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Other Projects => Other Games => Play With Your Buddies => Topic started by: chaoticag on October 15, 2016, 04:42:44 am

Title: Dominions 4 Round 24 - Year ??? It's over
Post by: chaoticag on October 15, 2016, 04:42:44 am
Game Name: Bay12Round424 (http://www.llamaserver.net/gameinfo.cgi?game=Bay12Round424)
Map: Valanis
Mods: Worthy Heroes 5.5 (http://z7.invisionfree.com/Dom3mods/index.php?showtopic=2749)
Era: LA
Disciples: Yes

Players and teams
Team 1:
Jilladilla - Agartha
Gigalith - Xibalba

Team 2:
Hatman - Man
Mini - Arcoscephale

Team 3:
Cag - Ulm
Nurir Torir - Ragha

Team 4:
Sean Mirrsen - Bogarus
Cheeetar - Marignon

Special joining rules: For now just state that you are joining and we'll try and form teams as we go along. Nation selection will be decided by, err, I forget the name for this but I'll go ahead and explain the method and if anyone has a name for it we'll go with that.
The reason I'd want this method is due to disciple games sharing the dominion of the pretender nation, so it makes more sense people would wanna pick nations with more synergy, and I wanna encourage that, while keeping the selection process fair.

Lastly, I would like it if we can pick a second admin for the game to handle extending turns and such.



Game settings
Time allowance: 30 H @ start. I am willing to stretch this further as the case may be
Special site frequency: 50
Random event frequency: Common
Story events: Off
Score graphs: On
Hall of Fame: 15
Artifact forging limit : Limited
Thrones: 8 level 1 thrones, take 6 to win the game.
Renaming: Allowed

Research: Standard

Skill level: We're going to likely saddle expert players as much with newer ones, otherwise do mention the skill level. This is a suggestion though, not gonna strictly enforce it, but I'll send out warning prompts. Prolly will try and break up an expert player block. It's absolutely fine if this is your first dominions game however.

Safe Turns: For the first 12 turns don't storm a national capital.



(taking this from the last round)
HELP Section:

Uploading Pretenders

Spoiler (click to show/hide)


Taking Turns
Spoiler (click to show/hide)


Troubleshooting:
Spoiler (click to show/hide)

Offical FAQ:

http://forum.shrapnelgames.com/showthread.php?t=35160
Title: Re: Dominions 4 Round 24 - Disciples game
Post by: Cheeetar on October 15, 2016, 04:56:34 am
I'd like to play- I think a Late game might be interesting.
Title: Re: Dominions 4 Round 24 - Disciples game
Post by: Sean Mirrsen on October 15, 2016, 05:06:24 am
I'd also like to play. I have no strong preference for which age we'll play, though it might dictate what nation I play, since I don't particularly like LA Pangaea.
Research: Standard preferred, Easy makes the game run too fast and doesn't allow primarily military nations to catch up to magic-focused ones.
Map: I have a particular fondness for the design of Valanis. If we get 8 people again, it's 20 provinces to a player, great for a longer disciples game.

Problem is the map turns out to be hard to find. I have it on my dropbox here (https://dl.dropboxusercontent.com/u/4152380/Valanis.zip), if it's needed.
Title: Re: Dominions 4 Round 24 - Disciples game
Post by: chaoticag on October 15, 2016, 05:27:32 am
Good news is I also have a copy of Valanis lying around. Might as well have it here so I can tally it up, but gonna say late age as a soft preference. I'll count my vote out if it's a tie breaker. Mostly wanna go outside my comfort zone.
Title: Re: Dominions 4 Round 24 - Disciples game
Post by: Nirur Torir on October 15, 2016, 06:11:19 am
I've wanted to try a disciples game for a while, so I'm in. I vote MA. I'm somewhere around middling skill level, with only one MP game of experience.
Title: Re: Dominions 4 Round 24 - Disciples game
Post by: Mini on October 15, 2016, 11:05:44 am
Yeah sure, I think it's about time to join another game (and first non-nationgen one, at that). LA preference.
Title: Re: Dominions 4 Round 24 - Disciples game
Post by: chaoticag on October 15, 2016, 01:17:30 pm
Alright, signed you up. Now, I'm familiar with everyone else's skill level, but how well would you describe how you play?
Title: Re: Dominions 4 Round 24 - Disciples game
Post by: ThtblovesDF on October 15, 2016, 02:35:18 pm
I'll skip out on this one, but I can highly recommend disciples games for learning the game, I basically got to know it by being carried throu one.
Title: Re: Dominions 4 Round 24 - Disciples game
Post by: Gigalith on October 15, 2016, 04:09:02 pm
I'm interested (no particular age preference.) I have never played multiplayer before, but I have started (if not finished) many single player games of dom3 and dom4. Usually the micromanagement gets to me, and there's not an interesting opponent to fight, anyway.
Title: Re: Dominions 4 Round 24 - Disciples game
Post by: Hatman on October 15, 2016, 05:48:54 pm
I'd like to play if there is room, my preference is LA, or MA in event of a tie. I prefer standard research to easy research in a disciple game - a lot of nations are too powerful or weak if research is slow, but disciple games can get a bit ridiculous already with multiple allied nations setting up different endgame magic, so speeding that up isn't the best IMO.
Title: Re: Dominions 4 Round 24 - Disciples game
Post by: Jilladilla on October 15, 2016, 05:57:03 pm
I feel it's about time for me to get into another game of Dom 4, and I'll have plenty of time, so count me in if you'll have me. When it comes to experience, I'm no pro, but I'm fairly good at this (Don't pair me up with a pro)

I would recommend standard research though, someone with a plan can get all their essential spells very quickly if it's set to easy.

For Age selection? It's been a while since I've played LA.... But I don't really mind too much.
Title: Re: Dominions 4 Round 24 - Disciples game
Post by: chaoticag on October 15, 2016, 06:01:39 pm
Alright, set it to standard research, and the game is overwhelmingly in favor of late age. I'll lock in people after I sleep and get back online in 9 or so hours.
Title: Re: Dominions 4 Round 24 - Disciples game
Post by: chaoticag on October 16, 2016, 02:46:19 am
Alright, looks like this about as filled as this is gonna get on this short a notice, though I would also go ahead and say that if any one more player wishes to join, I'd be fine redrawing the teams. So sign ups are not done yet, but here's the tentative team list as of now. Once drafting starts I'll lock down signups though.

Team A:
Cag
Nurir Torir

Team B:
Jilladilla
Gigalith

Team C:
Hatman
-------

Team D:
------
------

The last thing I will need to sort this out is some idea of where mini is skill wise however, mostly to know if he goes with hatman, sean, or cheeetar.
Title: Re: Dominions 4 Round 24 - Disciples game (8/x) signups close when drafting starts
Post by: Shadowlord on October 16, 2016, 01:33:03 pm
Are you gonna make Hatman play all by himself? :o

Edit: Oh, I see, you have three people you haven't put on a team yet.
Title: Re: Dominions 4 Round 24 - Disciples game (8/x) signups close when drafting starts
Post by: chaoticag on October 16, 2016, 01:36:25 pm
Well, sean and cheeetar aren't listeed anywhere, the issue is I have no idea what mini's skill level is. If they're good, I think I'd pair them with cheeetar or sean, if they're new, it'd be paired with hatman and the other two would be in a team. It was kinda a sign up request so I wouldn't stonewall at a point like this, and I don't wanna be too hasty about getting the game going that I accidentally the good players together.
Title: Re: Dominions 4 Round 24 - Disciples game
Post by: Mini on October 16, 2016, 01:38:09 pm
Alright, signed you up. Now, I'm familiar with everyone else's skill level, but how well would you describe how you play?
Did (I think) reasonably in the first one, completely shit in the second (until I lost internet for the better part of a month, and then better than I expected in drawing out a lost cause for longer), good start in the third but went to shit immediately upon going to war. Overall, bad to mediocre.
Title: Re: Dominions 4 Round 24 - Disciples game (8/x) signups close when drafting starts
Post by: Shadowlord on October 16, 2016, 01:42:44 pm
It might help to know folks' level of familiarity with LA, since the eras are wildly different, with different nations.
Title: Re: Dominions 4 Round 24 - Disciples game (8/x) signups close when drafting starts
Post by: chaoticag on October 16, 2016, 01:51:30 pm
Alright, I have gotten the teams finalized at least. The day where hatman routes us all with only his with and dominions might is sadly not gonna be this game.

Team A:
Cag
Nurir Torir

Team B:
Jilladilla
Gigalith

Team C:
Hatman
Mini

Team D:
Sean Mirrsen
Cheeetar

I'll have drafting begin soon I think.

It might help to know folks' level of familiarity with LA, since the eras are wildly different, with different nations.
Well, everyone should have someone along who is at least somewhat familiar with late age I think. That being said, for players here, do let me know if you are unfamiliar with late age and I can see about revising teams if it makes you nervous, and I can revise the list once over.
Title: Re: Dominions 4 Round 24 - Disciples game (8/x) signups close when drafting starts
Post by: Sean Mirrsen on October 16, 2016, 01:53:34 pm
I'm not good with LA Pangaea because the nation loses most of what it was in that era. I might go for something weird like Bogarus, I've had some decent experience using a Bogarus disciple because awesome H3 summons and halfdecent army, but f*ck if I can actually use their spells properly. Failing that, Man. LA is generally the least favorite era for me, I have the least experience in its nations.
Title: Re: Dominions 4 Round 24 - Disciples game (8/8) Drafting starts soon.
Post by: chaoticag on October 16, 2016, 02:17:41 pm
I think in that case our two teams would have no one with any real experience with Late Age, though I've been doing research. If those two are the ones you want a guarenteed pick on, I can have your team go get first pick of nations or second pick, but cheeetar would end up picking last or second last. I think Jilladilla and Hatman would be the only people familiar with Late Age proper, so we're gonna be mostly on equal footing, and hopefully the more magic sites would help out with figuring out how to magic.
Title: Re: Dominions 4 Round 24 - Disciples game (8/8) Drafting starts soon.
Post by: Sean Mirrsen on October 16, 2016, 03:08:51 pm
Nah, we're fine where we are I think. Us going last makes us more likely to get a synergy going without somebody else snagging the other half of what we want. Whichever that ends up being.
Title: Re: Dominions 4 Round 24 - Disciples game (8/8) Drafting starts soon.
Post by: Cheeetar on October 16, 2016, 05:20:57 pm
I'm fine with whatever.
Title: Re: Dominions 4 Round 24 - Disciples game (8/8) Drafting starts soon.
Post by: ThtblovesDF on October 17, 2016, 02:16:36 am
Just don't ignore the death/freespawn nation block -
Title: Re: Dominions 4 Round 24 - Disciples game (8/x) signups close when drafting starts
Post by: Hatman on October 17, 2016, 07:34:20 am
Alright, I have gotten the teams finalized at least. The day where hatman routes us all with only his with and dominions might is sadly not gonna be this game.
If this isn't a joke I'm flattered? I've won exactly one game so far, with teammates. But i'm fine with the teams.
Title: Re: Dominions 4 Round 24 - Disciples game (8/8) Drafting starts soon.
Post by: chaoticag on October 17, 2016, 11:29:36 am
I was being silly on account of shadowlord wondering if I was about to have you play by yourself.

Speaking of, I should get the draft going soon. I was hoping to hear from Nurir before beginning, so I'll move my team to second to last in terms of pick order for now.

So pick order will be team B C A D D A C B
Title: Re: Dominions 4 Round 24 - Disciples game (8/8) Drafting starts soon.
Post by: Sean Mirrsen on October 17, 2016, 11:35:46 am
A question I forgot to ask - clustered or unclustered start? Since it's a disciples game that's sort of important.
Title: Re: Dominions 4 Round 24 - Disciples game (8/8) Drafting starts soon.
Post by: chaoticag on October 17, 2016, 11:38:35 am
Clustered. Last thing I'd want is for a new player to end up isolated from their team and surrounded by more hostile nations. The more their first game feels fair the more fun they'll have.
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: Jilladilla on October 17, 2016, 03:24:54 pm
Alright then! Our teams first pick will be Xibalba.
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: Gigalith on October 17, 2016, 04:49:50 pm
I wish to note that some of Xibalba's warriors wield obsidian clubs.

That's right. We have batmen. WITH BATS.
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: chaoticag on October 17, 2016, 04:53:37 pm
I'll note it down and notify hatman and mini to make a pick, thank you.
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: Hatman on October 17, 2016, 06:55:48 pm
We'll take Man. I apologise for the delay.
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: chaoticag on October 17, 2016, 07:00:20 pm
Gonna take Ulm for team 3. Passing this to Sean Marissen's team for their double pick
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: Sean Mirrsen on October 18, 2016, 06:05:01 am
Okay, that will be Bogarus for me. Kind of fitting, really. Fantasy pre-Tsarist Russia make you stronk!
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: Cheeetar on October 18, 2016, 06:22:03 am
And I'll be taking Marignon.
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: chaoticag on October 18, 2016, 12:22:58 pm
Alright, noted. Our second pick is ... well, gonna wait for Nurir to mention it at least. Please wait warmly.
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: Nirur Torir on October 18, 2016, 03:04:41 pm
Marignon.
<Insert suitably altered navy seal meme>

Guess I'll take Ragha, then.
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: chaoticag on October 18, 2016, 03:17:00 pm
Alright, will pass this back to hatman and mini for their final pick.
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: Mini on October 19, 2016, 01:25:14 am
I'll be taking Arcos.
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: Jilladilla on October 19, 2016, 02:00:40 am
So it's down to mine and Gigalith's turn again, and I'll be taking up the reigns of the legendary city at the center of the earth, Agartha, once more.
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: chaoticag on October 19, 2016, 03:14:16 am
Alright, thanks guys. Now give me a bit before I get the game hosted. This is also a reminder I am looking for a co-admin, so toss me a PM if you'd be interested in joint adminning the game to help toss out delays and such.
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: Sean Mirrsen on October 19, 2016, 03:18:27 am
An additional question/query: I'm going to need a reminder on how llamaserver handles team/disciple games. Are you just setting teams up in the background manually, or do we have to specify which team we are joining?
Title: Re: Dominions 4 Round 24 - Drafting! Fantasy Stab Ball
Post by: chaoticag on October 19, 2016, 04:01:15 am
I had that question too, then I realized I never did a disciples game on llamaserver, but it looks like we all submit our nations, and then I assign the teams manually. Speaking of, the game (http://www.llamaserver.net/gameinfo.cgi?game=Bay12Round424) is up.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: Sean Mirrsen on October 19, 2016, 04:12:51 am
Oh, since the map was apparently set to Valanis and I don't remember if it's a map that comes with Dominions by default I'll just toss it in here again for people to download if they don't have it.

https://dl.dropboxusercontent.com/u/4152380/Valanis.zip
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: chaoticag on October 19, 2016, 04:41:42 am
I do believe it does. Also, in terms of thrones it's all level 1 thrones. one throne per player, if you can get 6 of them for your team you win.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: Gigalith on October 19, 2016, 09:20:30 am
Valanis does come by default, I just checked.

Also, it looks really, really, cool.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: chaoticag on October 19, 2016, 11:14:45 am
Ye gods, I just realized we're going to have agartha on Valanis. At least on the other hand we have Xibalba to keep them in che- or right, you're both on the same team. Rip us all.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: Sean Mirrsen on October 19, 2016, 11:25:10 am
Why is Agartha bad on Valanis? I mean, bad for everyone else?

edit: oh, is it all the caves? Heh, yeah, that might be... troublesome. But at least there's some definite chokepoints to hold them off at, and there isn't a lot of supplies down there.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: chaoticag on October 19, 2016, 01:33:48 pm
The caves are going to be very defensible for agartha, on account of them mostly having dark vision. At least they'll have to share with Xibalba somewhat, but the do get great income from underground pronvinces. I don't think it'd be a huge disadvantage, but Jilla is pretty good at Agartha, heh.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: Shadowlord on October 19, 2016, 04:30:07 pm
Why is Agartha bad on Valanis? I mean, bad for everyone else?

edit: oh, is it all the caves? Heh, yeah, that might be... troublesome. But at least there's some definite chokepoints to hold them off at, and there isn't a lot of supplies down there.

Agartha doesn't need supplies. ;D

(As long as they don't bother with human troops)
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: Jilladilla on October 19, 2016, 06:00:39 pm
LA Agartha doesn't have non-undead Pale Ones, stuck with humans. And yes, while Agartha is my best nation, of the 3 LA is the one I consider to be the worst at. Also I can't unleash a Flood of Mercury on you guys. (That's actually the reason I went to go along with LA)
Also LA Agartha only gets a 10% boost last I checked, nothing like EA's 20% or MA's 15%.
edit: oh, is it all the caves? Heh, yeah, that might be... troublesome. But at least there's some definite chokepoints to hold them off at, and there isn't a lot of supplies down there.

But do you really think it'll be that easy to just wall me in?  ;D
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: Shadowlord on October 19, 2016, 08:15:57 pm
LA Agartha doesn't have non-undead Pale Ones, stuck with humans.

D:

Another reason for me to not play LA. :P
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: chaoticag on October 20, 2016, 05:12:37 am
Oh, by the way, when I assign people to teams I need to know who the pretender and who the disciple is. Let me know who is who and I will assign people to teams once I get who the pretenders are.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: Sean Mirrsen on October 20, 2016, 05:19:32 am
Marignon is the pretender and Bogarus is the disciple in team 4.

edit: Random note. Actually two. The game name in the OP is incorrectly stated as "Bay12GamesRound424" - it's actually "Bay12Round424".

Also... "Arcosphile". Unless they're unreasonably attracted to a particular trigonometric function, that's probably not a good thing to call Arcoscephale. :P
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: chaoticag on October 20, 2016, 05:33:51 am
Nice catch, I was doing a lot of the setup while not on enough sleep. Just having some bouts of insomnia lately. I'll be fine.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: Jilladilla on October 20, 2016, 05:42:57 am
Team 1, Agartha is the God, and Xibalba will be the loyal disciple.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: chaoticag on October 20, 2016, 02:16:52 pm
Oh, right in the interest of fairness, I guess I better stte that Ulm shall be disciple to Rahga. Also seems hatman and mini are missing their submissions. If anyone can get in touch with them please do. I'll pass them a message.
Alright, hopefully should get the game ready to go live soonish.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: Mini on October 20, 2016, 02:46:06 pm
Just got a couple last details to figure out, then this last team should be good to go. Man will be disciple of Arcos.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: chaoticag on October 21, 2016, 03:56:00 am
I set the game to start, so lemme know if there's any problems. Sorry this took a while but it is kinda cool I can admin from my phone.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: Sean Mirrsen on October 21, 2016, 03:58:47 am
Um. Clustered starts? My and Marignon's capitals are half a continent apart.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: chaoticag on October 21, 2016, 04:16:38 am
Yeah, hang on a sec.... I count 4 provinces between me and Rahga, 6 over land. Seems clustered. How many you got?

Edited to add: If this is your first clustered disciple game, it's worth pointing out that we still get quite distributed. On Desura the game I was in had starts that were very far apart, but still clustered, lemme see if I can dig up the save and provide it as an example.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: Sean Mirrsen on October 21, 2016, 04:58:14 am
Well... We're 8 apart, 10 if you go by land discounting rivers. If there are 4 teams and we assume the caveman bloc is in the caves, we'd have to have the entire eastern side of the continent to ourselves to be "clustered".

I'm not entirely against continuing like this, but if there's a "cluster" south of us I'm sort of right in the line of fire. Gonna have to be creative.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: Cheeetar on October 21, 2016, 05:17:38 am
Dang, yo.
Title: Re: Dominions 4 Round 24 - Time to send the gods in.
Post by: Jilladilla on October 21, 2016, 06:15:41 pm
The die is cast, the game is set. Once more the cycle of infinite madness spins on. I wish you all good luck.

(EDIT: Taking bets now: The throne in the caves is the Throne of Night)
Title: Re: Dominions 4 Round 24 - A prophetless affair
Post by: chaoticag on October 23, 2016, 03:21:00 am
So in a startling fit of irony, I forgot to rename my commander before they inevitably hit the hall of fame. Go figure.
Title: Re: Dominions 4 Round 24 - A prophetless affair
Post by: Cheeetar on October 23, 2016, 04:22:52 am
After "Stacy's Mum", all my creative juices were spent. No custom commander names for me.
Title: Re: Dominions 4 Round 24 - A prophetless affair
Post by: Jilladilla on October 26, 2016, 08:52:06 am
Can I request a small extension for my partner? I know it's pretty close to a last second thing but I'm fairly sure this is just a case of internet eating his 2h-file containing email or something like that...

(EDIT: As we can all see below, ignore this request)
Title: Re: Dominions 4 Round 24 - A prophetless affair
Post by: Gigalith on October 26, 2016, 09:26:25 am
It's in, don't worry.

I have non-constant access to the internet, so I'll just have to be quicker on sending turns in the future.
Title: Re: Dominions 4 Round 24 - A prophetless affair
Post by: E. Albright on October 26, 2016, 12:16:32 pm
Can I just jump in and express my profound disappointment that the subtitle isn't something more along the lines of "a non-prophet campaign"?
Title: Re: Dominions 4 Round 24 - A prophetless affair
Post by: chaoticag on October 26, 2016, 02:26:09 pm
Almost feels too late to change it XD

I didn't wanna make a finance joke and then forgot that campaign can also be non-finance. Ah well, I'll think of something once turn 12 comes along.
Title: Re: Dominions 4 Round 24 - A prophetless affair
Post by: chaoticag on October 27, 2016, 04:27:23 am
Can I request a small extension for my partner? I know it's pretty close to a last second thing but I'm fairly sure this is just a case of internet eating his 2h-file containing email or something like that...

(EDIT: As we can all see below, ignore this request)
Man, I forgot to reply to this, then replied to the thread, so didn't wanna double post, and then realized I prolly should just so that people notice this. Welp

If you want me to put in a delay, it's just easier to reach me by sending me a forum PM, that way I get an email and can work on things from my phone. I'm not active at all times on the forums enough to notice when folk would need an extension. So again send me a PM when you want an extension. I'm gonna place one day faster and respond just better when it's done that way.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: chaoticag on October 30, 2016, 04:49:27 am
Alright, delayed hosting by 12 hours preemptively. Still waiting on mini's turn, but while they have a lot of time to send a turn in not sure if I'll be available within the next 10 hours, so better safe than sorry.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Mini on October 30, 2016, 04:25:23 pm
Yeah that was just me being bad and leaving it to the last minute. I really need to stop doing that.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: chaoticag on October 30, 2016, 04:43:18 pm
It's alright, but do lemme know if you would like more time for whatever reason. Multiplayer gets stressful as is.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Cheeetar on October 30, 2016, 05:49:17 pm
Marignon has seen its first 'real' player v player battle, which ended with a victory. How are things going over in the distant, unknowable south?
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: chaoticag on October 30, 2016, 06:20:34 pm
Bogarus looks like it's getting hit by agartha and Xibalba at once.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Nirur Torir on October 30, 2016, 06:38:00 pm
Marignon has seen its first 'real' player v player battle, which ended with a victory. How are things going over in the distant, unknowable south?
This minor tactical defeat is only temporary.

Unless that fort's getting done this turn, then it's a pretty clear victory to you.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Jilladilla on October 30, 2016, 06:38:58 pm
Bogarus looks like it's getting hit by agartha and Xibalba at once.
I'm pretty sure Cheetar knows that, he is allied to Bogarus after all!

Speaking of that, don't expect this to be an easy fight you two!

(P.S. Cag, you forgot to capitalize Agartha! What the heck is wrong with you?!)
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Cheeetar on October 30, 2016, 06:51:31 pm
Marignon has seen its first 'real' player v player battle, which ended with a victory. How are things going over in the distant, unknowable south?
This minor tactical defeat is only temporary.

Unless that fort's getting done this turn, then it's a pretty clear victory to you.

What fort? I don't know what you're talking about...
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: chaoticag on October 30, 2016, 07:18:01 pm
(P.S. Cag, you forgot to capitalize Agartha! What the heck is wrong with you?!)
Well, you capitalized the c in cag, so fair play there :P
Though yeah, interesting times these.

...maybe I should play Agartha one day, except call in Cagartha in that case.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Jilladilla on October 30, 2016, 07:25:29 pm
Well, you capitalized the c in cag, so fair play there :P
Though yeah, interesting times these.

...maybe I should play Agartha one day, except call in Cagartha in that case.

First word in a sentence, it gets capitalized regardless. Also, please don't. It'll probably drive me nuts even if I never hear of it....
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: chaoticag on October 31, 2016, 01:56:58 pm
Dropping an extension for Sean. Will put down 18 more hours. Assuming I don't hear from them I won't extend further though I'm more than willing to extend it again if asked.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Sean Mirrsen on October 31, 2016, 02:07:41 pm
Had a busy day. Posting from phone. Should be able to send turn within an hour or so.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Nirur Torir on October 31, 2016, 04:40:04 pm
What fort? I don't know what you're talking about...
Well, it looked like a great place for a fort, so I just assumed.

Edit: There are bats in the river. Why are there bats in the river? There should not be bats in the river.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: chaoticag on October 31, 2016, 04:55:39 pm
Oddly enough a lot of naitons become amphibious in the late age. Atlantis is a land nation now, and xibalba and mictlan get some of the atlantan refugees. Jomon can even build UW forts and recruit SHARK SAMURAI.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Cheeetar on October 31, 2016, 05:11:24 pm
What fort? I don't know what you're talking about...
Well, it looked like a great place for a fort, so I just assumed.

Edit: There are bats in the river. Why are there bats in the river? There should not be bats in the river.

Have fun! I just wanted peace.

P.S. Xibalba: All of Ragha's troops are on the front line fighting me.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Jilladilla on October 31, 2016, 08:54:48 pm
Edit: There are bats in the river. Why are there bats in the river? There should not be bats in the river.

They do what they want to do. They are Batmen after all.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Gigalith on November 01, 2016, 10:03:37 am
Quote
Edit: There are bats in the river. Why are there bats in the river? There should not be bats in the river.

Why not? Bats have rights too  >:(

Quote
P.S. Xibalba: All of Ragha's troops are on the front line fighting me.

As it happens you're right across the sea from my territory. Pardon if I'm a little paranoid over a potential invasion.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Jilladilla on November 01, 2016, 12:24:40 pm
As it happens you're right across the sea from my territory. Pardon if I'm a little paranoid over a potential invasion.

To be fair, from a certain point of view (said point of view may or may not require bending your head until it's upside down relative to your feet...), everyone except me is across the sea from you..... (Across does not necessarily mean a straight line after all!  ;D)
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: chaoticag on November 01, 2016, 01:43:54 pm
As it happens you're right across the sea from my territory. Pardon if I'm a little paranoid over a potential invasion.
To be fair, given that you are at war with bogarus, you're also technically at war with marignon. In that case I'm not sure it's an invasion, strictly speaking. I'm sure Mari would like nothing more than to have the two of you in a war with 3 able bodied nations push comes to shove.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Cheeetar on November 01, 2016, 05:15:01 pm
A complete ceasefire between Xibalba+Agartha and Marignon+Bogarus is on the books if y'all'd like to focus on completely annihilating Ragha instead.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Nirur Torir on November 01, 2016, 07:05:32 pm
Interesting offer. "I'll give you a cease-fire if you let my disciple keep his last two provinces and attack my less conveniently located enemy."
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Gigalith on November 02, 2016, 08:57:50 am
POLLY HAS AWAKENED.

That is all.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: chaoticag on November 02, 2016, 06:09:49 pm
Alright, gonna place down a 6 hour extension for arco, just in case, feel free to ask for more but I gotta get to bed.
Title: Re: Dominions 4 Round 24 - Year 2- getting to know the neighbors
Post by: Mini on November 03, 2016, 02:56:17 am
Whoops, thanks for that. Expected to sleep for significantly less than that.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Gigalith on November 06, 2016, 12:12:25 pm
Polly wants to disclaim any and all responsibility for consumption of frog-tainted drinking water.

If you do, it's toadally your own fault.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: chaoticag on November 12, 2016, 04:15:43 am
It's been almost a week since the last message, heh. These games don't lend themselves to much socializing do they? So I do wanna ask at least, how do you guys feel about something like a disciples game as opposed to a regular free for all? I can't be the only person that finds the social aspect of this whole game to be one of the more fun features and draws.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Jilladilla on November 12, 2016, 06:26:46 am
Not a big difference for me on the talking to my enemies/future enemies front (Let's face it, sudden, but inevitable, betrayals happen eventually, it's part of the nature of the game), but then again, I've always been a quiet person.

But overall socialization? I think disciple games are great for that! Especially if you maintain an active team discussion. Although I feel more teams are needed to really make it shine... Not quite sure why.

As for funnest part of the game though.... Well I did say I was quiet. But it's nice to talk to someone every now and then.

(P.S. One of the Funner parts of the game for me is the analysis I do to answer the simple question of 'How do I smash army?')
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Gigalith on November 12, 2016, 09:33:41 am
The thing with disciples games is that there's fewer teams, which leads to a smaller amount of diplomatic shenanigans. There's effectively four players, even if each of them has two heads. At the moment we're pretty much all at war. (I think the graph looks like a Z?) so there's not that much room for kibitzing from third parties--particularly when the moment one of us goes down another war's going to start.

I've been having a blast, though. Being only one head is a lot less stress. And Jilladilla knows a ton about Dominions.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Nirur Torir on November 12, 2016, 11:00:16 am
I'm not enjoying this game's socialization as much as last game's. There's not much room for diplomacy with so few sides, and there's much less chatter in this thread, since we have one safe person to talk with and don't want to give away anything important. I'd be interested in trying a disciples game again with more players, though.


In other news, Epiphany, the god of Ragha/Ulm, was diseased down to 2 HP last turn. She been cured, and survived the stupid assassin-throne with its ninja plague site.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: ThtblovesDF on November 12, 2016, 11:17:10 am
Trash talking is like half the fun afterall ; )
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: chaoticag on November 12, 2016, 11:34:13 am
Yeah, my goal was to get a 3 person per team deal going, but we were a person short of that, and it would have lead to few teams. If I can nab 12 that's just a perfect disciples number.

In other news, Epiphany, the god of Ragha/Ulm, was diseased down to 2 HP last turn. She been cured, and survived the stupid assassin-throne with its ninja plague site.
The cure was something of an... epiphany.

Other than that, I'm also worried about Cheeetar and Sean here. I mean, we're at war and all but I also wanna be a gracious host here. Knowing what went wrong this game should help get more satisfying games next time.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Sean Mirrsen on November 12, 2016, 12:08:53 pm
Yeah, my goal was to get a 3 person per team deal going, but we were a person short of that, and it would have lead to few teams. If I can nab 12 that's just a perfect disciples number.

In other news, Epiphany, the god of Ragha/Ulm, was diseased down to 2 HP last turn. She been cured, and survived the stupid assassin-throne with its ninja plague site.
The cure was something of an... epiphany.

Other than that, I'm also worried about Cheeetar and Sean here. I mean, we're at war and all but I also wanna be a gracious host here. Knowing what went wrong this game should help get more satisfying games next time.
It's not so much where "we" went wrong. I mean, it could have helped if you actually helped us against the terrors from the underground (instead of, y'know, suddenly and inevitably attacking us instead), but for the most part it was that the starts placement screwed up. If either Ulm was swapped with Marignon, or Bogarus with Ragha, it would have made a much more balanced start for us. As it was, we were stretched into a thin strip that was undefendable and surrounded on all sides, and we couldn't help each other.

edit: also, just because I know that it'll mess with starts even more, but also because I do like how the map turned out, I'd like to request Dawn of Bridges as the map for the next game.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: chaoticag on November 12, 2016, 12:17:19 pm
Well, in terms of that... It's not as though we went into diplomacy to stab you in the back right from the start, but the terms of what was proposed was too constricting that it felt we have more to lost from agreeing to it than not. If I do run another disciples game I might tag you into my team for what it's worth, since your team's diplomacy game seemed fairly weak... we knew who was in the better position when it came to discussing terms, so that worked against you. Diplomacy should start with anticipating what the other party wants and using that in your favor.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Sean Mirrsen on November 12, 2016, 12:26:27 pm
I don't usually play the diplomacy game just for diplomacy's sake. Most of the time it's either I have something I want to trade, or it's someone I can pretty definitely see as a mutual threat and I try to convince the other side of it. Convince as in convince, not bribe. Dominions is not a game where you negotiate peace just because you don't want to be at war, and in my opinion if an appeal to common sense fails (i.e. "if you attack us we'll fight you and not the other side and then they will beat you") then diplomacy would never have achieved much anyways.

(besides, in our strategic situation? There was nothing we could have offered to even bribe you people. ::) )
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: chaoticag on November 12, 2016, 12:39:31 pm
To be perfectly honest, the main thing was the sudden border dispute up north. If all it was was a nap and a joint was that was a pretty good enough "bribe". I was surprised it fell apart myself. So uh, yeah, we're not trying to be greedy bastards, it just felt that the terms of the agreement would have hamstrung us worse than a war with another power would have.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Sean Mirrsen on November 12, 2016, 01:02:36 pm
The terms were basically "let's put our border along the river, and neither of us take the Throne". That's about as equal as it gets, and you weren't the side sandwiched between warmongers. :P

But, again, with the way we were laid out strategically, there was no way for us to work things out. Dominions doesn't allow for "I'll let you pass through my territory", and you would have to either punch through our territory or funnel out through the south into Agartha.

Also, unless it's not clear, we're basically about to fold. Neither of us have worthwhile forces to bring to bear, I'm trying to run interference but my bird-ladies aren't having much effect, and... yeah.
Anybody know if there's a button for "torch fortress"?
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Cheeetar on November 12, 2016, 01:20:58 pm
I think my main problem when I play this game is that I am just not very good at it. Diplomatically, I'm fine with the choice I made. I should have, if I were a good player, been able to utilise my fairly decent money and gem income into some sort of army that actually did stuff and defended against Ragha's advances.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: E. Albright on November 12, 2016, 01:23:57 pm
I'd be interested in trying a disciples game again with more players, though.

I've never played a disciple game with two-person teams. It sounds weird and awful. Three-person is nice. Four would probably be decent as well.

Anybody know if there's a button for "torch fortress"?

It's under construct building.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Gigalith on November 12, 2016, 01:47:45 pm
I think two-person teams would have worked better if we had a lot more teams. The half/new half/experienced format seems to be working intra-team.

From our side we had forged a peace treaty of sorts with Man, so the only other direction was Bogarus or Ulm. Then Man attacked us, and we basically pulled out of the war proper.

I agree it was a bad placement. Had I more resources, I'd probably have fought harder for that island between you with my VAST FROG ARMY. But, yeah, Man. And Ragha/Ulm didn't really have another opponent, and unless they've attack Arco recently, they still don't.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: chaoticag on November 12, 2016, 02:52:13 pm
I've never played a disciple game with two-person teams. It sounds weird and awful. Three-person is nice. Four would probably be decent as well.
Well, it being the first time I was organizing a disciples game, this made more sense to me. The last game I was in was 4 or 5 teams of 3 each... and the main problem there was I was the only person doing any sorta legwork in the team so it was really really awful to play as. I was aiming for 3 person teams this time around, since the community here seems more tight knit and all, but balance of players and all that. 4 player teams would have just been two sides locked in constant war I feel, and there was no way to divide 8 players into teams of 3 each, so yeah.

I was trying to gently nudge thtblovesdf into this, but at the same time their last game fizzled and so they seemed too burned out for it. Welp. So far it seems to be working on my end... sorta, though I get the feeling that when things go south they go south for players when you have such small teams. Less people to rely on and talk to.

Anyway, that's my ramble.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: E. Albright on November 12, 2016, 04:27:41 pm
There's a reasonable argument to be made that you want at least four teams in any case to keep it strategically interesting (i.e., make early 2-v-1 risky), so nine would have still been short for three-player teams.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Jilladilla on November 12, 2016, 08:49:54 pm
And Jilladilla knows a ton about Dominions.

I find this funny, notably because I've never even touched most of the nations. (No seriously, of the other nations represented in this match Arco is the only one I've touched, and all I have to say about Arco is never again... But then again, I could probably figure out a half decent plan for most of them if I was forced to, again except for Arco, which I refuse to even think about, so I guess the statement has some merit.)

But more relevant to recent discussion: 3v3v3v3v3 for next match hopefully?
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Gigalith on November 13, 2016, 01:30:26 pm
In other news, a random Shambler I sent to the arena is now not only the champion, but the highest-ranked hero in the Hall of Fame. I hope his fame doesn't go to his head... :-\
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: chaoticag on November 13, 2016, 01:32:49 pm
He's going to demand to be in any and all arenas no. There's not stopping the arena champion train. Well, unless it's sticks, stones, swords, iron, magical fire, regular fire, lightning...

Dropped a small extension for arco, of 12 hours. Okay, maybe not so small, but I am heading to bed and am going to be busy after I get up, so better safe than sorry.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: ThtblovesDF on November 17, 2016, 04:55:27 am
I'll prob. be in the next game, but I still feel like I was the big bad last game (How fitting for R'yleh...).

As for team comps... I found that having score graphs on/off makes a massive difference - intel is power and I feel each scout is worth his upkeep (but never the mage-turn of a fort/lab province).
Oh and yes, you want to avoid stuff like 3v1(s), but at the same time they always should be possible. A 4v4 could be fun, but would lack any intresting diplomacy. We are somewhat tight knit indeed, so people remember your past mistakes and actions, i.e. I know I can properly trust chaoticag to hold up her end of a deal, Jilladilla to do the same - as long as it is useful for him - and for me to very much stick to the exact wording of any deal.

I also found it hugly successful to always double-down on anything - tell A you want to kill B, tell B that A asked you to kill him, tell D (who is friends with B), that A is going to attack B and if he wants in...

I basically end up sending about one and a half pms per turn, curious how much others send.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Sean Mirrsen on November 17, 2016, 05:04:38 am
Welp, my capital's done. Should have kept my forces in it instead of doing the last stand before the siege, I now realize, but then Ulm would just have taken the side province and locked my Sirins in without a means for them to work. You and your bloody high morale commanders. :P

I'll still be taking a final stab at you though. I pulled everyone I had harassing Ragha back just this turn. :D
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Jilladilla on November 17, 2016, 06:31:09 am
Jilladilla to do the same - as long as it is useful for him

I broke a deal? (No seriously did I break one I can't remember, bring up specific game please? I'll try to bring up my end of it if you do... Shame I stopped archiving my turns though...)
Typically the only ones I break are those already broken, voided by shenanigans, those I just plain forgot about (although to be fair, NAPs tend to not matter here, I tend to lean towards being totally passive if left completely alone), or those I was never aware of in the first place... (Yes that last one legitimately happened.)

Now, accepting deals... Yeah what Thtbloves said is pretty much true there, but what person takes a deal that isn't useful to them whatsoever?
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Sean Mirrsen on November 17, 2016, 06:41:57 am
Now, accepting deals... Yeah what Thtbloves said is pretty much true there, but what person takes a deal that isn't useful to them whatsoever?
I do, at times. Mostly if it feels like the sort of thing the nation I'm playing would do.

Have I mentioned I'm not very good at this game? :P
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Jilladilla on November 17, 2016, 07:26:05 am
I do, at times. Mostly if it feels like the sort of thing the nation I'm playing would do.

Have I mentioned I'm not very good at this game? :P

Huh. Yeah I can see an RPer doing that. As for you being very good.... I'm guessing something happened to your initial expansion force? But at the same time, you did some fairly impressive things with how little you had. I'm looking forward to future matches regardless.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: chaoticag on November 17, 2016, 07:57:40 am
Welp, my capital's done. Should have kept my forces in it instead of doing the last stand before the siege, I now realize, but then Ulm would just have taken the side province and locked my Sirins in without a means for them to work. You and your bloody high morale commanders. :P

I'll still be taking a final stab at you though. I pulled everyone I had harassing Ragha back just this turn. :D
Well, hey, you managed to cut my army in half by taking a commander that mattered at least. So what was the thought process behind the bless anyway? Seems a little odd putting a nature blood bless on 0 protection sacreds. I get the feeling they'd still die in one hit on average. Not sure i justified taking below average scales.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Sean Mirrsen on November 17, 2016, 08:08:46 am
Welp, my capital's done. Should have kept my forces in it instead of doing the last stand before the siege, I now realize, but then Ulm would just have taken the side province and locked my Sirins in without a means for them to work. You and your bloody high morale commanders. :P

I'll still be taking a final stab at you though. I pulled everyone I had harassing Ragha back just this turn. :D
Well, hey, you managed to cut my army in half by taking a commander that mattered at least. So what was the thought process behind the bless anyway? Seems a little odd putting a nature blood bless on 0 protection sacreds. I get the feeling they'd still die in one hit on average. Not sure i justified taking below average scales.
We were choosing between nature-and-something and death-and-something, and then figured that the blood bless would work a little bit better if these guys didn't die to the first arrow that hit them. Chose more on the fun factor than strategic value, really. Marignon has recruit-anywhere sacreds, Bogarus has recruit-in-any-fort sacreds, blood bless is fun, and Marignon has the Blood Mother pretender that allows making a nature/blood bless with 10 dominion (for maximum holy points) without tanking scales. That was basically it. ^_^

And we could've gotten away with it too, if it weren't for this muddled-up clustered start. :P
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: chaoticag on November 17, 2016, 10:44:02 am
I think you guys coulda used some better scales to be honest, but you know what, can't argue with doing things for fun unless they turn out to be unfun. Hopefully luck will smile on you next time.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Mini on November 18, 2016, 03:49:01 am
This turn is sent, but I'm not going to be able to do another until monday or tuesday.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: chaoticag on November 18, 2016, 05:04:12 am
Thanks for the heads up, will keep that in mind and add a delay. Have a fun weekend!
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: chaoticag on November 18, 2016, 06:06:13 pm
Added in a 72 hour delay, so the worst case scenario is that it hosts on a Wednesday at least no matter where you are in the world. Hope everyone can enjoy their weekend.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Jilladilla on November 18, 2016, 09:12:15 pm
Hate it when the battle replay is different from what actually happened..... Yes even when what happened is technically better than how the replay said it went (I like seeing where a strategy went wrong/how to optimize it further)
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Sean Mirrsen on November 19, 2016, 02:18:10 am
Hate it when the battle replay is different from what actually happened..... Yes even when what happened is technically better than how the replay said it went (I like seeing where a strategy went wrong/how to optimize it further)
Er, what? Never a saw a battle replay being different before. The replay is literally a recreation of how the game resolves the battle.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Jilladilla on November 19, 2016, 03:47:10 am
Hate it when the battle replay is different from what actually happened..... Yes even when what happened is technically better than how the replay said it went (I like seeing where a strategy went wrong/how to optimize it further)
Er, what? Never a saw a battle replay being different before. The replay is literally a recreation of how the game resolves the battle.

It sometimes gets a little drunk, notably here, the replay showed I lost 3 of a certain type of unit (It's really damn obvious when these ones dies), but the results tally shows I got away of all of them, and looking at my unit pool, they're all there, safe and sound.

As to other examples, Bay12 round 21, sometime there around the endgame a replay shown that one of Thtbloves Boar Warriors managed to run through the death and destruction of my pretender to apply ax directly to face, yet, after the battle it shows me still in control of the province, I'm pretty sure this got a little discussion there.
It gets worse sometimes, sometimes the point of divergence for a replay is some critical spell going/not going off for some reason, can't remember any specific examples but there's been times where I've been excited at seeing a great victory/almost afraid to just see how bad the losses were, and opening up the battle summery just to go 'wait wat...'
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Sean Mirrsen on November 19, 2016, 04:06:23 am
Huh. Could it be mod/version divergence? It's never happened to me in my limited multiplayer experience, and never happened in singleplayer before. Battles are played out server-side and only the starting conditions are supplied to the client with the implication that the client follows the same procedure as the server. If there's a discontinuity anywhere, the seeded random number generator will produce different numbers.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Jilladilla on November 19, 2016, 04:31:14 am
Huh. Could it be mod/version divergence? It's never happened to me in my limited multiplayer experience, and never happened in singleplayer before. Battles are played out server-side and only the starting conditions are supplied to the client with the implication that the client follows the same procedure as the server. If there's a discontinuity anywhere, the seeded random number generator will produce different numbers.

That is one possibility, except that in my example mentioned, both me and Thtbloves saw the same replay. We were both confused as to why I maintained control of the province, all our other battles didn't have such shenanigans involved.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Sean Mirrsen on November 19, 2016, 05:23:02 am
Huh. Could it be mod/version divergence? It's never happened to me in my limited multiplayer experience, and never happened in singleplayer before. Battles are played out server-side and only the starting conditions are supplied to the client with the implication that the client follows the same procedure as the server. If there's a discontinuity anywhere, the seeded random number generator will produce different numbers.

That is one possibility, except that in my example mentioned, both me and Thtbloves saw the same replay. We were both confused as to why I maintained control of the province, all our other battles didn't have such shenanigans involved.
Neither of you was the server, though. If you're playing through the llamaserver, the discrepancy would have to be between their settings and yours. Though it being limited to just one battle does suggest that if the discrepancy was in mods, it would have had to be very small and very specific, making some other error more likely.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: ThtblovesDF on November 20, 2016, 02:30:13 pm
I had 2 replays that didn't match what actually happend unit/stat wise in our last match, it happens. Try not to worry about it.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Mini on November 22, 2016, 09:20:49 am
I'm baaaack.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Jilladilla on November 22, 2016, 09:47:42 am
Welcome back Mini!

Edit: Oh wow that was beautiful Mini! Definitely didn't see that coming! (From Hatman, yeah, but not you!) A little overkill though.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: chaoticag on November 22, 2016, 10:56:30 am
Hope you enjoyed your weekend mini. I swear when I got my turn I was all like "Oh shit, what if the turn hosted before mini got back". Speaking of stalling, thanks everyone for getting your turns in consistently. I'd rather have to delay by 3 days than have someone stall, especially in a disciples game. Speaking from personal experience it really really sucks when folks are unable to get their turns in on your team or another's.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: chaoticag on November 24, 2016, 12:21:49 pm
Added in a 24 hour delay on behalf of arco and man. I forgot it's american turkey day. Nurir Torir also asked for an extension but had their turn submitted already, so I was going to add that in once the turn processed. If I don't get word from mini or hatman, I'll just add a final 24 hour delay I think? I have no idea how much travelling is done on American Turkey day really.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Mini on November 24, 2016, 02:07:02 pm
Whoops. My turn's in, no idea about Hatman. (I can't even use thanksgiving as an excuse, being Australian, so I'll use having a sore throat as one instead. No, I don't know how that actually impacts on playing videogames.)
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: chaoticag on November 24, 2016, 02:08:30 pm
Well, if it makes you feel like shit it impacts your videogame playing. Simple really.

pre-emptively put in another 24 hour delay however. This time at Nurir's request ahead of time through means of magical pm.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Gigalith on November 24, 2016, 04:08:43 pm
Great move in patrolling Man. Although I'm rather D: about it.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Jilladilla on November 25, 2016, 11:26:37 am
Just saying it here so no one worries; but I'll (almost certainly) have my turn turned in later today, I just don't have the time to invest towards it right now (I like to take my time with these)
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: chaoticag on November 25, 2016, 12:58:38 pm
Thanks for the heads up Jilla. Take it nice and easy.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Gigalith on November 26, 2016, 01:36:37 pm
Protip: You can see battles in a province by selecting them and pressing 'v'. You can even do this for an ally's battles which don't appear in your messages (patrols, assassinations, etc.)

Polly wants to dedicate this discovery to the five separate scouts which were caught and destroyed by the Agarthan doomarmy defending the Xibalba homeland. (Polly, of course, wants to protest all invasions of her peoples' territory, but she finds this amusing nonetheless. CAW CAW CAW.)
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Jilladilla on November 26, 2016, 01:59:19 pm
That army isn't a doomarmy Gigalith.... That isn't even close to a doomarmy.... I should know, I've built Doomarmys.....

But irregardless the sheer NUMBER of scouts killed this turn is hilarious.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Cheeetar on November 26, 2016, 07:34:04 pm
As somebody who is confined to one territory; how go the war fronts?
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Mini on November 26, 2016, 10:57:20 pm
Looks like I need to find a new route to pipe scouts in. Or you could just let them in peacefully, what could go wrong?
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Jilladilla on November 27, 2016, 12:57:30 am
To be quite honest, that patrol was more of 'They don't have anything better to do' than 'DAMN THOSE SNEAKY SCOUTS AND THEIR DASTARDLY WAYS!'

Catching four scouts at once was a bit of a shock and completely and utterly unexpected, only once in all my time playing have I seen that. Very unorthodox tactic. Or mayhaps just you having four scouts timed just so?

(Cheetar, you are doing awesomely for someone who by all rights should've been finished off a while back. Yes, I am watching. You most certainly have my respect for sheer tenacity if nothing else. (I laughed at that Bloodletting cast all those turns ago, kicked Ulm right in the MR huh?  ;D))
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Mini on November 27, 2016, 01:35:03 am
Well please stop patrolling when you have nothing better to do, perhaps try blood hunting? I need all the scouts I can get into your territory for my SCOUT BATTLE STATION.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: E. Albright on November 27, 2016, 11:22:21 am
'DAMN THOSE SNEAKY SCOUTS AND THEIR DASTARDLY WAYS!'

Come now, you've been teamed with me when my hordes of scouts hit critical mass, get bored, and start hunting in packs to pick off the occasional low-PD province. Scouts' ways ARE dastardly, dammit!
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Mini on November 27, 2016, 12:50:40 pm
Why did you have to ruin it for me, EA?
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Jilladilla on November 27, 2016, 01:23:30 pm
Well please stop patrolling when you have nothing better to do, perhaps try blood hunting?
I do that if I have ready access to a lab (and then the mages would be better spent researching/ritualling), and besides, bloodhunting with blood 0 commanders is like expecting a Pale One mage to score a precision hit from halfway across the battlefield, only if RNGesus looks upon you favorably will that work!

And besides, I was going to comment on that E. Albright.... I just fell asleep before I could hit the post button...

(EDIT: Oh hey Ulm joined in on the fun, Hi Ulm!)
(PS: I'm having fun now.)
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: chaoticag on November 27, 2016, 06:05:14 pm
The party looked fun so thought I would crash. Hi.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Jilladilla on November 28, 2016, 04:31:35 pm
I was about to make a (Really very minor) edit to my turn when the new one came in. No really, 3 minutes sooner and I would've gotten it in. Oh well, it doesn't really change anything. But truly, my sense of timing is extraordinary.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Nirur Torir on November 28, 2016, 05:31:14 pm
The one time I forget to PD up is for an indie mage recruitment center, and batman scouts can hear weakness from miles away.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Gigalith on November 28, 2016, 06:20:21 pm
Actually, it's a batman noble, thank you very much. He's just on a BAT COMMANDO MISSION.

EDIT: Also, it's the Desert of Sighs. Of course it'd going to happen there.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Jilladilla on November 28, 2016, 06:27:36 pm
Yeah, those sorcerer's are quite good too, especially for an Indy mage. Powerful and reasonably priced. Shame they're StR though... Only flaw in my opinion.

(EDIT: Huh, took me 2 hours to get my turn done. Thank you, Hatman, Mini, chaoticag for giving me 2 hours worth of !!FUN!!)
(P.S. Yes. I take my time doing turns. Average time for one where I'm actually trying is 1-1.5 hours. I CAN do a 10 minute blitz, but I like cross referencing things, checking every single commander for equipment/gems, you know, the little things.)
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: chaoticag on November 29, 2016, 03:36:40 am
It's just more pleasant having time to do your turn really. We only do this ever so rarely compared to most our gaming. Just kinda relaxing after a tough final exam.
Title: Re: Dominions 4 Round 24 - Year 3- High intensity diplomatic exchanges
Post by: Gigalith on November 29, 2016, 12:10:23 pm
In other news, a random Shambler I sent to the arena is now not only the champion, but the highest-ranked hero in the Hall of Fame. I hope his fame doesn't go to his head... :-\

Ululu was feebleminded by a stray nether dart from Magister Spookthorne. I knew it couldn't end well. He just needs help, that's all.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: E. Albright on November 29, 2016, 12:42:35 pm
See, now, if you hadn't been so worried about fame, they'd have watched out for nether darts going to their head.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Jilladilla on November 29, 2016, 12:45:59 pm
Cag, Mini, you got about 9 hours left to get your turn in, not yelling at you to hurry up, but don't wait too much longer.
(Oh hey, cag got their turn in as I was typing this. Truly my sense of timing is extraordinary.)
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: chaoticag on November 29, 2016, 01:15:27 pm
I really needed to take a nap. I'll likely look at extending mini's deadline when I need to before the end of today. We're putting the late in late age, heh.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Cheeetar on November 29, 2016, 03:21:21 pm
Hey. I'm on a road trip at the moment so I probably will not be able to put my turn in for the next ~36 hours. If I stale, however, it is unlikely much will change.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Jilladilla on November 29, 2016, 04:37:19 pm
Mini, you sure are loving that Siren hero of yours aren't you? I'm very much not. Oh so very very much not. Don't get cocky though, as the moment you lose her you're back to being at the mercy of my crossbowmen. And I can so very easily rebuild lost troops...
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Gigalith on November 29, 2016, 05:01:55 pm
Meanwhile, Ulm's advance on sovereign Agarthan/Xibalban has been stopped by the direct intervention of Dendrite himself. A spokesbat for Xibalba, when pressed for comment, suggested that he had a "bone" to pick them.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Mini on November 29, 2016, 08:55:47 pm
Mini, you sure are loving that Siren hero of yours aren't you? I'm very much not. Oh so very very much not. Don't get cocky though, as the moment you lose her you're back to being at the mercy of my crossbowmen. And I can so very easily rebuild lost troops...
*wail*
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Gigalith on November 30, 2016, 12:01:09 pm
Llamaserver isn't accepting my latest turns. This might be because Dominions itself just updated today, and perhaps Llamaserver hasn't updated yet.

Could we get a extension for a bit? I'm not sure how long this kind of thing takes to resolve.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: chaoticag on November 30, 2016, 12:05:04 pm
I'll go ahead and do that. Trying to send a revised turn in by the way? The game page lists your turn as being submitted.

Edit: and added 24 hours to the submission. Make sure to email llamaserver about this, llamabeast is pretty good about responding to and fixing issues.
Title: Re: Dominions 4 Round 24 - Year 4- Admitting we were at war.
Post by: Gigalith on November 30, 2016, 03:04:47 pm
I did. Now the llama-shaped tubes of dominions have been unclogged. Thanks again.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: Gigalith on December 01, 2016, 05:40:10 pm
I regret to inform Ululu's fans and loved ones that he will not be attending the Arena Death Match this month, having been brutally killed in his lone attempt to liberate one of Man's provinces.

It's just one thing leading to another. Victory, fame, Unequaled Obesity, feeblemindedness... Where did it all go so wrong?
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: Mini on December 02, 2016, 12:17:15 am
I should've seen that coming, although when I tell someone not to sneak it's nice if they DON'T SNEAK. Probably saved them in this case though.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: Jilladilla on December 02, 2016, 12:59:44 am
Best way to stop a stealth commander from sneaking by accident is to assign non-stealth units to them, you only need to give them one (Or assign units whose morale isn't as important as your frontline. Or those who don't suffer morale checks at all.)

(Also your siren got away because you derped? Here I thought you were being tactical, thinking that you didn't NEED her and didn't want to risk her....)
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: chaoticag on December 02, 2016, 06:25:27 am
Mini still has not submitted their turn, so I extended the deadline by another 12 hours; that was a close call though.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: Gigalith on December 02, 2016, 02:16:53 pm
I don't know if the siren would have helped. My dudes were already attacking the commanders turn 1, so Storm would have been mostly meaningless. And it probably would have ended in her death, anyway.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: chaoticag on December 02, 2016, 05:44:50 pm
Gonna drop a final 12 hour extension for arco barring mini responding on this thread asking for more time or hatman needing to look for a replacement.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: chaoticag on December 04, 2016, 04:02:31 am
I need to ask, does anyone know how to get in touch with mini? I'd send a PM but they haven't been on the forums for the past two days it seems. I'm willing to extend deadlines further until we figure out what is going on, but what do people here think?
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: Gigalith on December 04, 2016, 04:20:24 pm
I'm OK with waiting.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: Mini on December 05, 2016, 02:08:37 am
My internet is dead, should be back by the end of the week.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: Jilladilla on December 05, 2016, 02:20:21 am
A bit long of an extension, but it works for me. Extend away chaoticag!

(P.S. Cag are you actually going to invade after this unscheduled break or are our armies going to continue their epic glaring contest? I mean come on cag, you got significantly more dudes than I do, unless you're being cautious about what I'm bringing to the table? Understandable, no one expects the Agarthan Communion after all.)
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: Cheeetar on December 05, 2016, 04:05:48 am
I'm fine with the extension- it gives me more time to plan. Quite frankly, I'm overwhelmed with the amount of micro I have to do right now.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: chaoticag on December 05, 2016, 04:55:07 am
Dropped a 6 day delay. I prolly will get my turn in that timeframe somehow. Kinda crashing into a lot of schoolwork I need doing and then into final exams a bit.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: chaoticag on December 10, 2016, 12:40:31 pm
Alright, this is an update to say my life is back on track now that projects and final exams have eased up, so we're only waiting on mini now.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: Mini on December 10, 2016, 12:42:37 pm
I got distracted by LD37, but I'll be able to do my turn (finally) tomorrow or the day after. Might need an extension over the next weekend, but that's in a week.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: chaoticag on December 10, 2016, 12:48:48 pm
You really need to stop having your extensions when I'll have them. I'll be dropping one on or before friday as I'll be travelling anyway.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: Mini on December 11, 2016, 02:08:13 pm
And we are back on.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: chaoticag on December 12, 2016, 01:57:40 pm
And we are now done. Welp. Kinda sat on my ass a little too long there preparing for that fight
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: Gigalith on December 12, 2016, 02:10:46 pm
GG, all. This one was close.

I think I'll write up a little post-mortem of my first foray into multiplayer Dominions. Some highlights:

* Going through innumerable schedules and throne steal plans, failing twice. The first time my UW army was too badly damaged by Arco/Man that they couldn't hope to hold the Throne near Arco, so I aborted. Then when I had sent two stealth Bacabs over land, both were discovered on the same turn. This bizarrely worked in my favor, since one Bacob routed into the other's territory. We thought of teleporting Dendrite onto the last throne on the spot.

* AH! IT'S A FROG MAGE conquered most of the river but lost his entire army to Man's UW force, and was chased back  yakky-sax style, to my territory. Then, some time after I had retaken most of the UW (while FROG MAGE was churning out krakens) I send him with a new army into Arco's part of the river. (This was part of the original throne steal) When he lost that army (having run out of Death gems for shadow blast), he attempted FROG ANABASIS by walking across land to Troea. At one point he was attacked and routed closer to Troea. He stayed there blood sacrificing until the throne steal, where he flew to Star Peaks.

* Dendrite suicide-teleport-bombed into Ulm's doomstack in the hope of slowing them down, and accidentally routed them instead. He had to spend a turn building a laboratory just to get back. Then he bombed Arco's army with the same intend, but instagibbed the one commander and had to build another laboratory.

* I set up so many communions (a.k.a. BAT SABBATHS) and not one saw the light of day. Either the army would go the other way, or, in the case of Ulm, just was Bone Ground to death by Dendrite.

* The first time I used Darkness in a large was so one-sided that I lost one bat while crushing an entire army. Then I tried raiding Man's capital. It wasn't so effective. D: There went an entire army, many boosters, and quite a number of gems.

* I discovered a combo (Darkness+Earthquake) and never had a chance to use it. :( Either the army would be in a different place, or I tried to be tricksy and not use it (at Man's capital) or, in the case of the final turn, Arco/Man remote assassinated the Darkness caster.

* I ganked so many things with raiding bats, including an indie mage recruitment site (as seen in the threat), a lizard communion, and a couple temples. (Xibalba has to be one of the trolliest nations.) Infernal Disease ganked a bunch more commanders, leaving bits and pieces of armies everywhere.

* I attempted to stop one of Arco's invading armies by setting a horde of bats to Attack Fliers. Given that there was only one flyer in Arco's army (the Siren) we reasoned that it would target her. The Siren didn't show, but somehow they interpreted it as "Attack a bunch of the army, and then jump the mass of commanders anyway."

* My favorite commander got diseased, so I went about conquering every indie province I could, ending with Star Peaks. He died, but somehow undying triggered and gave him full hit points again. So I did this again, attacking Star Peaks eventually, and on the same turn Man invaded. Commander retreated and died in enemy territory.  >:(.

* There were multiple Misfortune sites, and I was paranoid about accidentally finding the Vale of Infinite Horror with a random blood mage. We believe it's in Zanthrast, and as a last-ditch doomsday device I had considered Bowl of Blood-ing it.

* Man attacked a fort that was one turn from completion at the beginning, greatly changing the course of the war.

* And yes, the throne by Agartha was, in fact, the Throne of Night.

OK, now that the game is over, I have to ask: What was with the fortress at Polgrave? If it was on Troban we would have been doomed. Was it actually an anti-Ragha fortress?

NINJA EDIT: You've had had to fight through quite a bit of Agartha and then break through a Citadel to get that one throne. I'm not sure if attacking earlier would have been enough.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Cheeetar on December 12, 2016, 02:32:25 pm
I didn't die! Hooray.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: Jilladilla on December 12, 2016, 02:54:20 pm
So. That ends that. I will admit though, that was us snatching victory from the jaws of defeat, I was pretty much on the brink of collapse (Too many fronts needing reinforcements NOW, plus cag broke through my eastern lines this turn (Although I extracted my pound of flesh from that army to be fair.... (No seriously, it was 627(Ulm) vs 423(Agartha) and the losses were 298/301...) Definitely enjoyed fighting you more than Man. Even if it was really only one fight...))

All in all? It was fun. Never really fought Man before and you made it frustrating for me with your sit in the back and spray bolts tactics, you literally made me more or less put my mages way further up than I was comfortable with (to get them in range) and waste turns on Ironskin just so stray bolts didn't kill them.
Arco surprised me with that Siren hero for sure, before then (And I apologize for this Mini, it's not you, it's the nation, Arco really doesn't have anything to deal with crossbow spam...) I didn't really consider you the big threat. It came at a good time too.
Whoever commanded Bogarus (Sorry! I'm not good with names!) did exceptionally well with how little you had. You have my respect.
Cheetar, I'm still highly amused with how your god more or less single-handedly held the gates of Marignon against three separate invasion forces, inspired me to teleport Dendrite onto Ulms first attack force and snap all their bones (Bone Grinding... Does an alarming amount of nigh-unstoppable damage when you think about it...)
No comments on Ragha as I really didn't see you fight too much, same with Ulm, except for the comment that I almost wish we could've kept fighting.

But in the end, we ended up victorious. Good game everyone. (Also holy carp cag, Ulm ALMOST has as much resources as Agartha! (558 vs 567, and bear in mind that LA Agartha's home sites give +50 resources!) You truly would be the only one who could trade troops 1 to 1 with me and come out ahead...)

(P.S. Wow I took too long writing this, also cag if you attacked sooner I would've holed up in that fort instead of holding the line like that. Even with that many troops cracking a fully upgraded citadel isn't quick, on top of that Gig could've sniped commanders.
Also, Mini, like Gigalith said, if you put that fort at Polgrave at Troban instead, this game would've gone VERY differently.
And finally, to Gigalith, I think krakens are kinda bad? They didn't seem to really accomplish much...)

EDIT: Oh right, my failings.
I lost at least 3 expansion forces.
Probably switched to heavy infantry too soon and heavy crossbows too late.
Gold issues. Gold issues EVERYWHERE! (No seriously, I was literally converting all but a few of my fire gems and a good chunk of Gigalith's into gold.)
Biggest issue was I completely and utterly forgot about LA Agartha's biggest flaw, Logistics. Have a feeling the Man/Arco war would've gone better if I remembered to maintain a constant stream of reinforcements instead of more or less assembling a new army and marching it out every 5 turns or so.... Had too many troops just sitting there on the backlines... Probably should've committed more of my mages too.
There was probably more, but I can't remember it now. I think.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: chaoticag on December 12, 2016, 03:03:44 pm
The thing is I had plumbed the depth of hell for some thugs, heh. I had the blood earth elemental king and all the ice devil uniques under me. Some were even heading your way. Mainly, we should have focused on getting 3 thrones under our belts to delay the throne capture rate until I can churn out all those troops.

Also yeah, ulm on scales is silly. My expansion actually suffered early on in the game, so I never really had enough gold to back it up, but by the last turn I am pretty sure I was fielding the largest army. And 800 research. Ah well, I turtled too hard this game.
Title: Re: Dominions 4 Round 24 - Year 5- I think we drove cartographers mad now.
Post by: Mini on December 12, 2016, 03:16:49 pm
Arco surprised me with that Siren hero for sure, before then (And I apologize for this Mini, it's not you, it's the nation, Arco really doesn't have anything to deal with crossbow spam...) I didn't really consider you the big threat. It came at a good time too.
Yeah, I was avoiding as much as possible your army until Hatman reminded me about all the air spells that stop ranged stuff, and then I also remembered that I had a hero with high air paths I could use for it (and nothing else, other than maybe figuring out a way to get to N5 and conj 8, which probably would have required an empowerment, probably blood onto a priestess), so that happened and it was quite effective. Good thing we went luck, and good thing that particular hero showed up.
Also, Mini, like Gigalith said, if you put that fort at Polgrave at Troban instead, this game would've gone VERY differently.
Yeah, I forgot about Xibalba's insane raiding potential when I built it, even though at that point you were already raiding a long way in.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Gigalith on December 12, 2016, 03:18:49 pm
Man, I'm glad I didn't shell out for Father Illearth if you already had him. Additional amusing anecdote! I had set up Polly to be able to summon Onaquis and eventually Rain of Jaguars. I got to Blood 7 in the final turns of the game... and never did either. Too little blood slaves to do everything, and I was planning to dump a Horde from Hell on Arco's throne. Except, since Dendrite actually took it, it couldn't have helped. I fired a final Infernal Disease at Arco itself, hoping to maybe assassinate their Golden Idol.

This seemed a relatively SC-free game (at least from my perspective) aside from immobile pretenders single-handedly owning armies. Arco threw a tricked-out sleeper at me (he had the trample-flying armor.) I think said sleeper just got unlucky, since a random wound diseased it.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Mini on December 12, 2016, 03:38:38 pm
Arco threw a tricked-out sleeper at me (he had the trample-flying armor.) I think said sleeper just got unlucky, since a random wound diseased it.
I guess I've have to go back and watch that battle again. The idea was to exploit my hordes of scouts (I had one in basically all of Xibalba/Agartha's territory, as well as all bar 3 or so of the provinces on the northern side of the river) by being able to jump around wherever the PD was the weakest... And then it died in the first battle.

Fakedit: Yeah, it got diseased, but also got tied up not killing infantry while getting pelted by crossbows so it would have died anyway, even if not in that battle. Just didn't have enough health. A group (or even two or three) probably would have worked, but that's getting into pretty large numbers of gems (not that I didn't have them, I am still terrible at spending gems). Setting to attack archers probably would help too. But yeah, 55 gems for dying to PD...
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Nirur Torir on December 12, 2016, 03:45:12 pm
That was fun, even if I didn't do much other than bash Marignon and then feed Ulm ~100 blood slaves/turn and a bit of gold. I didn't want to start a war with Arcos or spend several turns marching an army over.

The early battles against Mari were odd. My heavy cavalry and indie shortbows had great kills:losses against blood flagellants, but had pretty heavy morale problems and I had to collect ~2/3s of the cavalry after each fight. I don't know how much Ragha's special helm helped, since there weren't any close fights after I made it.

And finally, to Gigalith, I think krakens are kinda bad? They didn't seem to really accomplish much...)
They scared me away. My water forces were just playing containment until the last few turns.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Jilladilla on December 12, 2016, 03:47:18 pm
Also yeah, ulm on scales is silly. My expansion actually suffered early on in the game, so I never really had enough gold to back it up, but by the last turn I am pretty sure I was fielding the largest army. And 800 research. Ah well, I turtled too hard this game.

Haha yeah I know the feeling, I had bad luck early with province pop giving me a bad income (A VERY large chunk of my income was locked behind hidden gold mines...)

Oh right I remember another failing of mine! Not getting sufficient numbers of forts up fast enough. If it wasn't for me finding the High Temple of the Magi (it was on that little island on the bottom right corner) early on my research would've suffered badly... (Still ended with ~1000 research though. Well, that was last turn, this turn I shipped out half my research team onto the Throne of Night JUST IN CASE. Shame things escalated when they did though, was really really close to Alt 9 (7 turns). Army of Some Heavy Metal is such a fun spell~)

(Also I see your Ice Devils and raise you an Iron Ancestor with a Mercury Barrel or two.)

Yeah, I was avoiding as much as possible your army until Hatman reminded me about all the air spells that stop ranged stuff, and then I also remembered that I had a hero with high air paths I could use for it (and nothing else, other than maybe figuring out a way to get to N5 and conj 8, which probably would have required an empowerment, probably blood onto a priestess), so that happened and it was quite effective. Good thing we went luck, and good thing that particular hero showed up.

Actually, you didn't even need that Siren (and next fight with me would've had a crossbow squad explicitly targeting flyers), you had Sorcerers of the Sands from the Desert of Sighs at Javel Kish, they have A1, and you could've had an E1S1 Mystic forge a Crystal Matrix (Construction 4 research) to key one of those guys into a communion, at which point his Air paths would've been however high you wanted.

Should've just gone for Darkness+Earthquake.... My troops were tough enough to take it... Or just settled for Maws Spam. That's always fun. Heck could've even dipped into Thaum a little more for Terror and just scared your elephants off.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: chaoticag on December 12, 2016, 04:07:14 pm
So I guess the next question is when the next game is going to be and if I will have to host it again. Since I think I'd wanna take a hosting break.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Hatman on December 12, 2016, 04:38:10 pm
I want to thank you all for the game. As far as post mortems go, my big mistake was trying to push against Agartha underground, rather than hole up and wait for them to open the second front. I had a lich. Defensive deadlock is good when you have a lich. I got impatient and second-guessed myself into losing a fortress far too early in the war!

On analysis of man as a nation, they are very good and deeply frustrating at the same time. I only recruited about 5 units out of my lineup, and 2 of those were purely to support a stealthy raiding hero and otherwise would not have been used. Your highest random is 50% on magisters and magisters arcane, and the random on arcanes has a high chance to be basically wasted on fire. On the other hand, between power of the spheres, summon X power and their basic paths, magisters arcane are capable of terrifying shenanigans in the field. On the copper arm, relying so heavily on a very old, very fragile mage can and repetedly did bite me. As did the fact not a single flaming arrows cast I scripted all game went off, which I will confess was slightly dissapointing. I will likely play this nation again some time, though there are many others I'd like to try.

Good game to all. Grateful I was able to play.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Gigalith on December 12, 2016, 05:54:46 pm
Here's that short postmortem.

I started with a F2S3B7 Demon Macaw, with the hope of summoning some Onaquis, and maybe doing some Horror Artillery too. One moment after I had sent my disciple in, I realized I had one too few Astral to actually get Send Horror. But, good news, the Demon Macaw has three slots, including a helm. (I'm picturing a little starshine beanie atop Polly's enormous parrot head).

However, I had a bigger issue: I did not know you couldn't rush Blood 7 in the same you rush, say, Blade Wind. Much research in blood, albeit useful, was "wasted" in that there was no way I was getting to Blood 7 in the early or even the middle game. This was not helped by how I tended not to buy researchers when I had the chance (dude, it's worth it.)

First turn, I realized I was not only two UW provinces away from a throne, but I had native UW units, one of whom was an H3 priest! Shortly after conquering nearby indies, I sent AH! IT'S A FROG MAGE! down below. I should mention that I was doing quite well at expansion--perhaps the best in this game considering what everyone else has been saying. Bats can often snipe commanders and turn a battle nearly bloodless (for your own side, of course.)

I should mention there are two kinds of bats--warriors (stealth bats) and city guards (actually useful in combat bats). All of them are absurdly cheap in resources and Gold--I was regularly fielding and losing armies a hundred strong and it didn't even matter to me. Actually, I was more miffed when I lost one of the throne stealing armies because I couldn't get a replacement fast enough, not that it hurt the purse.

Anyway, major mistake: I didn't get a blood economy set up immediately. Xibalba is very good about blood--there's plenty of B1 mages with a hunting bonus, with a chance of getting a B2+hunting bonus hunter. It was only when I was actually in a desperate struggle with Man, then Arco, that I finally had a good blood hunting base. Troea was my original planned base, but it happened to fall to Man almost immediately. It was raided so often and fought back and forth it's basically fantasy Stalingrad. Pollygrad? Anyway, had I the resources, I probably would have had Rain of Toads on repeat until Man was a disease-ridden 100+ unrest wasteland. As it was, I kept running out, so I spent it on other things.

Man/Arco and we had a kind of minor cold war prior to the actual attack. I kept thinking that the horde of undead by my borders meant something--and lo and behold, it did. Much of the early war I spent fretting as I watched apparently unstoppable armies fight through my territory. Then I discovered the joys of raiding and began the War of Cartographical Insanity. Protip: attack two adjacent provinces--if you lose one, your dudes will retreat to the others.

The big MVP goes to a spell I never actually cast: Solar Eclipse. It's essentially a Fire and Astral version of Darkness--which meant Polly could cast it. And my bats do wonderfully in Darkness. Once I realized I could cast it, along with Bloodletting and other powerful spells, I decided I didn't need to freak out even if they besieged my capital. (Bats are very good at sieges, by the way.) This lead me to prepare spells such as (actual) Darkness, Earthquake, Iron Bane... Meanwhile, Agartha actually came and killed Arco's army for me, so I went and made other plans...

Meanwhile, some of my raiders had landed near Man's underground fortress, and after some thought I decided to attack it. Magister Spookthorne could conceivably die in our dominion, after all. I ended up successfully sieging said fort, which let Agartha's army get there. A siege and one or two epic battles later, Agartha exclusively possessed the caves (except for that one UW province I never got to.)

I'm not sure when exactly we thought of the throne steal. We had four of the thrones within easy access, and all we needed were two more. Much simpler than winning a conventional war against a conventional war powerhouse nation.

I had spotted Troban had only 1 PD and an otherwise defenseless temple. One squad of stealth bats smashed it and did quite some raiding before Arco finally tracked them down. I also realized I could forge any Holy booster artifact, which I could stick on an H2 Ajaw. Stealthy throne claimer! ...then Jilladilla pointed out I could just forge a Winged Boots and a Shademail Haubregon to stick on a Bacab. FLYING STEALTH FROG GOD was born.

Later, I saw that Arco had once again only 1 PD at Troban. We spilled many electrons on planning the perfect attack and, as mentioned, we ended up changing it mid-attempt twice.

More on that second time: I had set up two Bacabs (FLYING STEALTH FROG GOD and NINJA SKY TOAD DEITY) to bring flights of 80-100 stealth bats each deep into Arco's territory, along with Earth gems, boosters, Darkness... Then Dominions' giant ruleset reared its head. It turns out that even if there are no patrollers, sufficiently poorly stealthed armies can be discovered anyway. It must roll those open-ended dice regardless. Anyway, they had poor stealth in the first place, minus 1 for every unit... Both of them were discovered on the same turn.

But they were adjacent, and even though one Bacab's army was destroyed, the Bacab itself fled to Javal Kish (where I had accidentally won.) Our last ditch attempt was throwing all I had left there at Troban, and Dendrite teleported to the other throne.

Again, GG. This was a great first multiplayer game. It really is it's own beast in MP.

EDIT: "short" postmordem, yes.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Jilladilla on December 12, 2016, 06:45:17 pm
I want to thank you all for the game. As far as post mortems go, my big mistake was trying to push against Agartha underground, rather than hole up and wait for them to open the second front. I had a lich. Defensive deadlock is good when you have a lich. I got impatient and second-guessed myself into losing a fortress far too early in the war!

On analysis of man as a nation, they are very good and deeply frustrating at the same time. I only recruited about 5 units out of my lineup, and 2 of those were purely to support a stealthy raiding hero and otherwise would not have been used. Your highest random is 50% on magisters and magisters arcane, and the random on arcanes has a high chance to be basically wasted on fire. On the other hand, between power of the spheres, summon X power and their basic paths, magisters arcane are capable of terrifying shenanigans in the field. On the copper arm, relying so heavily on a very old, very fragile mage can and repetedly did bite me. As did the fact not a single flaming arrows cast I scripted all game went off, which I will confess was slightly dissapointing. I will likely play this nation again some time, though there are many others I'd like to try.

Good game to all. Grateful I was able to play.
Your Magisters (Just gonna shorten Magister Arcanes as they're the ones that are actually viable) are actually pretty darn strong for a non-cap restricted mage, cost efficient too, also your script for Flaming Arrows was something like PotS->Pheonix Power->Flaming Arrows yeah? Noticed with my F2 Alchemists that the scripting thingie yells at me unless I give them an extra gem, why? I don't know. Also how do you think I felt with my Alchemists who rolled D1 (and to a lesser extent W2, seriously, how many of those did you see me field? Very very few, if any.), sure they can summon iron corpses for me but if I wanted that I would've bought Reanimators!

But yeah your combination of Arrow Fend, Lightning magic and x-bows (although that's only because they sit back and shoot, Agarthan Infantry are practically arrow proof, even against bolts (I have no issue with my x-bows firing into a melee after all, in all their +2 damage -2 precision (compared to normal x-bowmen) glory)) gave me a headache, E2 mages don't grow on trees for LA Agartha after all.
Also yeah I perfectly agree with your derp of fighting against Agartha in the caves without overwhelming odds... Also I think I almost got your Lich outside your dominion there early on.... Think I messed up a bit on execution though or was a little to slow?.. Can't remember, to lazy to check.

That said, I want your opinion on Man vs Agartha, Archer Edition (which, if I remember right, was what our early fights basically were).

(EDIT: All said, I would be up for another game, I won't even pick Agartha this time! Probably.)
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Hatman on December 13, 2016, 03:03:40 am
Your Magisters (Just gonna shorten Magister Arcanes as they're the ones that are actually viable) are actually pretty darn strong for a non-cap restricted mage, cost efficient too, also your script for Flaming Arrows was something like PotS->Pheonix Power->Flaming Arrows yeah? Noticed with my F2 Alchemists that the scripting thingie yells at me unless I give them an extra gem, why? I don't know. Also how do you think I felt with my Alchemists who rolled D1 (and to a lesser extent W2, seriously, how many of those did you see me field? Very very few, if any.), sure they can summon iron corpses for me but if I wanted that I would've bought Reanimators!

But yeah your combination of Arrow Fend, Lightning magic and x-bows (although that's only because they sit back and shoot, Agarthan Infantry are practically arrow proof, even against bolts (I have no issue with my x-bows firing into a melee after all, in all their +2 damage -2 precision (compared to normal x-bowmen) glory)) gave me a headache, E2 mages don't grow on trees for LA Agartha after all.
Also yeah I perfectly agree with your derp of fighting against Agartha in the caves without overwhelming odds... Also I think I almost got your Lich outside your dominion there early on.... Think I messed up a bit on execution though or was a little to slow?.. Can't remember, to lazy to check.

That said, I want your opinion on Man vs Agartha, Archer Edition (which, if I remember right, was what our early fights basically were).

(EDIT: All said, I would be up for another game, I won't even pick Agartha this time! Probably.)

The flaming arrows script was 1 pearl, 5 rubies by the time I gave up on it, PotS, pheonix power, flaming arrows, yeah. The AI maybe doesn't think defenders are archers or something? But still casts wind guide on 'em?

As for the archery duels, you were winning early, because your archers were cheaper, routed sooner and thus avoided more casualties, and you had higher resource provinces to draw from. Setting defenders to hold and attack rear, which actually made them target your back ranks where your lighter armoured crossbows, magicians and sappers were, helped a fair bit, as did moving out of the caves, which took us from matching prec to me leading by 3 points, at which point I was winning the shooting matches, but only if I actually stopped shooting your frontline, which wasn't a great deal, just a better deal than losing - agarthan infantry being crossbow proof is a matter of their hitpoints as much as their protection, so not shooting them is worse than shooting them.

Arrow Fend and storm helped more, as you mentioned, but i'll note that it was primarily by letting me ignore all your Xbows and shoot your frontline, with storm in particular doing a certain amount to punish you for evoking with your low prec mages into melee lines when I'd softened up your side. If you'd used more skelespam and less evo, storm would have been far less useful.

Lastly regarding the cold war undead Gigalith mentioned - all from an interactable event. Couldn't have built them in any other province.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: ThtblovesDF on December 13, 2016, 03:35:50 am
Thanks for the post-mortem(s).

As for hosting, I could if it is a slow round (48 h hosting), otherwise I recommend someone with a bit more time.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: chaoticag on December 13, 2016, 04:08:40 am
Slow hosting sounds good to me honestly. With the festive season coming around the corner it might be for the best anyway.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Jilladilla on December 13, 2016, 07:19:13 am
The flaming arrows script was 1 pearl, 5 rubies by the time I gave up on it, PotS, pheonix power, flaming arrows, yeah. The AI maybe doesn't think defenders are archers or something? But still casts wind guide on 'em?

As for the archery duels, you were winning early, because your archers were cheaper, routed sooner and thus avoided more casualties, and you had higher resource provinces to draw from. Setting defenders to hold and attack rear, which actually made them target your back ranks where your lighter armoured crossbows, magicians and sappers were, helped a fair bit, as did moving out of the caves, which took us from matching prec to me leading by 3 points, at which point I was winning the shooting matches, but only if I actually stopped shooting your frontline, which wasn't a great deal, just a better deal than losing - agarthan infantry being crossbow proof is a matter of their hitpoints as much as their protection, so not shooting them is worse than shooting them.

Arrow Fend and storm helped more, as you mentioned, but i'll note that it was primarily by letting me ignore all your Xbows and shoot your frontline, with storm in particular doing a certain amount to punish you for evoking with your low prec mages into melee lines when I'd softened up your side. If you'd used more skelespam and less evo, storm would have been far less useful.

Lastly regarding the cold war undead Gigalith mentioned - all from an interactable event. Couldn't have built them in any other province.
Err HP? Agarthan humans are pretty standard, just -2 precision and 50% darkvision, everything else is human average. (Blindfighters and Entrance Guards excluded of course, but those guys are elites using Full Plate, even crossbows have issues with that.)
Their crossbow-resistance has EVERYTHING to do with their armor + kite shield combo. (I will admit that claiming crossbow-proof was a bit much. But still very resistant.)
And yeah, you're very much right, I went too crazy with Alchemists, would've been better served with shunting my Enchantment research elsewhere this match. (Or actually using skelespam. Or more exploding skeleton horses... Didn't really try hard enough on those to get an opinion...) And trust me, I didn't really think on the horrific precision, as an Agartha player, friendly fire happens often anyway, but your troops tend to be able to take it better than theirs... (No seriously, I didn't think anything of it. There's a good chance that you tilted the balance from 'Well it's hurting you more than me...' to being actively harmful to my odds of victory... And then there was Mini who did Storm + Mist, now if only I got Darkness off in those fights, 1 precision for EVERYONE!)

All in all, made too much of a departure from tried and true army support and far too much into blasting. Thank you for your analysis. (Again, seriously, thank you, LA Agartha was the Agartha where my strategies were still mostly theoretical, had very little practice against actual players with it.)

(Also Archers CAN'T be given Fire Rear orders, if you gave them Attack Rear they would forget their bows and charge... But irregardless, you actually came to a different conclusion than me, I took less casualties once I switched to heavier x-bows due to them actually being able to take hits (and gold issues)... The light x-bows are really only for use against those you don't expect to perform counter-battery and expansion... They die so quickly if they get attacked or shot at...)
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Sean Mirrsen on December 13, 2016, 08:15:00 am
As for me, I was sort of screwed from the outset by positioning, but some messed-up move orders caused me to agrro Agartha early, and, well... :P

The Sirins came out late, I only managed to mass-produce them thanks to a generous donation from Marignon, and ultimately they didn't help a whole lot. Dream seduction just doesn't work that well. :\

All in all, it was fun while it lasted. Hopefully if I'm in the next game I'll actually be able to not be the first one out. Again. :P
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Jilladilla on December 13, 2016, 08:57:54 am
As for me, I was sort of screwed from the outset by positioning, but some messed-up move orders caused me to agrro Agartha early, and, well... :P

The Sirins came out late, I only managed to mass-produce them thanks to a generous donation from Marignon, and ultimately they didn't help a whole lot. Dream seduction just doesn't work that well. :\

All in all, it was fun while it lasted. Hopefully if I'm in the next game I'll actually be able to not be the first one out. Again. :P

.....I wasn't angry at the expansion parties meeting up, it was when you continued into my territory that caused you to gain my aggro... That was seriously due to you derping on move orders?... Damn, that REALLY could've changed the course of the game, as according to Hatman, the Arco/Man v Agartha/Xibalba War was caused because we were fighting you instead of Ulm... (Yes, I was gearing up to fight you then cag.)
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Sean Mirrsen on December 13, 2016, 09:32:45 am
As for me, I was sort of screwed from the outset by positioning, but some messed-up move orders caused me to agrro Agartha early, and, well... :P

The Sirins came out late, I only managed to mass-produce them thanks to a generous donation from Marignon, and ultimately they didn't help a whole lot. Dream seduction just doesn't work that well. :\

All in all, it was fun while it lasted. Hopefully if I'm in the next game I'll actually be able to not be the first one out. Again. :P

.....I wasn't angry at the expansion parties meeting up, it was when you continued into my territory that caused you to gain my aggro... That was seriously due to you derping on move orders?... Damn, that REALLY could've changed the course of the game, as according to Hatman, the Arco/Man v Agartha/Xibalba War was caused because we were fighting you instead of Ulm... (Yes, I was gearing up to fight you then cag.)
Yep. I don't know why, must've (once again) left-clicked to drag the map with the army selected and didn't notice the move order before hitting "end turn". Or just plain failed a spot check when looking the map over.

You know how it goes. One small derp for Bogarus, one huge war for all Man-kind. :P

edit: I would've maybe gone for damage control and pleaded accident if I wasn't so bad at diplomacy in this game. See, I didn't want to double-cross you. Because I was trying to get Ulm to go past my east and punch you in exchange for non-aggression with them. But then that backfired as well, and the rest is almost literally history. ::)
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: E. Albright on December 13, 2016, 10:15:54 am
It turns out that even if there are no patrollers, sufficiently poorly stealthed armies can be discovered anyway. It must roll those open-ended dice regardless. Anyway, they had poor stealth in the first place, minus 1 for every unit... Both of them were discovered on the same turn.

If they have at least 15 PD (PD gives passive patrolling of PD-14, remember), and your stealth troops have 50 or less stealth, if you bring enough they'll find you. Every troop that has stealth of 50 or less makes the army as much easier to find as if the patrollers had another AP 10/Prec 10 unit (or another point of PD) patrolling.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Gigalith on December 13, 2016, 10:30:23 am
We definitely were in <15 PD provinces. ("quite well organized") Which is why I was so baffled when we were discovered. One province had no commander that could be patrolling, so...

In the manual itself, there's an open-ended 2d25 for both sides of the discovery roll. 20 base stealth from the haubregon - 80 or so bats... I figure we were just crazy lucky before.

I suspect the reason 1 PD provinces don't randomly discover and eat scouts is that beating 50 + 2d25 (open-ended) with just 2d25 (open ended) is just so unlikely it almost never happens.

I don't object flavor-wise, by the way. You figure a giant frog wearing magical chainmail and a horde of batmen with spears would attract the notice of peasants eventually. I'd just like it to be in the manual.

EDIT:

Lastly regarding the cold war undead Gigalith mentioned - all from an interactable event. Couldn't have built them in any other province.

I believe you. Jilladilla insisted they were, too. But it kept me on edge (which is part of the reason I was building a fort at Troea.) And, lo, SURPRISE UNDEAD ARMY KEKEKE.

The other fort I was building as my part of the cold war was at Tirennea. It would have finished in time, except that I didn't realize that one river was frozen. Whoops.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: E. Albright on December 13, 2016, 10:39:04 am
"quite well organized" is actually 6-18PD, so it probably was 15+...
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: ThtblovesDF on December 13, 2016, 10:41:15 am
Suggestions for Theme, Map, Mods, Age & Rules for the next host?

Optimally we'd have a backup hoster that I share the password with (chaoticag?).

Since this was a team game, the next one could be a regular game. Hybrid could be a thing, too - with 2x2 teams and a bunch of independents ¯\_(ツ)_/¯

Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Mini on December 13, 2016, 10:42:59 am
as according to Hatman, the Arco/Man v Agartha/Xibalba War was caused because we were fighting you instead of Ulm... (Yes, I was gearing up to fight you then cag.)
That was part of it, but things were already kinda tense due to us being in the caves (which you appeared to not like, and were slightly aggressive about), and us (or maybe just me) not realising just how bad Ragha/Marignon had it. If I'd noticed the latter earlier, and you hadn't said what you did about the former, then we probably would have been allies.

I suspect the reason 1 PD provinces don't randomly discover and eat scouts is that beating 50 + 2d25 (open-ended) with just 2d25 (open ended) is just so unlikely it almost never happens.
0.08% chance. So scouts in <15PD (assuming the passive patrolling can't go below 0, can't be bothered to look it up) provinces have a half-life of 866 turns.

Suggestions for Theme, Map, Mods, Age & Rules for the next host?
Better to decide that either in a new thread or in the OG Dom4 thread, I think. Make it obvious it's a new game, for people who might play but aren't paying attention to an already running game.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Sean Mirrsen on December 13, 2016, 10:48:42 am
Suggestions for Theme, Map, Mods, Age & Rules for the next host?

Optimally we'd have a backup hoster that I share the password with (chaoticag?).

Since this was a team game, the next one could be a regular game. Hybrid could be a thing, too - with 2x2 teams and a bunch of independents ¯\_(ツ)_/¯


I'm going to repeat my vote for Dawn of Bridges v3 as the next map. And also agree that it should be taken to a new thread or the main Dom4 thread.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Gigalith on December 13, 2016, 10:59:16 am
I suspect the reason 1 PD provinces don't randomly discover and eat scouts is that beating 50 + 2d25 (open-ended) with just 2d25 (open ended) is just so unlikely it almost never happens.
0.08% chance. So scouts in <15PD (assuming the passive patrolling can't go below 0, can't be bothered to look it up) provinces have a half-life of 866 turns.

Hmm. You'd think that with the number of scouts in a given game, this'd happen occausionally. Scratch that, you'd have to have excessive numbers of scouts. And every now and then one would be eaten by something else, anyway.

The easy way to check this would be to dump a poorly stealthed commander with a hundred units on a 1 PD province and wait. If it's discovered, then we know.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: E. Albright on December 13, 2016, 12:14:30 pm
Yeah, there's no patrol roll without 15 PD or at least one patroller. I was rather certain of that already (see above), but to thoroughly beat the dead horse, I took a non-stealthy commander with a shademail haubergeon (giving a grand total of 20 stealth) commanding 1360 need-not-eat stealth-40 troops and put them in a hostile province with 1 PD. They sat there for well over 100 turns undetected. Probably not 200 turns - I rather badly lost count - but well over 100. Two of the fire ants under his command died of old age, actually. I then took them next door to a province with 14 PD. I only went by the results of 1 turn in that province - because really, 1358 troops on a stealth-20 commander, plus his 560 hamadryads would start getting homesick for the province next door - but they were undetected. I then pushed the PD up to 15. Unsurprisingly, they were instantly detected.

Conclusion: those Bacabs + bats were most definitely in provinces with 15, 16, 17, or 18 PD.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Jilladilla on December 13, 2016, 12:23:03 pm
"quite well organized" is actually 6-18PD, so it probably was 15+...
Ah, that explains it. PD guesstimate messages are not something I have memorized, it doesn't really come up all that often. (Sorry Gigalith, but I knew 6 was were it changed and though it was 6-14. Seemed like a reasonable leap of logic.)

That was part of it, but things were already kinda tense due to us being in the caves (which you appeared to not like, and were slightly aggressive about), and us (or maybe just me) not realising just how bad Ragha/Marignon had it. If I'd noticed the latter earlier, and you hadn't said what you did about the former, then we probably would have been allies.
And there goes me failing diplomacy again, I just more or less just gave up those two provinces once we got a tentative peace treaty.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Gigalith on December 13, 2016, 12:56:48 pm
That settles that, then. I'm not upset about the mishap anyway--we couldn't have known if we were on safe provinces.

The moral is that putting 15 PD provinces here and there can act as an anti-stealth army landmine. Or, heck, just have a scout set to Patrol. (It'd be cheaper, actually.)
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: Hatman on December 13, 2016, 06:44:01 pm
Err HP? Agarthan humans are pretty standard, just -2 precision and 50% darkvision, everything else is human average. (Blindfighters and Entrance Guards excluded of course, but those guys are elites using Full Plate, even crossbows have issues with that.)
Their crossbow-resistance has EVERYTHING to do with their armor + kite shield combo. (I will admit that claiming crossbow-proof was a bit much. But still very resistant.)
And yeah, you're very much right, I went too crazy with Alchemists, would've been better served with shunting my Enchantment research elsewhere this match. (Or actually using skelespam. Or more exploding skeleton horses... Didn't really try hard enough on those to get an opinion...) And trust me, I didn't really think on the horrific precision, as an Agartha player, friendly fire happens often anyway, but your troops tend to be able to take it better than theirs... (No seriously, I didn't think anything of it. There's a good chance that you tilted the balance from 'Well it's hurting you more than me...' to being actively harmful to my odds of victory... And then there was Mini who did Storm + Mist, now if only I got Darkness off in those fights, 1 precision for EVERYONE!)

All in all, made too much of a departure from tried and true army support and far too much into blasting. Thank you for your analysis. (Again, seriously, thank you, LA Agartha was the Agartha where my strategies were still mostly theoretical, had very little practice against actual players with it.)

(Also Archers CAN'T be given Fire Rear orders, if you gave them Attack Rear they would forget their bows and charge... But irregardless, you actually came to a different conclusion than me, I took less casualties once I switched to heavier x-bows due to them actually being able to take hits (and gold issues)... The light x-bows are really only for use against those you don't expect to perform counter-battery and expansion... They die so quickly if they get attacked or shot at...)

HP is more relevant to blindfighters and Iron corpses than your standard infantry, sorry. But your standard infantry were never the sticking point compared to the corpses and blindfighters. Archers on HOLD AND attack rear will shoot the back ranks before charging, which is very important for using T'ien C'hi and horse tribe cavalry. Sorry for getting the name of the order wrong.
Title: Re: Dominions 4 Round 24 - Year ??? It's over
Post by: ThtblovesDF on December 14, 2016, 03:16:50 am
As suggested I started a Topic for Round 25 (http://www.bay12forums.com/smf/index.php?topic=161886.0).

Details will be set there, we are fairly open ended. Add your suggestions and I'll throw em all in a poll. Like  Dawn of Bridges v3


Edit: Btw, anyone got any lessons this game taught them they want to share?