Bay 12 Games Forum

Other Projects => Other Games => Play With Your Buddies => Topic started by: Delta Foxtrot on September 22, 2014, 07:17:41 am

Title: Dominions 4 Round Ten: Nationgen! All's well that ends well, GG everyone
Post by: Delta Foxtrot on September 22, 2014, 07:17:41 am
We discussed this a while ago in the general dominions 4 thread. This is going to be a match using Elmokki's fine NationGen mod. For those not in the know, it's a mod that generates random nations. Each player in the game will generate one that they like and we'll play using those.

Link to NationGen:
http://koti.kapsi.fi/~elmokki/dom4/unitgen/

Game name: Bay12GamesRound410 (http://www.llamaserver.net/gameinfo.cgi?game=Bay12GamesRound410)
Map: Peliwyr (http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/peliwyr-12718-wraparound)
Mods: Nationgen/Link to .dm & .tga files for the mod our game uses (zipped) (https://www.dropbox.com/s/eai2kzkt3zzjlux/nationgen_rune-covered_circle.7z?dl=0)
Era: Nationgen/Middle Era
Disciples: No
Time allowance: 28 hours at start
Special site frequency: 50
Random event frequency: Common
Score graphs: Off
Hall of Fame: 15
Artifact forging limit : Limited
Thrones: 50%+1, level 1's. 8/15
Renaming: Allowed
Research: Normal

Players:
1. Delta Foxtrot
2. tompliss
3. USEC_OFFICER
4. E. Albright
5. lijacote
6. Karlito
7. Culise
8. Boksi -> Subbed out to Darkwind3
9. Bluerobin

Nation selection:
Seed used: Castle of the Sun, seed 1731078640 (standard settings, 100 nations)
Drafting order:
6. Karlito - #106 Nagabal / #109 Samarir
5. lijacote - #142 Lissasa / #148 Miatepec
8. Boksi - #167 Darmekot / #140 Agarhan
7. Culise - #115 Tejayapur / #135 Dousheim
3. USEC_OFFICER - #162 Dheathig / #195 Aralpakbad
9. Bluerobin - #113 Midmatia / #177 Vansceis
1. Delta Foxtrot - #185 Agor / #112 Zenken
2. tompliss - #198 Shangrila / #125 Dholgar
4. E. Albright - #173 Abarea / #131 Illen
___

A few issues in the game at the time of this match:
-Casting the spell Transformation risks crashing the game. Until they patch it, just don't.
-Flying raiders using the 'raid' command can't be intercepted. They are currently more or less uncounterable. Don't use them. Non-flying raiders are fine.

___



Spoiler: How does PBEM work? (click to show/hide)

Useful links:
Dom4 forums on Desura (http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum)
Link to Edi's Dom4 Database (http://www.llamaserver.net/edi/dom4/dom4_db/dom4_db_403.zip)
An archived snapshot of the Dom3 wiki (http://web.archive.org/web/20130118162532/http://dom3.servegame.com/wiki/Main_Page): Yes, it's still relevant, and it hasn't been replaced yet, so... It has loads of useful information, including strategy guides. Keep in mind that while a lot of this information is still very useful and valid, a lot of it is entirely out-of-date.

Llama Server (http://llamaserver.net/): the automatic hosting server for our game.
Llama Server's map and mod browser (http://www.llamaserver.net/createDom4Game.cgi) (Yes, it's not really a browser, but you can browse the maps and mods here)
Dom4 Mod Inspector (http://larzm42.github.io/dom4inspector/) Very useful. You can browse all the nations, items, spells and sites in the game with it.

___
Reserves, please confirm you're still in. I'd like to keep this a small game. I believe I suggested 6-8 players in the other thread. I think that's a decent size to aim for. I'll look at maps a little later, I'd like to try one of Pymous' smaller maps, they should fit out planned game size.
I would prefer a site frequency of 50-55, but I could manage as low as 45 (EA default) if people insist.
Throne wise I would prefer a number of level 1 thrones only. Level 3's are OP as hell and 2's give plenty of mages. Normally I wouldn't mind the mages, but I'd like to keep our randomly generated national mages in the spotlight. Exact numbers are up to debate.
I'm really liking the easy research in 408, but I can go with normal if people so desire.

There's still room for people who didn't originally express interest, and those who did may still bow out. Let me know. I would like to get this game started early next week, but if people need more time to generate and try out nations, I suppose I can't force it. Also if anyone has any pointers about adminning a nationgen game, I'd love to hear them.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 22, 2014, 07:27:41 am
I confirm I'll be in.
It's not as if my turns were long in 4.07 anyway (just wrecking Pangea's provinces and temple :D )...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on September 22, 2014, 07:36:19 am
I'm definitely still interested in a nationgen game, and would suggest a site frequency of 55. Simply because I'm greedy and want those extra gems. No real preference on the thrones, but I think that having level 2 ones wouldn't be a problem. Generally those mages are StR, and having one place to recruit special mages isn't going to automatically devalue the national mages. Unless your national mages are crap, I guess, but then that was your own fault for picking them in the first place.

The only suggestion I have for admining a nationgen game would be to let people be able to change the description/name of their units. Either through getting familiar with the Dominions editor, or shuffling the mod around. Nothing makes a nation feel more personal and special than including your own descriptions and fluff.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 22, 2014, 07:39:23 am
Same as above, would prefer no lvl3 thrones, and if there are lvl2 thrones, I would prefer either a total of one or least 2/3 per player.
Also, I wouldn't mind this game not to be a "blitz" (1/4 of the points needed for victory) as we'll be there to play new nations, after all ^^
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Shadowgandor on September 22, 2014, 07:53:55 am
I'd like to join, if possible :)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Puzzlemaker on September 22, 2014, 11:15:38 am
Tompliss you are being such a jerk in 4.07.  Why wont you just give up?  I have other things to deal with!
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 22, 2014, 11:25:03 am
Vanarus never surrenders.
If I can't win, I simply make sure my enemies can't win either.
Maybe after a while, those enemies will simply stop trying to attack. After all, they've got more to loose than me, now :)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 22, 2014, 11:46:56 am
Get thee behind me Satan!

Man, every time I think I'm out, someone pulls me back in. I guess the few days of set-up time will count as my Dominions vacation. Hopefully I'll be able to generate something that matches the glory that was Burburg.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Culise on September 22, 2014, 11:48:45 am
This sounds really, really fascinating.  Provisional in.  ^_^

((And I just realized I haven't played at all since 4.02.))
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Boksi on September 22, 2014, 12:56:28 pm
It's been a long while since I last played Dominions. I'm in.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: lijacote on September 22, 2014, 03:38:07 pm
My hands are full of defeat and projects (and none of those projects include my failure of a LP, sorry), but I'll be watching with some interest.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on September 22, 2014, 04:24:34 pm
Augh. I swore I wouldn't play another Dominions game. Then I got the itch and joined round 9. Now you put Nationgen in front of me?

...

I'm in if there's room!
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 22, 2014, 04:43:39 pm
If my headcount is right that puts us at 9 players, including E. Albright who hasn't confirmed his willingness to play. So 8-9 players, a bit above what I envisioned but what the hell. At least it's under ten players, that's small, right?

Feel free to suggest maps, though if we're at 9 I would prefer Peliwyr (http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/peliwyr-12718-wraparound). The one we used at 402. At 8 players I would prefer something a bit smaller.

Should we all just gen whatever we like and play those, or should there be a veto thing to avoid the worst OP entries? I don't really care, but I guess it's worth asking.

edit:
If people find the pretenders-by-monday too strict, I suppose we can give most of next week to testing stuff out and getting back in the game, as it sounds like a few of you have had a bit of a hiatus, short as it may have been. No need to rush the start then.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: moghopper on September 22, 2014, 05:02:30 pm
Room for one more?
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 22, 2014, 05:06:21 pm
We're currently at 8 or 9 players, pending E. Albright. I could personally put the hard limit at ten players. This game was originally conceived as a smaller game, so few of the early joiners may or may not have some objections at having one more.

So... I suppose we have room? Yeah, I'll peg you in. But you would most likely be the last one to join, since I really don't want this to bloat out of control. I've had enough big games for a while.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: moghopper on September 22, 2014, 05:07:40 pm
Sweet
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 22, 2014, 05:10:11 pm
If people find the pretenders-by-monday too strict
I'd say we wait for E. Albright to tell us whether he'll code something before monday, and if so, we get a few more days ?
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 22, 2014, 05:19:20 pm
He implied in the general thread that he won't have anything meaningful in a long while. At least that's what I gleamed from his post.

edit:
ohwait it's tuesday. Then yeah, I'd like to stick to a pretenders-by-monday. For some reason I was living in weekend land.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 22, 2014, 05:31:37 pm
I'd like to play, yeah.

As to settings, I agree with the call for Level 1 thrones only. I'd say 50% + 1 sounds good for capture conditions (11/20?). I'm not hostile to the higher site settings, though I'd say 50% instead of 55%. Indy mages can completely change a game. Likewise, I'd argue for normal research; if our stated goal is to play the nation, it's better for national troops and mages to stay relevant longer.

WRT nation selection... hrmph. It would be good to have some kind of sanity check on the more ridiculous nations. We should have a conversation about that. I am, however, entertained by the notion of us going in and modding our troop/nation descriptions, though I'd say we want to leave the mage names at least IOT keep the slightly-ridiculous-and-pompous MadLib flavor NG offers in its naming standards. And no, I'm NOT just saying that because I contributed 1/3-1/2 the data for the mage names.  ;D But yes, if nothing else we'd end up with a commemorative mod nation set when we were done with the game.  :P

tompliss: urm. Gimme until tomorrow to decide if I'm going to be able to (quickly) make the changes I most desperately want to. They'd not be high-visibility ones unless I managed to rework tiered mage generation to better allow for mounted commanders... though OTOH, that'd let me include amazons w/o the compunctions brought on by the pared-down version I gave Elmokki in August.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 23, 2014, 03:11:41 am
Ennnnh, as much as I'd like to say I'd be able to quickly iron out the problems with mounted commanders enough for a version of NG with Sidhe and Amazons, it's not gonna happen. This will take time, so I'd say we should go ahead now if the only discussed cause for delay was the possibility that I could quickly release a significantly-expanded new version.

How are we doing nation generation/selection?
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 23, 2014, 05:41:17 am
How are we doing nation generation/selection?

I'm thinking that everyone will generate a nation for themselves and that's that. If that allows for too much shenanigans, we could have some sort of peer review/veto process where everyone will describe their preferred nation-to-be and if it's far too OP (and how would we define that?), we'll force them to pick another nation.

It is worth re-mentioning that I have never played a nationgen game before, so I'm unaware if there's some accepted norm of handling these things.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 23, 2014, 05:53:14 am
Well, the main issue is that NG can generate some wildly OP nations, so if someone's willing to sit and generate long enough, they can come up with some ridiculous stuff. There's pretty much no way around that except some sort of peer review. I dunno if we need that, per se, but without it there's a real risk we're all going to submit ridiculous monstrosities culled from a couple hundred lesser nations.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 23, 2014, 06:08:34 am
I would not be opposed to having some ludicrously powerful nations in the mix, but I guess we could all submit a small verbal description of our potential chosen nations and their perceived strengths. If something seems a tad OP, people can voice out their concerns and we'll work from there.

Also, one note to people using mod inspector to check their nations: it seems some units are shown as having res cost 1 in the inspector while in-game they have a more realistic res cost attached.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 23, 2014, 07:27:37 am
When using the Mod Inspector to survey newly rolled nations, I strongly recommend doing a side-by-side comparison with the Advanced Description file, as it gives unit race and correct resource costs of your various troops, as well as listing national advantages/disadvantages (e.g., blood sac, cheap/expensive temples/labs/forts, unusual temperature preferences, etc.).
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 23, 2014, 07:34:11 am
Yeap, the mod inspector "forgets" some things :
units marked as unknown sized are size 2 (normal size), and it seems that res cost 1 have the usual auto-calc resource cost (the gold one seems correct), so simply expect heavy armor/cavalry to cost resources.

And yeah, you need to read at least the normal description to check the races/temperature, as those aren't included.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on September 23, 2014, 11:11:52 am
With the Dom 3 unitgen/nationgen you could set parameters to make certain types of nations more common so digging through genned nations was easier. Is that possible in this version? I don't think it is, but I'm not sure.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 23, 2014, 01:32:34 pm
In the previous Bay 12 nation gen game we generated a large community pool of nations and then drafted them from that. With all of us generating our own, they will be crazy unbalanced and broken, and that's fine by me, this is supposed to be kind of a silly game, but I have little faith that peer review will do much too offset that.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on September 23, 2014, 01:42:50 pm
That sounds like a good plan, although I'd probably want the pool to be like 100-200 nations or something fairly high, personally. I like finding a nation that has a playstyle I like combined with a cool factor that I like (as I imagine most people would, I guess).
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 23, 2014, 02:39:24 pm
Yeap, the mod inspector "forgets" some things :
units marked as unknown sized are size 2 (normal size), and it seems that res cost 1 have the usual auto-calc resource cost (the gold one seems correct), so simply expect heavy armor/cavalry to cost resources.

It seems like the mod inspector is also not listing some capital-only sacreds.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 23, 2014, 03:13:19 pm
IIRC nationgen bugs out if you try to gen too many nations.

So I guess I'll gen 10 or more sets of 10 nations and then post the files with some descriptions on the side, afterwhich we'll pick the nations in order that has been predetermined by someone at some point?
We could have some non-participating player run something like the random.org sequencer (http://www.random.org/sequences/) and give us the order in which we pick nations.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 23, 2014, 03:14:47 pm
If we're going for a pool of nations, we may want to ban nations first (the OP ones, for example). But then, it may be a bit too much for "just a game".
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: moghopper on September 23, 2014, 04:03:32 pm
Ugh... I'm out. So stuff came up, so I won't be able to play any time soon.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 23, 2014, 05:27:42 pm
NationGen has a pretty high tolerance for nation generation. It's Dom4 that doesn't like huge mods. My standard mod size is 30, which last I checked was probably close to the upper limit of mod sizes - though I'll admit I haven't tested lately so it's possible Dom4 might be more resilient now. But if you're just generating a mod to look at via the inspector and files, there's no reason you can't generate a size-100 mod.

Also, Delta, there's no reason we can't trust you to just be fair, is there? Having the admin do the sequencing worked with the draft I ran for 404.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 23, 2014, 06:12:46 pm
Right-o. I'll probably get stuff done by tomorrow evening. Unless someone beats me to it.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: EuchreJack on September 23, 2014, 06:35:01 pm
Here is a proposal to limit overpowered nations: DEMOCRACY!

Each player puts their nations on display, including the key so that other players can generate the nation themselves and make sure everything matches up stat-wise.

Then everyone just votes which nation is the most overpowered.

First place "wins" three staled turns at the beginning of the game.
Second place "wins" two staled turns at the beginning of the game.
Third place "wins" a single staled turn at the beginning of the game.

Time heals all...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 23, 2014, 06:47:17 pm
Yeah... something like that only works if there's a decent spread of power levels, but will fail if, for example, all nations are at basically the same level, or 4 nations are clustered together at the high end of the spectrum.

Plus it encourages meta-level politicking. For example, I know E. Alright is a strong player, and I also crave revenge against him, so I'd be inclined to vote for him regardless of what nation he chooses. :P
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 23, 2014, 07:43:37 pm
Right-o. I'll probably get stuff done by tomorrow evening. Unless someone beats me to it.

If you want, I can generate a 100-nation mod and upload it - in fact, I can just upload the seed - in really realz fact, if you want to use it: Castle of the Sun, seed 1731078640 (standard settings, 100 nations) - so we can start picking through it.

We could also have 2-3 rounds of drafting where we all pick our preferred 2-3 nations, and then 1 round of culling where we all get to axe 1 nation each. I'd say 2 rounds of drafting, then the third round everyone eliminates 1 of each other player's nation picks. With 100 nations, there should be enough for all of us to get 2 nations that we'd be willing to play, provided we don't all want hoburg beserker blood cults.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on September 23, 2014, 09:33:45 pm
Aww... but my hoburg berserker blood cults!
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 24, 2014, 05:46:44 am
Top-to-bottom, here's our drafting order:
6. Karlito
5. Shadowgandor
8. Boksi
7. Culise
3. USEC_OFFICER
9. Bluerobin
1. Delta Foxtrot
2. tompliss
4. E. Albright
The list loops back to Karlito once E. Albright has done his pick.
It goes round three times: draft-draft-cull.
After the picks E. Albright bans one of Karlito's nations, Karlito bans one of Shadowgandor's etc..

That's most of it, then?
I'm still not sure which way I lean with regards to score graphs, and whether we want to go for 6/10 thrones or 11/20. I'd probably prefer 6/10, but either's fine. Map is Peliwyr unless good alternatives are shown. Note that Peliwyr has been updated since 402 so a few of you may need to redownload it.
I updated the OP with most of this.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 24, 2014, 06:54:23 am
Every nation will have access to national recruit-anywhere scouts, spies, or assassins, so there's that in favor of graphs off. It still punishes the players who don't want to use them, but it also rewards those who do, and those who select nations with spies (and use them).

I'll vote in favor of 11/20 or at a minimum, 8/15. 6/10 is too susceptible to blitzing.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 24, 2014, 08:59:22 am
I'd go 8/15, or maybe 9/15. It's a bit annoying when the throne density is really high.

You guys think 48h is enough go over the generated nations? Probably the way things go it'll take twice as long as that, but we can try to set deadlines.

EDIT: Just so everyone can confirm they've generated the same set the first nation output by the seed is:
Quote
Nation 100: Porwald
-----------------------------------
Race: Humans.
Military: Light infantry and heavy infantry. Archers. Sacred light ranger.
Magic: Water, Nature and Blood.
Priests: Strong.
Yes?
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 24, 2014, 11:17:22 am
Hum guys...
How do you get past the "too many sprites in mod" error, with the 100 nations generated ?
"Simple" cut and past in multiple mods instead of one ?
Better solutions ?

[EDIT] Well, apparently 20 nations is enough not to make dominions crash. It will be enough for he first tests :D
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 24, 2014, 11:34:06 am
I would look in the dm file for the individual nation seeds, pick out a couple you want to test-play, and then paste them into the appropriate field in nation-gen's advanced options tab. Set the generator to output that number of nations, and voila.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 24, 2014, 12:24:18 pm
You don't seem to understand : I want to test almost all of them !

 - Porwald, for their universal darkvision, jaguar-morphing mages, H3 inquisitors, and sacred snipers with 13 prec 13 damage with every weapon bless possible. Did I tell you their archers become vine Men when wounded ?
 - Cirikos, for their easy income with Heat2, cheap reanimators, their high prot lizards, their chariots of the dead (sacred not seen in the inspector), and their forge2 mages with 4.1 paths, who aren't StR nor Cap-only, and a total theorical access to all 8 paths.
 - Burton and its fire-shielded 16prot recruit-anywhere sacred infantry, with their nice commander with an average of 15 in HP, prot, atk, def; and their fireball-masters recruit-anywhere mages.

And that only 3 of the 4 first ones :)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 24, 2014, 12:56:30 pm
Well use the above then, but do like 30 seeds at a time.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 24, 2014, 02:55:01 pm
EDIT: Just so everyone can confirm they've generated the same set the first nation output by the seed is:
Nation 100: Porwald
-----------------------------------
Race: Humans.
Military: Light infantry and heavy infantry. Archers. Sacred light ranger.
Magic: Water, Nature and Blood.
Priests: Strong.

I had an issue with this, but then I realized that I was using an old version (0.4.7). If anyone else has problems, make sure you have the 0.5 version of nationgen.
e:
Which is a shame since I found some pretty awesome nations from the 047 version of the seed. Let's hope there's a few A2 research mages with this batch that have an air elemental battle summon.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 24, 2014, 03:11:30 pm
You don't seem to understand : I want to test almost all of them !

To test the first 30-ish, just regen with the same seed but fewer nations.

Delta, upon digging through this last night I'm kinda underwhelmed by this compared to some seeds I've seen, but that's just luck of the draw, and possibly my personal preferences at that. There are a few A2-Tier-1 nations IIRC, though. [Edit: wait, no, there aren't. Oops.]
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on September 24, 2014, 03:18:52 pm
I wouldn't mind picking a new seed, actually... I haven't found much that I like besides... 4 or 5 nations, actually.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 24, 2014, 03:30:58 pm
@E. Albright:

I don't really have anything in particular in mind, but if you or someone else so desire, feel free to gen a few more sets and if something looks to be better than our current offering, post it up and we'll use that. I would like to have a suitable seed by friday, since drafting will probably take a while to go through. Other than that I don't really mind one way or the other.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 24, 2014, 03:32:58 pm
I've already picked a few favorites...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 24, 2014, 03:37:37 pm
I have 10 candidate nations I found after scouring that seed last night. Am I 100% pleased with any of them? No. Are there "ideas" I'd've rather seen? Yes. Are well more nations than the 10 I've picked viable? Probably.

I say we stick with the mess I generated. We've already had people start digging through it, and selecting another seed because one player has found the nation of their dreams is kinda a bad idea, not least because unless they're Karlito the switch isn't even necessarily going to make them happy due to the draft. If the seed is one or two "better" nations (who will likely get vetoed if they're that much obviously better) and ninety-eight or nine "as good or worse" nations, net happiness isn't going to be increased by swapping to a different set and starting digging through it anew.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 24, 2014, 03:47:48 pm
Glad you see it that way.

So the seed as posted is the one we're going with. Dig through, find a few you like. And once Karlito has found his #1 pick, he'll post that. Then Shadowgandor, then whoever was third and so on. I'll try to keep the OP as up to date as possible with drafted nations. If you people need until weekend to properly look through the nations, I suppose I can't deny that. But I would not mind to get this game started early next week, as opposed to late next week.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 24, 2014, 05:12:54 pm
After the nation selections are finalized, think it'll be possible for us to make some small tweaks to the mod files? I mean only to the extent that nationgen sometimes creates different units with the same name (makes battle reports hard to read), or the same unit with different names (clutters up the commanders list), so renaming or deleting the offending units would improve the user experience.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 24, 2014, 05:18:35 pm
I have no objections to non-stat related modifications.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 24, 2014, 05:28:42 pm
I actually really liked the upthread suggestion of having us all customize our descriptions.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on September 24, 2014, 06:29:40 pm
As did I. Because I was the one who suggested it in the first place.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on September 24, 2014, 10:46:19 pm
Agreed!
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 25, 2014, 01:11:26 am
Same here.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Shadowgandor on September 25, 2014, 04:31:43 am
I'm sorry, it's getting really busy in the coming time, so I think it's better if I step aside. I was looking forward for a multiplayer Nationgen round but I don't think I'll be able to commit until the end
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 25, 2014, 04:38:16 am
Well, it's better to warn now than go AI in the first year ;)


PS: oh god, there is an hoburg nations with Cave-men riders ! :D
(Ingvaburg for those interested)
[edit]"The Dophalean Mechanized Cavalry rides mechanical mosquitos". Why can't I access the game now ? :(


[EDIT]
So, just checking I understood correctly : Each of us pick one nation, then each of us pick one nation, then each of us ban a nation of the "previous" player ?
So we basically decide which nation the "previous" player plays (out of 2 of his favorites) ? :p
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 25, 2014, 07:39:00 am
That is my understanding of the process.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on September 25, 2014, 08:23:00 am
Sounds good. So we're just waiting for Karlito to select their first nation before we begin with the drafting?
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 25, 2014, 08:27:13 am
I'm not waiting for Karlito to see whether the 30 nations that seem nice actually are nice, personally :p
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on September 25, 2014, 08:41:57 am
I'm not waiting either. I'm just eager to finalize my selection to focus on making a good pretender for a single nation, that's all.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: lijacote on September 25, 2014, 09:12:26 am
I'd like to take Shadowgandor's place, seeing as how my games are all falling apart. :P Unless it's too late, of course.

Ah, you'd like eight players. Well, maybe I'd better bow out then. I'll wait for your judgment, though.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Boksi on September 25, 2014, 10:06:56 am
I'm not waiting for Karlito to see whether the 30 nations that seem nice actually are nice, personally :p
I'm not waiting either. I'm just eager to finalize my selection to focus on making a good pretender for a single nation, that's all.
It's like neither of you know how to procrastinate at all. Sheesh.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 25, 2014, 10:57:36 am
Well, I need things to do while at work, once I've read the emotion threads :-°
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Culise on September 25, 2014, 11:15:14 am
I'm not waiting for Karlito to see whether the 30 nations that seem nice actually are nice, personally :p
I'm not waiting either. I'm just eager to finalize my selection to focus on making a good pretender for a single nation, that's all.
It's like neither of you know how to procrastinate at all. Sheesh.
I always wanted to learn, but I simply never got around to it.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 25, 2014, 11:45:57 am
I've come up with a "first pick candidate", but there are a few other contenders I have to play around with. I'll definitely make a pick before this evening, and then hopefully it can proceed pretty quickly from there. There's actually kind of an interesting game here, in that, if I pick a nation that seems too strong and it gets banned, I'll have wasted the advantage the first pick gives me.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 25, 2014, 12:00:37 pm
No, Karlito :
You'll pick 2 nations and one of them will be banned.
First "turn", everybody picks a nation, second "turn" everybody picks another nation, third "turn" everybody bans one of the 2 nations of the "next" player in the list.

If you're going for meta-strat, you should pick 2 nations that are objectively good, but also good against one another (as the one you get banned from your picks will not be played at all).
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 25, 2014, 03:24:46 pm
I'd like to take Shadowgandor's place, seeing as how my games are all falling apart. :P Unless it's too late, of course.

Ah, you'd like eight players. Well, maybe I'd better bow out then. I'll wait for your judgment, though.

And we have nine. Just right for Peliwyr. Saves me the trouble of picking a new map. I'll put you in shadowgandor's spot.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 25, 2014, 03:33:31 pm
If you're going for meta-strat, you should pick 2 nations that are objectively good, but also good against one another (as the one you get banned from your picks will not be played at all).

There's also the meta-strat of "which do they think is stronger" when picking your nation to ban, which could lead to a "do I think someone else will pick it if I wait to use my second pick vs. do I think my preference for it will be too clear if I pick it first" calculation. That, or I'm overthinking things...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 25, 2014, 03:35:30 pm
About Peliwyr :
I don't think there are many no-start provinces.
If we're going for numerous thrones (15-20), it's really easy to get a really bad start. during my tests, I had many times where I had only 1 viable land province nearing my capital (throne provinces, swamps, water provinces,...).
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 25, 2014, 03:48:58 pm
I think in the case where all of us are perfectly rational, and the nations can be trivially ranked in order of power, the best I could do is the 10th best nation, though I might be wrong about that. Anyway, that hypothetical maps poorly onto reality.

First Pick: Nation 139: Takfan, Reverend Epoch

lijacote is next

Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 25, 2014, 04:05:01 pm
OK, we've got a problem.
My 139 is named Maremar.

When you start Nationgen, do you have the line about it being in "version 0.5.0 (2nd of July 2014)" ?
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 25, 2014, 04:07:47 pm
Yep, I'm using that version. Seed is 1731078640, as it should be.

EDIT: That's super weird, because we clearly have all the other same nations in the pool. I have Ingvaburg, Dolphale, Burton...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on September 25, 2014, 04:14:25 pm
Something's definitely up, since tompliss's mod has the same starting nations as everybody else. But I definitely have Takfan in spot 139 and not Maremar, so somewhere along the line someone's mod got out of whack. Which makes no sense since we're all using the same version with the same seed and all generated the same nations at first.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 25, 2014, 04:14:32 pm
I've got Maremar for 139 as well.

A thought that shouldn't matter, but... what OS are you folks running? Win7x64 here.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 25, 2014, 04:19:14 pm
Win7 here as well.

This my my descriptions.txt file (http://pastebin.com/b8FRFMKs). Think a few of you could put yours up as well (especially the Maremar people)? We can run a diff and see how much the generation varied.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 25, 2014, 04:20:43 pm
32 or 64?

[Edit: Um. I just regen'd and got "Field of Revelry" instead of "Castle of the Sun". WTF? Blonde coder is blonde. I ran the dev version of the code. This is what comes of having 3-5 copies of NG. And blonde hair. :P]

[E2: description file w/Maremar@139 (http://pastebin.com/BJ4wiqY9)]
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on September 25, 2014, 04:26:44 pm
Hilariously, I'm running Windows 7 64-bit as well. So the number of bits doesn't seem to have an effect on things.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 25, 2014, 04:30:08 pm
Wow, that's really similar to what I have, but a fifth of the nations are changed.
I think it would be better if soemone uploaded his files to make sure everybody is talking about the same nations.



Link to the zip (https://www.dropbox.com/s/80bmd8opoxmpwi1/nationgen_ng-hundred.zip?dl=0)

[EDIT] zipped the whole folder + dm file : everything needed to launch the mod, and/or generate the nations (gen seed is in the dm file)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 25, 2014, 04:31:45 pm
Well, mine's up already, so...  :P

And yeah, if you scroll down the lists side-by-side they'll be identical, identical, different, identical...

126 is really weird - everything's the same in the descriptions but the name and the elite units.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 25, 2014, 04:51:24 pm
Found it!

You guys have Sidhe turned on. Default 0.5.0 has Sidhe turned off. Go turn off Sidhe in your races.txt and you'll gen our mod.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 25, 2014, 05:08:29 pm
My seed shows Maremar where it should be. Here's my races.txt for reference:
Code: [Select]
---- Don't use just tab, you need to have at least one space bar between the arguments.


#load ./data/races/humans.txt
#load ./data/races/lizards.txt
#load ./data/races/atlantian.txt
#load ./data/races/agarthans.txt
#load ./data/races/hoburg.txt
#load ./data/races/abysian.txt
#load ./data/races/caelians.txt
#load ./data/races/machakans.txt
#load ./data/races/tengu.txt
#load ./data/races/monkeys.txt
#load ./data/races/zotz.txt
#load ./data/races/fomorians.txt
#load ./data/races/orientalhuman.txt
#load ./data/races/vanir.txt
-- #load ./data/races/sidhe.txt

So I guess Karlito needs to redo his first pick? Bummer. But at least everyone should now have the up to date NationGen with up to date settings.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on September 25, 2014, 05:09:08 pm
Oh. Fingers crossed that the nations I like are still there when I regenerate the mod...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 25, 2014, 05:56:22 pm
You guys have Sidhe turned on. Default 0.5.0 has Sidhe turned off. Go turn off Sidhe in your races.txt and you'll gen our mod.

That's quite strange. I didn't make any changes to the generation options.

EDIT:Where the heck is races.txt? Got it. Ah, I see where we went wrong. There's actually two versions of 0.5 nationgen on the sever. I downloaded 0.5.0 instead of 0.5.0-reupload

EDIT EDIT: Okay, two of my top five no longer exist, so I'm going to say I'll have a pick ready by tomorrow afternoon.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 25, 2014, 06:16:53 pm
Oh, Delta, something you might want to add to the list of unacceptable exploits: right now (and bug reports for the next patch haven't been greened out yet, either) fliers who raid can never be intercepted. I don't know if we have anyone interested in raiding in our game, but in any case, we really don't want anyone using pure-flier forces to do so.

(To clarify, an army of 1000 fliers raiding will never be intercepted, but if they add one single non-flier, they can be trivially intercepted. Any pure flier raiding force can raid with impunity.)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 25, 2014, 06:20:20 pm
Flying raiders, and I think transformation is still bugged to crap games it's cast on too. Sure, I'll edit those in.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 25, 2014, 06:23:58 pm
Oh, Delta, something you might want to add to the list of unacceptable exploits: right now (and bug reports for the next patch haven't been greened out yet, either) fliers who raid can never be intercepted. I don't know if we have anyone interested in raiding in our game, but in any case, we really don't want anyone using pure-flier forces to do so.

Could you elaborate on that a bit? I'm looking at a few flying nations.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 25, 2014, 06:32:35 pm
Raiders using the 'raid' command kill population, gain gold and increase unrest in a province. They can be caught by PD+patrollers, in which case there will be a battle but no raid regardless of who wins the combat.

Fliers however can't be caught. They raid, kill a ton of pop and raise a lot of unrest. A few flying raiders can quickly shut down a province at virtually no risk. It's a niche thing, but if you happen to be fighting Caelum in vanilla and they're a douche, you're screwed.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 25, 2014, 07:22:45 pm
Ah, so it's a thing with stealthy fliers that have a pillage bonus, thanks.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 25, 2014, 07:44:08 pm
Or Implementor Axes. And not necessarily stealthy - barbarians are the only generic recruitable raiders in the base game, and they're anything but stealthy...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 25, 2014, 09:54:35 pm
FYSA, found an NG bug. It's something we can easily fix manually, but we'll definitely need to do so if anyone picks one of the nations suffering from it. 2/100 nations (133 and 139) have "#fortera 4", which will need to be toned down to "#fortera 3" unless we want them cranking out Crystal Citadels...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 26, 2014, 02:29:07 am
Hum, I'll have to check again my nation selection.
I think I may have some of those flying raiders.
I'm surely not forced to use them, but their raiding bonus may be accounted for, in their price, and most of them are Caelian (so already pricey for what they're worth)... :/
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: lijacote on September 26, 2014, 06:17:28 am
I've got a decent selection of nations ready to be HOGGED right before your eyes! I've taken all the coolest ones, neener neener neener! So you'd better not even think about picking those! :p

(I'm waiting on Karlito now)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 26, 2014, 11:34:26 am
106- Nagabal
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 26, 2014, 11:47:13 am
Ooh, nice nation.
Very heavy in the astral even if their cap-only mage is really expensive (but really useful), and they have a nice comm slave.
Nothing heavily armored, but unicorn cavalry, and stealthy sacred. The inspector doesn't show any non-sacred commander, though.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 26, 2014, 11:49:55 am
Monkey Pythium is best Pythium.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 26, 2014, 11:52:15 am
Everything other than Pythium is best Pythium :-°

(why are we talking about Pythium ?)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on September 26, 2014, 12:03:36 pm
Because Nagabal is sorta like MA Pythium, in that it has sacred priest-mages, with cheap slaves and excellent communion potential. Their random paths are very similar to Pythium's too (Fire, Air and Astral) except with Water being swapped out for Death.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on September 26, 2014, 12:30:37 pm
So, looks like the makepearls command may be broken? I'm not 100% sure, but it looks like there's a typo in the actual .dm file so it's "magepearls" instead of "makepearls." Is this on purpose? Otherwise, that's a mechanic I kind of want to tap into.

Edit: Same goes for deathrec looking maybe broken, although that might just be the mod loader not understanding the command, now that I think about it.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: lijacote on September 26, 2014, 01:12:30 pm
Nation #142, Lissasa, is mine! Miiineeee!
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 26, 2014, 01:24:30 pm
I've added the two nation picks to the OP next to the player names. I'll do my best to keep it up to date for easy viewing. The game settings as they are envisioned are also present. I'm still mulling over the exact throne numbers. I'm probably leaning towards 8/15 in my indecisiveness at the moment. Liable to change.
Next up Boksi.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 26, 2014, 04:10:47 pm
Edit: Same goes for deathrec looking maybe broken, although that might just be the mod loader not understanding the command, now that I think about it.

Pretty sure I've seen deathrec in-game on NG nations. I'll look at the other one though.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on September 26, 2014, 04:20:13 pm
Yeah, sorry I'd test them myself (it's a pretty easy test), but I'm still at work and didn't notice until today.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 26, 2014, 05:27:00 pm
Deathrec looks fine. Makepearls... not so much. I'll fix it in the source, and we can manually fix it for our game if we have any nations using it.

[Edit: data file error. Just find/replace magepearls with makepearls in data/filters/default_magefilters_no_shapechange.txt, default_magefilters.txt, and magefilters_fomorians.txt. You can fix it yourself if you want; it shouldn't break seeds since it's just changing output text.]
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Boksi on September 27, 2014, 09:57:17 am
After putting only a modicum of thought into this, I'm picking nation #167 - Damerkot

Spoiler: Thought Process (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 27, 2014, 10:05:29 am
Hum.
Heavy-ish hybrid javelins/chakrm troops, stealthy sacred unrester everywhere, a bit of a communion, nice magic, and a really cheap unarmored archer. They even have some nice heros, and access to the indian pretender. Nice one ._.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Culise on September 27, 2014, 10:52:54 am
Heh, I'm having trouble deciding.  On the one hand, that delicious path-diversity I love (wide over deep).  On the other hand, Zots.  On the other other hand, healers, and all sorts of other fun things. 

OK, then, let's go with #115: Tejayapur.

Spoiler: Thoughts (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on September 27, 2014, 11:06:29 am
Fuck, I was just about to pick T- Blood? Huh? My Tejayapur doesn't have any blood magic in it at all. Just water, earth, astral and nature. And that's it. Weird...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Culise on September 27, 2014, 11:08:17 am
...neither does mine, actually.  I was simultaneously thinking of the fact that I didn't especially want blood in my nation and must have mixed the thoughts together by mistake.  Water, Earth, Astral, and Nature, indeed. >_<
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on September 27, 2014, 12:02:14 pm
I think I'm going to pick #162: Dheathig as my first choice. I'll just have to settle for giant communions instead of monkey ones.

EDIT: I just picked Giant EA Ermor, didn't I? Heavy infantry, lack of archers, recruit everywhere StR mages. Fire, Air, Astral and Death... Giant Ermor best Ermor.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on September 27, 2014, 12:03:49 pm
I'm going to go with #113: Midmatia. Not entirely sure how it'll work out, but it seems neat from what I've seen so far.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 27, 2014, 12:34:13 pm
#185 Agor for me.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 27, 2014, 01:11:55 pm
#198 Shangrila for me, then.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: lijacote on September 27, 2014, 01:32:39 pm
#198 Shangrila for me, then.
Good choice in many ways :P
Quote from: Wikipedia
Shangri-La is a fictional place described in the 1933 novel Lost Horizon by British author James Hilton. Hilton describes Shangri-La as a mystical, harmonious valley, gently guided from a lamasery, enclosed in the western end of the Kunlun Mountains. Shangri-La has become synonymous with any earthly paradise, and particularly a mythical Himalayan utopia — a permanently happy land, isolated from the outside world. In the novel Lost Horizon, the people who live at Shangri-La are almost immortal, living years beyond the normal lifespan and only very slowly aging in appearance. The word also evokes the imagery of exoticism of the Orient. In the ancient Tibetan scriptures, existence of seven such places is mentioned as Nghe-Beyul Khembalung.[1] Khembalung is one of several beyuls ("hidden lands" similar to Shangri-La) believed to have been created by Padmasambhava in the 8th century as idyllic, sacred places of refuge for Buddhists during times of strife (Reinhard 1978).
(http://i.gyazo.com/2b11130c511f698d16593e4f854cacad.png)
Those Masters of Earth are riding scorpion beasts!
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 27, 2014, 01:50:59 pm
I love those scorpions (but god they're expensive) !
(I think that's one of the only race with a name that is a direct reference. would it be random luck ?)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 27, 2014, 02:57:40 pm
Totally luck. I'm pretty sure nation gen just mashes syllables together.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 27, 2014, 03:50:55 pm
It doesn't quite just mash syllables together - you can specify which syllables go where in the word, what sorts of other letters/syllables they proceed/follow, etc. Hence why the various nations have "flavors" - e.g., they're not in 0.5.0, amazons have a "Greek" flavor to their names (which is actually quite unreasonable since they should be Scythian/Sarmatian, but it's obviously easier to find Greek language examples than that, so...).

Argh, ya rotten lousy wretches! I had 10 candidate nations, and d'ya know how many of them you picked?

...
...

...

...one. You picked one. You lot were supposed to make my choice easier, but could ya even do that? Nooooooo...

So the question is, do I hedge and take what I kinda want to hide what I really, really want? Do I take what I really want because the other nine of my picks could go in the next round? Do I take what I should want if I was being responsible, but don't because I want something reckless? Do I take something "fun and unbalanced"?

I'll probably regret this for one of the reasons alluded to above, but... #173 Abarea - Snowy Canyon (-1633290350).
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Mindmaker on September 27, 2014, 03:55:40 pm
Just posting to watch.
Could we at some point get a sort of overview of what the nations that end up being played look like?
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 27, 2014, 04:10:39 pm
Ooh, Abarea has soem great mages, but now low price one :/

I'll try to post soemthing about the nations, mindmaker, as I think I'll create a test game with each one to try and see what they're good at ^^
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 27, 2014, 04:12:07 pm
In the short run, the seed (for NG-0.5.0-reupload) is 1731078640, and the nations are being added to the initial list as they're picked.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 27, 2014, 04:33:17 pm
I've been mulling over this, do we really need a second round of drafting and culling?
We could just go with what we have, let people really test drive builds for the weekend and be ready to roll early next week.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 27, 2014, 04:40:24 pm
I personally think we do. We've picked our nations based on that assumption, after all. I can play with what I picked, as I hope everyone else can. But we picked our nations on the premise that we'd double-draft and cull. Besides, if today was anything to judge by, we can be done with this by Monday at the latest, and very possibly tomorrow night.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 27, 2014, 04:46:37 pm
Fair enough. On with the second round then.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on September 27, 2014, 05:45:04 pm
109- Samarir
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: lijacote on September 27, 2014, 06:46:52 pm
Nation 148: Miatepec - Withering Order! They are a nation of zotz (swarmy size-2 human-bats). I'll edit in further description now, but I'll just get my pick out of the way now.

First, I'll mention the sacred Divine Guard and the Divine Master. They are both equipped with shields, obsidian club swords, scale mail hauberks, and they both turn into water elementals when they die, which are sacred as well. Pictured is the size (and crispness!) of the water elemental in comparison with the rather sizable (yet surprisingly weak, at strength 7) bat-humans. The Guard have very good stats otherwise, at 14 defence and 14 attack, and a whopping 15 magic resistance, and +2 to the attack and defence statistics for the Master (or commander) variant. If you squint, you can see pixelated dicks. #worthit. Also, there are no H3s.
Spoiler (click to show/hide)
Outside of the Divine Guard, their rank and file have mostly piddly throwing weapons (chakrams and throwing axes thrown by blind bat warriors rarely contact, unless in excessive quantity), hide shields and leather hauberks. Very low cost on most of them, with the spearbats costing 8 gold and 2 resources. Good for swarming, scary good at raiding (as everyone has stealth, everyone).

The mages, though, are what initially piqued my interest. The vapormancers. Pictures linked, stats and boils and all.
The Neophyte Withering Vapormancer (http://gyazo.com/d33fcee12474e5d86b03e170f7fdd467)
Apprencite Withering Vapormancer (http://gyazo.com/32cc347b258952d9d7fc69afcd001e8e) The randoms are 110% WEDB
Arch Withering Vapormancer (http://gyazo.com/26be9e6e44354c185b559ef9297f31e6) The randoms are 110% WEDB (this will have to be changed to Withering Archvapormancer, maybe)

Everyone outside of the neophyte is Old Age, but with levels in Death magic, I'm hoping they are alright with that. They all ignore Drain scales (for casting spells as well, if I'm reading the game right). They are all blind, too. The Arch Withering Vapormancer is sacred, which is cool for upkeep (costs less a year than an apprentice does) and a potential mage bless. Since they are blind and old, though, they're very, very, very easy pickings for anyone who gets a chance at trying to hit them. Good thing they get to start in a cave, right? Right? :P

Like with my previous pick, I went with death. Because damn it I want a game where I get to use death. 408 doesn't count because I'm dead soon. In any case, I am happy with the picks I got to make, since I would like to play with either of them. Of the two, I think the bats might be less broken, in having very low strength across the board, and no prot 32 chariots.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 27, 2014, 11:24:42 pm
Well, there goes two of my original 10. Fair warning, lijacote, the AI seems to have trouble getting the throwers to respond correctly - absent commands to the contrary, the zotz tend to just charge forward on foot, situation irregardless. And oh yeah - 75g for 11 research with drain resistance...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 28, 2014, 02:01:07 am
Oh, about Zots :
I don't know whether there are any nation of zots capable of casting it, but the Solar Brillance spell (burn the retinas of everyone, and burn the undead/demons; S5, enchant7) should be really good with them : they've got blindsense.
It means that you apply a -9 to atk/def/prec to every enemy, without loosing anything yourself (except 5+ astral gems and putting fatigue on the caster).
But centering a nation's strategy around a high level spell may not be the best idea anyway.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Boksi on September 28, 2014, 08:21:34 am
Picking nation #140 - Agarhan
Not to be confused with nation #197, which is also named Agarhan.

Also, correcting a typo, my first nation pick is Darmerkot, not Damerkot.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 28, 2014, 08:44:07 am
This one seems nice too, with the cheapest researcher, and the recruit-everywhere big mages.
And nearly everything is amphibious (even if I don't like their drake cavalry).
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 28, 2014, 09:17:41 pm
Culise? You have your second pick?
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 28, 2014, 09:29:36 pm
Been offline for a bit over a day. I'm sure we'll get a post soon after he logs back in.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 29, 2014, 11:53:44 am
Tell you what, if Culise ends up being offline for 48 hours (so about 8 or so hours from this post), we'll skip him in the drafting and carry on with USEC & co.. If he pops his head in the next two days, he's in the game, if not, I would feel that the best thing for the match would be to carry on without him.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on September 29, 2014, 11:54:40 am
Has anyone sent him a PM?
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on September 29, 2014, 11:56:04 am
Not sure what good it would do since he hasn't been logged on. But sure, I'll send one now.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on September 29, 2014, 11:57:26 am
Well, I know I get an email whenever I get a PM and Culise could have that set up too.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Culise on September 29, 2014, 12:26:15 pm
I do, but I wasn't going to be able to get online before today in any case.  I wanted time to look through the nations and revise my pick after the first two players picked my second and third choices, though given the apparent urgency of the matter, I'm checking in a bit early.  I'll post my pick in the next 4-5 hours.

However, you all don't have to worry about this going on.  Part of the delay was because I only recently learned that I'll soon have all the time in the world for this game, as well as even more.  And that's all I have to say on *that* matter. <_<
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on September 29, 2014, 12:28:11 pm
Aww sorry  :-\

But yeah, I won't be ready to make my pick for another 6-7 hours anyway, so... no huge hurry.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Culise on September 29, 2014, 02:39:09 pm
OK, I think I have my second pick.  Amusingly, out of the eight or so I had on my short list (Cimmea for healers; Agarhan for massive path range; Ungsorburg for hawk cavalry; Fair na N'og for massed false armies; Miatepec for Zotz, drain-nulll, and elemental transformations; pretty much every other drain-null), it ends up being none of them: #135: Dousheim.  Looks like I'm going to need to read up on communions again; I've never used them seriously before, but whichever country I get, it's going to be communion-heavy. 
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: lijacote on September 29, 2014, 06:54:45 pm
Stealthy communions, too, if you shapechange to wolves with all adept sacrosanct poets. Cool. Almost like LA Ulm!
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 30, 2014, 03:09:52 am
As we're waiting for the next choices and as I can't launch the game while I'm at work, I wanted to ask :
Has anyone tried Kinania (#170) ?
I wonder how the game handles this unit :
(http://puu.sh/bTJJS/1cc8cc2d02.png)
With its massive old age, the penalties directly makes most of its stats in the negative, and the Devil form is even more affected by that, having even negative HP.
I think I saw somewhere else a unit with negative HP in a wounded or dying shape, and they would simply not use this shape at all.
It's a pity if it doesn't work, as the prices seem to take the extra shape in account, and as it would be really nice to have Devils summoning even more devils :D
(Also note how ironic it is to have Devil shape-changer who wield sacred pitchers :P )
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 30, 2014, 03:54:10 am
That's... um, hm. That's actually a good catch. I've already thoroughly broken 0.5.0 seeds in the source, so this may be hard for me to replicate, but it doesn't seem like we should be seeing units that are this old to start with, and it could do with some looking to see how came to be. I'll throw it onto the pile of "things I wanna look at".
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on September 30, 2014, 04:06:53 am
They clearly not the only units that have negative stats (and there are negative HPs in dying/wounded shape, as I said before).
However, I think they're the only ones with negative stats in normal form.
You have the seed for Kinania in the DM files, so you can generate it again, but the old ae seems to be linked to the shape-change, as they have similar mages without the shape-change and with normal age (bit of old age for big mages, and younger low magic mages).
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on September 30, 2014, 05:46:57 am
No, what I mean by having difficulties replicating it is that the source code I'm working off of has changed enough that I can't duplicate the erroneous nation from its seed w/o reverting to an earlier version. Fairly minor changes in the source code (or data files) will make it so a seed will produce different nations from those it produced prior to the changes.

OTOH, it seems quite likely that the shapechanging filter is intimately involved with the problems, so it'll mostly be my inexperience with the code that'll make it hard to track down (assuming it is), rather than deep obscurity, or a difficulty in figuring out where to look for the problems in the program.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on October 01, 2014, 10:31:01 am
Sorry for taking so long to pick, I was busy yesterday and my other choices weren't as good as I thought when I play tested them.

Anyways, Culise and me must be on the same wavelength or something, for our nation picks are both based on the same criteria. I'm going with #195: Aralpakbad, or communion Caelum. Yelling CAW CAW while flying a communion deep into enemy territory is just too appealing for me to ignore. Of course their troops suck, but that's nothing new with Caelum.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on October 01, 2014, 10:39:42 am
I reeeeaallly want to join the Caelian party and take #157: Samarvi, but I think I'm going to have to go with #177: Vansceis. I'm in an aquatic mood for some reason.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: lijacote on October 01, 2014, 11:32:11 am
Sorry for taking so long to pick, I was busy yesterday and my other choices weren't as good as I thought when I play tested them.

Anyways, Culise and me must be on the same wavelength or something, for our nation picks are both based on the same criteria. I'm going with #195: Aralpakbad, or communion Caelum. Yelling CAW CAW while flying a communion deep into enemy territory is just too appealing for me to ignore. Of course their troops suck, but that's nothing new with Caelum.
I hope I get to play the bats against those birds.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 01, 2014, 03:13:09 pm
#112 Zenken
Non-cap H3's, cheap A2's and Japanese gear. Cap only but not sacred jaguar cavalry. Also their only sacreds are the priests, no troops, no mage-priests.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 01, 2014, 03:18:22 pm
#125 : Dholgar for me.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 01, 2014, 03:25:48 pm
Albright, make your nation pick and cull one of Karlito's choices while you're at it. Karlito will then cull lijacote and so on and so forth. The list is in the OP if anyone's unsure who's after them.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 01, 2014, 03:34:15 pm
Even if the order could matter a bit for the bans, I don't think it matters that much, right ?


By the way, Delta foxtrot, every genned nation has a sacred unit, even Zenken, and even if the inspector doesn't show it :)
Their description says they have "Sacred light infantry".
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 01, 2014, 03:43:54 pm
Even if the order could matter a bit for the bans, I don't think it matters that much, right ?

Probably not, but I find it's easier to give people clear instructions. Lessens the risk of them stumbling about in disorder and chaos.

Good call about the sacreds. I've done my nation picks with mod inspector, I don't mind getting surprised with the specifics when I load-up whatever I'm graced with.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on October 01, 2014, 04:39:22 pm
** Warrior of Lightning (Human), 40g, 10r, Katana, Leather Cuirass, Jingasa.
--- Capital only, Sacred, resistances_high and invulnerable (5)

Yeah they're pretty good, actually. 5 less damage from pretty much every damage source I think, although they're capital only and their equipment is pretty limited.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on October 01, 2014, 06:05:53 pm
Invulnerable is non-magical only, and it'll only partially stack with armor, as all natural protection does, but still useful.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 01, 2014, 06:34:28 pm
Gah, I'd hoped someone would help me with my decision, but no one stepped up. Well, okay, yes, 5 more of my top 12 (yeah, the top 10 list kinda grew) went away, but only one of my top three went. Blah. Well, let's do something regrettable. As much as I want Djety's obscene Astral power (with solid crosspaths), flying assassins, flying sacred heavy infantry, fossil riders, and general heavy infantry shenanigans, let's go with another safe and comfortable (by which I pretty much mean reckless, ill-advised, and tragically astral-free) H3 nation in the form of #13: Illen, Obelisk of Flowing Magma (709637613).

Also, let's not go with #106: Nagabal, Rule of the Recruitable S6 Mages. Karlito, your turn to be a spoilsport.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on October 01, 2014, 07:06:13 pm
Yeah, I guess that was the obvious one to cull. The nonexistence of Takfan sort of threw me off my groove. Guess I'll just have to content myself with the flying, access-to-all-paths, ultimate bloodhunting/patroller combo. Sigh...

In the interest of monopolizing the skies, I think I'll give the big thumbs down to Miatepec.

Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 01, 2014, 07:29:17 pm
Good choice, I think. The bats are unbalanced with major vulnerabilities, but I frankly think they're broken. Their research is insane (75g for D1B1W1 drain-immune 11rp mages?!?!), they have flying assassins, they have stealthy/flying everything, their sacred are nasty and low enough resources that you can play full sloth and still put out a pile despite being cap only, solid death, excellent material to bootstrap into major blood... They actually were my first pick, though I waffled away from them to something more conservative.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 02, 2014, 01:33:14 am
E. Albright :
I'll ban  #173 Abarea and let you #130 Illen (you forgot the 0 in 130 earlier), as I kind of want to see how we'll handle you with 40g 7rp drain-immune researchers and 160g fireball spammers :D
(I know it's not my turn to ban, but I know I'll ban this one already)

PS: I love how Nationgen sometimes generate the heaviest troop of a nation as ranged unit : Illen has 20prot crossbowmen (with length1 axes preventing them from being used as LA Man's Defenders), but no infantry with prot higher than 15 with viable weapon :P
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 02, 2014, 04:59:08 am
I forgot the "1" in 131, actually.  :P If you're sure it'll be Illen for me (aw, no recruit-anywhere sacred giant salamander men?), I'll start writing fluff for them; Illen's troop lineup has a lot of flavor lending itself to that, albeit subtly...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 02, 2014, 05:13:32 am
(I know it's not my turn to ban, but I know I'll ban this one already)

It's not like the order of banning matters like it did when we were picking nations.
I'll be taking #125 Dholgar away from tompliss.

Let's see how you handle an A/E nation of Agarthans and Abysians :D
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on October 02, 2014, 09:02:31 am
Invulnerable is non-magical only, and it'll only partially stack with armor, as all natural protection does, but still useful.
Well there's resistances_high as well, which afaik is cold/fire/shock resist 5.

Also, since order doesn't seem to be a thing for bans, I'm going to say no #112: Zenken for Delta Foxtrot. Mages that autosummon air elementals, big path diversity, and healers are scary, but 4A mages that can be communion masters, 3H recruitable anywhere priests and cheap researchers are scarier.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: lijacote on October 02, 2014, 05:20:05 pm
I think I'd rather see Darmerkot, so Agarhan is out. Siege bonus, stealth, increases unrest and sacred... well. Short bow and mace, too, so that's cool. Doesn't look prohibitively expensive either. Also, their site is called Office of Flowing Magma, and they have Chosen Coal Seraphs. That just sounds so... industry. A mix of mythology and industry.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on October 02, 2014, 05:49:10 pm
I'm sorry Bluerobin, but I'm going to have to cull #177 Vansceis. I can deal with high-prot infantry and a blood economy. But having all of your mages be 3 healers? F1W2 acid evokers? H3 priests? And mostly amphibious everything too? Hahaha no. Enjoy your heavy infantry.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Culise on October 02, 2014, 06:04:44 pm
Dheathig: Giant communions.  Everything higher than Astrologers are 2TR.  Giants are tough and strong as sin, but difficult to stack due to their size.  Good sacreds.  Both Astral and Death domains, the former of which is just nasty, and the latter of which will grant some of the best summoned path diversification outside of Blood in the late game.

Aralpakbad: Cheaper mages have a shot at 5 paths (1/8 chance) and a bare minimum of 1, including good communion stack potential due to shared paths.  Lots of blasty-spark stuff.  Massive amounts of H3s running around.  Tremendous mobility.

Oy vey, but it's the mobility that clinches it for me; the ability to drop a defended communion stack three provinces behind the borders at will just scares me.  Sorry, USEC, but I'm going to have to say nay to Aralpakbad
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on October 02, 2014, 06:28:57 pm
It's okay, I don't mind. Besides, I'm not going to complain about having troops that won't fall over in a stiff breeze. Abyssinians are much more tanky than Aralpakbad's birdmen, and they resist fire too. Which is going to be hilarious when my Astrologers start throwing around Falling Fires like mad. I still really want to yell CAW CAW though. That mobility...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 02, 2014, 06:42:46 pm
So we just need Boksi to make his ban, and then I presume some of you want to fanfic your own descriptions. Once I receive those I can gen and edit the nations into one mod I think. I'll post the download link when I'm done and create the game on llamaserver. I expect this to start rolling some time next week.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 02, 2014, 07:18:04 pm
When you gen the mod, are you going to list the seeds in the order of the draft? I.e. [Samarir,Lissasa,Darmekot,???,Dheathig,etc.]? I ask mostly because if we know it'll make it easier for you to cut-n-paste fluff en masse (so long as you trust us not to pull fast ones and change something beyond #descr and #name :P) because graphic tags in a mod are order-dependent (e.g., Illen last -> #spr1 "nationgen_B12410//109-illen/unit_3xxx_a.tga" vs. Illen first -> #spr1 "nationgen_B12410//100-illen/unit_3xxx_a.tga").
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on October 02, 2014, 07:59:28 pm
Yeah, immediately after I picked Midmatia I realized that makepearls does something different from what I thought it did. It still definitely has a lot of potential as a nation, I'd just rather have picked something else. Oh well, time to get practicing my blood economy again!

Edit: Hmm testing out my hydras and after taking some damage instead of losing a head one of them suddenly morphed into a scout. The scout had 60-something HP, so it was definitely the hydra, there was just something... really wrong. I checked the mod and it literally just copies the normal hydra as far as I could tell (and it looked fine in the mod inspector) so I have no idea what's wrong. The Midmatia I'm testing should be fairly normal because all I did was gen the normal Castle of the Sun except with 10 nations, then plugged it into the Dom4 mods folder.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on October 02, 2014, 09:02:07 pm
Huh, weird. I haven't looked at the Hydras in the game for obvious reasons so I don't know what advise to offer. Besides try another nation with Hydras to see if the effect replicates.

Also, I just realized that since we get to change the description of our units and their names too, but outside of differentiating the units with identical names we probably shouldn't touch them and pick the name/form of our pretender, we have an excellent oppertunity to fit them into our nation. So instead of being vague we can say "So-and-So smited the evildoers of the land and everybody flocked to his religion." Or something like that. You know what I'm trying to say.

...

And of course now I have to think of a way to use this knowledge in a ceative way.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 03, 2014, 12:44:56 am
and their names too, but outside of differentiating the units with identical names we probably shouldn't touch them

I was actually going to get kinda aggressive with this. There's pretty much three areas where NationGen produces distinctive names: elites, sacred/sacred commanders, and above all mages. To a limited degree, priests also get renamed, and to a very, very limited degree, line units get small amounts of consideration based on equipment. However, priests will always just be a generic title (albeit one drawn from a broad pool), plus possibly a tier adjective. Very pointedly, mundane commander and scout/spy/assassin units all pick from pools of 10 or 15 total (I wanna say 4 for mediocre commanders, 4 for good commanders, and literally just scout/spy/assassin for the other three).

My plan for Illen was to take the 5 "Illenese Infantry" and the 7 other slightly more varied normal units and give them more flavorful and distinctive names (mostly breaking things down along human/lizard lines). Priests would get a modifying clause (derived from the nation's random flavor text) to make my Initiates, Priests, and High Priests distinct from everyone else's. Mundane commanders would be massaged in keeping with any changes to the units they're derived from. Elites, sacreds, and mages would be unchanged (name-wise, anyway; fluff text is another story). Heroes would get extremely distinct, no-way-you-should-mistake-this-for-a-normal-commander titles.

As long as everything remains fairly distinct and clear, and no unit-casualty-report-mixing shenanigans are performed, renaming basic units and basic commanders (and branding priests, even if they're not actually entirely renamed) will probably make things more flavorful while reducing ambiguity, not increasing it.

Edit: Hmm testing out my hydras and after taking some damage instead of losing a head one of them suddenly morphed into a scout. The scout had 60-something HP, so it was definitely the hydra, there was just something... really wrong.

Fun. I'll have a look.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 03, 2014, 01:20:25 am
The thing about Hydras is especially weird as (for the nations where I checked them), They still had their normal wounded shapes and HP caps. :/

Oh, about names and descriptions and stuff :
I think we should state the special things about our units that may not be in their icons and stuff :
In my banned nation, my sacred units had a werewolf wounded shape. This alone boosted their usefulness to a point where I built a pretender specifically for them (a F6B4 Moloch, for bonus atk and damage both to the normal and the werewolf forms).
In my real nation, I have a False-army tag on many mages (works as the items that makes the enemy believe there are more units). It's something you can see in the Inspector, but nowhere else.
I think we should have a little sentence in the end of the units descriptions for those who have something like that (wounded/dying shape, special abilities without icons, etc...).
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 03, 2014, 02:26:59 am
Oh, about names and descriptions and stuff :
I think we should state the special things about our units that may not be in their icons and stuff :

I wholeheartedly agree. I will e.g. include verbiage in my sacreds' description indicating that they have a dyingshape of "minor fire elemental", albeit in a somewhat more poetic manner than that.



Okay, so. Hydras. Grr. Hydras are special, and NG isn't acknowledging that. I'll have to see about fixing that in the source. In the mean time, a manual fix is very, very easy. Here's what you should do for now, and what you'll need to do in the final version of the mod to ensure they work right:

Open your .dm file for the mod in a text editor. Search for "Graveyard of Desire". It should take you to something like this:
Quote from: .dm
--- Sites for nation 10X: Midmatia
#newsite 1XXX
#level 0
#rarity 5
#path 0
#name "Graveyard of Desire"
#homecom 3XXX --- Arch Drowned Pyromancer
#homemon 3XXX ---UNNAMED
#gems 0 2
#gems 2 1
#gems 5 2
#end

This is the definition of one of your capital sites, and UNNAMED is the offending Hydra. All of the XXXs are numbers that'll vary based on what other nations were generated before yours in your particular mod. All you need to do is change "#homemon 3XXX ---UNNAMED" to "#homemon 1831 ---UNNAMED" and you'll be fine - unit id 3XXX is just a copy of unit id 1831, so this way you'll recruit Hydras instead of copies-of-Hydras. You won't be able to customize their descriptions or change their names, but OTOH when they take damage they'll transform into unit 1832, not unit 3XXX+1, which just so happens to be your national scout...

(Sorry if that was overly simplistic or pedantic; I don't know how familiar you are with .dm files.)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 03, 2014, 03:40:27 am
I have very little experience with .dm's, so go with as patronizing tone as you like. And yes, I guess I should gen the nations in order of the OP list.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Boksi on October 03, 2014, 04:09:21 am
Alright, sorry for the delay, but I'm putting the lid on #115 - Tejayapur. I can deal with S/N mages far better than S/E, even if Dousheim does have Hoburg crossbowmen.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 03, 2014, 05:23:03 am
For the ease of anyone in the peanut gallery:

Spoiler: Final seed sequence (click to show/hide)

Spoiler: Basic nation overviews (click to show/hide)

Now all that's left to do is generating some fluff, manually fixing one or two NationGen bugs, submitting pretenders, and killing each other.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 03, 2014, 05:41:11 am
You forgot Karlito's Samarir from your post.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on October 03, 2014, 11:59:26 am
I just realized how confused my nation's residents must all be.

"Welcome to Midmatia, Era of the Terrestrial. Our mages are quite good at water, earth, and blood magic, so of course they are given the designation 'Pyromancer'. Only those who sacrifice a portion of their innate magic to the realm of the dead truly live up to the name, though."

...Actually that last bit is pretty decent.

Edit: Ok, so writing lore is actually turning out to be really fun. USEC's idea of directly incorporating the pretender is turning out nicely as well!

Edit2: This is also the most work I've ever put into developing a strategy ahead of time, which is weird given the context of the game. I doubt it'll have much of an impact on how well I do, but it's a fun exercise for me at least.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 03, 2014, 02:27:33 pm
I switched the throne requirement to  8/15 (level 1's) and HoF to 15. Please review the OP for game settings and let me know if anything bugs you.
I prefer 8/15 because I feel that's a decent compromise between 5/9 (H3 throneblitz!) and 11/20 (sloggity slogslog). If anyone has play experience or compelling theorycraft to convince me otherwise, by all means convince me. I'm easy.

Also I'm repeating myself but make sure you have the latest version of Peliwyr.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 03, 2014, 02:32:18 pm
I've tried the nations (to choose) on Peliwyr with 15 thrones, and it seems good :
I usually don't end with throne near the capital except when there are really many neighbouring provinces :)


I think we should state something about trades :
I usually go for the dom4mods classic : real trades are binding (real trades are those including only gold, gem, and/or items). The rest of the diplomacy is not.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on October 03, 2014, 02:36:40 pm
8/15 is good. In fact, I recall suggesting it several pages back ;).

I usually go for the dom4mods classic : real trades are binding (real trades are those including only gold, gem, and/or items). The rest of the diplomacy is not.

Isn't that how we always play here? I'm pretty sure it's in the OP somewhere.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 03, 2014, 02:38:13 pm
oops, yeah, it's in the OP since the Dom3 games ^^'
Quote
Trade agreements are sacred. Once you decided to exchange some gems/items/gold, you MUST fulfill your side of the agreement.
No constrains on diplomacy. You can attack anyone you want, with or without warning. It would be, however, in good taste not to rush another player at the very begining of the game. We're all trying to have a good time playing this.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on October 03, 2014, 02:44:54 pm
Sounds great, I kept meaning to ask if people would be ok with 15 hall of fame entries but I forgot.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on October 03, 2014, 03:00:41 pm
Hey, uh, got another weird thing for you Albright. Basically, I get a different selection of Forts (and a different capital) based on whether or not "Hide Vanilla Nations" is checked on nationgen.

I sort of prefer the cheaper, crappier forts version of Samarir, which I get when vanilla nations are not hidden, but which one are we using?

EDIT:
Related to this maybe?
FYSA, found an NG bug. It's something we can easily fix manually, but we'll definitely need to do so if anyone picks one of the nations suffering from it. 2/100 nations (133 and 139) have "#fortera 4", which will need to be toned down to "#fortera 3" unless we want them cranking out Crystal Citadels...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 03, 2014, 04:54:27 pm
My expansion is horrible :(

I would like to avoid a dragon this time, but we'll see. Sacred evokers really cry for an air bless too.

edit:
@E. Albright
My Agor has three sets of seemingly identical boar riders, only the id number is different (3163-3165). I don't mind it but I guess it's an issue you'd like to be aware of seeing how you fiddle with the code.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 03, 2014, 06:36:46 pm
Karlito:

Shouldn't be related to the fortera bug. Also shouldn't be happening, though; hiding default nations (which is the standard option, and we've been saying standard options, so I'm assuming we're hiding them, and you'll have to suck it up and settle for fortera 2 like the other 5/9s of us :P (though you can still thumb your nose at the 4 who have fortera 3)) or not should be completely deterministic, and have absolutely no effect on anything but itself. Ugh. Thanks for the report on that; that smacks of convoluted, subtle errors.

Delta:

Without looking at your boar riders, I'd put money on them not actually being identical. They probably have different hair colors. Yes, seriously.  :P Known bug, and fixing it (i.e., making the hair slot something that unit variations can't pivot on) is definitely on the to-do list.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 04, 2014, 07:56:10 am
I've got a RPG to prepare for tonight, so I think I'll be able to complete my pretender and nation description in 24 hours, guys :/
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 04, 2014, 05:06:39 pm
Incidentally, in case anyone didn't know how this worked, if you're writing fluff for your heroes and want to be able to refer to them by name, add the following to their stats: #fixedname "whateveryouwanttocallthem". If you don't specify a fixed name, they'll get a random one every time they show up.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: lijacote on October 04, 2014, 05:15:41 pm
So there are heroes! I was wondering what Hero referred to. I believe someone has heroes that turn into werewolves...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 04, 2014, 05:35:18 pm
That'd be Karlito, and I have one that goes Horned Serpent when hurt. Culise and I have ones that can turn into Great Boars at will and USEC_O has one that does Winged Monkey mode. Bluerobin's goes Mechanical Man on dying, Boksi's becomes a teeny Fire Elemental. Four of us have one hero, two have two heroes, I have three, and Delta and tompliss don't have any at all.

I have one that breaks me into water, Bluerobin has one that breaks them into astral, and Boksi has one that brings death 1/4 games. Three of us can get level 4 casters from heroes, and five can get levels 3+.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 05, 2014, 04:57:51 am
Hum, about heroes, there may be something weird :
the generated Shagrila has one Hero, but he doesn't show up in the investigator.

If you use the 9 seeds generation, the Hero is ID #3202, and I think I've already got him (killed) in one of my tests.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 05, 2014, 06:25:01 am
Well, the mod inspector wasn't showing all the sacreds, either, so I suppose I shouldn't be surprised.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 05, 2014, 07:24:34 pm
What sort of ETA can I expect on those descriptions?
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on October 05, 2014, 07:28:23 pm
Hmm, I've been out of town all weekend, so I'm behind on those. I thought I was going to have access to my files, but turned out not to. It's basically all I'm going to be doing tonight though, so I might be able to get them to you in a few hours. As a bonus I already have my pretender all worked out, so... that's good? Are we basically just going through our section of the .dm and altering the descriptions and you'll copy/paste the nation? What format should we have these in for you?
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 05, 2014, 08:04:55 pm
Simple copy/paste is the plan indeed. Culise sent me the relevant part of the .dm via forum PM. Like so:

Spoiler (click to show/hide)

I just copied that bit over the Dousheim part of my .dm and the test game I started seems to have all the changes working at a glance.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 05, 2014, 08:36:40 pm
Don't forget there's also a couple of description elements in the nations definition portion of the file. E.g.:


(I edited #descr and #brief out of that heap. I could probably stand to edit #summary to make it more descriptive as well, but it gets the job done in its original form.)

(Gah, I need to get off my duff and do the other half of my units. I finished making predators/sobek nations for NG this morning, so that distraction is gone; if I can just keep my grubby little paws away from my IDE and the data files, I should be able to get this done...)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on October 05, 2014, 08:49:04 pm
What sort of ETA can I expect on those descriptions?
I plan to have mine done tomorrow afternoon. Tonight is a possibility.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on October 05, 2014, 09:54:21 pm
Yeah, I got my troops done, but no commanders yet. I had the nation and hero descriptions done already, so I just need to throw together the commander bits and I'll be good to go. It'll have to wait until tomorrow though, unfortunately.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: lijacote on October 06, 2014, 02:05:19 pm
I'll get the descriptions to you tomorrow. I have lots of deadlines looming overhead, so I can't get it any sooner. Deadlines like "play the Polish-Lithuanian Commonwealth with friends in EU4" and "write that article for the organization's publication".
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on October 06, 2014, 02:38:47 pm
Woohoo I'm not going to be the last one! I'll have mine in in an hour or two, with the makepearls type and hydra change also already made.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 06, 2014, 04:38:26 pm
I'm currently editing the description of my units, and I just read something :
my priest is suppoed to have the "sailing" attribute.
In fact, he has it (and Agor's priest has it too), but without argument so that the game (and the inspector) doesn't use it.

I'm saying it more to report it as a bug than anything else (I don't want a sailing commander who can only lead 10 units...) ;)
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 06, 2014, 04:54:30 pm
Do your priests have just leadership-10? Because mine get to lead 15 undead/demons too, which is pretty nice considering I have a nation of out-of-cap D mages and cap B mages. And Peliwyr does have small lakes a plenty.

Would be an awful shame if a dozen devils or wights hit a coast here or there, heh.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 06, 2014, 04:57:26 pm
Yeap, just 10 normal.
And if it were the classic size2, they would be priests who can't travel with sacred units :/
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 06, 2014, 05:08:38 pm
Well... Ten elite units could do some low PD raiding, even with morale penalties from hostile dominion + low leadership. It does definitely seem odd to have a lowly priest who's the only one in the nation that can sail. It certainly has a use though, no doubt about that. Of course that depends on the map having enough coasts within sail distance, I'd say Peliwyr fits that profile well enough.

I just can't for the life of me remember if you get any awesome elite troops to raid with. Certainly none from the Agarthan side :P

Good catch with the size limit, I completely forgot to check how large units my priests can sail with. Might put a damper on my devil express.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 06, 2014, 05:12:51 pm
Well, right now, your priests don't sail.
They have the sailing tag, but without argument it's not even considered by the game, IIRC.

If we're editing them to have the classic "size 2 and as much as they can lead", then I don't think I'll use mine (I have amphibious troops to attack from the sea after all, even if that's much less sneaky). I mean, I've seen more Pale commanders die/flee because of the Heat aura and their lack of armor (oh, look, a single arrow !) than anything else :/
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 06, 2014, 05:15:48 pm
I just ran a quick test and yes, my priest can indeed sail. And it can carry up to size-6 units, so that's no problem either.

edit:
Ran another one, your priests can sail too, and they can lead those hideously overpriced scorpion sacreds of yours.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 06, 2014, 05:31:04 pm
Oh, nice ! :D I'm going to have even more fun that I though ! :D

By the way, I sent you a PM with my nation/units description.
am just waiting for you guys, now (I even have my pretender half ready) :p
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 07, 2014, 02:59:51 pm
I've gotten everyone except Boksi, USEC_OFFICER and lijacote. I'm guessing Boksi won't be sending anything, so that leaves just USEC_OFFICER and lijacote. We can probably wait a day or two, but I really want to get the game up by Friday, so consider that a hard deadline.

I still need to fix my expansion :(
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: USEC_OFFICER on October 07, 2014, 03:51:11 pm
I'm working on it, don't worry. The problem is partly that I have other work to do, partly because coming up with descriptions for almost identical units is hard, and partly because I'm lazy. It'll definitely be ready before Friday though, don't worry.

And my expansion is looking pretty good right now. Can't go wrong with hordes of heavy infantry after all. I should probably look at alternative pretender gods though, just in case I find something better.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 07, 2014, 04:39:16 pm
I personally came to an external source of inspiration, and the Crawl skill title list (http://crawl.chaosforge.org/Skill_titles) helps with the various infantry names (whose descriptions are simple copy/paste, when they're a mere weapon variant of one another)...

By the way, what d oyou mean, by expansion ?
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Bluerobin on October 07, 2014, 04:43:38 pm
I uhh.. I cheated, I guess. All of my 5 infantry have about 75% of the same description. My two types of knights have identical descriptions (but maybe different names?). Basically I used the vanilla game as my base. I made categories, wrote descriptions for the categories, then added a line or two that was specific to the unit type if it deserved it.

And expansion is just people talking about their ability to conquer in the early game.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Karlito on October 07, 2014, 05:58:53 pm
I have, maybe 3 different name/description pairs spread out among my 7ish different basic infantry, yeah. I also didn't bother giving unique descriptions to the more generic commanders.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: lijacote on October 07, 2014, 07:49:36 pm
I was blindsided and rendered unable to do anything today. I am sorry. I will endeavor not to be stunned the coming day.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 07, 2014, 08:43:07 pm
Hehe, it sounds like I took the opposite tack of most of y'all. I drowned poor Delta in walls of text. I mean, yeah, I recognized categories and did some duplication - I wanna say there were three descriptions that got spread across seven of my units - but I still spewed gobs of verbiage. To wit (http://pastebin.com/M0qZY6ju), if some depraved soul is curious.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: tompliss on October 08, 2014, 12:01:32 am
Eh, it looks like I didn't proof read my unit descriptions.
I currently have something with "shangrilan Hammerers wield battleaxes" and other errors like that -_-
Well, at least I'll have some time to correct that, if you guys haven't send yours for now :P
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: E. Albright on October 08, 2014, 12:40:33 am
Heh, I found I'd used quotation marks in the middle of one of my heroes' descriptions, so it just stopped mid-sentence...
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Boksi on October 08, 2014, 12:06:12 pm
I actually have been working on my nation's description, but writer's block is making it hard to finish. Nevertheless, I've managed to make up some history and tie the nation together thematically, so I should be done later today. Hopefully.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: lijacote on October 08, 2014, 12:51:44 pm
I'm halfway through writing the descriptions myself. I am not in a very creative mood, either, so it'll be pretty bare-bones.

EDIT: And it's done.
Title: Re: Dominions 4 Round Ten: Nationgen!
Post by: Delta Foxtrot on October 11, 2014, 05:10:07 am
lijacote's absent for the weekend. I expect him to get back to us on the sunday-monday axis. If you rushed some descriptions you can take these two days to hone and expand some if you like.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Delta Foxtrot on October 13, 2014, 06:37:06 pm
I added all the files sent to me and quickly checked that they worked. I also spent a while making them work. More about that later.
The game page for llamaserver is here:
http://www.llamaserver.net/gameinfo.cgi?game=Bay12GamesRound410

A dropbox link for the zipped file I made of our .dm & images is here (do you guys actually need it?):
https://www.dropbox.com/s/eai2kzkt3zzjlux/nationgen_rune-covered_circle.7z?dl=0

As for the issues I had while making this happen. Next time any of us organizes something like this, it would be worth it to mention that everyone makes sure to generate a mod with only the nations in use, and make sure the mod is named appropriately. I got a lot of errors (game crashingly so) due to some portions of the .dm referring to nationgentest//flags etc.. instead of nationgen_rune-covered_circle//flags and such. There was also the issue of our nations being numbered from 100 to 108, while a few .dm bits had references in the high hundreds (so you were modifying the .dm with a hundred nations). Both of those issues broke some links here and there in the mod, but thankfully it was pretty easy to just find and copy-paste over the offending bits. I'm new with this myself so I had no idea what to expect, but all seemed to check out just fine when I did a final test run before uploading the .dm and creating the game at llama.

Now all we need is nine submitted pretenders and the game is on 8)
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: USEC_OFFICER on October 13, 2014, 06:44:08 pm
Welp, I forgot to submit my modified descriptions, didn't I... Welp. And I have only 5 descriptions left to add. I'll... get right on that. Even if it's just for my own personal use. I'm really sorry.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: USEC_OFFICER on October 13, 2014, 07:28:47 pm
Sorry to double-post, but I've spent way too long working on this for me not to show everybody. And you can just copy-paste it into the mod too, easily. The unit and weapon IDs all line up after all. Anyways, enough complaining from me. I'll get working on submitting my pretender.
Spoiler (click to show/hide)

EDIT: There! That should be completed, and free of any other stupidity on my part.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Boksi on October 13, 2014, 07:46:53 pm
Can I just say that I really like Dousheim's fluff? Because I really like it, and kudos to Culise for writing it.

Anyway, I know what I'm gonna send in, I'm just debating what to name my pretender.

EDIT: And I just noticed that the names of my soldiers are the default ones, not the ones I changed them to. I'd rather not have six different units be named javelineers, even if they all carry javelins, because they don't occupy the same niches at all.

EDIT 2: SON OF EDIT
I decided to name my pretender after the best girl (http://bato.to/read/_/47504/gekkan-shoujo-nozaki-kun_v1_ch4_by_panda-scans/11) and sent it in. Seems to work, IIRC mod nations ought to show up as 'Unexpected Nation'.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: E. Albright on October 13, 2014, 08:34:04 pm
Sorry to double-post, but I've spent way too long working on this for me not to show everybody. And you can just copy-paste it into the mod too, easily. The unit and weapon IDs all line up after all.

...actually, we can't just paste them in. As per Delta's post above, you modified the 100-nation mod (Castle of the Sun) and not a regenerated 9-nation mod (Rune-Covered Circle).  :P If we want to add them, we need to copy-paste each individual #descr line.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: USEC_OFFICER on October 13, 2014, 08:40:27 pm
Then Delta has goofed up and uploaded the wrong mod, for I downloaded the .dm he provided and double checked to see if I needed to change the unit IDs around before, so that everybody could just copy it and paste it easily into their file. If he uploads the mod we're definitely using for the game I'll edit my post as needed.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: E. Albright on October 13, 2014, 08:55:46 pm
The one he uploaded is "Rune-Covered Circle" - it's not just the unit IDs, it's also the mod folder name for graphics. Here's your unit text pasted into the uploaded .dm:

Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: USEC_OFFICER on October 13, 2014, 09:00:45 pm
...

Oh, right. I forgot to change the sprite locations, didn't I? Yeah, I'll change that ASAP. But other than that the text you just posted is almost identical to what I did. The unit IDs are the same in both versions. It's only the sprites that needed to be changed.

EDIT: I also cleaned up the descriptions and names for the units too, because I smart. Yeah, sorry about all of that.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: E. Albright on October 13, 2014, 09:18:09 pm
You also might wanna remove the line breaks inside the descriptions; they make them kinda hard to read in the game.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: USEC_OFFICER on October 13, 2014, 09:19:22 pm
Already did. I keep forgetting that notepad works oddly when word wrap is on... Sorry about that.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: E. Albright on October 13, 2014, 09:52:17 pm
My pretender is submitted for the illustrious Unexpected Nation #2.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: USEC_OFFICER on October 14, 2014, 08:53:48 am
Welp, I just submitted my pretender and it seems to have been accepted. Fingers crossed that everything turns out okay.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: lijacote on October 14, 2014, 09:57:11 am
I've sent in Aimur, the pretender of Lissasa.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: tompliss on October 14, 2014, 10:56:18 am
I just sent Chrone, the pretender of Shangrila and this whole block of sand that we'll use as a planet.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Karlito on October 14, 2014, 11:53:08 am
And my Pretender is in.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Culise on October 14, 2014, 11:56:22 am
I'll have my pretender in this evening, once I'm actually on a computer with Dominions 4.  My apologies for the delay. 
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Bluerobin on October 14, 2014, 01:14:34 pm
Hmm... can someone help me understand the Ghost King's ghost summoning? If I understand it right, he has "domsummon" which summons "a dominion strength sided open ended die roll" of ghosts each turn. My understanding is that if my max dominion strength is 8 and I have 8 candles in the province my pretender is in, I should be summoning at least 1 to 8 ghosts a turn, right? With potential for like 54 ghosts if I got ridiculously lucky with the open ended die roll? I ask because it seems like I have a chance to

Welp. I googled harder and found that they seem to actually have domsummon20, not domsummon, so he gets 1/20 the number of ghosts I expected. That's about right. Ohhhh well, makes more sense now. I'll have my pretender in in a few minutes, still trying to make a decision on chassis.

Edit: And Matieu is submitted, representing glorious Unexpected Nation uhh... 7 maybe?
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Delta Foxtrot on October 14, 2014, 03:50:57 pm
First Mage Agor, the glorious leader of the glorious nationgen nation of Agor is ready to crush you all. Fear him and his no doubt frightening titles.
Eight pretenders in, one to go.

I still need to fix my expansion
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Culise on October 14, 2014, 07:15:12 pm
Ping, and Earendel is the last to join the game, fashionably late. 
...
Now I kinda make a stylish lich in a game, so I can be fashionably late while being late fashionably. 

EDIT: Ummm, downloaded the turn file, placed it in an appropriate save directory, but my nation doesn't seem to be appearing.  Did I flub something up?

EDIT 2: No wait, there it goes.  I'll give it a gander and post up my Turn 1 impressions. ^_^
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: E. Albright on October 14, 2014, 07:25:45 pm
It's not just you. I have the same thing happening.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Culise on October 14, 2014, 07:26:51 pm
I think I just resolved the issue by unloading the mod, then going back into the mod menu and reloading it.  I'm not sure, though; I was trying all sorts of stuff at random, including redownloading it and exiting out of the game and reentering.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Boksi on October 14, 2014, 07:32:35 pm
I resolved it by loading up my test game and then quitting to the main menu. I'm guessing it has something to do with mod loading or something.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Karlito on October 14, 2014, 07:33:54 pm
What worked for me eventually was to start a new game (as Samarir, no idea if that matters), and then loading up the 4.10 save.

EDIT: Ninjas.
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: E. Albright on October 14, 2014, 07:37:53 pm
Wierd, yeah, that worked for me too.

Oh, joy. All my test games put me in one of two places, and now I've suddenly found a whole new (awfully less gooder) place to start. Yay RNG!
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Culise on October 14, 2014, 07:47:58 pm
Eugh, terrible start.  I'm having serious flashbacks to Round 2.  Welp, let's start by poking at everyone's titles and pulling speculation out of my bottom.

Spoiler (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Karlito on October 14, 2014, 07:52:33 pm
Boksi, isn't your pretender almost always a drinker of blood or an eater of children or something equally horrid?
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Culise on October 14, 2014, 08:01:11 pm
Well, it isn't his fault that blood and children go so well together.  It's like liver and a nice Chianti. 
Title: Re: Dominions 4 Round Ten: Nationgen! Awaiting pretenders
Post by: Boksi on October 14, 2014, 08:23:33 pm
Well, it isn't his fault that blood and children go so well together.  It's like liver and a nice Chianti.
Ayup.

Well, that and I like blood magic. So I try to break into blood as Patala or go for a bloodsac-victory as Abysia, stuff like that.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: tompliss on October 15, 2014, 01:56:12 am
Culise, I think that in those two :
Quote
God of Many Names, [..] the Most High
at least "The most high" is astral related, and the other could be.

PS: by the way, in my Pretender's titles "The Living Sand" is in fact part of his name.
I think I4ve seen another player do that kind of "personal title" here in a previous game, and I think the NatGen game is the best place to use a personalized title :)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on October 15, 2014, 03:04:02 pm
Unexpected Nation and Unexpected Nation have sent in their turns now, so we're only waiting on Unexpected Nation.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on October 15, 2014, 03:10:00 pm
It ain't me! I've made amends, I've made reparations! I plan to no longer lag and suck and weep.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: tompliss on October 15, 2014, 03:12:15 pm
Hum, the order always stays the same.
It's not alphabetical, and it doesn't look like the order of the nation in the nation list, so I don't know what it is, but we could try and figure out which nation we are easily (by looking before/after sending our mail).
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on October 15, 2014, 03:14:08 pm
I believe that the order is based on the order that people submitted their pretenders. So whoever submitted their pretender is first on the list, and then second and third for the next people on the list. And so on and so forth.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on October 15, 2014, 04:24:11 pm
That was me, but worry not for a double turn is on my to-do list for this evening.

edit:
Did someone request a resend? Because the server sent it to me twice even though I didn't request one.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: tompliss on October 15, 2014, 04:43:45 pm
Uh.

I can't play my turn : I don't have a nation to select when trying to continue my turn.

I've seen it happen before, but usually, with a resend, it works. I've requested it (with most nations, as e don't have the names), but it still doesn't work ... :/

Can you guys plya properly ?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on October 15, 2014, 04:45:21 pm
We were having this issue earlier. I found that if you click the Start a New Game button, then back out, your nation should show up. Culise solved it by unloading and reloading the mod. It looks like it has an issue loading the mod or something if you go straight to multiplayer.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on October 15, 2014, 04:51:37 pm
We were having this issue earlier. I found that if you click the Start a New Game button, then back out, your nation should show up. Culise solved it by unloading and reloading the mod. It looks like it has an issue loading the mod or something if you go straight to multiplayer.

Same. Started a new game with the mod, backed out and loaded the nationgen turn properly. I have no idea why this issue exists, but eh. We're already doing PBEM so one minor inconvenience doesn't really bother me :P

In other news, nice starting position, nice starting indie neighbours. Yesh.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on October 15, 2014, 04:56:02 pm
I'm Unexpected Nation #2, apparently? DF is third from the bottom I think.

Also, I just load up a test game I had with my generated nation of Lissasa and then load up the new turn when I get that problem (spoken like a true veteran :P), works like a charm.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on October 15, 2014, 05:43:39 pm
The Unexpected Nations are in sequence based on nation number. So yeah, Lissasa is second, Agor is seventh, I'm ninth, etc.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on October 15, 2014, 07:10:57 pm
Is that right? I think I'm 4th on the list.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on October 15, 2014, 08:05:49 pm
If you're fourth and not first, then I'm inclined to say the order is random. But ATM, neither 1st nor 4th are submitted, so just note which goes when ya sub...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on October 16, 2014, 04:05:58 pm
Wow. That's the fastest I've ever gotten a hero. Too bad I never use them because I'm worried about them dying!

Edit: Also, turns out the nation order in the email is different from the nation order on the server, but I'm number 5 in the list on the server. I'm also modnation105 in my turn file. Maybe the 5s are the same? I think Midmatia is 5th in the nation order in the mod too.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on October 16, 2014, 07:02:05 pm
Oh, maybe, the server page is in order of nation number, but the email is in order of pretender submission?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on October 16, 2014, 07:06:58 pm
Yeah, I think that's it, actually. Or at least that is what the order seems to be like to me... After I realized that we started with nation 100 and not 101.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on October 16, 2014, 09:12:18 pm
Can I just observe how poorly distributed these thrones are? There's a circle of five of them around the 3-province lake... and worse, there's five more all w/in 1 province or less of the crossroad province NW of the cave system.

Also, this map is claustrophobic. Turn 3 and contact? Really?

Karlito: I was second pretender submitted, and my email still lists the second Unexpected Nation as unsubmitted: Server (where I know I'm 9) is 1S/2U/3U/4S/5S/6U/7S/8U/9S, and email (where I know I'm not 2, 6, 7, or 8) is 1S/2U/3S/4S/5S/6U/7U/8U/9S.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on October 17, 2014, 08:01:21 pm
I was going through the Hall of Fame, saw "Turn One Prophet," and went "Ok, who's Blue?!" I looked at the pretender list, saw Awake Supercombatant and said, out loud, "Ok, that's fair."

Good job Karlito. :P
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: tompliss on October 18, 2014, 02:48:14 am
Oh, I got the most experienced non-mercenary commander :D
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on October 18, 2014, 08:51:51 pm
Hmmm, that was a bit of a tactical error; I just lost my commander and starting army in a total wipe.  On top of that, I now see one capital, and am beginning to see some dangerous encroachments on dominion from another nation.  This is going to be rather unfortunate, I believe.

And if that negative throne right next to my capital would stop dumping my scales to oblivion, I would be most pleased.  I didn't even know that throne events could go off for an unclaimed throne, much less an indie one. ^_^
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on October 18, 2014, 09:53:56 pm
Same here. I didn't lose my commanders, at least. :-\
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on October 18, 2014, 10:08:06 pm
Same here. I didn't lose my commanders, at least. :-\
I did.  It looks like I'm not the only one, either; there are a couple more fatalities in the Hall of Fame, though one is a mercenary.  Only difference is that Agor actually has someone else in the HoF as well.  ^_^
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on October 18, 2014, 10:17:24 pm
Gotta keep up appearances, y'know.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: tompliss on October 19, 2014, 04:02:03 am
I lost my starting commander (but not my heroic prophet) and the merc commander on the first turn I hired her.
Seriously, 20 def and she gets hit twice on her first turn by light infantry -_-
I can't believe how much gold I lost on this.


At least, I sitll have the best killer in the world :D
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on October 19, 2014, 07:42:00 am
And if that negative throne right next to my capital would stop dumping my scales to oblivion, I would be most pleased.  I didn't even know that throne events could go off for an unclaimed throne, much less an indie one. ^_^

That sounds like the Throne of Winter. The Throne of Winter is special.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: tompliss on October 19, 2014, 07:51:24 am
The throne of winter is a jerk.
In my first MP game, I ended with 5 provinces with Cold3 (playing as LA Pythium, so cold blood hurting a bit), including my capital and 2 neighbouring provinces.

But well, at least, it doesn't give every province in the world a scale 2 death :D
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on October 20, 2014, 12:12:41 pm
L.T. an hour and Dheathig is still unsubmitted...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on October 20, 2014, 12:18:38 pm
Nope, I'm definitely in the clear. Just resent my turn in for confirmation, in fact. I think that it's Boksi/Darmekot who still has to submit their turn, based on the position of the Unexpected Nation on the game page. That's in nation order, right?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on October 20, 2014, 12:32:30 pm
Gah, you're absolutely right. I looked at the wrong list in the first post.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on October 20, 2014, 01:20:55 pm
Aw crap. Curse me and my absentmindedness, I had downloaded the turn and everything, but I just forgot to play it.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on October 22, 2014, 12:09:13 pm
Just a heads-up, but Unexpected Nation #2 has yet to submit and the deadline is a bit less than 4 hours away.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on October 22, 2014, 03:05:08 pm
Does the amazing administrator make it in time from work to postpone?

DUN DUN DUNNNNN.

Spoiler (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on October 22, 2014, 05:27:04 pm
So I am #2. I thought I had sent in my turn - I hadn't. I apologize, I can only apologize. I will try to be better. Sent in the turn for this next turn too.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on October 23, 2014, 07:32:10 pm
Pre-emptive postponement. Will check back in the morning.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on October 24, 2014, 01:52:53 pm
lijacote will be absent for the weekend, but he has authorized a temp sub if one is found. If any reasonably competent player wishes to go through the motions and guide his expansion for the next few-ish turns, let me know. We're on turn 10.

Lissasa is a nation of lizards and human auxilias. Mages are largely D and most troops have a short bow, there are also dedicated composite bow archers. Troops seem competent at a quick glance.

If no-one pops up I'll just postpone over the weekend.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on October 26, 2014, 03:19:07 pm
So was lijacote supposed to get his turn in today? Because there's only... Well, eight and a half hours to go.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on October 26, 2014, 03:23:43 pm
I wouldn't be surprised if he's occupied throughout this sunday and only gets it on monday. I just slammed 48h on it friday. I'll extend it to cover monday if it comes to that.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on October 27, 2014, 10:49:09 am
Sent in the two turns now. I hope the delay wasn't overlong!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: tompliss on October 27, 2014, 10:55:36 am
I worried, during the weekend, about whether my turn really got sent, because we were all waiting for someone and I couldn't see who it was :D
Other than that, it was OK :-°
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on October 27, 2014, 03:39:31 pm
Couldn't you check your inbox for confirmation email?

Good to be back on track.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: tompliss on October 27, 2014, 03:49:03 pm
I usually keep my mailbox open just enough time to see that mail, delete it, and forget I ever received it :)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on October 27, 2014, 04:58:14 pm
Right-o. I've got 15GB of storage space so I'm not in a hurry to delete my mails :P
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on October 29, 2014, 07:47:10 am
So... Everybody got the 'Dominions error on hosting' email, right? And everyone else can see that the game is no longer on the llamaserver game list? Because our game seems to have just vanished into the ether without much warning and I have no idea what happened or why it did that.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on October 29, 2014, 08:37:36 am
From llamaserver:
"Hi, due to a glitch a few games disappeared this morning (Wednesday). I'll get them restored this evening. llama"

So I guess we'll play the waiting game for now.

Edit:

"Update: It took more time than I expected. I'll get the restored on Thursday evening."

Further editry:

I will be busy tomorrow and the day after. If llama manages to conjure up our game tonight I'll make the necessary schedule changes myself, but barring that I've asked E. Albright to handle the postponement.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on October 30, 2014, 04:12:13 pm
Our game is back!

And there are no nations! :D

I'll send a mail to llama tonight if they don't pop up soon.

edit:
I sent the mail AND it fixed itself. Hooray!
Now back to our regularly scheduled gaming (with scheduling irregularities for the early weekend).
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on October 30, 2014, 06:34:40 pm
Now back to our regularly scheduled gaming (with scheduling irregularities for the early weekend).
Well of course we can't expect anyone to do their turn on Nevada Day. :)

Anyway, it's good to be back on. The map sure does seem crowded though, doesn't it? I'm certain one of my many neighbors has an untapped frontier I can manifest my destiny in, eh?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on October 30, 2014, 10:07:42 pm
Now back to our regularly scheduled gaming (with scheduling irregularities for the early weekend).
Well of course we can't expect anyone to do their turn on Nevada Day. :)

Anyway, it's good to be back on. The map sure does seem crowded though, doesn't it? I'm certain one of my many neighbors has an untapped frontier I can manifest my destiny in, eh?
It is a bit on the cluttered side, is it not?  I think I started getting concerned about my future survival the turn I encountered no less than four neighbors in a single turn. 
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on October 30, 2014, 11:23:49 pm
Yeah, this map is really, really cramped. Or else the starting positions were really, really badly clustered. I'm leaning towards cramped, but I suppose it could be both.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on October 30, 2014, 11:38:36 pm
127 land + 18 sea provinces = about 13 land provinces each. That's roughly medium-sized as far as multiplayer maps go, isn't it? I feel a little packed in, but I think I've got my 12-14ish provinces picked out.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on October 31, 2014, 05:16:07 am
Well this isn't spacious, that's for sure. I guess I should've looked for a bit bigger map after we got our ninth player.

I guess we'd best prepare for some early bloodshed then.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on October 31, 2014, 09:37:57 am
Hmmm, I'm not sure if there was much clustering in start locations.  Excluding sea provinces, no one started with less than three provinces between their capital and their nearest neighbor's capital, and from what exploration I've seen, it seems to be fairly well-spaced.  Some people got better starts than others, mind you (Agor, for instance, has few immediate neighbors but dropped in the middle of no less than five thrones, which has pushed their expansion in very particular channels, while Lissasia apparently had difficulty securing their own island), but I think it's just that some people expanded out to their limits faster than others, coupled with the absolute limits on expansion by the province count.  It looks like a couple people have already got forts already up and gathering, which is another caveat. 

Mind you, including sea provinces, I started with only two provinces between myself and my nearest neighbor, so there may have been some clustering involved.  Also, the first time I saw Midmatia and Illen's northern borders (shared with Samarir), I thought they were at war due to how entangled they were.  ^_^
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on October 31, 2014, 10:27:49 am
Haha that's still not fully established. My hydras may have accidentally eaten a small army last turn when we both moved to take the same province. :-\
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: tompliss on October 31, 2014, 10:32:13 am
It looks like a couple people have already got forts already up and gathering, which is another caveat.
Uh... We're at turn 13. The game has started more than a year ago.
You should have a fort already up (or two being built). There may be a few exceptions (if you choose a "bad" nation, or if you're really capital centered for unit production), but with our nation knowledge ...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on October 31, 2014, 10:54:32 am
Spoiler: MY ONLY WEAKNESS (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on October 31, 2014, 11:00:50 am
It looks like a couple people have already got forts already up and gathering, which is another caveat.
Uh... We're at turn 13. The game has started more than a year ago.
You should have a fort already up (or two being built). There may be a few exceptions (if you choose a "bad" nation, or if you're really capital centered for unit production), but with our nation knowledge ...
I know, and I believe I've already harped on my own weakness in this thread quite enough; no one's interested in hearing me chatter on about how I'm stuck at -15% income for the nth time.  I just mention it as a caveat because, while I'm not certain about you, I can't tell the difference between a capital fort and a non-capital fort at a glance. :P

That said, I only spotted five nations with active or apparent construction work being done on secondary forts this turn.  That's obviously not exhaustive, though.

EDIT:
Spoiler: MY ONLY WEAKNESS (click to show/hide)
Spoiler (click to show/hide)

EDIT 2: Deadline in three hours, and nation 2 has not submitted.  Requesting an extension.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on October 31, 2014, 09:06:39 pm
I've done mine now, sorry! :P For the next turn as well! I am a bad boy.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on October 31, 2014, 11:54:23 pm
If anyone wants any of Illen's (E. Albright's) provinces, they should be up for the taking in the next turn or two!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 01, 2014, 05:58:22 pm
Mind you, including sea provinces, I started with only two provinces between myself and my nearest neighbor, so there may have been some clustering involved.

Two provinces? Bah. Ample space. The capital of Illen has but one province between it and the serpent's nest in Midmatia.

I just mention it as a caveat because, while I'm not certain about you, I can't tell the difference between a capital fort and a non-capital fort at a glance. :P

Look at the fort details. Starting forts will be fully developed, and for that matter, will be situated in provinces with the same name as the nation.

Haha that's still not fully established. My hydras may have accidentally eaten a small army last turn when we both moved to take the same province. :-\

Please. Accidentally? The army your slavering sycophantic toadies so treacherously slew had moved into the adjoining province the month before. The only independent province they could move to was the one directly north, while your conniving minions had two other independent lands to choose from, yet you neither attacked one of them nor broke your stubborn diplomatic silence. Your choice to attempt to glorify your mediocrity by stifling and undercutting bold individuals who were willing to strike out and make their own accomplishments rather than sniveling and leeching away the value created by their betters was anything but an accident. If your disingenuous, unimaginative lackeys in Midmatia seek to prevent the daring innovators in Illen from realizing their full potential, you'll get the war you're so plainly seeking.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on November 01, 2014, 06:03:20 pm
I just mention it as a caveat because, while I'm not certain about you, I can't tell the difference between a capital fort and a non-capital fort at a glance. :P

Look at the fort details. Starting forts will be fully developed, and for that matter, will be situated in provinces with the same name as the nation.
...
(http://i163.photobucket.com/albums/t317/Culise/Macro/12396709544035.jpg)

I did not even think to check the province names.  I'm so used to maps where all the provinces have predefined names. >_<
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on November 01, 2014, 06:05:53 pm
Well, the map does have predefined names. It's just that in this case they're overwritten by the nation's name. I definitely know what you're talking about though, and it is pretty annoying.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 01, 2014, 06:24:41 pm
In your defense, it was only in the last patch or two that capital names started overwriting pre-defined province names.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 01, 2014, 07:41:30 pm
Postponing by 10h to be on the safe side.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on November 03, 2014, 01:57:22 pm
tompliss: wut?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: tompliss on November 03, 2014, 02:00:57 pm
eh eh <3

I wanted to see whether that would work as well as I though. Seems so.

I don't think I'll keep them here anyway ;)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 03, 2014, 02:51:03 pm
Patch is out. Might wanna delay the game 'til we know it's stable.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on November 03, 2014, 02:55:21 pm
I... What? What has been patched? Last I checked the 4.11 patch was still in beta, and I can't see anything about a new patch being released.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on November 03, 2014, 02:58:03 pm
Ping (http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/patch-is-released).  Literally 12 minutes ago, apparently.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 03, 2014, 03:01:04 pm
See here (http://jaffa.illwinter.com/dom4/dom4log.html), everything from 8 Aug onwards. It's the Xibalba (all three eras)/Nazca/event modding patch. So it's a big'un. As far as major outstanding bugs go, transformation is fixed, but aerial raiding isn't. Cavalry also had its Def penalty from suffering multiple attacks per turn cut from the normal -2 to -1.

Oh. And you can no longer game Undisciplined IOT give them orders. That's a big one too.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on November 03, 2014, 03:01:37 pm
Oh, excellent! Though somewhat annoyingly the update doesn't seem to appear on their version log or similar places. Given that this patch has Incan Caeliums and 3 different Zotz nations... I can't wait to get my hands on it. Rather concidently, I was just searching when the new patch was coming out this morning, so I'm all hyped up for it.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 03, 2014, 03:04:03 pm
If you're exceedingly impatient and bought Dom4 through Desura, go here (http://www.desura.com/games/dominions-4-thrones-of-ascensions).

Spoiler: 4.14 Patchnotes (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on November 03, 2014, 03:20:39 pm
Whoa, some of those modding things sound pretty useful and versatile. "Possible to make global ritual and nation effects with event modding" could make for some neat nationgen nations, too. Hard to balance probably, but ehhhh.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 03, 2014, 03:50:18 pm
I think the most important thing to note is that it's now possible to play with a demonic parrot as your pretender. That's the real win here.


(As someone quipped on Desura, Dominions now supports pollytheism.)

(For my part, as someone involved in making content for NationGen, my duty is fairly clear here. I won't be able to meet my eye in the mirror until hoburgs can ride these thing's mortal cousins.)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on November 03, 2014, 04:06:24 pm
Hmmm, steam hasn't dropped the patch yet. Maybe I can get it somewhere else.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on November 03, 2014, 05:13:30 pm
And the patch has officially appeared on Steam, meaning that I can finally get to see all of these awesome bat-people and mummies in action. Excellent.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on November 03, 2014, 06:48:33 pm
Yeah, I'm checking through the new nations now.

EA Xibalba: "The Ah K'in priests has[sic] promised them that if the Sun were to return to the caverns of Xibalba, the Zotz would once more wield the sacred splendour of the sun and the Sun Guides and their golden armors would become blessed with divine beauty."

They have a level 8 Enchantment global called Theft of the Sun, which does exactly what it says on the can. Basically, it seems to be saying the Sun Guides(cap-only sacreds) will get awe if you cast that spell. Neat.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on November 03, 2014, 06:58:49 pm
The 850g commanders of Nazca are impressive, but their price tag matches. I think it'll be a really interesting nation to play, although it's a bit strange thinking about how to work with/combine typical Caelum strategies and typical undead nation strategies.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on November 03, 2014, 07:03:15 pm
The problem with the mummies is that Nazca lacks good communion slaves. Their only/best option seems to be the 215 gold living priests which have a S random. Otherwise... I don't see anything else they can use, unless they have a recruit X mage with S on them. Given the path diversity of the mummies it's a real shame too, since they have all of those delicious crosspaths to throw around in battle. Though thinking about things even more, the lack of cheap S1 mages hurts them even more, since Mind Duel is a real and serious threat... Unless I'm forgetting things about mind duel not affecting the undead or something. I haven't really used that spell too much myself, honestly.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on November 03, 2014, 07:06:25 pm
I dunno, you can usually find indy sages or amazons or something.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 03, 2014, 07:08:10 pm
No, it's only Mindless that's immune.

OTOH, the royal mummies can summon 5 flying sacred Lemurian-legionaire-analogs per turn, and apparently more with the reanimation-boosting amulet. Which is vulgar.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on November 03, 2014, 07:10:17 pm
Yeah, that Royal Mallqui is really something. It can cast two spells at once in combat because it's a husband and wife together, that's pretty neat. But eesh, 850 gold is a lot. Doesn't that make it the most expensive unit in the game? Nazca clearly wants order and growth.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on November 03, 2014, 07:10:50 pm
I dunno, you can usually find indy sages or amazons or something.

You must have had better luck than me then, because I've rarely gotten indies with S on them. Definitely not a thing to base your entire strategy around is what I'm saying.

OTOH, the royal mummies can summon 5 flying sacred Lemurian-legionaire-analogs per turn, and apparently more with the reanimation-boosting amulet. Which is vulgar.

I thought that it was only 4 a turn to begin with, but yeah. Absolutely, insanely, wonderfully vulgar.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 03, 2014, 07:43:29 pm
Patch is out. Might wanna delay the game 'til we know it's stable.

Added 24h on it. Llamaserver seems to have mail server issues to boot.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on November 04, 2014, 04:46:23 am
The deadline is Wednesday morning but Llamaserver won't be patched until Wednesday evening. This needs to be rectified.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 04, 2014, 07:49:27 am
I added some more to the clock, but I think it won't show because of mailserver issues.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 04, 2014, 05:13:25 pm
Server's back up. Hosting was pushed back 'til Thursday, but there's no reason not to get those turns in sooner...  ;D
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 05, 2014, 10:13:32 pm
So that's how it's to be then? The Man who dares raise his gaze to the heavens is inevitably pulled down by hordes of scheming cowards too frightened of their own shadows to even contemplate fulfilling their own potential? I should expect no better of Lissasa, I suppose; your Isslishian cousins failed to crush the Human Spirit in Illen, so like every fool who subsumes their potential into lies of collective worth, you let the dead tyrants of fallen Isslishium dictate your future rather than thinking and dreaming for yourselves. I had hoped for more from the simpering half-men of Doushiem, for in their feeble bodies lies a mighty ego and ambitious soul... but it's my own fault for assuming the human slaves who toil and die for their hauflin overlords had arrived at their fate by their own folly and not the collective tyranny of craven, thuggish runt conspiracies. Your nation is a loathsome congress of sniveling bullies like any other; I should have guessed as much when the first words off your twisted lips mere months ago were sinuous lies promising peace and praising the so-called virtue of cooperation.

Take note, Men and near-Men of Peliwyr: as falls Illen, so shall you fall as well. Tall and stalwart Deathig would do particularly well to mark these words, as they, too, lie between Lissasa and Doushiem, and I can only imagine their brave people will be the next to face this loathsome alliance. Darmerkot, too, would be well-advised to watch their borders as the two-headed fuchsia serpent winds its coils around the lands between the waters. My sole consolation - beyond of course the inherent satisfaction of standing on my own two feet and for better or worse making my own destiny, no matter how these parasites strive to tear me down - is that the stunted taskmasters of Doushiem are naught but useful idiots advancing Lissasa's bid at godhood, for there is scant chance that the Lissasan's throne-rich homeland will incline them to share the spoils of Illen and Deathig with a people they look down on in all ways. And thus it goes, as ever...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on November 05, 2014, 10:52:59 pm
Honestly, if any of that is true you would have picked a different target for your first attack. The rapid and greedy Illenese advances expanded your borders to the point where even the provinces you've conquered have risen up in revolt, independent of any nation. It's true that some nations were more blessed by chance than others, but you would have done well to make alliances and target them, rather than wasting your forces on Midmatia who may seem small, but will blunt your blades nonetheless.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on November 05, 2014, 11:01:19 pm
I don't think I'll keep them here anyway ;)
Wut? Wut?

I mean like, I didn't really believe this bald-faced lie, but what's the point of taking all these provinces you won't get any income from?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 05, 2014, 11:06:22 pm
The silent imperialist now seeks to rally like-minded souls to their cause by re-writing history? Your foul dominion has pounded on the gates of Illen since the third month of the current wars. Your roving bands of hydras sought out and attacked the soldiers of Illen when there were still ample unaligned provinces in their reach. And through it all, Midmatia, who now postures as the patron-saint of diplomacy, uttered not one word to their neighbor to the east. Your war-mongering and loutish bullying brought about your fate. Know that even if your conniving "allies" succeed in breaking the noble Kingdom of Illen, Midmatia has ceased to exist as a nation. You have the choice before you: you can live as subordinate partners in the glorious undertaking that is Illen, or you can feel the harsh lash of the whip on your calves and thighs as you toil hopelessly for your hauflin masters. There is no third way, no matter what your so-called allies have told you. But hope - like envy - springs eternal, and I fear it shall be the lot of history, not me, to convince you of the truth of this.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on November 06, 2014, 11:45:56 am
The kingdom of Dousheim is bemused by the Illenese claims.  Dousheim has made no military incursions into the lands beyond the river dividing us from Illen or Midmatia, but has simply reinforced its borders against concerns of an incursion by the foolish forces of Illen.  Illen worships no gods, no masters save the false-sworn Gault, but holds no uniting morality save that of selfishness and greed, the will of the self.  Illen claims Midmatia the aggressors, but it is not Illen that rests under siege.  With their words here and now, we will continue to reinforce our borders against Illenese aggressions and threats, and should Illen attempt to either cross our borders or attack the unincorporated territories that rest under our indirect protection, we will respond accordingly.  Should we declare war against Illen, it shall be known to all, and Illen shall be rent asunder under the Sanctus united.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on November 06, 2014, 10:53:01 pm
Alright, so I'm going to be out of town from tomorrow night until Tuesday. I could either ask for a delay or go AI. I'm down to my last province and, while I could put up a bit of a fight, I don't know that it's worth the delay of game. I guess let me know what you guys think. I'll have enough time tomorrow to set myself to AI if that ends up being the consensus.

Edit: I just submitted my turn, so if we end up getting one more turn done it will probably be easy to make the decision to just go AI.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 07, 2014, 02:35:43 pm
If you're not in fighting shape, I don't see any harm in going AI.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on November 07, 2014, 06:09:57 pm
Requesting 24-hour delay, as I may be a bit spotty this weekend. 
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 07, 2014, 06:16:10 pm
You got it.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on November 07, 2014, 09:34:34 pm
Trespassers will be shot and raised. Get out while you can. The island of Despair can only accomodate so much green.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on November 09, 2014, 05:00:05 pm
Welp, I had to track down a computer and install everything, but I got Midmatia set up as AI. Good playing with you guys.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 09, 2014, 05:04:12 pm
Glad to have had you playing.

Don't worry, we'll make Illen pay. Someone will at any rate. Agor is geographically challenged at this time :(
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 09, 2014, 06:14:27 pm
Thanks for playing, Bluerobin. For all my talk of provocation, the engine guaranteed we'd be fighting sooner rather than later when it plunked us down with one province between our capitals. I'm not sure any amount of diplomacy would have been able to get around that, especially since we were both pretty strong dom-wise.

One bit of advice going forward. It's old advice, but always good advice: at least one point of PD, always and everywhere. I capped 4 or 5 of your provinces with scouts on serial turns, and if I had been even just slightly more conservative with maintaining my sieging force on the last turn of last week, it would have meant ~2500g of troops would have died via retreating.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 11, 2014, 06:04:29 pm
Llamaserver claims to be down 'til tomorrow night. FYI.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 11, 2014, 07:03:15 pm
I also postponed 24h just in case.
Our game didn't disappear like most others (maybe because we started ours pre-4.14?), but I still haven't received confirmation for sending my turn.
I don't know if postponing is any help, but I guess that's all I can do until llama lets us know more.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 12, 2014, 05:53:11 pm
Quote from: llamabeast
Hi all, llamabeast here. I believe the LlamaServer should now be back up and running. It will take a while (maybe 12 hours even!) to process the backlog of games that need hosting. I've postponed all the turn timers to allow people to get back on track. Any admin actions during the last 24 hours may have been lost - admins, please check!
I'm very sorry to everyone for this disruption. Amazing that new ways of going wrong can turn up after so long!

Sounds like we're back on track, more or less.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on November 13, 2014, 08:59:14 pm
Nations of the world, the proud nation of Dousheim united has undertaken the provocations of Illen for long enough.  Their scouts cross our borders, unwilling to permit the sanctity of the river between our nations.  Insults are levied against our nation, false charges of aggression here in this very place.  Innocent nations are crushed beneath their heels; first Midmatia, and now Lissasa stands threatened by them.  Finally, the Thrones themselves are subsumed, one by one, into their rapacious maw.  The thrones of Law and Stability are already theirs, as is a third of form yet to be sung that stands surrounded and sealed by their command.  The High Throne stands at risk, and from there, an ideal platform to seize the Thrones of Bones, of Brass, of Stars, of two not yet sung in tales, and last but certainly not least, that one which they know so well, the Throne of War.  Their priests stand ready to make the rites and seize the foundations of this world, as they could do in a single bold gesture.  This is a threat not only to Dousheim, nor only to Lissasa, nor to any single nation alone.  This is a threat that faces our entire world, and all that bear the spark of divinity, those measures of the one true song of the spheres. 

This is an act we enter into with heavy hearts, but our minds are set and our voices as one.  Earendel of the Morning Star, the Grey One hereby names Gault as a false pretender and issues formal challenge to the self-styled Lord of Men's Fates.  Our men shall meet them on the field of battle, and we shall vanquish them. 

EDIT:
Do a fancy work in IC speech, make a typo right in the middle. <_<
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 14, 2014, 01:21:03 am
Peoples of Pelliwyr, I invite you to freely weigh the value of the words of Illen against the lies and half-truths spouted by the slavemasters of Doushiem.

Spoiler: Rantz and hyperbole (click to show/hide)

[tldr: Sending 2-3 scouts into your neighbor's territory over a handful of turns: gross provocation. The two hundred troops that were parked on the border who caught them: totally not at all provocative. Holding two thrones and being adjacent to two more: threat to world peace. Holding two thrones, being adjacent to two more, and invading your neighbor who holds two thrones: beleaguered savior of humanity.]

[edit: fixed obvious typos, unreasonable conciseness]
[edit2: remembered there's a spoiler tag]
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on November 14, 2014, 04:31:22 am
You really like to type on your keyboard, don't you?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 14, 2014, 07:36:39 am
I blame Culise for this. I tend to get into the RP aspect more than I should, and when someone suggests that I try to channel a long-winded gasbag who's overfond of the sound of their voice like Rand, you're going to see the worst in me ooze out.

(And let's be honest, I'm not exactly terse and concise under normal circumstances.)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 14, 2014, 02:00:49 pm
1½h to go, three players unaccounted for. I postponed by 24h.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 14, 2014, 03:15:52 pm
Aye, sorry for waiting to the last minute this time; that was a combination of diplomatic delay and a lack of enthusiasm for digging into my "inspirational material" to dredge up commander names.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on November 14, 2014, 03:43:41 pm
Oh yeah, I pretty much forgot to send my turn in. Thought I had done it already, but I guess I didn't.

...This is a bit troublesome. I don't think I'll be able to get it in tonight since I don't have access to my laptop right now. Well, I'll hopefully manage to do it tomorrow.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on November 14, 2014, 04:32:51 pm
[tldr: Sending 2-3 scouts into your neighbor's territory over a handful of turns: gross provocation. The two hundred troops that were parked on the border who caught them: totally not at all provocative. Holding two thrones and being adjacent to two more: threat to world peace. Holding two thrones, being adjacent to two more, and invading your neighbor who holds two thrones: beleaguered savior of humanity.]

Exactly! Glad to see it summed up so eloquently.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on November 14, 2014, 04:34:06 pm
[tldr: Sending 2-3 scouts into your neighbor's territory over a handful of turns: gross provocation. The two hundred troops that were parked on the border who caught them: totally not at all provocative. Holding two thrones and being adjacent to two more: threat to world peace. Holding two thrones, being adjacent to two more, and invading your neighbor who holds two thrones: beleaguered savior of humanity.]

Exactly! Glad to see it summed up so eloquently.
Yep, indeed.  I actually loved Albright's full response, too; very "in the spirit" of things. :D
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on November 14, 2014, 05:06:11 pm
The demand for peace is a demand for the free development of Illen at a pace not easily matched by anyone in this world. Having successfully annexed a neighbour, he then demands that we cease our aggressions. Why, of course! The people of Lissasa are content with their island. Cease all advances into our domain, peoples of the world, and Lissasa will leave you in perfect serenity. You will despair for our ministrations soon enough!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 14, 2014, 06:02:12 pm
On a semi-unrelated off-topic-ish note, another reason I was delayed in getting my turn in:

(http://i1364.photobucket.com/albums/r734/Image_buffer/PrototypeHBGBattlesuits_zps32192478.png) (http://s1364.photobucket.com/user/Image_buffer/media/PrototypeHBGBattlesuits_zps32192478.png.html)

Eh, heh, heh...

Spoiler: Query/RFC (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: tompliss on November 15, 2014, 04:44:41 am
Because of how combat works in Dom4, negative reinvig means death after the expansion pahse (at least on a non-assassin).
So yeah, they're OP at the begining, than overpriced as they can't last long (~20 turns with E9 bless ? given than the E major bless may not be the best for them ?)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 15, 2014, 05:38:59 am
I experimented some more with them (and their unpictured smaller cousins) and reached the conclusion that reinvig -10 is death during the expansion phase, too - I just hadn't noticed it when I messed around last night because of the 9E9N bless. If they're not sacred and blessed down to reinvig -6, they might not even make contact with the enemy, but if they do crits often immediately laugh at their armor - and without that they're still hoburg, all too hoburg. At -4 they don't really feel weaker than normal heavy infantry; I might keep them there, or I might just simplify things and make them mounted units with positive enc. It's thematic for them to wind down, but the other NG hoburg mechanicals just keep going and going, so it wouldn't be out of place to let them do so. It's not like they're overwhelming strong in any case - certainly not moreso than a lot of the things running around in NG.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on November 15, 2014, 06:42:20 am
So apparently llamaserver is acting up yet again. Poor Llamabeast just can't get a break, can he?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 15, 2014, 07:55:29 am
Everything looks fine to me.

I'm guessing it stalled a while during the turn processing? There's been some chatter about it being a bit laggy recently. I wonder what's up.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on November 15, 2014, 08:07:15 am
Everything looks fine to me.

I'm guessing it stalled a while during the turn processing? There's been some chatter about it being a bit laggy recently. I wonder what's up.
Oh, looks like it processed now, yeah. Took it a while, though. One and a half hours, according to my e-mail.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 17, 2014, 10:27:28 am
Pushing hosting 12h since I'm not gonna get my turn in for ~8-10h. And Boksi's outstanding as well, though there's still 2h to original hosttime so they might not be as tardy as me. Sorry for delaying things...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on November 17, 2014, 12:31:31 pm
Pushing hosting 12h since I'm not gonna get my turn in for ~8-10h. And Boksi's outstanding as well, though there's still 2h to original hosttime so they might not be as tardy as me. Sorry for delaying things...
Yeah, if you hadn't added the extra time I still would've submitted it on time. Admittedly with only a few minutes to spare, but it was before the deadline and that's what counts.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 18, 2014, 12:06:43 am
On the incredibly slender chance that the presence of Aimur off Illen's northernmost coast and the continued massing of lizard troops across the straits from it are not in fact an indication that Lisassa's contentment to keep to their island faded a scant two months after they declared it, the good craftsmen and fisherfolk of Illen kindly request that aspiring Destroyers of Worlds limit their destruction to those portions of the ocean outside of the traditional Illenese fishing waters along the Might Coast. We assure you they would be of no interest to Lisassa in any case, as unlike the neighboring stretch of ocean to their north, they are entirely bereft of thrones.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on November 18, 2014, 12:09:30 am
The gate is guarded against invasion, not loaded for it. The many waters are the domain of Aimur -- but do not worry. This turn, Aimur will take a province not adjacent to you.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 18, 2014, 04:10:17 pm
Couple of things:

Shangrila's hero, Darude the Living Catapult has the appearance of an ancient Pale One. Yet when my skeletons gouged his eye out, he didn't get blindness penalties. Just regular eye loss with the minor stat penalties it entails.

In addition, his second form at 0hp was that of a mechanical man (yep) with with description of "TODO". (I can imagine a pretty cool backstory there btw)

Not sure if TODO is standard all over nationgen, but I'm mentioning it in-case it's something that shouldn't show up.
As for the apparently multieyed Agarthan, I wonder if that's dom4 thing or nationgen thing. I mean Agarthans are one-eyed, right? So they should by all means get blindness after one eye loss. I don't play much with or against Agartha so I don't know if this is standard behaviour or not so... Just throwing it out there as well.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on November 18, 2014, 04:19:32 pm
Agarthans should only have one eye, since you can definitely set the number of eyes a unit has. So it's definitely a nationgen thing since the default is 2 and none of the Agarthans that were generated seem to have the #eyes tag set for any of them. So in other words all of the nationgen Agarthans have 2 eyes instead of the 1 like they are supposed to. Maybe Darude is just seeing with his inner eye. :P

Also the #eyes tag means that creatures can have more than 2 eyes if you wanted... I wonder if the effects of losing an eye stack as expected if you have 3 or more eyes or something else happens. I guess I should investigate it sometime, even though it doesn't affect anything.

EDIT: This reminds me, I should go check to see if the modding manual has been update with the new event commands. Might be interesting to go poking around them and see what you can do.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 18, 2014, 05:41:04 pm
Yeah, the eye thing is a simple fix that can get done in the next release. As for TODO, there's a few of those floating around. Adding more/fleshing out descriptions is something needing done, but it's not exciting stuff and thus gets neglected.



Oh, Aimur, why is it that the freedom-loving peoples of Illen have such trouble believing your words? Surely it cannot be your prior invasion. Or indeed the inconvenient fact that if you were warding the gate rather than menacingly posing your forces to invade whenever you deemed it opportune, you'd garrison them in Theater of Angels (where they could ward the gate and a throne) or in Far Bridge (where they could ward two gates). Indeed, I rather suspect that if Dheathig's invasion of Illen was going better than it is, your would-be oppressors would have traversed the border in half a heartbeat. I do think it would be better for the tensions between our nations if both Earth Corn and Waybridge were demilitarized. But I suppose for now we can maintain the pretense that your massed forces are there for defense, and not incessant coercive posturing and preparation for an opportunistic invasion.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 18, 2014, 08:33:56 pm
Shangrila's hero, Darude the Living Catapult has the appearance of an ancient Pale One. Yet when my skeletons gouged his eye out, he didn't get blindness penalties. Just regular eye loss with the minor stat penalties it entails.

In addition, his second form at 0hp was that of a mechanical man (yep) with with description of "TODO". (I can imagine a pretty cool backstory there btw)

It probably doesn't need said, but any errors you find along these lines - no matter how minor - merit mention. NG doesn't get as much feed back as a lot of mods, and it's hard to test it thoroughly since it's all procedurally generated.

(FWIW, the mechanical man filter gives a heavy weight in favor of the mage name "terminator". I actually am of a mind to add a comparable filter for mantises, hehehe...)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 18, 2014, 11:13:13 pm
Short-to-middle-term predictions for the current wars:

Shangrila vs. Agor/Samarir: Shangrila loses, Agor eats Shangrila, absorbs essence more or less in toto.

Agor vs. Darmekot: Agor fights Darmekot to a stalemate.

Illen vs. Lisassa/Doushiem/Dheathig: Illen and Dheathig lose, with Lisassa absorbing Illen, and Doushiem absorbing Midmatia and Dheathig.

Wildcards: Samarir will likely be the first of the Eight Nations freed up enough to intervene in another war, and could potentially tip the balance in Darmekot's favor if they intervened against Agor in the second war, or in favor of either Lisassa/Dheathig or Doushiem depending on whether they intervened against Doushiem or Illen in the third.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on November 19, 2014, 12:24:01 am
Wildcards: Samarir will likely be the first of the Eight Nations freed up enough to intervene in another war, and could potentially tip the balance in Darmekot's favor if they intervened against Agor in the second war, or in favor of either Lisassa/Dheathig or Doushiem depending on whether they intervened against Doushiem or Illen in the third.

Sup y'all? I'm open to being made some offers.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: tompliss on November 19, 2014, 04:50:45 am
I think I didn't see the meca alternate form to my Sandstorm Hero, hence the TODO....
A bit disappointed by what I did, strategically, but still hope to stay alive :p
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 19, 2014, 07:04:03 am
I find your faith in Agor's abilities mildly exaggerated.
Shangrila I could probably beat (100g high prot sacreds vs. AN evocations? yeah), but two front war isn't exactly helping me right now.

bloody monkeys

Karlito:
How about a score of pearls and a penny for punching some banana pickers? :P

edit:
tompliss:
At least you made me spend gems on seeking arrow counters. That's a big chunk of my A reserves. Makes dealing with you two teeny bit more taxing.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on November 19, 2014, 10:27:52 am
[oracular excerpt]
They speak in favour of our victory in all contingencies! Glorious Lissasa, strong you will be in the near future! Vital, breathing still. Ragged, damp. The glass mists, and the days to come come.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 19, 2014, 06:25:04 pm
I think I didn't see the meca alternate form to my Sandstorm Hero, hence the TODO....

Looking at the data files, it appears an awful lot of shapechange filters for units have no description defined, but the equivalents for mages are there. An incredibly simple, albeit briefly tedious, solution presents itself.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on November 20, 2014, 09:28:27 pm
I'll be away from home this weekend, should have internet access and Dominions mostly works on my netbook, but there is some potential for difficulties on my end. Anyway, I'm putting the current turn in right now.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 21, 2014, 12:33:10 am
T-45m. Delayed hosting 8h to play it safe, though llamaserver is going to be churning and slow on the hosting tonight in any case.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on November 21, 2014, 07:53:31 am
I knew it was wise to keep a garrison in the south. Bloody Bogus has come for me. Well, I'll show him.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 21, 2014, 06:20:43 pm
Right. "Came for you". And we're supposed to just believe that it's coincidence that Illen suffered troll attacks in its territory at the precise same time? We see right through your sly tricks, Aimur...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on November 21, 2014, 06:38:09 pm
I'm sorry, but could I get a... 8 hour extension? I'm not entirely sure if I'm going to get the turn in tonight and I'd like the extra buffer just in case. Thanks in advance.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 21, 2014, 06:42:01 pm
Sure thing.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on November 22, 2014, 03:02:09 am
Right. "Came for you". And we're supposed to just believe that it's coincidence that Illen suffered troll attacks in its territory at the precise same time? We see right through your sly tricks, Aimur...
The next step is to send a peace-keeping corps to Illen, since Lissasan nationals are suffering in this conflict between Illen and the trolls. :P
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on November 22, 2014, 05:54:23 pm
Less than one hour to deadline, and two nations missing (one mine, which is going in now, mind you, but the other isn't).  Requesting a time extension.  Thank you. ^_^
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 22, 2014, 06:45:00 pm
Oh ye of little faith, there were nearly two hours to the deadline, and I got my turn in with an entire hour to spare. >.> <.<
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on November 22, 2014, 08:58:26 pm
>Have awesome 10% random pick mage.
>Check turn to see how badly I'm getting stomped this turn.
>Notice that awesome mage has picked up an affliction from somewhere.
>Check the affliction to see how terrible it is.
>It's disease.

Goddamn it game. Apparently I haven't suffered enough, have I?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 22, 2014, 09:16:35 pm
Tell that to my A4 basic mage.

Goddman!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on November 23, 2014, 05:18:24 pm
I think there's a fair chance that others suffered from the same mishap as I did: Llamabeast did something,
Quote
Please check your game on the llamaserver.net website. If you've sent a turn in, you may well need to send it in again. Possibly your game will have gone back in time by a turn.
There are a lot of turns that haven't been sent in. I can't say which ones belong to whom. I advise one and all to re-send their turns.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 23, 2014, 11:26:07 pm
I thought we'd established that the list on the website is:

1. Karlito - Samarir
2. lijacote - Lissasa
3. Boksi - Darmekot
4. Culise - Dousheim
5. USEC_OFFICER - Dheathig
6. Bluerobin - Midmatia
6. Delta Foxtrot - Agor
7. tompliss - Shangrila
8. E. Albright - Illen
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on November 23, 2014, 11:26:43 pm
I was, indeed, numbah 6.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on November 23, 2014, 11:33:20 pm
Quote
Hi, the LlamaServer is now up and running on a new, upgraded server.

And there was much rejoicing.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on November 24, 2014, 02:32:48 pm
Oh, drat.  Requesting an 8-hour extension.  I shouldn't need all of it, but I should likely plan for worst case scenarios as far as getting my turn in is concerned. 
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 24, 2014, 05:24:57 pm
Postponed 24h when I spotted an unsubmitted player. And with five minutes left on the clock :D

Close one this time, but at least it wasn't a stale.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on November 24, 2014, 07:14:52 pm
To the nation of Samarir, may your bones long moulder in forgotten graves yada yada yada I'm sick, running on a single stolen hour of sleep, and barely processing at all.  So, I'll just say congrats on handing the game to Illen, and know that if you want my lands, you'll have to bleed for them. 
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 24, 2014, 07:26:53 pm
Doushiem, you gravely overestimate the might of Illen, to say nothing of your underestimating the might of sundry other powers on the map. Illen is not substantially stronger (and frankly is probably not at all stronger) than Darmekot, Agor, or Lisassa. And of those three, only Agor's strategic situation is anywhere near as bad as Illen's.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on November 24, 2014, 07:41:13 pm
To the nation of Samarir, may your bones long moulder in forgotten graves yada yada yada I'm sick, running on a single stolen hour of sleep, and barely processing at all.  So, I'll just say congrats on handing the game to Illen, and know that if you want my lands, you'll have to bleed for them. 

Nah, I have slaves to do that for me.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 24, 2014, 08:24:22 pm
I'm still willing to entertain odds on a stalemate between Agor and Damerkot, but even with Dousheim otherwise occupied, I'm sticking with my initial call of Lisassa steamrolling Illen. I will, however, revise it to Lisassa absorbing Illen in toto and then eating Dheathig, rather than it only conquering half and Dousheim eating Dheathig.

(Canny throne-counters will note that Lisassa taking Illen and Dheathig's thrones will give them a solid eight...)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 24, 2014, 08:37:56 pm
Monkey see, monkey die.

I'm sure I'll hit a bump in the road soon enough, Damerkot is yet to show their titan in battle. But for now I'm busy obliterating monkeys in the most overpriced ways possible.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 24, 2014, 09:16:15 pm
Incidentally, lijacote, did you get that artifact before or after the most recent patch hit? If it was after, and from an event, you should probably report it as a bug, since events aren't supposed give them out any more.

(If I'm selling your research capabilities short and you legitimately forged that, my most humble apologies, of course.  :P)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on November 25, 2014, 05:35:05 am
Yeah. I got it like before my fifth province or something stupid. I didn't notice it immediately, so it killed a few of my mages.

Should I throw it away or? I'm fine with either. I didn't know it was a bug, I thought it was just my luck scales being ridiculous.
Doushiem, you gravely overestimate the might of Illen, to say nothing of your underestimating the might of sundry other powers on the map. Illen is not substantially stronger (and frankly is probably not at all stronger) than Darmekot, Agor, or Lisassa. And of those three, only Agor's strategic situation is anywhere near as bad as Illen's.
We've got the graphs! WE KNOW YOUR POWER!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 25, 2014, 06:44:53 am
If the game gave it to you, then the game gave it to you (as utterly obnoxious as it is). If it showed up inappropriately, though, a bug report should be made...  :P

We've got the graphs! WE KNOW YOUR POWER!

Hmph. So you can marvel at how much chaff my enemies are wading through to get to my tender vittles? How much gold I spend each turn to replace that chaff? How paltry the research of the Illenese chaffomancers is?

(Mind you, Illenese chaffomancers aren't even the same kind of chaffomancers as the Lissasan chaffomancers with whom their studies share an ancestoral history - they're not wizards with the power to summon and control endless streams of chaff, no - they're much more than that. They're wizards who have so thoroughly mastered the study of chaff that they've become one with its very essence...)

And if you have the graphs, we must ask... Who shall annal the annalists themselves?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on November 25, 2014, 06:51:23 am
If the game gave it to you, then the game gave it to you (as utterly obnoxious as it is). If it showed up inappropriately, though, a bug report should be made...  :P
It happened before the patch, but, uh, was it a bug that the game gave out artifacts earlier, or would it be a bug if it gave it to me after the patch?

And I believe your armies have only grown during this period! Your losses are not so significant as to twist your graphs downwards, no, they trend ever upwards!
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 25, 2014, 08:13:02 am
You mean the same Agor that has been grinding a stalemate with Shangrila and Damerkot for what seems ages now?

If any of that army graph was quality instead of quantity I'd be much more sure in my victory. Alas.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on November 25, 2014, 08:16:12 am
Resounding victories over both of those! I fully expect you to either get a very generous peace treaty with the monkeys, or to annex both of your opponents. That, or you fail to defeat the apotropaic god. Long live the Indian titans! Hail Aimur!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 25, 2014, 08:26:27 am
It happened before the patch, but, uh, was it a bug that the game gave out artifacts earlier, or would it be a bug if it gave it to me after the patch?

After. Before the patch it was unintended correct program behavior.  ;D
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: tompliss on November 25, 2014, 08:47:56 am
You mean the same Agor that has been grinding a stalemate with Shangrila and Damerkot for what seems ages now?
It's only a stalemate with Shangrila because Agor doesn't want to bring more troops and I prevent his from ending the sieges thanks to my assassins...
200 skeletons sieging a dozen commanders with no troops, but without anybody to lead them toward the gate ! :D
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 25, 2014, 09:05:02 am
Rumours of my manpower are largely exaggerated.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on November 25, 2014, 05:46:56 pm
Err... Can I get a 24 hour extension? I'll try to get it in earlier, but just in case I don't get around to it tonight.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 25, 2014, 07:41:01 pm
Pushed 24h.

Are the American portions of our players going to need an extension for the upcoming holiday? I'll be traveling starting Thursday through the weekend, but will *probably* have my laptop with me, so Thursday is the only guaranteed problem on my end.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on November 25, 2014, 08:38:58 pm
I'm not travelling, but I'd appreciate the turn 31 deadline being pushed back so it doesn't fall on Thursday, regardless.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on November 27, 2014, 06:08:32 pm
Hmmm... Would a 24 hour extension be a good idea? I'm not entirely sure whether I will get my turn in in time, and by the sound of it Karlito needs the extension anyways. Just in case.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on November 28, 2014, 06:46:33 am
If it's needed it's needed. Postponed by 24h.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 29, 2014, 08:52:58 pm
I'm still traveling. I'm gonna push hosting back 12h more - I should be in a position to get the turn in by/before then. Sorry for the delay, all.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on November 29, 2014, 08:54:16 pm
I'm still traveling. I'm gonna push hosting back 12h more - I should be in a position to get the turn in by/before then. Sorry for the delay, all.
I am prepared to forgive you. I know I am often the cause for delays.

But only if you give me Run Island without a fight.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on November 30, 2014, 06:13:42 am
Tell ya what, you can have Run Island without a fight if the cowardly Aimur cleanses the stain on your nation's honor by coming back by himself from his hiding place and lets Evenhandedness, Honor, Intellectual Integrity, Intellectual Rigor, Empathy, Justice, Philanthropy, Shame, and Respect have a chance to avenge their scurrilously assassinated brother Fair Play's dishonorable slaying at the hands of the 8 thugs Aimur treacherously brought to a one-on-one duel. Fair's fair, after all.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on December 01, 2014, 06:00:33 am
Just a heads-up, I was planning on doing my turn today but things came up and it looks like I won't be able to play until much later this evening. I know we've been postponing a lot already, but yeah...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on December 01, 2014, 07:27:58 am
Well we are playing turn 30+ with turn-a-day settings. I wouldn't mind trying to keep the current pace if people are still up for it though.

Now I really should stop dozing off and do my turn.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on December 01, 2014, 07:28:10 am
Pushed 24h (yes, about an hour or two ago, from my phone which I can't always post here from :p). Which (selfishly) suits me fine, as my day is definitely easier if I can wait until I finally get home from holiday traveling this evening to get the turn in instead of trying to find 20 or 25m in the next three hours like I had been planning.

--

Personally, I'd like to try to keep the current pace. I know I've been the cause of several of the recent delays, but once I finish this past week's holiday travel (i.e., tonight), I shouldn't be a problem for the next few weeks (and I should be dead before that time is up).
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on December 01, 2014, 10:18:00 am
I think the current pace is fine. The recent delays seem to be more related to the holiday season than increases in the actual turn time, at least from my perspective.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on December 02, 2014, 09:31:02 am
My sincerest apologies for the delay on my part, but I did just move. Turn done.
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on December 03, 2014, 01:02:07 pm
We have an hour left and Darmekot and Dheathig are both still out. Given my understanding of at least some of the timezones/schedules involved, I'm pushing 12h.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on December 05, 2014, 07:35:42 am
Ugh, I spent most of last night cramming for today's exam... Worth it though, I definitely did well. If I don't get my turn in by the deadline, it'll be because I'm asleep.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on December 05, 2014, 12:41:26 pm
 :)

Anyway, you're not the only one outstanding. USEC and I don't have our turns in yet, though I'm mostly done and just heeldragging to make sure I still have an incentive to watch the hosting time. I pushed it 24h, but don't feel compelled to use all of that. I won't, though I can't submit immediately either.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on December 06, 2014, 12:04:47 pm
T-1h - or if you prefer, T+23h... status, USEC?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on December 06, 2014, 12:06:20 pm
The new turn literally just rolled around as you posted that. So neither. :P
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on December 06, 2014, 12:30:15 pm
So close, Aimur. Sooooooooooooooooooo close...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: AlStar on December 06, 2014, 08:01:45 pm
Hey all, since this is the only other Dom game running at the moment:

Sceleria has had three stales in a row now.

Despite recent losses, I think he's still got hundreds (and by hundreds, I mean I can see 1000+ undead just in the provinces bordering me) of undead wandering around, and a good number of provinces. Anyone want to sub for him?

Edit: got someone - thanks!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: USEC_OFFICER on December 07, 2014, 09:59:34 am
Can I get, like, 12 more hours on the clock? Just in case I don't get my turn in on time. Please and thank you.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on December 07, 2014, 12:50:31 pm
Pushed 12h.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on December 07, 2014, 04:03:31 pm
So close, Aimur. Sooooooooooooooooooo close...
Eh, I'm not sure it was. That's a lot of dead things, though.

Also yay I am back again and doing my turn now.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on December 07, 2014, 04:34:31 pm
Really? Over 80% of the collectivist stain was cleansed from Aimur's noble soul by the righteous fires of determination and pride - had the insidious, comforting patina of illusions he was enmeshed in at the beginning of the conflict been dispelled but a moment sooner, the lasting impact of an Isslishian Wardancer's fearless pursuit of its personal ambitions, or the piercing insight provided by a pair of Volcano Followers working together in a self-fulfilling state of mutual self-interest could have been enough to save your noble but misguided leader from the lies of the Lissasan demagogues who hold him in their thrall.

Frankly, I'm surprised the trauma of being brought so close to realizing his self-worth only to be pulled back to common complacency by the transient triumph of the braying, envious masses didn't leave lasting wounds on his soul, let alone his body.

Fear not, we have not given up. We will save Aimur's glorious potential from the mediocrity the Lissasan masses would jealously regulate it to, even if he will likely have no choice but to die to stay loyal to the simple, profound truths he shall come to realize.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on December 07, 2014, 05:09:32 pm
Really? Over 80% of the collectivist stain was cleansed from Aimur's noble soul by the righteous fires of determination and pride
You have only stoked the fires of Aimur's furnaces of rapid industrialisation with your wanton slaughter of the chaffing class.
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on December 07, 2014, 07:59:38 pm
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on December 08, 2014, 07:11:47 am
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on December 11, 2014, 04:26:57 pm
Given how long it's been since we had a turn where one of us didn't need to postpone at least 12h (and usually more), the admin and subadmin (i.e., Delta and I) have consulted and decided to change hosting to 36h per turn. It's only 8h more per turn, but hopefully it'll cut down a bit on how much we need to keep an eye glued to the clock.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Karlito on December 11, 2014, 05:00:55 pm
Pretty reasonable time frame for a 40-turn game. Though I'm not sure what it is about my playstyle this time around, but I think Samarir has the shortest turns (in terms of the time it takes me to complete them), of just about any Dominions nation I've played. The blood-hunting keyboard shortcuts help quite a bit, but I think there must be some other factor too.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on December 11, 2014, 05:09:39 pm
Maybe it's because a certain neighbor of yours ended up crumpling up like wet tissue paper?  :P
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on December 11, 2014, 05:11:34 pm
Oh, does anyone have a map they wouldn't mind sharing of what the world looks like? I know there are a couple people playing that typically have the ability to do that, so if you'd have the energy/motivation and wouldn't mind sharing it'd be nice to see how things are looking.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on December 11, 2014, 05:45:42 pm
Well... since I have it sitting around, and it's not 100% up-to-date...

Spoiler: 8-10-turn-old map (click to show/hide)

This was roughly the state of Peliwyr right before Samarir invaded Dousheim. Since then, Dousheim and Shangrila have basically disappeared, with little or nothing left outside their capitals. Agor has pushed back Damerkot roughly to their pre-war borders, Lissasa took the "bridge" islands away from Illen and finished grabbing the sea, and Illen and Dheathig have been continuously trading provinces and raiding in force on both their mountain and forest borders.

[Edit: Ya know, if I'm describing changes after the out-of-date map was created, there's no reason for me to not throw up a sloppy, coarse-grained map of them. So here's a much less polished and far more quickly drawn update to the above.]

Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Bluerobin on December 11, 2014, 06:11:11 pm
Cool, thanks!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Culise on December 11, 2014, 09:20:06 pm
That's a lot more recent than my latest map.  I haven't updated since I first got sick quite some time ago, and haven't been motivated to resume the job since.  For reference, we're on 38 now. 

Spoiler: Turn 22 (click to show/hide)

Usual icons apply - thrones by crowns, forts by crosses, capitals by flowery-bits.  Temples are new; those are represented by five-diamond little crosses.  Changes I've spotted: Lissasa (Red) has pushed into the first two islands belonging to Illen (orange).  Shangrila (magenta) has effectively fallen to Agor (yellow), except for those territories they seized from Samarir (blue).  Dousheim (lilac) has been effectively partitioned by Illen and Samarir, which has also evicted Shangrila from its own territories.  I have next to no information on Dheathig (purple), beyond the limited gains they made against Samarir in my former lands.  Absolutely nothing has changed on the Dousheim/Lissasia front. 
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on December 12, 2014, 08:48:09 pm
Given who's still outstanding, pushing 12h w/o getting any closer to the deadline than the current T-1h.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: lijacote on December 13, 2014, 09:57:08 am
That attack was a result of human fallibility and UI foolishness. I thought I had put everyone to passive things, like researching, but no. No. They still wanted to Move. Well. We got rid of the artifact... or did we? I wonder. I hope this doesn't equalise things too much.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: E. Albright on December 13, 2014, 05:28:41 pm
You gave us some magic items and lost ~200 chaff and two handfuls of priests and commanders in exchange for a couple handfuls of my troops. I don't think that changed anything noticeable in the balance of power.



Well, one war is effectively done this turn, and I assume it and the other equally-advanced one will be completely done next turn. So that means more power is about to be brought to bear on the monkeys, and either Agor, Dheathig, or myself will likely soon have an unpleasant amount of birdmen up in their business - that, or Samarir is about to skip the next war, hunker down, and build up a lethal blitz. Interesting times, interesting times...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on December 13, 2014, 05:31:31 pm
He's got an E bless and turn-1 advantage. I'd better march in without flight geared/scripted.

Curse you, tompliss! Curse you and your excessive mage-killiness!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Boksi on December 15, 2014, 03:49:07 pm
So it looks like I'm gonna need a sub here, I'm afraid. Stuff happens, you know :-\
Title: Re: Dominions 4 Round Ten: Nationgen! Game on
Post by: Delta Foxtrot on December 15, 2014, 04:22:49 pm
Noooooo! I was just getting ready to kick your butt :(

It's been nice skirmishing for as long as we have, I wish you all the best.
Understandable if you can't manage it, but if you can do a small summary of your nation to help acclimate a sub in and send it to... Il Palazzo or some other dom-dude that's not playing in this particular game.

I'll change the thread title.

edit:
postponed 48h.

edit2:
In case anyone's interested, the mod download link is in the OP.
Game is currently on turn 39 and from what I can tell Darmerkot is not losing. A very viable sub position if I've ever seen one.
Currently at war with wannabe Sceleria.
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (FSB monkey nation)
Post by: E. Albright on December 15, 2014, 04:42:57 pm
You need to be clearer, Delta; with the mod nations we have that's still ambiguous. They're at war with their neighbor wannabe Sceleria, and at peace with their neighbor wannabe lizard Sceleria.

(Also at peace with their neighbors wannabe humanblood-ish Abyssia, wannabe Astral-Napoleon-complex Fomoria, and wannabe Raptor Caelam.)
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (FSB monkey nation)
Post by: Delta Foxtrot on December 15, 2014, 04:48:53 pm
Are you implying that I had rotten luck with scout provinces?

Because I see everything. EVERYTHING. Such misinformation.
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (FSB monkey nation)
Post by: Karlito on December 15, 2014, 04:49:53 pm
I think of us more as wannabe Bird Mictlan.
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (FSB monkey nation)
Post by: Darkwind3 on December 15, 2014, 05:56:49 pm
I'd be willing to sub in! Though admittedly there may be some conflicts of interest here. :D I would like to take a look at the position first, though, and of course a writeup from the previous player would be wonderful if you have the time.
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (FSB monkey nation)
Post by: USEC_OFFICER on December 15, 2014, 06:58:46 pm
Thanks for delaying the turn for me, guys. Exams have just sapped all my enthusiasm recently and... yeah. Though they're over at least, so I should be much more active in getting my damn turn in on time.

Also, Dheathig isn't Astral Fomoria. It's giant Ermor. More specially EA Ermor. Get your facts straight here. :P
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (FSB monkey nation)
Post by: Darkwind3 on December 15, 2014, 07:55:09 pm
After looking over the situation, though I have a few reservations (mostly regarding fighting Not Sceleria because skeletons are only fun when you're not on the pointy end of their weapons), I'm willing to give it a shot. Expect PMs shortly as I try to suss out the diplomatic situation outside of the inherited war with Delta Foxtrot.

e: also, I'm sure it's been said before, but ctrl+V and ctrl+Z make blood nations so much easer to play it's hard to believe. It's beautiful.
Title: Re: Dominions 4 Round Ten: Nationgen! Sub found Game on again!
Post by: Culise on December 16, 2014, 11:02:13 pm
And thus, Dousheim becomes only the second nation to fall.  Even so, that was rather fun. 
Title: Re: Dominions 4 Round Ten: Nationgen! Sub found Game on again!
Post by: Karlito on December 17, 2014, 01:14:55 am
Better luck next time, eh?
Title: Re: Dominions 4 Round Ten: Nationgen! Sub found Game on again!
Post by: Delta Foxtrot on December 17, 2014, 06:04:20 pm
You did last 40 turns at least.

Clearly Bay12 meta requires more rushing. Quadbless mictlan go!
Title: Re: Dominions 4 Round Ten: Nationgen! Sub found Game on again!
Post by: E. Albright on December 18, 2014, 07:06:07 am
...a glorious mismash of orders given that weren't meant to be, orders meant to be given that weren't, and battlegroups idling as they somehow entirely avoided their commanders' notice...
Title: Re: Dominions 4 Round Ten: Nationgen! Sub found Game on again!
Post by: Karlito on December 18, 2014, 12:14:26 pm
Spoiler: THE WORST THING (click to show/hide)

Go scout somewhere else, ya jerks!
Title: Re: Dominions 4 Round Ten: Nationgen! Sub found Game on again!
Post by: E. Albright on December 18, 2014, 01:45:36 pm
Well, excuse me for not anticipating that a random unfortified province would have the functional equivalent of 180 troops patrolling it...  :o :P
Title: Re: Dominions 4 Round Ten: Nationgen! Sub found Game on again!
Post by: Delta Foxtrot on December 20, 2014, 03:57:23 pm
How are peoples' holidays?

At the moment I'm fairly sure I can't do much between 24th and 26th, but beyond that I should have fairly regular access and ability to play Dominions. Feel free to post if any of you need more postponements than that during the festivities.
Title: Re: Dominions 4 Round Ten: Nationgen! Sub found Game on again!
Post by: E. Albright on December 20, 2014, 04:22:48 pm
I don't anticipate problems outside of that, though it's possible (though not expected) that something may come up on the 27th.



Dammit, Dheathig, between your primary death horde declining confrontation with my primary death horde on (my) eastern front, and now the passes not thawing on (my) western front so my mercenary raid horde has to decline confrontation because they can't combine with reinforcements to make a secondary death horde to pincer-attack your secondary death horde, this (early midgame) war looks like it'll never end, and we'll just keep grinding each other down indefinitely while our neighbors' less-frittered-away resources march them into the late game...
Title: Re: Dominions 4 Round Ten: Nationgen! Sub found Game on again!
Post by: lijacote on December 20, 2014, 08:13:23 pm
How are peoples' holidays?

At the moment I'm fairly sure I can't do much between 24th and 26th, but beyond that I should have fairly regular access and ability to play Dominions. Feel free to post if any of you need more postponements than that during the festivities.
I think my schedule is fairly similar. Maybe a day or two more at my parents'.
Title: Re: Dominions 4 Round Ten: Nationgen! Sub found Game on again!
Post by: USEC_OFFICER on December 22, 2014, 11:52:30 am
Hey, if you're tired of Dheathig's blazing guerilla defense then you only have to cry uncle and capitulate, Illen. PELLICUS is just generous to her enemies as she is to her chosen people. More or less. I'm sure that we can come up with a fair peace treaty for everyone. Like Dheathig getting half of your territory and several forts. Sounds pretty fair to me. :P

Also, thanks for bumping back the deadline for me... It's Christmas time, so you know. Hard to do turns when you're spending time with the family.
Title: Re: Dominions 4 Round Ten: Nationgen! Sub found Game on again!
Post by: Delta Foxtrot on December 23, 2014, 04:44:15 pm
On account of my holiday schedule I postponed the game by 3 days, early hours of saturday 27th GMT is our current deadline. I'm most likely able to redo the postponement if the current turn resolves before that.
Title: Re: Dominions 4 Round Ten: Nationgen! Sub found Game on again!
Post by: USEC_OFFICER on December 27, 2014, 06:20:53 pm
Ah, sod it. I'm dropping out, guys. Sorry about that everyone, but I just can't bring myself to keep playing. I have no real drive or enthusiasm to keep submitting turns or work on diplomacy, and the last thing you all need is me to keep on dragging my feet and delay things for everyone else. Which isn't terribly fun or fair for you all either. If I thought that the game would be over for me in a couple turns then I'd probably tough things out, but... It's not. Hence why I'm dropping out.
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (cheap FS giants)
Post by: Delta Foxtrot on December 27, 2014, 10:13:49 pm
Right-o.

To potential subs:
Dheathig is a nation of Fomorians and Abysians. Nation includes 70g FS fomorian mages and other goodies. You're at war with Illen, nation of fire casting lizards and humans. I'm sure other players can reveal more to any potential subs. We're at turn 42 and there's a few wars going on and other few recently ended. Couple of the players have died off and far as I can tell Dheathig is still in the fight.

Link to our mod can be found in the OP if you wish to peruse Dheathig or other nations involved with the game.
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (cheap FS giants)
Post by: Delta Foxtrot on December 28, 2014, 09:07:46 am
I would still wish the sub to be homegrown Bay12'er, but I made a sub request over at desura MP forum to speed up the search. Anyone please correct me here or there if I told any horrible lies about anything. Link below:
http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/looking-for-a-sub-nationgen-game-w-cheap-fs-giants
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (cheap FS giants)
Post by: E. Albright on December 28, 2014, 09:47:38 am
Well, I'm torn. Dheathig's position is both significantly better and worse than advertised. The blurb you offered isn't exactly accurate in re: their position, but correcting it would make me sound both stronger and weaker than I really want to...

(Well, and I'd have to give away more detailed intel than I'm entirely comfortable with...)
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (cheap FS giants)
Post by: Hatman on December 28, 2014, 02:41:41 pm
In the absence of someone suitable, I can sub.
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (cheap FS giants)
Post by: Delta Foxtrot on December 28, 2014, 02:57:22 pm
I don't think it's the easiest spot for an MP newbie, but we need a player and you could use the game experience.

I'll let you take a look at the turn but how about we also wait a day or two if someone more experienced comes along? PM me your email address and I'll rewire llamaserver to send you the turn file.
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (cheap FS giants)
Post by: E. Albright on December 28, 2014, 03:49:43 pm
Allow me to second Delta: we need a sub, but this is a really tricky spot for an inexperienced MP player. Dheathig is using smaller-armies/bigger-communions (although that's relative; their armies are small only by comparison to some of the others in the field), and has been exploiting a long-running mixed heavy-raiding/diplomacy strategy to keep Illen off-balance and threatened. At the same time, they're also currently having their heartland fairly seriously threatened by large-scale Illenese raid forces, and a misstep in could very well be catastrophic - or a well-played sequence of turns could definitively turn the tide in their favor.

So yes, it's not an ideal spot for an inexperienced player, though not an impossible one either.
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (cheap FS giants)
Post by: Delta Foxtrot on December 29, 2014, 09:08:03 pm
Postponed 12h so that it won't stale while I'm at work.

So since it seems no-one else is biting, I'd be fine with Hatman subbing for Dheathig. And from the sound of it no-one is outright objecting it either.
Is there any diplo people want to go over or should Hatman just send his 2h to llamaserver?
Title: Re: Dominions 4 Round Ten: Nationgen! LOOKING FOR SUB (cheap FS giants)
Post by: Karlito on December 30, 2014, 01:58:01 am
Well, I wish Hatman the best in his endeavors.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on December 31, 2014, 04:32:22 pm
Ah, my laptop has decided to do its best brick impression. I will be out of commission for at least a day. Probably three.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on December 31, 2014, 04:51:32 pm
Miss Brick 2014, there's still time!

I slapped 72h on it.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on January 03, 2015, 03:50:00 pm
Interim solutions in place with long-term solutions on order. Turn submitted.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on January 05, 2015, 01:00:15 am
Well. I've submitted my turn. And provided the citizens of Deathig with universal healthcare. Unfortunately, I have inherited something of a defecit from the previous administration, and would like to apply to this gathering of nations for a loan.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on January 05, 2015, 02:32:58 am
You've gotten more charity from Illen these past four months than you could ever hope to merit, and yet you greedily clamor for more and more. Another telling lesson in the vile, immoral folly of altruism. Fear not, Illen has resolved to cease its excessively generous (*spit*) overthinking, and shall instead put not one single thought into planning its dealings with your mewling, rapacious nation of beggars and busibodies.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on January 05, 2015, 04:23:32 am
We appreciate Illenese efforts to give to our community, but the gold you pay your soldiers tends to melt by the time our troops have time to look over the bodies. Which are blocking our trade roads. And overflowing from our gutters. Do you know of any craft projects that call for upwards of a hundred charred crossbows?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on January 05, 2015, 04:56:18 am
What, Dheathig's "craftsmen" can't even think of a good use for several hundred pounds of quality refurbished Illenese iron, so they have the gall to come openly begging on how to ape their betters' ingenuity? Typically lazy and derivative, but this is the Dheathig collective we're talking about. I'd expect nothing more from a whinging mass whose loftiest goal is to give up their very wills en masse so their equally-meritless peers can use them as mindless tools to further the bland whims of the least talented amongst them...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Karlito on January 06, 2015, 12:18:17 am
Hey think I could get another 12 hours on the turn? I'd forgotten how fast the game moves.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on January 06, 2015, 01:45:48 am
Sure.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on January 07, 2015, 06:33:23 am
Long have the Lissasan people hidden themselves in the shadows, in fear of dread sorceries, sharp spears and numerous arrers! The fire burned us, long ago, and we shied away from the light. No longer! Our deity, the youkai of darkness, Aimur god of the wind of death, has shown us our true worth. We can arm ourselves, and shed the isolationist policies of yesteryear. What use be virtue, if it not be enforced through terror? Ah, it is little more than vainglorious posturing! Only by a show of arms, of strength, of our faith in Aimur, can we vindicate ourselves and prove our mettle.

This blade shall not be quenched save by the blood of Gault.
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on January 07, 2015, 11:31:38 am
Everyone, hats off to Karlito. My army graph actually went downwards this turn. Shame about his army though. No matter, I have more skeletons, he has more cheap sacreds.

Round 2, Fight!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on January 07, 2015, 05:50:37 pm
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Karlito on January 08, 2015, 01:17:10 am
Everyone, hats off to Karlito. My army graph actually went downwards this turn. Shame about his army though. No matter, I have more skeletons, he has more cheap sacreds.

Round 2, Fight!

Me damn, the pride of Samarir, scattered by a mere breeze. At least say you're running out of seeking arrows.  :'(
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on January 08, 2015, 01:23:33 am
Send another half dozen raiding parties and lets find out 8)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Karlito on January 08, 2015, 01:37:52 am
Oh, I'm planning on it. ;)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on January 08, 2015, 03:01:19 pm
That is not enough disease to stave me off.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on January 08, 2015, 04:20:12 pm
I have sent this turn, but will be away from my computer for two days, and have to request an extension for the next one. Very sorry!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on January 09, 2015, 02:39:41 am
That's quite understandable. I'll throw a day or so on it once it hosts unless Albright manages it first.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on January 09, 2015, 08:28:55 pm
Hmm. And so the monkey grabs the raven.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on January 10, 2015, 07:12:56 pm
I can't help myself! I'm an opportunist at heart.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on January 12, 2015, 04:10:45 am
Talking about opportunists, how about that Dheathig & Illen!

I guess I needed more to kill than just some birdies.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on January 12, 2015, 09:21:16 pm
Postponed 12h for the banana peeling opportunist.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on January 13, 2015, 07:07:03 pm
Postponed 24h for the scaly (so far) unopportunist.

Which leads me to ask, do we need a proper 2-day schedule or are people content with a 36h + postponements as requested? I'm fine as is, but we are inching towards turn 50 and I believe 36h is quite a feat at this stage.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on January 13, 2015, 07:41:10 pm
I can go either way. I don't think a longer period would be unreasonable though.

(And I'll have you know that the scalies-ruling-squishies (as opposed to squishies-trying-to-rule-scalies) are so, so very opportunistic. Just because they're following the slope downwards instead of leaning right doesn't mean they're no opportunists. Although if past experience means anything, perhaps the fact that you're now at war with three nations (and a province) might finally make you worthy of their attentions...)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: tompliss on January 14, 2015, 12:57:28 am
you're now at war with three nations (and a province)
Sempai, you noticed me ! <3
It's me, right ?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on January 14, 2015, 10:47:01 am
Shangri-La is still kicking (or flabbing?). Sitting on that UW throne if I don't completely misremember.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: tompliss on January 14, 2015, 10:55:35 am
Yeap.
Throne + Prophet preaching means I still have dominion.
But with only aquatic units, I have doubts about my chances to get more than my current province.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on January 14, 2015, 07:53:23 pm
So sorry to do this again, but I will likely not be able to host another turn until next monday (probably still sunday for most of you, I am at GMT +12:00).
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on January 14, 2015, 08:08:09 pm
Postponed till early tuesday for the above gentleman.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on January 17, 2015, 01:45:08 pm
FWIW, it looks like the only outstanding turn is Samarir.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on January 18, 2015, 02:13:19 am
I am back.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on January 18, 2015, 05:55:56 pm
I am beginning to despair. Even if the turns have not progressed, the diseases sure have.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on January 19, 2015, 01:30:37 am
If you go home, I promise they won't follow you. I mean, the ones you already so generously adopted love you too much to leave without a fight, but their lil' cousins won't follow you.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Karlito on January 19, 2015, 03:57:15 pm
Sorry for holding up the game there.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on January 20, 2015, 04:58:35 am
Nice fight, Hatman.

Now get off my lawn 8)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on January 23, 2015, 11:18:04 am
lijacote, status? I've been bleeding out the delays by 12h at a pop, but it's getting pretty long. Will this last one do it, or should I push back further than 12h?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on January 24, 2015, 10:22:52 pm
99 stacks of skeletons on the wall, 99 stacks of skeletons.
Make one more, pass it around, 100 stacks of skeletons on the wall.

Spoiler (click to show/hide)

Also in-case you're lurking tompliss, your AI just took one low PD water province. Damn!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on January 25, 2015, 01:04:11 am
lijacote, status? I've been bleeding out the delays by 12h at a pop, but it's getting pretty long. Will this last one do it, or should I push back further than 12h?
I'm a bad person. :P
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: tompliss on January 25, 2015, 03:44:08 am
Who said Shangrila was an AI ?

I'm just trying to find who is ahead, because I've got gems and I could use gold :p
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on January 25, 2015, 09:38:27 am
Sorry about holding the game up! I, too, am a bad person.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on January 26, 2015, 03:06:28 am
Seems llamaserver lost all the games. I'll post again if I learn anything new.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on January 26, 2015, 04:25:38 am
Quote
As many of you will have noticed, all the games disappeared from the LlamaServer overnight due to some glitch. The games are now all restored, but any admin actions etc that happened overnight will have been lost. Admins, please check your games! Thanks everyone for your patience.

Back in action.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on February 02, 2015, 06:45:34 pm
Sorry to hold the game up even further, but can I have a ~16h postponement? I won't have time to even look at the turn tonight.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on February 02, 2015, 09:05:17 pm
Pushed 16h.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on February 03, 2015, 12:54:58 am
Albright and I have been giving out stealthy unrequested postponements to avoid stales for a while now and we feel it got a bit out of hand at few places. As a result we've thought it best to try and avoid that from now on, at least reign it in a fair bit. I might still throw a single 6-12 hour postponement if I see someone's about to stale (don't count on me seeing it though) but that would be it.

We'll still give you all the postponements in the world if you just ask them though.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on February 04, 2015, 12:31:36 am
Honestly suprised how much better that attack worked sans troops.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on February 04, 2015, 12:46:24 am
Honestly suprised how much better that attack worked sans troops.

Can't argue with results, but I'd probably drop one spell from the buff cycle to keep your fatigue down.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on February 06, 2015, 05:03:32 am
May I request an extension?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on February 06, 2015, 05:32:39 am
You may. I'm guessing it's the same as in round 13.

edit: Bumped it up to very early monday eurotime.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on February 07, 2015, 05:55:57 am
Sorry for any inconvenience I caused. Have uploaded a turn.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on February 10, 2015, 08:38:01 am
Pushing 12h - I need 6h myself, but there are two others outstanding as well.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: tompliss on February 10, 2015, 08:55:23 am
Wow, still not dead !
And I've destroyed another army, once again ! :D
The Fires of Shangrila never die, even underwater
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on February 11, 2015, 12:42:44 am
Thank you, Mr. Agor, for my new set of arrows, just in time for sunday archery practice. Honestly amazed the poor man I had catching them doesn't have new afflictions. And took a province with one hitpoint. Somehow.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on February 11, 2015, 01:00:31 am
Now this is just getting comical.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on February 11, 2015, 04:36:40 pm
Can I have a ~12h postponement? I'm quite busy (again).
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on February 11, 2015, 06:18:57 pm
Pushed 12h.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on February 13, 2015, 12:20:18 am
Based on recent events, I am inclined to believe that the 75% chance of negating fatal blows offered by luck and items that grant it affects "blows" from seeking arrow.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on February 13, 2015, 12:33:57 am
Sounds right. IIRC, Air Shield affects it.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on February 13, 2015, 01:41:28 am
Air Shield from items does indeed safeguard from Seeking Arrows, as both me and Karlito have noticed.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on February 13, 2015, 07:47:15 am
Wow, still not dead !
And I've destroyed another army, once again ! :D
The Fires of Shangrila never die, even underwater
You have no business being alive, mister!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Karlito on February 14, 2015, 01:29:13 am
Samarir is going AI, since I really have no desire to continue to play our their inevitable demise.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on February 14, 2015, 02:08:07 am
Can't blame you at this point. It's certainly looking pretty grim from this side of the lake.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on February 15, 2015, 09:33:26 pm
If I may make an unusual request, since the beginning of my tenure as deity to the people of Deathig, I have had a policy of giving mages names intended to suggest astoundingly terrible movies, mostly in the action and horror genres. I have run out, and wouldn't mind hearing any the thread might have.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: tompliss on February 16, 2015, 06:40:28 pm
I won't be able to send turn orders before he deadline. That's not a problem : my units are in repeated orders. Please stall me :)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on February 17, 2015, 05:15:27 am
Tough. You get a 12h extension to submit your unchanging turn. Okay, yes, that's because (ignoring you and me) there were fixing to be as many stales as submitted turns, but still.

Anyway, unrequested 12h extension. Barring explicit requests, though, staling will proceed at that time regardless of its scope.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on February 17, 2015, 06:24:57 am
Postponing an extra 12h due to request. Will also postpone next turn until early hours of saturday due to request.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: EuchreJack on February 22, 2015, 01:47:18 pm
If I may make an unusual request, since the beginning of my tenure as deity to the people of Deathig, I have had a policy of giving mages names intended to suggest astoundingly terrible movies, mostly in the action and horror genres. I have run out, and wouldn't mind hearing any the thread might have.

Right before Aliens vs Predators came out on DVD, they had a movie with an almost similar name.  It is still the only movie that I have been unable to watch till the end.

Found it! AVH: Alien vs. Hunter (http://en.wikipedia.org/wiki/AVH:_Alien_vs._Hunter)  Boy, did that suck.

Looking at the studio that made the movie, they have a long history of making terrible movies with names similar to mainstream movies.  And just terrible movies.  So you can just go to their page and start name stealing.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on February 22, 2015, 04:26:04 pm
You could also peruse TVTropes' "So Bad It's Horrible" (http://tvtropes.org/pmwiki/pmwiki.php/Horrible/Film) page. Although you may pay for knowledge with time by venturing into that infernal realm...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: EuchreJack on February 22, 2015, 08:01:38 pm
You could also peruse TVTropes' "So Bad It's Horrible" (http://tvtropes.org/pmwiki/pmwiki.php/Horrible/Film) page. Although you may pay for knowledge with time by venturing into that infernal realm...

Time entered: Around when the above was posted.
Time left: I've just got one more tab from TVTropes open...
Edit: Ok, I've finally broken free.  Today.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on February 24, 2015, 04:53:49 pm
Spoiler: spoilered for huge (click to show/hide)

horrors op
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on February 24, 2015, 05:44:14 pm
Well, as of today's patch it'd only be one of them, so they're slightly less OP now, FWIW...

(As an aside, Demonic Locusts are very cute but expensive.)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on February 24, 2015, 08:24:01 pm
Perhaps we should extend the turn a bit? I'll have time to get the turn in but there are some problems with the new patch - most importantly, bugs with remote attacks that summon independent troops and with gem alchemy (gem->gem, I don't know about gem->gold) being treated as cheating (and subtracting as many gems as you alchemized instead).

e: also, if you didn't see yet, new patch out. The pretender overhaul is here!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on February 24, 2015, 08:35:55 pm
Yeah, there do seem to be some bugs, and some of them seem potentially significant. I'll push 12h to make sure the admin proper has a chance to decide whether to delay it further.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on February 24, 2015, 08:56:20 pm
You guys want a few days postponement to see if Illwinter is going to hotfix something?

That sounds perfectly reasonable.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on February 25, 2015, 07:29:23 am
If nothing else, given how cheat detection is wrecking alchemizing gems right now, it's probably for the best, yeah. Um, I'll push it 48h and continue not submitting my turn?

[Edit: Argh, I swear it was still listing as due Friday when I wrote the above and extended it. My fault for not extremely explicitly refreshing right before making the change. My apologies.  :-\]
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: tompliss on February 25, 2015, 08:14:10 am
Eh, better to extend twice than not ;)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on February 25, 2015, 08:40:46 am
If nothing else, given how cheat detection is wrecking alchemizing gems right now, it's probably for the best, yeah. Um, I'll push it 48h and continue not submitting my turn?

Sounds like the best course of action.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on February 25, 2015, 11:25:10 am
Wow. I am almost inspired to create a new game for animal pretenders. Maybe once the That Which Sleeps map editor (which is looking quite amazing) is out, I'll create a map (yeah right, as if I'll ever get one finished...) and set the game up. I mean, look at this. (http://i.imgur.com/fhuRZvF.png?1)

It's a shame the Serpent of Chaos looks to be unavailable to the UW nations, being amphibious and all, I think it would be kind of neat. But maybe it makes more sense that the serpent's home is on dry ground.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on February 26, 2015, 01:18:00 pm
So this just got posted:
Quote from: Dev
You can expect a patch in just a few days to fix the alchemy bug and a few other things.

We have a timeline!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on February 26, 2015, 04:39:27 pm
I may require an extension for next turn, as I will be travelling this weekend. Sorry!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on February 27, 2015, 09:19:44 am
@Hatman:
I'll postpone appropriately.

@Everyone:
v4.17 is available at least from GamersGate. It's usually the last one to get these so I assume that Desura and Steam have 4.17 as well. So Albright should probably upload his turn now unless there's something I'm missing.
Changelog in the quote box below:
Quote
Version 4.17
This patch mainly fixes a few bugs introduced in the previous update.

Game
Alchemy cheat detect bug fixed
Deadeater bug fix
Pretender autocalc tweaking
Pretender cost tweaking
National pretender cost reductions shown in popup
Description fixes
Supaya reanimation gave wrong info on numbers reanimated
Man-Eater got flick barb attack
Criosphinx no helmet slot
Some start troop fixes
Ghost Riders and some similar rituals didn't work properly

Modding
Fixed bug in new poptype modding that made many commands useless
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on February 27, 2015, 04:07:42 pm
Well, my only two questions are these: is Llamaserver updated? It isn't listing it as such. And if it's not, does it matter; are the patches compatible, will it throw an error, or will it wait for an update to process?

(Discussion of this point on Desura is mixed.)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on February 27, 2015, 06:24:06 pm
Well since Hatman is out for the weekend it wouldn't hurt too much to wait until sunday-monday then, right?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on February 28, 2015, 11:39:39 pm
I am back and patched. Thank you for waiting!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on March 01, 2015, 03:17:25 am
Quote from: Desura
Not sure if its on 4.17 but right now its broken... Game turns are not rolling. I have seen at least 2 games with all 2h files received and another past time and none have processed.

Hmm, so. I can go ahead and submit or hold off still - it doesn't seem like it'd matter, but...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on March 01, 2015, 06:27:26 am
Hasn't this happened a few times in the past? And every time llamaserver ended up processing the turns just fine after whatever issues were there were fixed?

If it were me I'd submit, but as you say it doesn't seem to matter overly much. Do postpone to keep yourself from staling if that's the route you take.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on March 01, 2015, 07:29:05 am
4.14 just processed itself fine when I submitted my turn. The new turn opened itself with seemingly no problems.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on March 01, 2015, 04:18:52 pm
...and likewise ours. Back on track...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on March 03, 2015, 07:22:35 pm
Boy, it sure looks like Agor is running away with the game!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on March 03, 2015, 08:17:22 pm
Your cruel joke scorns me!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on March 05, 2015, 04:48:05 pm
Feels like we've wasted a few university's worth of mages, me and Dheathig.

Got any more for the grinder? :P
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: tompliss on March 06, 2015, 02:53:16 am
Hum, I forgot to play yesterday, and I'm the only nation left for the turn.
You can process it right now and make me stall, I don't really mind (I've got my units in repeating orders if they didn't get kicked out of their province).
Otherwise, I would need a 10h delay :/
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on March 08, 2015, 06:03:28 pm
Postponed by 24h due to request.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on March 09, 2015, 07:20:05 pm
My turn is finally in! Sorry for the delay, everyone. Sadly, I have no good excuse.

The decrease in horror numbers seems to be having an effect on the strength of my raiding, but given what horrors were like before I don't think that's a bad thing. (It might also be that I'm slamming my Lesser Horrors head-first into hundreds of skeletons they're not equipped to kill.)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on March 10, 2015, 03:20:08 am
It certainly got more manageable after the patch, but it's still horror spam.

Agor will persevere!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on March 10, 2015, 01:46:49 pm
I'm not very confident that Agor will do that. I can see demonic monstrosities inside your borders! And they're not very few in number.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on March 10, 2015, 01:56:36 pm
I've been lead to believe I'm a behemoth that's rolling over the world.

Frankly that's a more comforting image than whatever constitutes reality in this game.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on March 11, 2015, 07:35:44 am
The score graphs beg to differ:

Spoiler: Income (click to show/hide)
Spoiler: Armies (click to show/hide)

(And remember, girls and boys, Illen believes in honest pay for an honest day's work, so our armies aren't free, unlike the yeller necromancers or the pinko lizards...)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on March 11, 2015, 06:36:56 pm
Looking at where my armies peaked, I am suprised to have lived this long.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on March 11, 2015, 06:51:28 pm
My apologies, feel free to blame Illen & co for any delays in your eventual destruction.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on March 12, 2015, 11:36:27 am
Life conspires to inconvenience my Dom4 scheduling. Postponed by 12h.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on March 16, 2015, 07:03:30 am
Oh. Did Dark Skies get overwritten? Well, that is very unfortunate indeed! :P Once Agor falls, its denizens can of course come to the Desert of Despair. We have the gift of health, plenty of menial (don't worry, they are Mindless!) servants that aren't under the threat of extermination. At least not immediately.

There's still the Purgatory...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: tompliss on March 16, 2015, 09:50:09 am
well, no more troops.
But hey, 37 PD in my last province :D

I feel like dom death is near, now that I haven't my prophet to preach anymore...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on March 17, 2015, 07:24:54 am
I hate to do this so soon after the last one, but musts are musts. Postponing 4h.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on March 17, 2015, 01:03:31 pm
Rocking Fear of the Dark (https://www.youtube.com/watch?v=wpFVRqWc2pg) in Agor.

Demon or lizard, man or giant, you'll all bleed 8)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on March 19, 2015, 02:15:36 am
Well, we may have bled, but in complete defiance of biology, reason and logic, your skeletons bled more.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: tompliss on March 19, 2015, 01:23:20 pm
... my last candle is going out ... :(
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on March 19, 2015, 10:49:25 pm
Can we change the turn timer to 48h? They're beginning to get involved enough that some days I simply won't have enough time to go through a turn from start to finish.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on March 20, 2015, 01:51:01 am
I'll change it.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on March 21, 2015, 03:17:46 pm
Never seen so many globals pop up so sequentially. Cool. Also undead armies and powerful liches and DEMON KNIGHTS AHOY
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on March 21, 2015, 10:34:31 pm
Demon knights are good. I can say this with confidence because I have multiple hundreds of them. (They would be better if those skeletons didn't have Morale 30, so their fear was actually useful!)

Honestly, I've always wanted to experiment with Demon Knight spam, so this game is like a dream come true. A dream of endless infernal hordes clashing with the legions of the dead as mages destroy the landscape with barrages of fire and vast convulsing earthquakes under perpetually black clouds for the service of titans and sorcerers who believe themselves gods.

More like a nightmare, really. A really cool nightmare though! Demon knights!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on March 22, 2015, 07:37:33 am
Many hundreds? Good! The refugees I redirected your way went to good use, then. Their lives would have been very hard here in Lissasa, very hard indeed, since we have no jobs for all this unskilled labour.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on March 24, 2015, 09:02:07 pm
Can I have a 24h extension?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on March 24, 2015, 10:16:10 pm
Pushed 24h.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on March 29, 2015, 05:24:56 pm
Though I hate to say it, can I have another extension? 28h this time - I won't have time to deal with this new turn until late Wednesday night.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on March 29, 2015, 07:54:35 pm
Coming up.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on April 05, 2015, 09:04:49 pm
Two hours or so remaining, two players yet to send in their turn. I sent in my turn, now, but will the others be in time?
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on April 05, 2015, 09:44:35 pm
It appears they were!

I must say, my defeat at Desert Eye (again) was disappointing. It was hopefully just as awful for you as it was for me though, Delta Foxtrot! Enjoy that stolen behemoth, it's the only thing standing between that province and me.

Also oh wow Dheathig got domkilled? Ouch!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on April 05, 2015, 09:53:43 pm
Oh. That's a lot of undead. I believe we might get to 10k if we really got together.

I am also seriously pissed off at the scripting that is ahead. It will not be enjoyable. If I make a mistake, what then? I lose! Lose!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: USEC_OFFICER on April 05, 2015, 10:01:51 pm
Dheathig may have gotten domkilled in the game, but they'll never get domkilled in our hearts.

...

Okay, they'll never get domkilled in my heart. Also, once again, I'm sorry for having to abandon this game guys. It was pretty neat up until then.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on April 05, 2015, 11:09:34 pm
At least I managed to snipe a throne on the turn I bit it. And lasted longer than I had expected to, by 20 turns or so. Avenge me! Even and especially those of you who had hands in my demise!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on April 05, 2015, 11:52:44 pm
Oh wow. That is a lot of undead. I mean, I knew there was a horde there, but I was really figuring that scout error was accounting for at least half that. And yes, that's also a lot of mages, lijacote, and I envy you your scripting not one bit.

Given that the mage death tolls in Desert Eye were the apes' 1570g/17 labturns vs. Agor's 8640g/46 labturns, I hesitate to even go so far as to say that Agor won a Pyrrhic victory regardless of who currently holds the fort...
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on April 06, 2015, 07:33:44 pm
War in a microcosm:
Spoiler: huge (click to show/hide)

There are ~3-4 other provinces that look like this in that region. In the grim darkness of turn 85, there is only war!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on April 07, 2015, 12:54:53 pm
You had a good go Hatman. Now you know how important dominion is in the long run.

As for lijacote's undead hordes... I've been expecting you 8)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on April 07, 2015, 02:32:36 pm
You had a good go Hatman. Now you know how important dominion is in the long run.

As for lijacote's undead hordes... I've been expecting you 8)
Bluff, call.  (http://i.imgur.com/cG4twAK.jpg)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on April 07, 2015, 06:32:50 pm
I would prefer a twelve hour extension. I have an unscheduled (scheduled but forgotten) appointment with some kids I need to teach some HARSH POLITICS
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on April 07, 2015, 06:48:44 pm
12h extension imposed for greater suffering.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Hatman on April 07, 2015, 10:18:26 pm
It would have been nice if HARSH POLITICS came up while I was still looking for terrible action movie names.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on April 08, 2015, 09:43:53 am
A few kids might have opened up their hearts and minds to the possibility that perhaps our world isn't working as well as it should, that maybe limitless greed and for-profit motivation isn't quite the best. Perhaps. It was not as HARSH as I would have liked.

Sent in my turn.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Margrave on April 10, 2015, 02:38:40 pm
Hello! I'm just going to rudely butt into your game thread and advertise that game Dominions 4 - Round 11B needs a sub for Jotunheim!

We're well entrenched in the late game at this point (TURN 82!) with several contenders for the top slot. The game is 9/18, level 1 thrones only for victory. Jotunheim is in a good position, enjoying several in game years of peace between its neighbors with some strong resources at it's disposal for people interested in playing the late game and trying out strategies they might not try otherwise.

Jotunheim currently only has two thrones in its possession but the opportunity to expand if the more aggressive player is interested in seizing them. Shoot me a PM if you're interested in taking over and I will happily explain anything that needs explaining. Thanks for reading!
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on April 12, 2015, 10:16:18 am
Liches do not cry,
but if a Lich could, The First Mage would shed a single tear for his people,
for all people

If only You had seen His light, people would be happy and You would be comfortably banished in a not too nasty plane of existence,
Happy.

Meanwhile in Agor... (https://www.youtube.com/watch?v=t7PmzdINGZk)
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: lijacote on April 13, 2015, 08:38:11 am
If there ever was a thing that shattered as easily or easier so than Agor's dreams of dominating and slaying the world in the name of light and happiness, it would be my motherboard. My new motherboard, damn it, too. I'm going to require... some time to fix this. I am not reluctant to pass over the nation to a substitute player if we want to avoid delays -- my position is easy, centralised, secure, and there is every possibility that Lissasa might matter for something in the end.

At worst, this delay will be until after the Finnish elections and when I get pay for getting involved in them. At minimum, I will require three days to purchase and get a new motherboard shipped. I will need to secure financing if I want to get it done that fast... eh.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Delta Foxtrot on April 13, 2015, 10:44:38 am
Personally I'm not opposed to a 1-2 week pause, but I'd also be quite ok if we get someone to sub in for the duration to keep this so far well rolling late game moving along.

And I guess now would be a good time to mention that I'm going to have to leave this game in about 5 weeks, which by the look of things shouldn't be an issue if we keep the current pace, even with the abovementioned pause.

So... Does Frumple feel like steering a C'tis/Sceleria mishmash for a week or two? :P
Or anyone else for that matter, it just seems like Frumple is the local sub master.

edit:
I postponed the game by 29h while we mull over what's to be done with Lissasa.
edit2:
I will naturally postpone it further if we end up taking the long pause.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: Darkwind3 on April 13, 2015, 09:07:35 pm
I'm not opposed to a pause either, though I do worry that with a long pause enthusiasm for the game might go away. I think everyone still left is capable of coming back to late-game turns like this after a drop in the momentum, though, so I'm not seriously worried.

A short-term sub is most likely a better solution, but finding subs is difficult at the best of times.
Title: Re: Dominions 4 Round Ten: Nationgen! Game on once more!
Post by: E. Albright on April 13, 2015, 11:37:38 pm
Just to get all voices heard, even if my only contribution is an indecisive squawk, I'm good with whatever. Keeping rolling is nice, but less playtime for a bit means I'm more likely to spend that time e.g. actually finishing and pushing out the assorted half-finished NG updates I've been mucking about with forever, or such nonsense.

Spoiler: forex (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! TEMP SUB FOR FEW WEEKS, INQUIRE WITHIN
Post by: Delta Foxtrot on April 14, 2015, 03:24:14 am
I guess we'll be pausing unless someone steps up, then. I modified the thread title but I don't feel the need to advertise it further.
Title: Re: Dominions 4 Round Ten: Nationgen! TEMP SUB FOR FEW WEEKS, INQUIRE WITHIN
Post by: lijacote on April 15, 2015, 07:29:59 am
I have a plan to get a new motherboard for this Sunday, but I can not promise that I can get it installed on Sunday, never mind if my computer has any other problems with it. I hope to sweet baby Boulder it does not.
Title: Re: Dominions 4 Round Ten: Nationgen! TEMP SUB FOR FEW WEEKS, INQUIRE WITHIN
Post by: lijacote on April 18, 2015, 05:56:47 pm
I've fixed it on schedule. Ahead of schedule. Sent in my turn.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Delta Foxtrot on April 19, 2015, 10:05:19 am
Was that the second Elder Necromancer I killed?

Sweet statistics, batman!
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on April 21, 2015, 09:49:32 pm
Oh my. So I'm assuming Agor's walls cracked immediately; does this mean we're gonna see if there are enough units in that province to bring Llamaserver to its knees next turn?
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: lijacote on April 22, 2015, 11:20:49 am
It's cracked, yes. I think Agor might have a bit more undead in his castle than I have outside of it. Eight thousand, ten thousand? The battle wouldn't reach twenty thousand, I think.

I'm also amused by the similarity between this situation and the one I have going on in Empires in Arms. Our Napoleon is very adamant that he has every tactic and strategy thought out for all of us of his enemies in the coalition, but I'm doubtful. I think we'll be on Paris soon enough.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: lijacote on April 23, 2015, 11:16:12 am
Need extension possibly, 12h?
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Delta Foxtrot on April 23, 2015, 12:45:55 pm
Coming up.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Darkwind3 on April 23, 2015, 06:58:46 pm
I hate to do this, but I think this turn is going to take a little longer than I have time for. Can I have a 12h extension on top of lijacote's?
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Delta Foxtrot on April 23, 2015, 07:04:27 pm
Ask and you shall receive.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on April 24, 2015, 09:37:03 pm
I do hope Stillness has learned to pick on people his own size.

(To clarify, I'm pretty sure all parties involved were unhappily surprised by the turn of events in Painter Lair. Well, except the ghouls, who I'm sure were thrilled to unexpectedly continue their undeath...)

Spoiler: The RNG hates Lissasa (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Darkwind3 on April 26, 2015, 05:49:27 pm
Great minds think alike, Albright! I believe we just declared war simultaneously.

e: I do feel sorry for you, having an opponent who is going to be casting turn 1 Fire Fend in every even remotely important battle for the rest of the game.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: lijacote on April 26, 2015, 07:47:53 pm
Motion stops.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on April 26, 2015, 10:11:53 pm
Or if you're watching the replay, Time stops.

In case the monkeys missed it, and/or for the amusement of the peanut gallery, two depictions of the Battle of Agor:

Spoiler: Even death may die (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Karlito on April 26, 2015, 10:21:20 pm
I almost want to see a recording of that battle.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on April 26, 2015, 10:30:57 pm
It's 75+ turns of pure tedium, and I suspect the replay bug was in effect, because Lissasa holds the province but when I watched it to the gruesome end it looked like Agor just barely won with its last lich not quite having time to rout all the way off the field (everything else had melted or routed except maybe 3-4 stray Agorian longdead)...
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Karlito on April 26, 2015, 10:31:51 pm
Thus the "almost". :)
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on April 26, 2015, 11:17:54 pm
There's absolutely no reasonable way to show a battle like that, but here's the front 1/3 or so of each army's length and maybe 3/4s of their width on turn 5-ish:

Spoiler: Oomph? Oomph. (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: EnigmaticHat on April 26, 2015, 11:32:37 pm
How the hell did you guys get so many longdead with nationgen nations?
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on April 27, 2015, 12:30:05 am
Do note Agor's 126 indy priests. Or to put it more bluntly, that's Lizard Sceleria storming the capital of Air Sceleria.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Delta Foxtrot on April 27, 2015, 05:44:10 am
We both have a national ability that lets any priest raise permanent undead. Those 126 priests of mine? They've been churning out multiple longdead per priest for about 3/4 of the game.

I had some blood mages scripted but all those longdead displaced the blood slaves out of reach, no doubt I'd have still lost though. I'm particularly happy about getting acid storm up, gave one of my F1W1 guys some boosters, a crystal shield and a matrix. Other than that it's about what you'd expect, lots of lumbering longdead, some fog warriors on both sides and plenty of D and H spells.

Turn done. I think I'll stick around for a few more turns at least since I've got some more forts.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Darkwind3 on April 28, 2015, 01:56:12 pm
I haven't even looked at the new turn but I'm going to go ahead and request a 36h extension because I'm going to be busy for the rest of the week.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Delta Foxtrot on April 28, 2015, 02:17:31 pm
Coming up.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on April 28, 2015, 02:21:07 pm
e: I do feel sorry for you, having an opponent who is going to be casting turn 1 Fire Fend in every even remotely important battle for the rest of the game.

Very true, so long as your mages can stay alive and remember to cast the spell...
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Darkwind3 on May 01, 2015, 06:23:09 pm
I overestimated the time I would have tonight to finish my turn. It's 7:20 PM and I just got home. Can I have another 24h extension?
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on May 01, 2015, 06:36:00 pm
Pushed 24h.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Darkwind3 on May 06, 2015, 08:34:41 pm
By letting me survive this long, you have made a terrible mistake! (A mistake that will be rectified shortly, but nonetheless.) Let the suffering begin.

Also I'll be gone from Friday to Sunday, so it would be nice if I could have the next turn postponed 24h or so. I ought to be able to finish this turn on Thursday.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on May 06, 2015, 09:35:34 pm
You're obviously free to say nothing or dissemble, but I simply have to ask: how on Peliwyr did that pest Waka die? Remote attack spell? Or was he drowned as part of a sinister plan to Rebirth him on the other side of the map?
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: lijacote on May 07, 2015, 07:16:01 am
I'd put money on the blue menace winning the game, yes.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Delta Foxtrot on May 07, 2015, 09:03:01 am
I'd put money on the blue menace winning the game, yes.

It's either them or Agor. And it's not looking too good for Agor right now.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on May 07, 2015, 01:27:04 pm
Honestly, I'd say the chromatic hierarchy I'm seeing right now in terms of win viability would be Blue Menace, Salmon Menace, Chartreuse Menace, and only then the Olive Menace. But that difference of opinions is probably a matter of skewed perceptions arising from incomplete intelligence for one or both of us.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on May 08, 2015, 01:32:35 am
It looks like we may need to postpone until Monday? Darkwind3 was projecting to get this turn in Thurs before being gone Fri - Sun, but it doesn't look like they managed to do so...
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Delta Foxtrot on May 08, 2015, 05:25:40 am
No use getting unnecessary stales this late in the game.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Darkwind3 on May 08, 2015, 07:54:18 am
Sorry! I'll have the turn in today in a couple hours, I certainly should have mentioned the change in timeframe.
You're obviously free to say nothing or dissemble, but I simply have to ask: how on Peliwyr did that pest Waka die? Remote attack spell? Or was he drowned as part of a sinister plan to Rebirth him on the other side of the map?
I'm pretty sure he just got hit by Purgatory in high enough negative dominion that it killed him. RIP Waka, again. Long live Waka! (I have nothing better to do with my death gems.)

As for victory - to be honest, I'm already resigned to Illen winning. I just want to play out my last couple turns and do crazy things.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on May 08, 2015, 11:40:26 am
Went ahead and pushed the new turn's host time back 24h as previously requested.

[Edit: https://www.youtube.com/watch?v=LIPoF31emtY]
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: lijacote on May 10, 2015, 04:41:14 pm
Could I have three hours?
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on May 10, 2015, 04:50:45 pm
Pushed 3h to 2130h UST Monday.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Darkwind3 on May 10, 2015, 05:44:40 pm
Which one of you bastards dumped 300 extra gems on a global?

For what it's worth I'm willing to concede the game in favor of Illen, not that it will matter much next turn, when I'm inevitably domkilled. I have 20 temples, down from a high of (IIRC) 27. Neither of you will survive.

e: also, tartarians. If that's not a victory lap I don't know what is.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Delta Foxtrot on May 10, 2015, 07:49:47 pm
For what it's worth I'm willing to concede the game in favor of Illen, not that it will matter much next turn, when I'm inevitably domkilled. I have 20 temples, down from a high of (IIRC) 27. Neither of you will survive.

I've been knocked out a good while ago, so I don't think I have much say one way or the other. I'll keep submitting turns as long as I'm able though. Which won't be many weeks more but I don't think that'll be an issue for 410.

And no, wasn't me with the global.

edit:
in other news, if anyone is hankering for a turn 38+ EA Pan in 414, I'm willing to provide details via PM. Pair of N9Ex giants! Ulm! 1v2v1 endgame war!
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on May 10, 2015, 08:30:41 pm
Hey, if you don't want 300+ gem overcasts next time, all you need to do is keep yer grubby monkey paws off my Strands.

I do want to play to completion - even if that were to mean force-hosting a couple more turns until Illenese love washes over everyone - so we can see the complete graphs. Ofc, I'm also willing to fight to the bitter (and yes, fast-approaching) end.

(FWIW, the Tartarians didn't feel like a victory lap for me, they felt like a much-needed way to bolster my anemic military and maybe throw in some more endgame path diversity for good measure. Granted, that may be paranoia and pessimism talking. I'd say if anything feels like a victory lap it's completing research in all schools. Which won't happen for two turns yet, but it's still more than a bit superfluous.)
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Culise on May 11, 2015, 02:13:53 pm
The answer to 300+ gem overcasts is assassins.  Billions of them. :P
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Darkwind3 on May 11, 2015, 03:57:06 pm
The answer to 300+ gem overcasts is assassins.  Billions of them. :P
You try assassinating a drinking fountain! Harder than it looks.

I've seen more gem-reduction sites in this game than I have in all of the rest of my MP Dominions games, combined. It was absurd. Dousheim should have won the game, frankly.

(e: I'm sharing these images because I just lost and, while the game isn't over, it may as well be, and I can't guarantee I'd remember to post these images once the game ends properly.)
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on May 11, 2015, 06:21:34 pm
That's quite a lot, yes. At this point in the game, I don't think there's any harm in giving you two more data points:

Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Culise on May 12, 2015, 11:28:03 am
The answer to 300+ gem overcasts is assassins.  Billions of them. :P
You try assassinating a drinking fountain! Harder than it looks.

I've seen more gem-reduction sites in this game than I have in all of the rest of my MP Dominions games, combined. It was absurd. Dousheim should have won the game, frankly.

(e: I'm sharing these images because I just lost and, while the game isn't over, it may as well be, and I can't guarantee I'd remember to post these images once the game ends properly.)
Heh, except I was taken out fairly early (only turn 40).  While I did manage to search out about everything except the Blood and Fire sites (only after I attacked Illen; I might have sat on my hands for longer if I had known about them before), I was never in a position to actually utilize them properly before I ended up getting knocked out of the game.  You can thank Karlito/Samarir for that; I actually recall saying when he launched his sneak attack that it was a matter of handing the game to Illen, so you can imagine that I'm a bit perversely pleased that Albright has all but won. ^_^

But, yeah, never underestimate the depths of my own incompetence. :P

EDIT: Somehow, I constructed my post as though simultaneously trying to respond to both E. Albright immediately above and Darkwind who I quoted, leading to some odd usage of the second-person.  Corrected that. >_<
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on May 12, 2015, 04:35:45 pm
Mmph. I have some more involved commentaries about such things I'd like to mention, but they'll need to wait 1-3 more turns. If I had to bet, I'd say 2.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on May 13, 2015, 05:21:12 pm
Freedom marches on, and nothing can stand before it. As the uncaring false God of This World stood by impassively [stale], the earnest followers of Gault brought enlightenment to all who freely chose to partake of it. The blasphemous shackles of the lizard-tyrants that even in death bound those enslaved by their collective whims to toil without reward were once more broken by the Lord of Men's Fates...
Spoiler: Freedom! (click to show/hide)
...the masses everywhere continued to cast off their chains and freely sell their enthusiastic labor, their priceless loyalty, and their virgin daughters' Childhood Expense Loan Repayment Indentures to the master of Illen, with only a poor, benighted few on the isle of the lizard-tyrants themselves still refusing to accept the truth of the Great Leap Forward...
Spoiler: Truth! (click to show/hide)
...and the ancient lords of this world and the next threw their might behind the sweeping wave of justice swiftly washing over Peliwyr, with the mighty Lord Herne wresting the aptly-named Sword of Injustice from the foul false prophet Boulder's scaly grip, and the noble Hunter Rarku severing the unholy bonds binding the Lower Throne to Aimur's vile will...
Spoiler: Justice! (click to show/hide)
...soon, likely next month, all of the world will rejoice and join together in one united chorus singing their heartfelt praises to Gault and the glory of the individual...
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on May 15, 2015, 07:51:36 pm
And with a glorious whimper rather than a bang, B12Dom4.10 is done. The graphs:

Spoiler: graphs (click to show/hide)

Spoiler: Hall of Fame (click to show/hide)

Spoiler: Illenese HOF members (click to show/hide)

Spoiler: Illen and its master (click to show/hide)

Spoiler: Illen's MVPs (click to show/hide)
Title: Re: Dominions 4 Round Ten: Nationgen! [AAR and such]
Post by: E. Albright on May 15, 2015, 09:20:36 pm
And now, a few thoughts.

Spoiler: Okay, more than a few (click to show/hide)

Oh, and if anyone wants a look-see at the endstate, or is curious how things looked at any point in the game (I had an excellent scout network), here's all but maybe one of my turns:

https://mega.co.nz/#!yc9VGTYJ!p3KA5ea1pEiorBUqBCdTSig2neIKtsCNNjnVRpkF9ZU

I say all but one because I'm pretty sure I didn't archive one turn between 10 and 30 because my count didn't agree with Llamaserver's, but I could never bring myself to go back and figure out which one I missed.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: lijacote on May 16, 2015, 09:46:30 am
Congratulations to the winner :P It was an interesting game. It's unfortunate that I staled so many times.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Il Palazzo on May 16, 2015, 10:21:14 am
Anyone of you old geezers not yet fed up with Natgen?
My latest couple of games were(are) disasters of harebrained slackery, so I think I could use some proper dominions workout.

That is to say, who's up for another Natgen game?
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: E. Albright on May 16, 2015, 10:42:22 am
I'd be game, actually. Give me a week to get another patch for it out. There's a pile of source changes that I've been picking at, but if I set those aside I can force myself to finish off my content updates, which will add "Marigoni/Renaissance/mercenary" humans, Avvim, and Vaettir, plus some other smaller-scale stuff.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Il Palazzo on May 16, 2015, 12:47:25 pm
Let me know when you're ready. Or just start the thread yourself, if you don't mind managing another game.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Delta Foxtrot on May 16, 2015, 04:36:23 pm
Thanks for the good game, all. I managed to do some fun stuff while we played. Mass Flight never gets old.

Some drowsy navel gazing from Agor:

Spoiler (click to show/hide)

Thanks to Elmokki and Albright for NationGen. And good luck everyone with the next match.
Title: Re: Dominions 4 Round Ten: Nationgen! Back on track
Post by: Darkwind3 on May 21, 2015, 09:29:18 pm
I'm perhaps chiming in a bit late, but one of my other games looks to be ending unexpectedly soon so I'd be willing to join a new nationgen game should one start. I had a blast in this game.

As for a retrospective (short and from memory, though I can go into more detail if needed):
Spoiler (click to show/hide)