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Other Projects => Other Games => Play With Your Buddies => Topic started by: Darkwind3 on April 30, 2013, 06:27:46 pm

Title: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Il Palazzo Wins!
Post by: Darkwind3 on April 30, 2013, 06:27:46 pm
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

Code: [Select]
-- Nation 72: Honmito generated with seed 472730085

Do also make sure there's a line exactly like:
Code: [Select]
-- 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,
Quote from: myself
-- 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)

Spoiler: How does MP work? (click to show/hide)
Spoiler: Useful links (click to show/hide)
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Karlito on April 30, 2013, 06:33:41 pm
Hmmm... can I handle 3 games at once?
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: moghopper on April 30, 2013, 06:36:54 pm
Sign me up. I'll send a nation tonight!
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on April 30, 2013, 06:39:33 pm
   Its nice to see a new round not started by me though I won't be joining in on this as I want to get better at the base games nation list before trying something like this. That and I need to make a MA game myself so I can have played all of Tien Chi which I apparently have a fetish for or something. Anyway good luck with this thing.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Darkwind3 on April 30, 2013, 06:43:42 pm
Hmmm... can I handle 3 games at once?
Well, there's no rush to begin the game :P To be honest, I'm not sure there are enough players for four games at once, even if two are in the winding-down stage. I'd be glad to have you on board if you can find the time, though.

Sign me up. I'll send a nation tonight!
Again, there's no need to rush! Take your time finding the perfect ethereal, awe +2, fear, defense-22 van recruit-everywhere sacreds with explosive spears. (Or don't do that because I'm pretty sure NationGen would never generate those unless they cost 200+ gold, and they would be capital-only anyways).
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: moghopper on April 30, 2013, 06:45:01 pm
Hmmm... can I handle 3 games at once?
Well, there's no rush to begin the game :P To be honest, I'm not sure there are enough players for four games at once, even if two are in the winding-down stage. I'd be glad to have you on board if you can find the time, though.

Sign me up. I'll send a nation tonight!
Again, there's no need to rush! Take your time finding the perfect ethereal, awe +2, fear, defense-22 van recruit-everywhere sacreds with explosive spears. (Or don't do that because I'm pretty sure NationGen would never generate those unless they cost 200+ gold, and they would be capital-only anyways).

How about NO. I'll pick the dumbest/awesomest combo i can find!
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Karlito on April 30, 2013, 07:09:51 pm
Again, there's no need to rush! Take your time finding the perfect ethereal, awe +2, fear, defense-22 van recruit-everywhere sacreds with explosive spears. (Or don't do that because I'm pretty sure NationGen would never generate those unless they cost 200+ gold, and they would be capital-only anyways).

I got recruit-everywhere, flying, sacred, berserker human heavy infantry with 14 magic resistance and a werewolf second form on my first nation. Oh and they somehow carry both a long spear (with halt sacred) and a shield.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: moghopper on April 30, 2013, 07:24:16 pm
Again, there's no need to rush! Take your time finding the perfect ethereal, awe +2, fear, defense-22 van recruit-everywhere sacreds with explosive spears. (Or don't do that because I'm pretty sure NationGen would never generate those unless they cost 200+ gold, and they would be capital-only anyways).

I got recruit-everywhere, flying, sacred, berserker human heavy infantry with 14 magic resistance and a werewolf second form on my first nation. Oh and they somehow carry both a long spear (with halt sacred) and a shield.

I got wyvern riding cavelry in full plate, magic weapons and awe. This is nuts...
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Darkwind3 on April 30, 2013, 07:29:50 pm
I got recruit-everywhere, flying, sacred, berserker human heavy infantry with 14 magic resistance and a werewolf second form on my first nation. Oh and they somehow carry both a long spear (with halt sacred) and a shield.
I got wyvern riding cavelry in full plate, magic weapons and awe. This is nuts...
If you'll notice, my sacred Caelians are actually awe +1, ethereal heavy infantry (and obviously fly). They have a poisonous spear and punch things with their sacred fists. One of my first nations was actually defense-22, awe+0, ethereal sacred van horsemen with lances that exploded. Nuts is the name of the game. That's why nationgen is so much fun!

Don't forget to make sure your mages are half-decent! You don't want to have crazy sacreds but be stuck with crappy mages who can't do anything.

e: not that I expect anyone to be putting forth the effort to peek at others' nations until we're all done.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on April 30, 2013, 07:34:03 pm
Edit: If I keep editing this I might make up my mind. First I am in and second how do I use NationGen?
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Waterplouf on April 30, 2013, 09:36:42 pm
this looks awesome, count me in !
First nation was a bunch of fish throwing atlantaians  :P .
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Stworca on May 01, 2013, 12:10:12 am
As long as the map will be either very big, or balanced - Sign me in. This should be crazy enough!

Go sacred bear cataphract archers! (who also make blood sacrifices)

With this being said, if someone (cough Akhier, cough) wants to start Round 14 without Unitgen, I'm also (more) interested in that :O
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 01, 2013, 12:32:23 am
   I personally try to stay away from having multiple games inbound at any one time. While we can apparently support a number of games trying to get multiple ones off the ground at once doesn't seem like a hopeful proposition.
   Also how does one use nationgen, I assume I am missing something obvious because everyone else seems to be able to use it just fine. Note my brain is somewhat deep fried from a ton of studying so keep it simple.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Karlito on May 01, 2013, 12:42:55 am
Run the program.
Generate a batch of nations.
Move them from the Unitgen Mod folder to your Dominions Mod folder.
Check the descriptions.txt file in the mod folder for nations that look interesting.
Start a new game with that nation and see what they got going on.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: moghopper on May 01, 2013, 06:01:09 am
I'm going to have to withdraw from this one. I'm not really liking the insanity that going to be going on with Nationgen.

However, I am more than willing to start round 14 if anyone is interested.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: ThtblovesDF on May 01, 2013, 06:06:39 am
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.
Spoiler (click to show/hide)

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



Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Stworca on May 01, 2013, 06:34:00 am
I'm with Moghopper on this one. Out of the 30 nations that I;ve generated, 10 were stupidly weak, 5 others semi balanced, but missing this special *something*

..and 15 had flying awe sacreds with two handed greatswords of fire / poison / halting sacreds.

Then there was this one nation with poison magical longbows and 3+ strong access to five magic schools. Bear cavalry is fucking amazing, but Unitgen is just too crazy, i'm afraid. Thusly, i pass on such a round, and will wait for non-randomGen round.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: ThtblovesDF on May 01, 2013, 06:41:22 am
So here is a idea;

Game with special start - every player gets... lets say 3 points. You can use the points to:
 
Do one click on the settings (1 point cost) - like turning gold income up to 125% or even down.

Get a random unit-gen nation (3 points cost).

Improve/decrease one stat of a non-sacred, more expensive then 10 gold / 10 resources unit of a nation of your choice (even enemy ones) by 1 point (1 point cost).

"Vote" towards a map with as many points as you want.


Awww Jiss, goat Cav!
(http://i.imgur.com/cmL3vnn.png)
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Boksi on May 01, 2013, 07:10:57 am
I can't not join this, even if I'm in the midst of finals! Sign me up, hopefully I'll be done with the finals by the time this really starts up.

Btw, I'll be away from my PC, and thus Dominions 3, for a week next month, if that changes anything.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 01, 2013, 09:02:15 am
   Just going to put out that I like the rules as in the OP. The point so far seems to be make either the most uber or most humorous nation you possibly can. Though I don't know whats wrong with my copy of nationgen because its not genning anything better than balanced.

Edit: Heh, light moose cavalry
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Boksi on May 01, 2013, 10:27:59 am
Yeah, I don't think this is a game where balance matters. I'm fine with adding CBM, although I'd prefer to use Other People's Mods (https://sites.google.com/site/dominionsenhancedmod/) instead - it's the most recent combination of CBM with the Awesome series of mods. And if we want lots of power, Awesomemods are definitely what we need. Other People's Mods doesn't include AwesomeItems, though, nor does it contain AwesomePops, which is still in its infancy.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Il Palazzo on May 01, 2013, 10:51:35 am
You guys ok with old Palazzo joining? I've always wanted to try a nationgen game.

Code: [Select]
Nation 75: Nefurt generated with seed 705137524
I'm with Boksi on awesomeeverything mods.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 01, 2013, 11:31:55 am
   Finally I will be in a game with the infamous Il Palazzo. I noticed your going all hoburg all the time plus hydra. Be an interesting game if we all went with hoburg nations. I think it might take me a bit to gen a nation I am good with because I have a strategy I want to try out. Then again I could always just gen until I get a Tien Chi clone cause is kinda my thing.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Darkwind3 on May 01, 2013, 11:53:14 am
You guys ok with old Palazzo joining? I've always wanted to try a nationgen game.

Code: [Select]
Nation 75: Nefurt generated with seed 705137524
I'm with Boksi on awesomeeverything mods.
No problem! Hoburgs with hydras and earth and death magic, and adorable little purple floppy hats?

I'm alright with Other Peoples' Mods. This is not meant to be a balanced game so much as a fun diversion, especially after Round 10 and since NationGen and balance go together like water and oil. I haven't tried any of the Awesome Mods, but from what I've heard of them, they sound perfect for this game.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Boksi on May 01, 2013, 04:27:36 pm
Unless I find something better, I'll be going with this one:
Code: [Select]
Nation 76: Maelmar generated with seed 927397214Because who needs troops with more than 10 AP, anyway?
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Bluerobin on May 02, 2013, 09:16:01 am
I'm in but it's going to be a couple days until I can gen a nation. If that's an issue feel free to go without me.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Il Palazzo on May 02, 2013, 09:27:17 am
I've got an interesting one, if anybody wants it:
Code: [Select]
Nation 74: Pi-rameau generated with seed -1917277029
Abysians on salamanders and fossils, recruitable anywhere. Lots of hitpoints and good armour(23 on fossil riders).
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 02, 2013, 12:10:16 pm
   I have a specific thing I am looking for though that does look nice. My method right now is make 10,000 nations then look for a needle in a haystack. I think the number may be beyond nationgen though so I might have to do it in batches.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Boksi on May 02, 2013, 02:11:10 pm
I made ten nations, looked through them, noted down any good ones, then made another set. Rinse and repeat.

The important things to check for are: Which units are capital only(they're irrelevant unless they're really good), what the sacreds are like and what the mages are like. Once I had a few good ones, I looked through them again, looking at their troops. I wound up picking Maelmar, and if you try generating it you'll see why.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Darkwind3 on May 02, 2013, 07:05:31 pm
I'm in but it's going to be a couple days until I can gen a nation. If that's an issue feel free to go without me.
That's no problem! This game probably isn't going to start very soon.
   I have a specific thing I am looking for though that does look nice. My method right now is make 10,000 nations then look for a needle in a haystack. I think the number may be beyond nationgen though so I might have to do it in batches.
I will note that dominions only accepts up to about 20 new nations at a time (nation number 72 to 94 are free; any higher won't work). It'll probably be easiest to generate nations in batches of 20, similar to what Boksi said.

Also, I was looking through Dominions Enhanced recently. I knew it buffed up endgame summons but haha holy crap W8E5/N5 queens of water who generate gems. Interestingly, neither arch devils nor ice devils seem to have been buffed.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 02, 2013, 07:14:29 pm
   It doesn't matter if Dominions only accepts 20. I gen a large number of nations then using a program I coded up I pick out the nations that qualify for what I want. Its relatively easy with regular epxressions, I just use the desciptions.txt that nationgen makes because it has the info I need. Then once I know the numbers of the nations I want to check I check the advanceddescription.txt to see if the nations are worth anything (most have bad mages) and from the culled list I open the .dm and check their seed. With the seeds I can set nationgen to seperate seeds and gen the nations I want to check in Dominions 3.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: ThtblovesDF on May 03, 2013, 03:00:00 am
Alright, I'll make a nation just to see the insanity and for shit and giggles ; )
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Bluerobin on May 03, 2013, 05:08:23 pm
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:
Spoiler (click to show/hide)
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Darkwind3 on May 03, 2013, 07:15:41 pm
That's strange. I used that seed to generate the same nation in the preview. Are you sure the number of seeds isn't off? If you had an extra seed or were missing one, that might throw everything off. Try checking to see if Nation 100 is still using the same seed in your new mod - if not, check which nation is.

e: keep in mind that I am not Elmokki, nor do I know what your specific situation is. This is just my best guess of what might be wrong and it's entirely possible you have already done this and are now angry with me for assuming you didn't.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Bluerobin on May 03, 2013, 07:39:15 pm
I'm sure I'm doing something wrong, I'm just trying to figure out what.

Well, now it's working! No idea what was wrong, but it doesn't seem to be wrong anymore.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Karlito on May 03, 2013, 08:27:48 pm
Quote
Nation 80: Burburg generated with seed -1982150790
Race: Hoburgs.
Military: Light infantry. Crossbowmen. Heavy bat and mechanical mosquito cavalry. Sacred heavy boar cavalry.
Magic: Astral, Death and Nature. Weak Earth.
Priests: Strong.

I'll have to figure out an AwesomeGods Pretender design, but I think I'm going with these guys. There's no way I can get a better nation name than this.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 03, 2013, 10:09:50 pm
   Heh, I was testing a nation and a arena match was called. I send my prophet and the only other guy to show up was a prophet as well. Apparently a prophet battle is really easy to figure out. It goes Holy Avenger, Holy Avenger, and then Smite till someone falls down.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Bluerobin on May 04, 2013, 01:09:11 am
Alright, here's my nation.
Code: [Select]
Nation 108: Sardarm generated with seed 1560825304
Race: Caelians, prefers Cold scale +1.
Military: Light infantry and heavy infantry. Crossbowmen. Sacred heavy infantry.
Magic: Air, Water, Death and Nature.
Priests: Moderate.
Because flying martial artists are awesome.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 04, 2013, 01:32:56 pm
   Okay I have my choice down to 2 nations so I will just run a few test games before deciding on which specific one I want.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Stworca on May 04, 2013, 03:33:17 pm
   Okay I have my choice down to 2 nations so I will just run a few test games before deciding on which specific one I want.

..Where is the fun in that?  :o
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 04, 2013, 04:09:48 pm
   Well I want to figure out which is cooler, one has Moose Cavalry and the other has Fossil Cavalry. The Moose riding nation is cool but they are not the sacred while the Fossil riders are.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 05, 2013, 08:16:55 pm
   Double post but for a reason. I have decided on my nation but first I will tell you of the nation that it beat out. The nation I won't be playing is the one with sacred fossil cavalry. It was amazing early game, truly a power house. Every turn for the first bit you hire a commander sacred fossil cavalry and a troop sacred fossil cavalry and thats about all you can afford. But with just that commander plus that unit you can conquer basically any indy province. The commander was a priest with 1 holy so it could bless and they smashed through the early game because its not one army tromping around its one army for every turn. On the third turn have 2 provinces, on the fourth you have 4, on the fifth you have 7, and it keeps going like that till you hit a barrier where you just don't have any more provinces adjacent to your capital so it takes time to reach new places to conquer. It can't conquer forts or else this would be the ultimate rush nation. Its only downfall is because every turn your hiring a non-mage commander you have no mid game nor really much of a late game. I want to give out the seed just so you can all feel the might of the nation in the early game but I don't want someone else to take it. Its name was djeut and after the game starts I may release the seed.
   Anyway the nation I chose is more normal and honestly slightly disappointing after the fossil riders but with decent mages and a cheap sacred troop which will let me leverage smaller blesses to great affect I will have to go with the boring option (that and moose cavalry). My nation is the following:
Code: [Select]
Udostria generated with seed 1420513045
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Darkwind3 on May 05, 2013, 09:55:32 pm
To be clear - Udostria is a nation of humans with cheap temples and NSEW priest-mages (whose capital-only mages are ethereal), right? I ask because I'm not sure how nation number affects the nation that comes out and I'd prefer to get any mix-ups over with before we start the game (though I suppose we'll find out if there are any significant differences once I release the mod with everyone's nations). Currently I have them as nation 72, but there don't seem to be any differences with what you've posted of them.

Speaking of that, it looks like we have most of the people who have signed up so far. Currently, only Waterplouf and Thtblovesdf have shown interest but haven't yet submitted nations, and Waterplouf hasn't posted since early on page 1. There's no rush for anyone, of course. Unless you happen to be interested but haven't yet posted, in which case there absolutely is a rush! We have at least six, more likely to be seven or eight people, which is enough for a decently sized round, so it's entirely possible to miss this if you don't speak up and tell me you want to join in.

e: hahaha holy crap i just realized my nation's assassins wield a short sword, a broadsword, and another broadsword, this is why i love nationgen
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 05, 2013, 10:05:19 pm
   All that matters with the nation is the seed because if the nation number mattered my nation would be unusable because it was originally genned as number 1739. What the nation number represents is its game id.

Edit: oh and yeah that is my nation
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Bluerobin on May 05, 2013, 10:06:15 pm
He just wants to make sure he ended up with the right nation because you didn't really specify much about it. There's really no harm in saying a bit more because we can gen the nation if we want to have a look ourselves.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 05, 2013, 10:13:35 pm
   Okay I see, I just know to much about nation gen apperently...   So yeah the seed is what determines it all and anyone can gen my nation from the seed, same with all of yours. I have and it works just fine (barring Darkwinds own nation as I did not see a seed for it anywhere, can we has it please Darkwinds?). Heres what my nation is
Code: [Select]
Nation 72: Udostria
-----------------------------------
Race: Humans, Abysian auxillaries, prefers Heat scale +3.
Military: Light infantry and heavy infantry. Light moose cavalry. Chariots. Sacred light infantry.
Magic: Water and Astral. Weak Earth and Nature.
in my test gen where I have everyones and my other nation.

Edit: missed the priest line, they are strong. Thats part of what held me back because I wanted either some [censored] sacred or (the one I went with) cheap sacred units with strong priests so I can expand nicely without losing out too much in early mage production because I can make less sacreds rather than choosing between taking provinces or making mages.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Darkwind3 on May 06, 2013, 09:18:17 am
My seed is actually in the opening post! :P I suppose it's rather hidden though. It's the example post that's quoted in the middle.
For completion, though,
Code: [Select]
-- Nation 76: Ettles generated with seed 1165198899
Race: Humans.
Military: Heavy infantry. Crossbowmen. Light cavalry and heavy horse, spider and pegasus cavalry. Sacred Caelian heavy infantry.
Magic: Astral and Blood. Weak Water and Nature.
Priests: Strong, can perform blood sacrifices.

As to seeds, I've been using seed 0 to fill in the blanks between peoples' nations, and the typical trend is 3-4 repeat nations (Eholm, then Eholm I-IV which are identical, for example) before switching to a new nation. I'm not sure whether that's due simply to repeating the same seed or to the different placement, though.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Il Palazzo on May 06, 2013, 09:22:55 am
Do we need more players? I'd rather not make this a huge game. The bigger it is, the longer it lasts, and in late game it becomes less improtant what nation you are playing as everybody starts to rely on summons anyway.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Mrhappyface on May 06, 2013, 09:08:10 pm
Never mind.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 06, 2013, 09:35:36 pm
   Six would be a nice round number of players to start a game with. I do have a question though. The Other People's Mod, are we using it? Cause I should probably get that if we are...
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Il Palazzo on May 07, 2013, 04:28:03 am
Let's use it.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: ThtblovesDF on May 07, 2013, 08:08:27 am
I'm out of this round, I just can't find the right nation for me and after some 120 or so tested (12x 10) I'm calling it quits.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Darkwind3 on May 07, 2013, 11:20:25 am
In that case, I think we have everyone we're going to get. There's still the question of what map we will use to determine before we get started, though. I'm still a fan of using a randomly generated map, but if there's a preference for a set map I'm fine with that. If we do use a random map, should I use the random map generator that comes with the game? There are a couple utilities, RanDom (http://forum.shrapnelgames.com/showthread.php?t=34826) being probably the most polished, which I could use instead.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Il Palazzo on May 07, 2013, 11:49:32 am
Random is a good idea. Whichever way you feel like using.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Bluerobin on May 07, 2013, 11:51:04 am
Agreed. If you think RanDom can give us a more interesting/fair map without adding too much trouble for you then go for it, but the in-game random map generator is probably good enough.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Mrhappyface on May 07, 2013, 01:01:02 pm
Oops
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 07, 2013, 04:41:38 pm
   I have a problem with the mod. I have been fooling around with the other people's mods thing and when I look at the pretender chassis of some pretenders in the select chassis screen they show with some magic paths (for example the freak lord is showing 4 nature and 4 blood) but when I select it and go into the magic selection screen it only shows 1 in any of the paths they have (freak lord ends up with 1 nature and 1 blood) and this isn't just the mod not updating the freak lord correctly for instance because unmodded the freak lord only has 1 blood. I tried redownloading the mod but that did not work so I assume I must be getting it from the wrong place or something.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Bluerobin on May 07, 2013, 04:45:52 pm
That's actually how they've done some of the chassis. The human ones often are supercasters but with weaker blesses, so the Freak Lord will have 4N4B with regards to casting, but only 1N1B as far as blesses go. Titans (and the Phoenix I think) are often the other direction, where they'll have poorer casting and better blesses. Normally the pretenders with better blesses have comments made in their text, but the dom3 mod inspector (link (http://dom3-mod-inspector.googlecode.com/svn/branches/i-s-u/index.html?selectmods=1)) is a good place to go for pretender stats if you're unsure.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 07, 2013, 04:47:23 pm
   Huh, well thats...
interesting
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Bluerobin on May 07, 2013, 04:48:07 pm
Pretenders are overall much more powerful and specialized. It's definitely a different flavor. It's also interesting that nationgen nations have pretenders generated but there's no way to know which ones until you load them up or dig through mod files, as far as I know.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Darkwind3 on May 09, 2013, 01:24:42 pm
You can find the map I've generated here (http://speedy.sh/W9V96/Bay12Round13.map). In the end, I decided to just use the map generator that comes with the game. I haven't done any tweaks, but if any are necessary I have no problem doing that before starting. If there are no objections, I'll put the game up on Llamaserver and we can finally get started!

(http://i.imgur.com/teW1p1l.jpg?1)
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Bluerobin on May 09, 2013, 04:13:37 pm
Looks good to me. I guess we should have decided beforehand if we wanted a wraparound map, but I'm good with not having it wrap and just using this one.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Il Palazzo on May 09, 2013, 04:14:39 pm
Looks fine.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Karlito on May 09, 2013, 07:14:59 pm
I hope my Capital ends up in that province bordering the three farmlands.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Akhier the Dragon hearted on May 09, 2013, 07:48:28 pm
Looks good but wheres the image at, the link is just the map file.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Looking for Players
Post by: Darkwind3 on May 10, 2013, 11:56:24 am
The game is now up on the Llamserver, so we can begin submitting pretenders. You can find the files (both map and mods, excluding Other People's Mods) necessary here (http://speedy.sh/UbsFV/Bay-12-Round-13-Files.zip). Hopefully nobody's nations are screwed up!

Just a friendly reminder: this game's victory conditions are owning and controlling 50%+1 capitals. In this case, that's four (out of six). You may wish to keep this in mind when designing pretenders and during the game.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Akhier the Dragon hearted on May 10, 2013, 12:51:16 pm
   Okay I have my pretender designed. Going to send it in but first let me tell you the name it got. I am quite proud of it: Akhier, God of Gods, Lord of Death, Lord of Luck, the Whirlpool, God of Many Names, He who Mounts the Clouds, Lord of Mischief
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Stworca on May 10, 2013, 12:55:08 pm
So, we basically know half of your magic and scale choices from the get go!
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Bluerobin on May 10, 2013, 12:59:36 pm
Haha that's one of my favorite things, analyzing and predicting pretenders based on names. I still have to figure out if I should go rainbowish or supercombatant... Or just use the frost father as a rainbow and summon frozen dead as my indy busters. So many choices.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Akhier the Dragon hearted on May 10, 2013, 01:21:33 pm
   The thing with my pretenders is that I tend not to use them. I generally go for more of a scale based play combined with maybe the special of the chasis. For example in round 11 I used the one Tien Chi pretender with the bad event prevention and heavy scales. In round 12 I had some minor blesses but they where not important when compared to my scale use. Also I have to admit I don't care if people know my pretender overall. I did name round 12's pretender with everything about it and someone decoded what it meant within a very short amount of time.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Karlito on May 10, 2013, 11:06:26 pm
I am super envious of you guys that have sacred Mages. I predict that Upkeep will kill me before any of you get the chance.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Akhier the Dragon hearted on May 10, 2013, 11:21:39 pm
   Huh, I had not noticed that about my nation but I guess that makes sense what with all my mages having holy magic.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Stworca on May 11, 2013, 01:15:34 am
I am super envious of you guys that have sacred Mages. I predict that Upkeep will kill me before any of you get the chance.

I suggest countering upkeep problems with Turmoil, Sloth, Death and Misfortune.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Bluerobin on May 12, 2013, 02:02:05 pm
Finally figured out what I want to do with my pretender. Not sure it's what I should have done, but too late for that now!
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Akhier the Dragon hearted on May 12, 2013, 02:08:45 pm
   The game has started and already half the people have submitted their first turn. Looks like these first few turns will end up being quick, we might even fit more than one a day. Also I actually have a naming theme for this round which is better then the last couple rounds I have been in.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Karlito on May 12, 2013, 03:40:36 pm
I think my naming theme may be even better than my Round 7 one.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Darkwind3 on May 12, 2013, 06:49:11 pm
Your fiat naming schemes are inferior to my purestrain free market naming schemes! Well, alright, Assasian is pretty great.

Hmm, looks like Boksi is the only person to take an awake rainbow (or at least the only one ballsy enough to do something with it turn 1). It remains to be seen how many ridiculous quadruple blesses we will find. Given Akhier's income, it's a decent bet he's got one (or at least, he's not relying on scales).
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Akhier the Dragon hearted on May 12, 2013, 07:07:43 pm
   You know what? This is the first multiplayer game that I have been in where the score graphs are on. Its interesting to see all this stuff when it matters finally.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Bluerobin on May 13, 2013, 05:16:54 pm
Karlito? You're my vote for best naming scheme so far. Good luck keeping your commanders straight though.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Karlito on May 13, 2013, 06:44:56 pm
Thank ye thank ye. I picked Burburg in large part because I found the name so super excellent. Unfortunately, it does mean that my crappy Hoburg troops get smashed around by independents.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Il Palazzo on May 13, 2013, 06:46:02 pm
I found the name so super excellent
It is indeed doubleplus fine.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Akhier the Dragon hearted on May 13, 2013, 06:49:53 pm
Thank ye thank ye. I picked Burburg in large part because I found the name so super excellent. Unfortunately, it does mean that my crappy Hoburg troops get smashed around by independents.
Your nation is actually one of the ones that gave me a lot of trouble in single player.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Karlito on May 13, 2013, 06:53:38 pm
I don't really plan to use any national troops besides the sacreds and maybe a small party of flying raiders, so I suppose it's for the best my initial army got stomped by barbarbarbarians.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Il Palazzo on May 16, 2013, 04:20:26 pm
This month's top box office in Nefurt:

Luftwaffe 2: First Blood
No Water for Old Fish
Marvel's Gandalf: You Shall Not Pass

edit: can't spell my nation's name :/
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Bluerobin on May 16, 2013, 07:44:59 pm
Hehe Luftwaffe.

Edit: Diplomacy this round may be... interesting. I like.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Il Palazzo on May 17, 2013, 07:34:40 am
Hey Boksi, did you know that being the last one to submit your savefile lets you do two truns in a row?
How cool is that? Very cool, that's how. You should totally try it.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Bluerobin on May 21, 2013, 10:10:04 am
Whoops, sorry about missing that turn. Yesterday suuuuucked and I was literally either asleep or stupidly busy the entire time. I'll be able to submit this one in a more timely fashion, though.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Boksi on May 21, 2013, 08:46:58 pm
As we can all see by the graphs, Nefurt is clearly a menace and should be terminated immediately. Preferably by someone who can cast storm or forge a staff of storms.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Karlito on May 21, 2013, 10:16:04 pm
Yeah, I suppose we should rumble Palazzo before he wins.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Il Palazzo on May 22, 2013, 01:39:01 am
Vy you hating on ze Nefurt? Ve are a peaceful armed forces.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Akhier the Dragon hearted on May 22, 2013, 11:19:34 am
   Don't worry Il Palazzo, I am sure you can be peaceful without arms just as fine as you can with though make sure you stop the bleeding after we remove them. Not, mind you, that I can really do anything against you at the moment but its the thought that counts right?
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Karlito on May 22, 2013, 11:33:31 pm
Oh, toots. Got distracted showing my brother Kerbal Space Program.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Il Palazzo on May 23, 2013, 05:28:12 am
Ve vill now Anshluss Maelmar, ja?
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Karlito on May 26, 2013, 08:34:34 pm
Wow, Hoburg province defense is actually good for something.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Darkwind3 on May 27, 2013, 08:53:30 am
Well, Hoburgs are both very small and have average attack and above-average defence. It's hard to hit them and, with their sheer numbers, easy for them to hit you. Also Burburg's PD is apparently entirely crossbowmen armed with broadswords, which is hilarious and will murder anything that doesn't have a shield (like Nefurt's hawk cavalry).

Also, for those of you not in Round 10 (which is everyone but Karlito) - Round 10 needs two subs. I'll make this short; round 10 is an MA game, currently in turn 75, so squarely in the late game. It's a vanilla game, so no Zmeys or whatever.

Ermor has an S9 bless (for those shadow vestals) and is currently under attack from three different nations on two different sides of its empire (though some sort of clever diplomacy might be possible I guess). Your army is about three times larger than that of any human players. To be honest, Ermor is in decline, though it might be possible to pull it around. I'm really only asking because Ermor has a lot of tools that need a human player to be used properly.

Eriu has an E9N6 bless. They're currently only at war with one human player (and R'lyeh, who is about to go AI). I don't really know much about Eriu's capabilities. To be honest, Eriu's player basically coasted by on Thunderstrike spam and the occasional Sidhe Lord thug. I don't know what they have researched or what they can do, or their gem situation. you have one big army (that I can see) with your pretender, plus probably a crapload of Sidhe Lords scattered to the wind. Your position is probably not bad, but I don't know.

We also need someone to set R'lyeh to AI, since I'd rather not do it myself (due to the cheaty nature of looking at someone else's turn as another player), which will only take a moment.

Feel free to post in the thread (http://www.bay12forums.com/smf/index.php?topic=118516.0) or PM me if you want to take a look at either nation and decide whether they're for you or generously donate 60 seconds of your time to turn R'lyeh AI.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Il Palazzo on May 27, 2013, 09:14:13 am
Also Burburg's PD is apparently entirely crossbowmen armed with broadswords, which is hilarious and will murder anything that doesn't have a shield (like Nefurt's hawk cavalry).
Scuse me, they've got kite shields. Also Burburg PD has got small arbalests.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Darkwind3 on May 27, 2013, 09:23:28 am
It appears you are correct! :-[ For some reason I think I was looking for shields to be with the weapons, rather than the armor. To be honest, I think Arbalests are the weakest ranged weapons, simply because your goal is generally to have as many arrows in the air as possible (likewise, crossbows are usually less useful than regular bows). It looks like it worked out in Burburg's favor though.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Karlito on May 27, 2013, 03:27:04 pm
In one case. Nefurt Hoburg PD is equally proficient at repelling Burburgun flying raiders when in sufficient numbers as well.

I agree with you with respect to the arbalests as well. Definitely less useful than crossbows would be.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Akhier the Dragon hearted on May 27, 2013, 10:13:53 pm
   Hmm, the crossbows of Nerfurt do have the advantage of shooting faster but the progression of getting them in PD is much slower then the Burburg's arbalest. In fact B has double the number of ranged PD because B has both units being ranged, the only difference is one has Protection 8 and the other has 9. Both N and B's progression for their ranged units is +1, +2, and repeat. Of course as mentioned B has both his basic units as ranged while N has a warrior with a strange progression. It goes +1, +1, +2, +1, +2, and repeat. The higher tier units both arrive at PD 20. B's second commander is a mechsquedo dude while N has a Hawk rider. B has soldiers and light soldiers and at a good rate. The soldier's are +2 every point and the light soldier is +2, +3, and repeat. N has stranger stuff though. There is a wolf lancer and a hawk cavalry both at a rate of +0, +1, +0, +1, +1, and repeat. Depending on the enemy I can see both sides being good at something. Against early game unit swarms B's all ranged early PD would be quite good while against smaller number of good units N's PD is nice as it has melee though only after you get enough points in it to effectively swarm a few enemy units at a time. The higher PD falls mostly in B's favor because of the stellar progression of his soldiers and light soldiers. Of course against a single unit I might side with N because of his flier swarm though honestly you need quite a high PD for that to be effective. Here is the info in numbers though sorry for the formatting of it.
Spoiler (click to show/hide)
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Bluerobin on May 27, 2013, 10:23:34 pm
Just so you know, that post was kind of scary to get as an email notification. Numbers filled my whole screen....
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Karlito on May 27, 2013, 11:30:32 pm
That income graph is rather worrying.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Bluerobin on May 27, 2013, 11:31:28 pm
Kind of, except it probably indicates lots of overtaxing rather than permanent income. It's still potentially worrying for those at war with Il P though, because the money's going somewhere!
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Akhier the Dragon hearted on May 27, 2013, 11:42:13 pm
Is the answer "Into their faces in the form of pain"?
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Bluerobin on May 27, 2013, 11:43:51 pm
Likely!
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Il Palazzo on May 28, 2013, 05:33:32 am
Heh, the glassest cannon ever.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Il Palazzo on May 28, 2013, 11:22:18 am
Oi, check this one:
Code: [Select]
Nation 73: Agarhamburg generated with seed -1409963518

Easy to mass hoburgs with pikes and halberds, mosquito and hawk riders(slightly inferior, but cheaper than Nefurt's), and sacred, ethereal, awesome abysians on scorpions. Drain immunity and +1 heat preference.
Drawbacks are cap-only archers(but with magical bows), bad priests and expensive temples.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Darkwind3 on May 28, 2013, 12:11:14 pm
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
Spoiler (click to show/hide)

Nefurt
Spoiler (click to show/hide)

Ettles

Spoiler (click to show/hide)

Maelmar
Spoiler (click to show/hide)

Burburg

Spoiler (click to show/hide)

Sardarm
Spoiler (click to show/hide)

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.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Bluerobin on May 28, 2013, 12:21:28 pm
Shhh!!! Don't tell them that! :'(

But yeah, Caelians are significantly better when they have shields and heavy armor. Especially if you find Robust ones so their HP is higher too.

On the other hand, they're pretty cool when they're fairly lightly armored and only have fist weapons, too. Especially when one fist weapon causes fear and the other resurrects killed enemies.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Akhier the Dragon hearted on May 28, 2013, 12:42:16 pm
   Huh, did not know where to find that info. Good to know its there. Guess I should go check it out and it means that it will take me even longer next time I do a NationGen game.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Bluerobin on May 30, 2013, 11:26:32 pm
So, I don't think I'm going to be able to make a 26 hour turn. If I can get like 5 extra hours I should be fine. Sorry!

Never mind! A little less sleep isn't going to matter in the long run.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Il Palazzo on May 31, 2013, 09:56:54 am
However, I do need an extension. +20h please.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Darkwind3 on May 31, 2013, 11:51:00 am
Twenty hours it is! I suppose your turns are a lot more involved than anyone else's. ;D

So, I don't think I'm going to be able to make a 26 hour turn. If I can get like 5 extra hours I should be fine. Sorry!

Never mind! A little less sleep isn't going to matter in the long run.
My apologies! By the time you posted I was fast asleep. Admittedly, the fast turnover on turns means that advance notice is rather difficult.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Bluerobin on May 31, 2013, 11:52:23 am
It would have been noticed in time, by the looks of it. I just knew that if I didn't do it right then I wasn't going to get to it in the next day or so.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Il Palazzo on June 01, 2013, 09:44:34 am
Thanks for waiting.

Heh, Boksi has got some really bad luck with enemy flankers. At least this time these were Udostria's special troops, and not a bunch of barbarians.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Boksi on June 01, 2013, 12:13:55 pm
...You know, if I had remembered to give that one mage a pearl so he could've cast Power of the Spheres, the rest of the communion would've cast acid rain instead of acid bolt.

You know, at this point all I can do is do as much damage as I can because I'm out of the running. And I don't think I can be bothered to do that. I'd rather just go AI.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Karlito on June 01, 2013, 12:15:50 pm
Nooooooo!
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Boksi on June 01, 2013, 12:45:09 pm
Well, I'm going to Sweden next week anyway, so I wouldn't have been able to do my turns then.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Darkwind3 on June 03, 2013, 06:10:04 pm
It looks like this is the second time Burburg staled. Anything going on, Karlito? Though, given your current position I guess I wouldn't blame you for bailing.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Karlito on June 03, 2013, 06:23:33 pm
Real life busyness/being dumb and not planning well. I got in the habit of doing my turn when I saw the 12 hour email in my mailbox, but since the deadline got moved from evening to the afternoon I'm either asleep or at work for the last 12 hours. I'll have to see whether or not it's worth continuing at this point.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Darkwind3 on June 11, 2013, 06:45:16 pm
It looks like Karlito staled for the third consecutive time. Same problem as before?

I haven't really been feeling any pain from the hosting time, but does anyone want the time limit extended? We are getting later into the game, after all, and pretty much everyone is a war. I imagine Il Palazzo's turns are getting rather involved.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Il Palazzo on June 11, 2013, 06:53:24 pm
Nah, I'm fine. The map is really small, so it all goes like a breeze.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Akhier the Dragon hearted on June 11, 2013, 06:54:45 pm
I am managing fine on my end
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Bluerobin on June 11, 2013, 08:29:27 pm
I've been doing ok. It doesn't take me long to do my turns, but every so often I just don't see a computer for 23 hours and it gets a little close. I should be ok though.

Edit: Whuh oh. Suddenly everyone has active pretenders.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Il Palazzo on June 14, 2013, 07:13:00 am
Oh noes! Hermann Goering has been shot down in the arena!
He should have known better than fly into modern battle in his obsolete fokker.

I can see we're entering that stage of the game when everybody is fielding wendigos. Too bad the generator doesn't include nation-specific summoning spells.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Bluerobin on June 14, 2013, 10:12:36 pm
Y'know, I didn't even realize you could send pretenders to the arena.

Also, how the hell did I miss the entire right half of the world turning pink?
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Akhier the Dragon hearted on June 14, 2013, 10:19:39 pm
Because I am a masterful distraction?
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Submit Pretenders
Post by: Darkwind3 on June 15, 2013, 08:33:02 pm
Well, Karlito has gone AI. Bye Karlito! :( I hope you enjoyed your stay, or at least that it was a learning experience. I've learned something: Il Palazzo is a monster. Fighting two players simultaneously so early on and soundly beating both? I stand in awe.

It has also come to my attention that the thread title is sorely outdated. Thus, it has been updated. Hopefully there's not such a disparity in the future!
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Karlito on June 15, 2013, 08:35:02 pm
Il Palazzo is a monster.

Eeeyup. Good luck with that guys.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Bluerobin on June 16, 2013, 08:52:43 pm
I'm gonna need an extension for this turn. At least 4 hours would be nice.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Alkhemia on June 16, 2013, 09:09:57 pm
Il Palazzo is a monster.

Eeeyup. Good luck with that guys.
That does not sound good he in my round as well maybe I should focus him or something  :'(
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Bluerobin on June 17, 2013, 06:10:35 pm
Hmmm this is gonna suck if I stale. Oh well I guess.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Darkwind3 on June 17, 2013, 06:18:16 pm
Apologies for taking so long to notice your request! I've extended the turn six hours. And thanks to Il P who sent off a PM even though he doesn't have much stake in Bluerobin staling (though Bluerobin also sent me a PM earlier on).
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Bluerobin on June 17, 2013, 06:19:24 pm
Awesome thanks! I'll have it in the next 3ish hours.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Darkwind3 on June 21, 2013, 12:18:29 pm
This next turn will be postponed until Monday due to vacation. Take a break, everyone! :D Looks like I finally killed Burburg. It's a shame the AI had the indecency to ignore Il Palazzo in favor of vomiting all of its chaff at me, though.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on June 21, 2013, 01:53:14 pm
It's a shame the AI had the indecency to ignore Il Palazzo in favor of vomiting all of its chaff at me, though.
It was thanks to my cunning use of roadsigns!
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Karlito on June 21, 2013, 03:47:39 pm
He might actually mean something by that. I do know the AI will generally attack provinces with the lowest PD.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Akhier the Dragon hearted on June 21, 2013, 03:52:15 pm
   I assume with the size of his nation he probably had the money to pump the PD in any province bordering the AI. And me being me I had good PD because why not.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on June 23, 2013, 09:57:25 pm
Bluerobin stalled twice in a row. Perhaps it would be better to postpone the current turn until he shows up.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Bluerobin on June 23, 2013, 10:22:30 pm
Oh. Great. Apparently the turns I tried to submit this weekend from a different computer were sent to the wrong email address. I was wondering why it looked like I had a little too much money last turn. "Oh well" is quickly becoming my theme for this game.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on June 25, 2013, 08:06:33 pm
Uh-oh. The beginning of the end.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Bluerobin on June 25, 2013, 08:27:07 pm
Well, someone had to throw the first punch. I may as well pretend I can get the upper hand on you by doing it myself.

Wonderful timing on the arena match, though...
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on June 29, 2013, 09:48:52 am
Can I get a 12h extension? I'll try to send the turn on time, but there's a chance I'll miss the deadline.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Darkwind3 on June 29, 2013, 10:29:06 am
No problem! I imagine that if anyone deserves some extra time for their turns, it's you. ;D I think this is the first time I've seen Perpetual Storm. If ever there was a time for it though, it's definitely now. It's too bad your own flying raiders are kept landlocked by it, too.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on June 30, 2013, 12:52:54 pm
Lol Ettles and Sardarm in Fenica. You guys need to do that more often.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Bluerobin on June 30, 2013, 02:57:16 pm
Yeah turns out the Reply to All button doesn't reply to all when it's actually going to be important.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on July 01, 2013, 07:26:47 am
Boy, have I learned something new. Astral dome also stops friendly spells from passing through. This includes cloud trapeze.
I wonder if it's the same with other domes, and all spells? Does it mean it's possible to fry your own mage casting gateway, for example?

Also, perpetual storm stops seeking arrows, in case you've been wondering why there's none falling from the sky.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Akhier the Dragon hearted on July 01, 2013, 12:43:39 pm
   I actually stopped casting those because I have better use for the gems. As for the domes yes they do. Domes stops spells as described, period. There is no difference between whether its an enemies or yours. I would advise planning ahead and having a lab next to you capital where you can put your mages that need to cast spells that go outside the province as needed.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on July 01, 2013, 12:46:52 pm
Are you saying you've seen outgoing spells stopped by local domes? That doesn't seem right. At least I've never seen that happen.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Akhier the Dragon hearted on July 01, 2013, 12:55:49 pm
Huh I could be wrong let me check the wiki

Edit: Okay they don't stop spells going from the province but most of the domes do block all incomining spells. The fire dome doesn't but it also doesn't stop spells but rather damages the enemy caster.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on July 03, 2013, 06:43:15 am
Good timing whomever dispelled the storm this turn. Dr Mendele's Surefire Attack[tm] on Ard fizzled catastrophically thanks to the suddenly flying Zmeies.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on July 03, 2013, 02:17:28 pm
Gimme an extension. Palazzo drunk.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Darkwind3 on July 03, 2013, 02:20:25 pm
Is twelve hours enough to survive the hangover?
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on July 03, 2013, 05:04:16 pm
Wunderbar, Mister Zirkusmeister.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on July 07, 2013, 11:05:48 am
Damn, Akhier. Saved by being too fatigued to run away.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Akhier the Dragon hearted on July 07, 2013, 11:51:52 am
   It was an interesting fight. I managed to hold out decently early on and then at the very end it devolved into your guys trying to hit my pretender and my castle walls taking a few of your undead out occasionally.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Darkwind3 on July 07, 2013, 02:06:27 pm
I would ask if you wanted to share your story with the class, but it looks like Akhier already did for you I guess I'm glad you lost that battle. Sound like Akhier took a stationary pretender. Did il Palazzo lose anything nice? :P

At any rate, sorry to intrude on the game but I'm looking for a sub in round 10, which I also admin. (No need to read the rest of the paragraph if you're not interested, i suppose, but I think you will be interested in this position). MA Ermor has been staling the few turns (and some players suspect he'd been sending in empty turns before that), and they're in a war, though they haven't been losing too much territory recently. Ermor's advantage, though, is gems. Shitloads of gems. Well over one thousand fucking gems. Ever wanted to experiment with the lategame? The world is your oyster. With Tartarians (easily accessed by MA Ermor) you have access to every path in the game. It would be a crime to let this position go unfulfilled, because the AI can't use gems nearly as effectively as humans. Though I think ay other details pale in comparison to the truckload of gems Ermor has, feel free to PM me if you want more details. Likewise, if you want to sub in, please PM me or post in the Round 10 thread.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on July 07, 2013, 02:35:53 pm
I would ask if you wanted to share your story with the class, but it looks like Akhier already did for you I guess I'm glad you lost that battle. Sound like Akhier took a stationary pretender. Did il Palazzo lose anything nice? :P
No, he did not have a stationary pretender. His Jade Emperor had an astral shield on, and ~200 fatigue when every other Udostian either died or fled and the general rout was sounded. But due to the fatigue, he couldn't move, so what remained of my dust walkers surrounded him and started to slowly chip away at his 300 hp and getting paralysed in the process, while the castle defences were taking potshots. Some ten turns and half his health later they finally broke and fled too.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Darkwind3 on July 07, 2013, 03:35:52 pm
Ah. I had figured that, since stationary pretenders are pretty damn difficult to destroy and also can't really move, that might have been it. It sounds like Akhier's pretender just had a boatload of hitpoints and cast a big spell instead. I never actually bothered to look for anyone else's pretenders, so that serves me it seems.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Akhier the Dragon hearted on July 08, 2013, 11:04:35 pm
   New patch for Dom3 is out and all future turns will need it. You can get it near the bottom of this page (http://www.illwinter.com/dom3/index.html). Don't worry, the patch works fine as I did my latest turn in round 14 with it and it worked just fine. I don't know how it will work with any turn in progress so its probably better to finish any standing turns and submit them before updating and see what happens.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on July 09, 2013, 03:41:02 pm
Alrighty, Akhier. I suppose you're going to leave the management of your last province to the AI. Thanks for staying to the bitter end.


Darkwind & Bluerobin: how's your fighting spirit? Do you want to continue, or do you want to call it a day?
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Bluerobin on July 09, 2013, 04:23:53 pm
I'm good to go either way. I've got some SCs coming that might be neat to try out, but I don't care that much.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Darkwind3 on July 09, 2013, 06:15:07 pm
I'm fine with continuing, I don't think the writing is on the wall quite yet.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Bluerobin on July 10, 2013, 11:13:22 pm
I sent my turn in and the email definitely sent, but it's not confirming. I should be able to resend it tomorrow before it processes, but... I guess just in case, I wanted to let you guys know I tried sending it in.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Bluerobin on July 11, 2013, 10:24:53 pm
Two things: First, it turns out the AI can do some neat spell casting sometimes. Like the random N3 mage that I had hanging around charming a Roc that got a bit too close for comfort.

Second, I'm going to need a pause for the weekend for a camping trip. I'll be gone from early Saturday morning until late Monday night EDT (GMT-4). I'll be able to submit a turn tomorrow probably, but after that I'll be away for three days essentially. Sorry. :-\
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on July 12, 2013, 11:47:03 am
Urgh, what a half-arsed assault.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Darkwind3 on July 12, 2013, 06:03:44 pm
Second, I'm going to need a pause for the weekend for a camping trip. I'll be gone from early Saturday morning until late Monday night EDT (GMT-4). I'll be able to submit a turn tomorrow probably, but after that I'll be away for three days essentially. Sorry. :-\
I've just postponed the turn three days, though I guess if you do get one last turn in before your trip I'll postpone another three days.

Also - that was lucky of you to kill my Heliophagus in only a single Mind Hunt, Il Palazzo! Thankfully, blood slaves are a renewable resource.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: EuchreJack on July 12, 2013, 11:10:47 pm
Looking over NationGen, how would people rank positive nation attributes?

For example, here are some fun things I've found:
Priests can blood sacrificing ability
Priests can reanimate
Thug commanders/troops (found one with awe/ethereal/prot19/enc2/secondform/sacred, for example in seed 995001549)
High astral commanders
Large magic variety in mages
Cheap, sacred mages (aka "research assistants")
All commanders have magic paths
Flying troops

Assuming I can't find all these things in one nation, how would people rank these and other attributes, generally?
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Akhier the Dragon hearted on July 13, 2013, 12:24:27 am
   Don't forget things like temple cost. Being able to slap up temples when you have a good sacred can be quite good. I think though in the end you need to figure out what you want to do. My race did relatively well but I did not have an end game plan so failed quite hard once others reached there. You can find almost anything if you looked hard enough. I went through well over a million nations though mind you I wasn't looking at them all but rather using a program I made to sort out ones that where viable for what I wanted. So in the end there is no single ranking list but rather you need to know what you want to do then build from there.
   Oh and there is one type of mage you are forgetting to include. The only random magic mage. Though preferable that its sacred to make it cheaper a mage with only random picks can be recruited at any fortress you have which can be useful if you build a lot of forts.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Il Palazzo on July 13, 2013, 12:40:50 am
Also - that was lucky of you to kill my Heliophagus in only a single Mind Hunt, Il Palazzo!
I know, right? We're even for that harverster of sorrow, as far as lucky mindhunts go, eh?

@Euchre:
As Akhier said, it's all very much depenent on what you want to do. E.g., Nefurt is so-so across the board, but they have very cheap, recruit-anywhere flying units with good punching power and great defence. Lets you dominate early game as you mop up indies and pd, but otherwise there's not much more to rely on. Boksi, on the other hand, had great mages, able to cast acid-based spells, with extremely tough sacreds to hold the line. If not for a couple unlucky battles early on, he'd mop up the floor with most of his early-to-mid adversaries.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Darkwind3 on July 13, 2013, 07:26:10 am
Assuming I can't find all these things in one nation, how would people rank these and other attributes, generally?
Continuing with what the others said, I wanted a late-game nation because I figured the others wouldn't be paying much mind to that. Ettles has easy access to both S4 and B4, and thanks to Nature and Blood summons every path in the game is available to me. Well-played, Ettles can roll over basically any opposition late in the game (I'll leave you to decide how well I've been playing). I went with an awake, pathless wyrm to stave off attacks before my nation could really get going - in NationGen, what nation you choose and what pretender you choose are basically aspects of the same decision. Flying ethereal poison sacreds also helped my choice to take this nation, admittedly.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: EuchreJack on July 14, 2013, 10:21:27 pm
Found a truly broken mage.
Spoiler (click to show/hide)

I'd feel bad playing against anyone with that guy.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Four of Six Remain
Post by: Sergarr on July 15, 2013, 04:13:21 am
Found a truly broken mage.
Spoiler (click to show/hide)

I'd feel bad playing against anyone with that guy.

"No description" is the only possible description for that thing. I wonder just how fast can you win with that unit.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Three of Six Remain
Post by: Bluerobin on July 16, 2013, 08:44:07 pm
Well, Il Palazzo just stole three of the globals. Fire, nature, and death gem gens (if my memory isn't failing me). This doesn't bode well.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Three of Six Remain
Post by: Bluerobin on July 19, 2013, 01:42:28 am
I'm going to need another extension this weekend. Not as long as the last one, just until Sunday morning EDT (probably about noon GMT?). At this point I feel like we're just messing around trying things out while Il P snipes off big units with mind hunts, but maybe Darkwind has a plan I don't know about yet. :P
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Three of Six Remain
Post by: EuchreJack on July 19, 2013, 05:18:01 am
I'm going to need another extension this weekend. Not as long as the last one, just until Sunday morning EDT (probably about noon GMT?). At this point I feel like we're just messing around trying things out while Il P snipes off big units with mind hunts, but maybe Darkwind has a plan I don't know about yet. :P

Recruit more astral mages, maybe?  At 40% chance of detection for level one astral mages, even weak indy astral mages should help.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Three of Six Remain
Post by: Bluerobin on July 19, 2013, 09:13:51 am
Yeah, I've had a ridiculously hard time finding astral mages... I guess I might be able to scrape some together for my SC groups if it helps that much though.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Three of Six Remain
Post by: Il Palazzo on July 19, 2013, 02:44:49 pm
Say, Darkwind, ready to throw in the towel?
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Three of Six Remain
Post by: Darkwind3 on July 19, 2013, 04:09:41 pm
After that massacre at Burburg, sure. I don't think your win is inevitable, but I'd have to be a much better player to be able to do much about it (as that showed). In retrospect keeping you from getting every single one of the elemental royalty would have been useful, though I suppose I couldn't have done much about that, given I only really have access to the Water Queens (and no underwater provinces to summon them in).

Not losing every chalice I produced to mismanagement would also have helped, I think.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Three of Six Remain
Post by: Bluerobin on July 19, 2013, 04:14:20 pm
I'm in the same boat. I think if we were well coordinated and I actually knew how to play Dom3 at a respectable level we could pull this out, but that's a lot of what-ifs that aren't going to happen.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Three of Six Remain
Post by: Il Palazzo on July 19, 2013, 04:51:52 pm
Well then, I'll close the game in a few hours.

Thanks for playing, guys. I had a lot of fun with this one. The rampaging SCs were a royal pain in the neck.
I do apologise for the rather boring strategy I resorted to, with spamming forts and taking cheap potshots from behind the walls. I realise it's not very much fun to play against, but it was the reasonable approach to take. Luckily we had some grand battles, so hopefully it wasn't all that bad.

If only Darkwind attacked me right after the fall of Burburgian empire, I'd have folded like a toy house. I had little to defend myself at the time, and it took precious time to go through all that magic diversification and fortification.

The problem with late game, especially with Awesome mods, is that if you give players enough time, they'll all end up having the same capabilities, magic path-wise. Your national mages become almost insignificant. Then it's just a resource war, and the one with most of these is bound to win.

Oh and, have you noticed? By the victory conditions in the OP, the game ended with the fall of Udostria. :P
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Three of Six Remain
Post by: Bluerobin on July 19, 2013, 04:58:20 pm
Yeeeahhh... I kept quiet about the victory conditions on the off chance that we managed to pull out a way to beat you. :P It was definitely fun though, and I think it's was only the second time I've had more than one or two supercombatants that actually saw a battle.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Three of Six Remain
Post by: Akhier the Dragon hearted on July 19, 2013, 05:13:05 pm
Since this game has wrapped up I opened up a thread for round 15. The thread is here. (http://www.bay12forums.com/smf/index.php?topic=128797)
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Three of Six Remain
Post by: Darkwind3 on July 19, 2013, 05:13:56 pm
Well then, I'll close the game in a few hours.

Thanks for playing, guys. I had a lot of fun with this one. The rampaging SCs were a royal pain in the neck.
I do apologise for the rather boring strategy I resorted to, with spamming forts and taking cheap potshots from behind the walls. I realise it's not very much fun to play against, but it was the reasonable approach to take. Luckily we had some grand battles, so hopefully it wasn't all that bad.

If only Darkwind attacked me right after the fall of Burburgian empire, I'd have folded like a toy house. I had little to defend myself at the time, and it took precious time to go through all that magic diversification and fortification.

The problem with late game, especially with Awesome mods, is that if you give players enough time, they'll all end up having the same capabilities, magic path-wise. Your national mages become almost insignificant. Then it's just a resource war, and the one with most of these is bound to win.

Oh and, have you noticed? By the victory conditions in the OP, the game ended with the fall of Udostria. :P
I'm the admin, remember? :P Unless you happen to have found the password somehow. And as to the victory condition, although I didn't specify, I would imagine both ownership and control of the capitals would be necessary for victory (though it's a moot point since you have that now anyways!). IIRC I had the teleporting wendigo parked on one of your capitals from the moment you took Udostria to the start of the siege of Burburg.

I have noticed that branching into other paths is a lot easier in Awesome Mods, especially given it seems possible to use the Elemental Royalty to summon more royalty - having access to one of the four elements means easy potential to grab any of them. The various SCs added from EDM also make getting magic paths a lot easier; the Treant actually has 3 50% chances each for E, W, and N, as opposed to the more reasonable 120% EWN random it gets in CBM. I had access to every path but fire quite a while ago, and would have had fire as well if I had known starting out what a badass the fire heliophagus is. I'm sure the situation was similar for you.
Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Three of Six Remain
Post by: Il Palazzo on July 19, 2013, 05:31:18 pm
I'm the admin, remember?
By Jove! I got the rounds mixed up. You do the honours then.


Title: Re: Dominions 3 Round 13 - The Unlucky One - NationGen Edition - Il Palazzo Wins!
Post by: EuchreJack on July 21, 2013, 07:55:57 pm
Since you guys are finished, I thought I'd mention that Round 15 is still looking for another player.

If you decide to join Il Palazzo, I promise not to form an alliance against you from day one.   :P