then waiting until I have more liquid assets
We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Dominions 6
- Nammu Archag
- Posts: 1081
- Joined: Nov 28, '23
- Location: Tel Uvirith
Sure, no problem. Makes sense.Decline wrote: ↑ April 20th, 2024, 14:09On another topic, should we create a thread per game? It can get confusing when we're running more than one in parallel.
You'll be waiting for a long time.
Speaking of fire magic, the new sound and visual effects for Falling Fires are terrifyingEmphyrio wrote: ↑ April 20th, 2024, 15:23Fire From Afar kinda sucks now too. It used to be good for killing provinces full of mages.
Last edited by Irenaeus on April 20th, 2024, 19:06, edited 1 time in total.
The brave Asphodelian defense against the Nabean hordes (now played by renowned player 'Mighty Al' subbing for Emphyrio) continues. Aspodel attempts a breakout against the Nabean Army besieging Fort Agenor.
The forces are arrayed.
The big players in the battle are the 11 Aspodelian Carrion Furies and the 58 Nabean Jann Guards respectively.
Contact with the enemy frontline of Jann Guards is quickly made, Relief and Rigor Mortis go up. The Carrion Furies manage to breach the southern flank of the enemy under heavy artillery fire from the enemy's mage backline. Unfortunately two Carrion Furies do not manage to enter the breach and are directly opposing the advancing Jann Guards.
The Aspodelian frontline of weak undead has to bear the brunt of the unstoppable advance of the Jann Guards. They manage to buy enough time for the Aspodelian Mages to summon undead hordes.
Meanwhile the heroic Carrion Furies reach the Nabean mage backline. The Malikah resists...
but is eventually struck down by The Hammer Of Asphodel.
After their Malikahs death, the Nabean frontline quickly collapses under the relentless assault of the undead.
Asphodel carries the day!
The forces are arrayed.
The big players in the battle are the 11 Aspodelian Carrion Furies and the 58 Nabean Jann Guards respectively.
Contact with the enemy frontline of Jann Guards is quickly made, Relief and Rigor Mortis go up. The Carrion Furies manage to breach the southern flank of the enemy under heavy artillery fire from the enemy's mage backline. Unfortunately two Carrion Furies do not manage to enter the breach and are directly opposing the advancing Jann Guards.
The Aspodelian frontline of weak undead has to bear the brunt of the unstoppable advance of the Jann Guards. They manage to buy enough time for the Aspodelian Mages to summon undead hordes.
Meanwhile the heroic Carrion Furies reach the Nabean mage backline. The Malikah resists...
but is eventually struck down by The Hammer Of Asphodel.
After their Malikahs death, the Nabean frontline quickly collapses under the relentless assault of the undead.
Asphodel carries the day!
I don't see a difference to your usual armies tbh.
Did you ever bring more than 2?
Some of your comments make me wonder if you're living in an alternate reality.Decline wrote: ↑ April 22nd, 2024, 04:12I don't see a difference to your usual armies tbh.
Did you ever bring more than 2?
Maybe you're confusing me with your campaign against Irenaeus? I know he had some trouble with your Malikahs.Emphyrio wrote: ↑ April 22nd, 2024, 04:18Some of your comments make me wonder if you're living in an alternate reality.Decline wrote: ↑ April 22nd, 2024, 04:12I don't see a difference to your usual armies tbh.
Did you ever bring more than 2?
I don't know if you're making some attempt at a joke or what, but I kept receipts.Decline wrote: ↑ April 22nd, 2024, 04:25Maybe you're confusing me with your campaign against Irenaeus? I know he had some trouble with your Malikahs.
Right, that one Battle in Fungwood. Did you hit a specific tech there?
But otherwise you just have proven what I said.
I could understand ribbing me if I'd played badly and lost, or banter if the game was still ongoing, but I don't understand why you're mocking my play (is that what you're doing?) after I won three times.
In the fight against my army he brought 9, along with about 10-15 other mages of various powers - also his tendy.Decline wrote: ↑ April 22nd, 2024, 04:12I don't see a difference to your usual armies tbh.
Did you ever bring more than 2?
He had Evo5.Decline wrote: ↑ April 22nd, 2024, 04:53Right, that one Battle in Fungwood. Did you hit a specific tech there?
There is one battle with 2 Malikahs, another with 3, another with 4, and finally the last one with 6. So he's saying the computer is being kinda retarded using 1 Malikah when he probably has 10+ by now.
Last edited by Irenaeus on April 22nd, 2024, 13:28, edited 1 time in total.
For me our battles where always the same: My chaff and centaurs run into a wall of sacreds where they can't push through and get ground to dust. The presence of less than a handful of mages that get at most 15%-20% of the kills was fairly meaningless to me. The overwhelming majority of kills always came from that unbreakable wall of sacreds.Emphyrio wrote: ↑ April 22nd, 2024, 05:06I could understand ribbing me if I'd played badly and lost, or banter if the game was still ongoing, but I don't understand why you're mocking my play (is that what you're doing?) after I won three times.
Even in that battle in Fungwood the battle went exactly that way, the only difference was that the Malikahs did most of the killing instead of the wall of sacreds.
For me your Malikahs where a tertiary concern, if any. It was always about overcoming the wall of sacreds first and foremost. This is why this battle vs. Al felt not much different than the battles that came before.
Of course in Fungwood something changed. Evocation 6? Or just enough DPS from the mages to make the kills? But then, would the battle in Agenor have went differently if you had brought 6 Malikahs? Possibly. But then again you would not have sieged Agenor to begin with. And we're never going to find out.
I get that. I just don't care about the mages that much.Irenaeus wrote: ↑ April 22nd, 2024, 13:25So he's saying the computer is being kinda retarded using 1 Malikah when he probably has 10+ by now.
Last edited by Decline on April 22nd, 2024, 19:23, edited 2 times in total.
What is considered an adjacent province? The yellow dotted lines? If 2 tier 5 forts are adjacent to a province do they split the generated income 50/50?
T5 forts take 70% of a nearby province. So with 2 forts on either side of a zone. Would that zone generate 100% of its value and split it between forts? So a t5 and a t3 would get 100% split 70/30
T5 forts take 70% of a nearby province. So with 2 forts on either side of a zone. Would that zone generate 100% of its value and split it between forts? So a t5 and a t3 would get 100% split 70/30
Yes,Boontaker wrote: ↑ April 23rd, 2024, 02:50What is considered an adjacent province? The yellow dotted lines?
They share the resources, I think. Can't remember the math.Boontaker wrote: ↑ April 23rd, 2024, 02:50If 2 tier 5 forts are adjacent to a province do they split the generated income 50/50?
Last edited by Irenaeus on April 23rd, 2024, 02:56, edited 1 time in total.
No, each fort will draw its admin value in % from double the unforted province's value.Boontaker wrote: ↑ April 23rd, 2024, 02:50If 2 tier 5 forts are adjacent to a province do they split the generated income 50/50?
So you really do want forts every 2 provinces (if reasonable)Decline wrote: ↑ April 23rd, 2024, 03:16No, each fort will draw its admin value in % from double the unforted province's value.Boontaker wrote: ↑ April 23rd, 2024, 02:50If 2 tier 5 forts are adjacent to a province do they split the generated income 50/50?
Depends on the game state, forts are expensive and take a long time to build. You have to weight the benefits compared to making a bigger army with the money. If you can afford it, you should make many forts. Like I said, it depends on the game state.Boontaker wrote: ↑ April 23rd, 2024, 04:22So you really do want forts every 2 provinces (if reasonable)Decline wrote: ↑ April 23rd, 2024, 03:16No, each fort will draw its admin value in % from double the unforted province's value.Boontaker wrote: ↑ April 23rd, 2024, 02:50If 2 tier 5 forts are adjacent to a province do they split the generated income 50/50?
I'm going to build a wall of forts, and whoever disrupts me will know the fury of a man who didn't plan to win in the first place.
- DagothGeas5
- Posts: 419
- Joined: Dec 13, '23
What is rpghq4? I am very out of the blue XD Sorry for the long wait as well!Emphyrio wrote: ↑ April 20th, 2024, 15:23yeah, that's going full retard this turn to test some things out. It actually went better than i expected, 1 or 2 more mages or a few gryphons would have made the difference. Just wanted to see if I was overestimating the centaurs on the walls (nope). Desert warriors are really good but they absolutely can't handle counterarchery. Without air shield at least.Decline wrote: ↑ April 20th, 2024, 14:33
Fire From Afar kinda sucks now too. It used to be good for killing provinces full of mages.
You said you wanted to quitDecline wrote: ↑ April 20th, 2024, 14:09On another topic, should we create a thread per game? It can get confusing when we're running more than one in parallel.
@Acrux @WhiteShark @rusty_shackleford @Wretch @Nammu Archag @Boontaker @DagothGeas5 @Ratcatcher @Oyster Sauce join rpghq4 so decline can move on with his life. No experience necessary
A new nation, Pyrène, Cambion Kings is now available for the Late Age in Dominions. The Black Goats of earlier times have been ousted and replaced by Cambion half-demons sired by succubus and incubus devils summoned by the church.
This new version has many performance improvements and very large games should run much better than previously. There are also many bug fixes, AI improvements, new features and new commands for modders. E.g. saved games can now be sorted on name or date, AI should be better at diplomacy than before and a bug that could result in an incorrect battle replay has been fixed.
General
New nation: LA Pyrene
New spell: Soul Transaction
New ritual: Summon Incubus
New magic item: Soul Scales
New Patala Hero
3d performance improvement
Major battle performance increase for large games
Host performance improvement (faster AI, aging & luck stages)
Improved main map performance when having a huge nbr of commanders
AI diplomacy more influenced by AI personalities
AI smarter handling of NAPs and war declarations
Now possible to bump players under NAP
When pretender dies diplomacy can now be conducted with the first disciple instead
Continue old game now has games sorted alphabetically by default
Press 'd' to sort the games by date instead
Added ? help screen when choosing game
Casting earthquake could result in battle inconsistency, fixed
Mounts and immortals could crash the game during host, fixed
Flaming weapons bless can no longer affect melee ice weapons
Hell Ride ritual now takes size of mount into account
Stygian Paths didn't work properly together with the transfer screen
Removed the 'enter gate' commander order from nexus as it didn't work
Twist Fate now always works on undead and inanimates too
Fire, Astral & Banefire shields now trigger on misses too
Added --yearning,--weakdiplo and --nodiplo to help text
Terrain changes now added to province chronicles
Being thrown out of a communion will now remove communion slave spell effect
Gems will no longer be used when targeted by a remote attack ritual
Wishing for provinces will no longer grant empty cave wall provinces
Wish tweaked
Mind Blank tweaked and received an icon
Improved cheat detection
Fixed magic item out of nowhere bug
The missing tune had sleep resistance inverted, fixed
Dream Seduction can target same sex, but with penalty to morale check
Succubus and incubus can now create a progeny
Spell AI can now cast range boosting buffs too
Spell AI now better at handling magic duel
Select cripples, limps now takes mounts into account
Slimed affected aging rate, fixed
Target cavalry didn't always work with new mounts, fixed
Correct gate defenders for different Ind sub-nations
Horror deserter ability doesn't care about thrones if deserter is player owned
Spell AI improvement, mages make sure to always evaluate casting on themselves
Can now select any province on maps without fog of war
Fix for 'y' not including move & patrol commanders in the stats
Twiceborn now works properly for shapeshifters
Sieging forces are now considering bordering besieged player concerning diplomacy
Better log prints regarding swallow attacks
Swallow attacks can no longer destroy shields
Mind Hunt is now an anonymous ritual
Simulacrum doesn't inherit any possible twiceborn ritual
Fixed auto casting of Mirror of Earth's Memories
Project Self could result in a duplicate mage afterwards
Game could crash when using carrion-/darkseeds, fixed
Carrion transformations can now result in minotaur & elephant carrions too
More accurate time for lobby host
Some breath weapons were affected by weapon blesses, fixed
Only start battle music for larger battles
Large maps (>100 MB) didn't work on lobby server, fixed
Master Ritualist didn't give bonus power to certain rituals, e.g. dispel
Vengeful water vs hidden scout could sometimes make unique monster in same province disappear
Lost Land can no longer affect provinces with mountains
Make sure that all disciples are on a team in network games
Fix for falling off mount in battle log
Life after death commanders no longer get feebleminded
Life after death units now die at the end of battle
Friendly fire calculations were off if bushes/trees were nearby
Fix for some units looking too large in site info and gem transfer screens
Ice Prot divided into Ice Prot & Ice Armor
Nightmare Masks now only affect friendly troops
Summon Supayas & Huacas cost tweak
Event fixes
Spell info improvements
Typo and stat fixes
Modding / Map Making
Map editor now has a new map button
New event commands: #req_targseductions, #req_targminkills, #req_targmaxkills
New event commands: #addseduction, #addkills, #req_notpoptype, #req_plane
New event commands: #req_godawake, #req_pretismnr, #req_pretawake
New event command #header to enable custom message headers
New monster/item commands: #icenatprot, #holyrange, #sorcerygems, #elementgems
New monster/item commands: #mobilearcher, #...elementals
New monster command: #animated
Event req_swamp was broken
Fix for 1d..vis with values 50+
#not(dis)mounted now works for ranged weapons too
Event command #req_targgod 2 now requires a non-disciple
Event variable commands can now use -1 to access a nation number variable
Nation command #domwar now accepts negative values too
Last edited by Decline on April 29th, 2024, 19:39, edited 1 time in total.
Pretty sure me and decline had bumped under NAP in the previous game
Irenaeus wrote: ↑ April 29th, 2024, 21:28Pretty sure me and decline had bumped under NAP in the previous game
For those still playing RPGHQ3,
Check out my decked out Lar:
Meanwhile AI Na'Ba is summoning all kinds of monsters:
Check out my decked out Lar:
Meanwhile AI Na'Ba is summoning all kinds of monsters: