As several games seem to be winding down, and spring is in the air, I think there is time for a new round of Dominions. This one, though comes with a twist - since I've seen demand for it (albeit far in the past), we will be using NationGen.
General Game Information
Name - Bay12GamesRound13
Hosting Schedule - 26 hours, increases by request
Age - see below
All game settings default, but renaming on.
Nation Selection - see below
Map - See Note 2.
Mods - Other Peoples' Mods + NationGen (see Note 2)
Victory Conditions - 50%+1 Capitals, or by agreement
Diplomacy - Machiavellian, i.e. anything goes (see "How does MP work?" for the details)
Player List
1. Darkwind3 - Ettles
2. Il Palazzo - Nefurt
3. Boksi - Maelmar
4. Karlito - Burburg
5. Bluerobin - Sardarm
6. Akhier the Dragon hearted - Udostria
Note: if you happen to find a nation you look better than the one you signed up for, you are welcome to post the new number and seed. However, your previous nation will be open - anyone else can claim it, if they care to.
Note 2: The map and mod used can be downloaded from this link right here (http://speedy.sh/UbsFV/Bay-12-Round-13-Files.zip).
IMPORTANT: We are using the 30th of August 2012 (http://koti.kapsi.fi/elmokki/dom3/unitgen/dev/unitgen_30_8_12.zip) version, linked right back there. The version number you ought to see is "Filter updates vol 1(30th of August 2012)".
This game will use NationGen to randomly generate new nations for each player to play as. every player must use a nation randomly created with NationGen - so nobody can play, say, Caelum. The Middle Era will be used, since that's the default with the mod so there's no need to fiddle with it. This means independents and initial gem income will be appropriate for the Middle Era, so keep that in mind.
How will nations be chosen?
Using the EXACT AND TOTALLY UNMODIFIED version of UnitGen linked above you may generate as many nations as you wish. Once you find a suitably batshit insanely overpowered nation you wish to play, open the .dm file. There along the first lines you should find something like
-- Nation 72: Honmito generated with seed 472730085
Do also make sure there's a line exactly like:
-- Generated with version Filter updates vol 1(30th of August 2012).
above the line you need to paste.
Paste that to the thread. If you use a modified version of UnitGen chances are your seeds will generate different nations on my computer so don't. You should also probably tell some basic details about your nation so I can make sure the seed system (still) works correctly.
For example - I would post,
-- Nation 76: Ettles generated with seed 1165198899
Ettles is a nation of humans with Caelian sacreds and S/B recruit-everywhere mages.
If I, while compiling the mod, instead found this to be a nation of Vanir with crippled, fat hoburg sacreds, 600 gold temples and old W/A/N mages, I would know something was up (rather than wondering what the hell I was on when I decided to take it). I encourage you all to search for the craziest nation you can find, since ridiculous things are NationGen's bread and butter.
Previous rounds: 1 (http://www.bay12forums.com/smf/index.php?topic=44348.msg849721#msg849721), 2 (http://www.bay12forums.com/smf/index.php?topic=46012.msg908706#msg908706), 3 (http://www.bay12forums.com/smf/index.php?topic=60235.msg1357467#msg1357467), 4 (http://www.bay12forums.com/smf/index.php?topic=63361.0), 5 (http://www.bay12forums.com/smf/index.php?topic=65222.0), 6 (http://www.bay12forums.com/smf/index.php?topic=72919.msg1797235#msg1797235), 7&7.5 (http://www.bay12forums.com/smf/index.php?topic=103575.0), 8 (http://www.bay12forums.com/smf/index.php?topic=112126.0), 9 (http://www.bay12forums.com/smf/index.php?topic=115427.0), 10 (http://www.bay12forums.com/smf/index.php?topic=118516.0), 11 (http://www.bay12forums.com/smf/index.php?topic=120941.msg3905019), 12 (http://www.bay12forums.com/smf/index.php?topic=124958.0)
Dominions 3 is a turn-based fantasy war game of epic proportions.
The player assumes the role of a pretender god, rising from slumber to take up the recently vacated throne of the Pantokrator(or All-Ruler). This invariably involves climbing there over the dead bodies of other wannabe gods and their countless followers.
The nations of the world each support one of the pretenders as their One and True God that shall no doubt lead them to glory everlasting. They are highly varied and defy the typical fantasy cliches. Instead they had been designed after some of the many myths and fables from the history of mankind.
Shambling Atlanteans, undead legions of Ermor, frozen giants of Niefelheim, bloodthirsty demons of Lanka, steelclad armies of Ulm, Sauromatian amazons and their hydras, flying hosts of Caelum - over 60 nations (http://dom3.servegame.com/wiki/Nation_guide) to choose from.
The beings claiming the godly mantle are diverse themselves. Crooked crones and divine giants, sages and mages, liches and vampires, dragons and krakens. Apart from the physical form, the players can design their gods' magical powers, the blessings that they can bestow upon the chosen few, and the qualities that believing in them inspires in the common folk.
Would you have your god bring good fortune and bountiful crops to the faithful, but be magically weak? Or would you rather make your god into a killing machine able to take on armies, but inspiring little awe?
The pretender design system is excellent, and together with the multitude of nation choices is able to accommodate a wide range of strategies.
The game sports a very robust magic system, with literally hundreds of spells, ranging from in-battle lightning bolts to world altering doom bringers.
Only in Dominions can you flaunt your divine destiny by hanging a second sun in the sky, draping the world in perpetual storms, or sending devils to incite enemy soldiers against their commanders.
Every unit in the sometimes hundreds-strong armies has got individual, and evolving stats, including age, battle wounds and experience. They can starve and fall victim to disease. They can be cursed and hunted by trans-dimensional horrors. Lots of things can happen to each individual unit, most of them unpleasant.
From the strategic map, commanders, mages, heroes, priests, magical beasts and pretender gods can be equipped with magical items and sent to do battle in person, assassinate or seduce enemy commanders, spy and instigate unrest, enchant armies in battle or wreak havoc among enemy ranks. Or, they can be kept at home and work on improving magical knowledge, build fortifications, summon magic beings, raise undead, forge items imbued with arcane forces, scour provinces in the search of blood slaves, preach god's glory, patrol provinces for troublemakers, search for magic sites hidden in the wild, and more.
The turns happen simultaneously, so the battles are resolved automatically, according to the preselected orders for troop formations and commanders.
Here (http://www.youtube.com/watch?v=1M-njmZd2b4)'s a youtube video of a large-ish battle to pique your interest. Courtesy of Lorak.
Should you desire to know more about the game, go and visit the website (http://www.dominions3.com/). You'll notice that the price tag is seriously hefty, but as many of us can attest, the game is well worth it.
First of all, you need to download the map and the mod(links will be provided after we decide on which one to use), and put the files into the map and mod folders of your dom3 installation respectively.
Then go to the options menu and enable the mod.
Next use the pretender creation tool in the game tools menu to create a pretender and send the file(to be found in your /dominions3/savedgames/newlords; named <your_nation_era_number.2h>, where number is most likely "0" if it's the only pretender you've created so far for this nation.) to "pretenders [at ] llamaserver [dot ] net" with the game name as the subject.
Game name will most likely be "Bay12GamesRound13".
You'll be receiving .trn files from llama server, which you shoud put into a {dom3dir}/savedgames/{whatevernameyouwant}/
After finishing your moves, a new .2h file will appear in that folder, which you should send to the same address from which you've received your .trn file.
Regarding the rules of conduct:
- no exploits please. Examples of exploits are besieging a fort infinitely with a string of scouts; sending other players crap items to fill their magic item pool and make them waste gems; anything else you can think of that doesn't feel like it was meant to be a feature. If not sure, ask.
- 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 beginning of the game. We're all trying to have a good time playing this.
- use forum PMs for diplomacy. The in-game messaging system is seriously flawed(unacceptably slow, and parts of messages tend to disappear)
- if you want to boast/moan about your progress(or lack thereof) in game, feel free to use this thread to post your screenshots, stories and whatnot.
The wiki (http://dom3.servegame.com/wiki/Main_Page), with loads of useful information, including strategy guides. Keep in mind that as a unit/spell/item reference might not be compatible with modded game data.
Dom3 on Shrapnel Forums (http://forum.shrapnelgames.com/forumdisplay.php?f=138), on Desura (http://www.desura.com/games/dominions-3-the-awakening/forum), and Dom3mods (http://z7.invisionfree.com/Dom3mods/index.php?act=idxl).
Llama Server (http://www.llamaserver.net/), which is the automatic hosting server for our game.
Llama Server's map and mod browser (http://www.llamaserver.net/mapModBrowser.cgi)
Shamelessly stolen from
v Akhier who stole it from ScriptWolf who stole it from Palazzo
( with his say so* )
*referring to the originator known as Palazzo in reference to the original theft by the one known as ScriptWolf, The OP does not claim any legality to his theft until approval is or is not given in the future.****thievery shamelessly stolen from AkhierThanks to Calahan (http://www.desura.com/games/dominions-3-the-awakening/forum/thread/standard-template-for-multiplayer-games) on Desura for the general template, and Elmokki (http://z7.invisionfree.com/Dom3mods/index.php?showtopic=722) for UnitGen and Tengugeddon, which I took the guide to submitting nations from.
I'd up for it, but only if its "I make the nations and hand em out at random" - making your own seems silly, to much min-maxing. Or maybe "make" one batch, show them to people and then let them pick.
Oh Dear Pretender Lord, Hoburg nation where every single unit has gluttony. Fat hobbitzes indeed.
(http://i.imgur.com/j6qXbKk.jpg)
Cacelum + Abysia = Devil with Awe/Poison/Heat
Lizards with Awe and Fear weapons...
Magic Starting Site "Passion House" - Gives fire gems
Vikings riding on Giant-Skeletons
Hrm. So, how do I get it to re-generate a nation? I've got a list of 5 or 6 nations I want to playtest a little and I thought I could just put a list of the seeds in the seeds.txt file, change the settings.txt file to pull seeds from seeds.txt, and hit go, but it doesn't give me the same nations. At all. As an example, I'm looking to get:
-- Nation 100: Tashdan generated with seed 1452780075
that looks like this:
(http://i.imgur.com/4fCL1WF.png)
Nation 100: Tashdan
-----------------------------------
Race: Caelians, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Crossbowmen and Archers. Sacred Abysian heavy infantry.
Magic: Air and Death. Weak Astral and Blood. Some Abysian mages.
Priests: Strong.
words about province defense
I decided to just go look at the mod files to see what the PD for each of our nations is. I've spoilered everything because this word be a very long post otherwise and I'm sure some of you don't care. Province defense is set in terms of units per ten PD, which is why all the numbers go to one decimal place (in other words, when I say you get 0.9 units per point of PD, it's defined in-game as nine units at ten PD).
Udostria
Commander (foot)
0.9x Abysian Auxiliary
1.7x Light Infantry
PD 20-
Commander (mounted)
0.6x Moose Cavalry (axe)
0.6x Heavy Infantry
Nefurt
Commander (foot)
1.4x Warrior
1.5x Crossbowman
PD 20-
Commander (hawk)
0.6x Hawk Cavalry
0.6x Wolf Lancer
Ettles
Commander (foot)
1.0x Spearman
0.9x Crossbowman
PD 20-
Commander (Pegasus)
0.8x Warrior
0.7x Heavy Crossbowman
Maelmar
Commander (Atlantian)
1.3x Barechested Warrior
0.7x Human Auxiliary
PD 20-
Commander (Deep One)
0.8x Warrior
0.7x Heavy Warrior (Ice Blade)
Burburg
Commander (foot)
1.5x Crossbowman (Leather Hauberk)
1.5x Crossbowman (Ring Mail Cuirass)
PD 20+
Commander (mosquito)
2.0x Soldier
2.5x Light Soldier
Sardarm
Commander
1.3x Light Infantry
0.8x Heavy Infantry (Kite Shield & Morningstar)
Divine Lord
0.8x Heavy Infantry (Morningstar)
0.7x Heavy infantry (Kite Shield & Falchion)
Not that any of this matters because all PD is basically chaff, albeit sometimes useful chaff. I will note though that Sardarm's PD is substantially better than Caelum's typical "melee units attack, then the archers murder them and force an instaroute" PD.
Found a truly broken mage.
(http://img856.imageshack.us/img856/5645/7q5.gif)
Son of Debug Master, maybe?
Fun facts: He's recruit anywhere, age 210 of max age 110.
I'd feel bad playing against anyone with that guy.