during lunch if need be, but I'd really love to have more dedicated Slav removal time.

I'm in every game running in this thread, and since my dog eat my dominions turns I'm going to need 72 more hours in all of them.

Thanks.

>Asks for a short 8h extension to remove an already staling player more efficiently
This is totally justified. I forgot what the hosting interval is because everytime the new turns comes days after the 12h warning.

that's because I keep extending it

what chassis has the highest Healer value?

Arco Priestesses have Healer 3, which is as high as it gets. The other options with that are the Spenta of Water, Arels, and one of the Grigori.

So I'm hosting a game and the game is on turn 8 but llamaserver believes its on turn 7 and wont take anyones turn.
Anyone know how to fix this?

I didn't realize arcosephale priestesses were so unique

>jade wizard in warhammer mod has Healer 20
Wew lad. Its like people went out of their way to be OP.

>still 2 slots open in meme throne

Hurry up you fucks and join.

DESU, the balancing for healer is weird. Being able to heal a commander is really important, but one healer 3 isn't going to ever be able to keep up with a whole squad that gets diseased. Would be nice is healer was split into 2 different effects.

I'm not sure how to fix that but in the course of looking at it I have discovered that all of the tomb kings regular undead troops use the id of long dead from the base game so casting reanimation as anyone will summon tomb king skeletons. What was the guy who made this mod thinking?

they should add a more common "disease healer" tag or something.

I have no idea. There was an alternate version floating around that made Tomb Kings into a more standard nation with recruitables and shizz, but I don't know where it went and it would probably conflict anyway.

I should just be able to change the id numbers right? I just dont know enough about this to know why some things are working and some things are not.

The Vampire Count summon spells (Army of Crypts and Army of Swamps) are summoning Tomb Kings infantry. They still summon the right VC sacred units but...you might just want to take Tomb Kings out of this mod as it seems they're fucking up every generic undead summon spell...
Also, where are the Lizardmen?

I am attempting to fix this. It actually happens for any spell that summons longdead. No idea why lizards were not included in the compilation.

Sauro are you here? Can we chat?

What do you want?

t. not Sauro

come to steam chat pls

Get rekt malakuk

Did you extend the turn for yourself Nick? If so, I'm afraid.

Change it so only ermorian-unique undead are replaced in base game. You can add national events eliminating or replacing other chaff if you want.

I lightly bullied him into doing 72 hour turns now. This is the fate you choose

Tis true. I just wanted to see if 200 gems was enough to beat Sauro's Doomstack

I have no idea how to do these things. I tried to give the tomb king units their own id separate from the ermor ones but now it just summons ermor longdead and all the starting units look like acolytes. I am not at all qualified for this.

So I just discovered what happens if you use charm in the arena. You instantly win, of course, and your opponent attacks the province he was situated in before the arena combat

I think that came up last thread. Won't work on pretenders or prophets

I remember reading pic related, what was it called again?

Emergence by shindoL

Actually if someone could take a look at it it would be really helpful.
drive.google.com/file/d/0BxQvrB13LOtaSFBCeGExSWRkenM/view

The before version is the one I messed with to get the awaken tomb king and necrotect spell working and works fine apart from replacing longdead with tomb king shit

The after version is where I tried to give everything its own id and causes the starting units to look like acolytes and makes ermor specific units spawn instead of tomb kings.

For never was a doujin of more comical fruition than this of Saki and her drug addiction.

Pls respond I have no idea what I am doing wrong. The monsters are have stats and everything but I cant get the game to summon them without copying over ermor stuff. But this is only for some of them, I could change the id on the tomb king and necrotect and they would get summoned fine.

Was it 200 gems worth of flames from the sky?

Reanimation is hardcoded so the only way to get it to spawn specific undead is to change Longdead. If you want free stuff, I'd toss some kind of summoning command on your commanders. I think you could add commands to have them automatically create skeletons everywhere, more skeletons in friendly territory, and even spend a turn to summon something tougher.

Scratch that.

Check out that last bit and see if it helps.

I SAY

ISNT IT TIME WE HAD OURSELVES

SOME "MILK TOAST AND EGGS"

The reason you are having an issue with the undead spells is that longdead are treated specially by the game. The id's are hardcoded and any spell summoning longdead summons randomly from those id's. Nations with national undead can summon from additional id's relating to their national longdead, however this is all hardcoded to the relevant id numbers.

Ermor's Reanimation dominions summons units drawn from the regular and Ermor longdead id numbers. Tomb Kings attempts to exploit this by replacing the units at those id's with Tomb Kings units. This is fine for the Ermor specific longdead, however once you start messing around with the universal longdead id's every undead summoning spell and effect will start summoning your custom units.

If I copied over lemurian undead instead of longdead would that fix the problem?

right so even though I did delay 12 hours llama hosted anyway, I let this one slide though since onyl gath did his turn on time

ZA . . . WARUDO

How many turns can you do in the frozen time?

Not really. The Tomb Kings use a modding command that makes you freespawn Ermorian undead, there isn't a comparable one for Lemurian Undead.

Just remove the modifications to the regular undead and it should be fine.

How do I go about that while keeping my own freespawn? Are there ermor specific regular longdead?

No I'm forced to rely mid game tactics.. it's 50 EQs.

If you set up the mod on a GitHub I can help much more easily.

Yes. Check mod inspector. Stuff like long dead velite, etc.

llamaserver.net/gameinfo.cgi?game=CastInTheNameOfBobYeNotGuilty

Five more pretenders are needed.

We don't even have a Ragha yet, to my surprise.

What turn timer are we running the game at anyway?

I haven't seen Ragha in a long time surprisingly enough.
I'm also in 3 games with no Xibalba and a MA game with no Ermor

Who /twilightzone/ here?

Probably 26 hours for the first 30 turns or thereabouts? Once we start getting into mid/late game I'll bump it up to 48. I am employed myself, so not gonna insist on a super fast schedule for the game.

Is there a limit on the total number of unexpected events in the world per turn? Turmoil 3, Luck 3, i have over 100 provinces, but I'm only getting like 3 or 4 events per turn

It's summod. It's not that summod nerfs them to be bad (LA Xibalba is probably the best LA nation in summod, even), but rather that you can play them in vanilla games in their full, gloriously OP state, or you can play a more balanced version of them, and who wants that?

Kinda. As I understand it, there's a hard limit, which is vast and ridiculous and only ever really relevant for Rus, above which no more events can ever be generated.

There's also a soft limit per nation, above which events become less likely in that nation's provinces.

>only ever really relevant for Rus
MA TC can do it too, but you dumb nerds just keep making geomancers instead.

Abysia 2h file received
Agartha 2h file received
Arcoscephale 2h file received
Berytos 2h file received
Ermor 2h file received
Hinnom 2h file received
Helheim 2h file received
Kailasa 2h file received
Machaka 2h file received
Pelagia 2h file received
R'lyeh 2h file received
Sauromatia 2h file received
>Therodos Waiting for 2h file
T'ien Ch'i 2h file received
Ulm 2h file received
Vanheim 2h file received

Rate my innovative tactic:

>Be ulmish
>Forge 1 gem jars of fire and amulets of vengeance
>Give to Smith's
>Script smith to Phoenix pyre, attack closest
>kek

Loses to skelespam/10

This.

>Skelspam when Ulm is throwing around level 7 spells

Skelespam often stays good. And yeah, if it counters your opponent's level 7 tactic, you can keep using it.

Your research is irrelevant if you script like a halfwit.

How do the Chinese do it?

Most thugs get locked down by skelspam. What's your point?

Deploying skelspam to lock down a two gem raider is as retarded as akbarsmith

...

>Priest with two 1-gem misc slot items casting Phoenix Pyre
>Thug

It's a real nice spell but let's be real here, that isn't capable of reliably clearing 10PD.

Looks pretty... Innovative.

well, fine. It won't beat any reasonable amount of PD either, especially if said PD includes archers. It won't beat decent prot units or any groups of troops using crossbows.

I don't think that there exists an enemy that this is actually efficient against except maybe W9 elf sacreds with neither N9 nor prot buffs