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Messages - E. Albright

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1
Rolled a planet with random -160C glaciers scattered around on it. Ending your turn on one is more lethal than all but the worst radioactive hexes. Not sure whether or not this is a bug, b/c these spots can be right next to toasty-warm 30C hexes. It's also kinda fun b/c despite the obscene gravity, the atmosphere is so dense you can send an unoptimized light helicopter 16 hexs - it's almost more of a swimming machine than a flying machine.


Starting to see some more hints in the direction of the next DLC, Republica. Last patch added FP stratagems for fate-exclusive lost GR tech and GR units.

2
Other Games / Re: Dominions 6: Rise of the Pantokrator Released
« on: January 25, 2024, 12:44:42 am »
I wish I had the time and motivation to go to work updating NationGen to D6. I definitely do not, no matter how ripe for harvest all the new material is.

The most I might manage is finally finishing my MA hybrid/starchild nation mod, since some of the modding changes actually make it reasonable to do some of the things that turned into a roadblock there. Not that I even really have time to do this. We Shall See.

3
Stats for scenery is new. As is spells to animate scenery.

4
Given how research works, you'd definitely be better doing a mod rather than house rules, b/c otherwise if someone randomly learns forbidden knowledge, they're getting hurt in a whole different way.

I'd generally add that getting rid of nukes (especially assorted tactical nukes) makes stalemate a lot more of a real possibility if an aggressor doesn't have an immediate overwhelming advantage; nukes having a chance to autokill-on-damage makes the defender's edge a lot easier to overcome. Soil filtration changes might make long-term stalemate less of a problem, though, I suppose. And Oceania makes it a lot harder to have fixed, easy-to-protect battle lines...

If you want a middleground between nukes and no nukes, you might wanna look at Pymous's rules mod. It most notably turns ICBMs into MRBMs (30 hex range), and atomic RPGs into superheavy RPGs. I don't think it's been updated to the latest version, though.

(All this does nothing to change my academic status, so this a comment from the peanut gallery rather than input from a would-be participant...)

5
The new minor subcultures added in the last beta patch are kinda interesting. I'm a bit disturbed at how easily I pacified all the Warmongers surrounding me, though. Still, buying cheap machines from Scavengers is nice, and having the possibility of these sorts of formations come under my control if I cajole them into joining me is a lot more interesting than the usual minor fare...


6
Other Games / Re: Dominions 5: Warriors of the Faith Released!
« on: December 31, 2023, 02:31:11 pm »
Against the AI, I always used pikes to expand. It seems to work. YMMV.

It looks like LA Mari is getting some love in three weeks when Dom6 releases. It remains to be seen if that'll be relevant here, though - since it appears to be summons, that seems unlikely...

Spoiler (click to show/hide)

7
...a numerical rating in parentheses after the florid, gruesome description would be nice, yeah...

8
It's been a while since I played Oceania (being in the beta kinda burnt me out on it), plus going back to school at my age has rotted my brain, but I'll try to remember how I dealt with that stuff.

First, re: majors, play on bigger maps. Small maps give you oceans with too many connected landmasses and too few MTHs. But even on a bigger map, if you roll a planet where a tiny number of MTHs dominate the seas, you'll still have the problem of distant powers being able to jump down your throat constantly.

One expensive solution to this is to force an MTH split on a particular ocean zone you're trying to exclude landings in - that can sometimes stop invasions cold b/c the distant power(s) will no longer have contact with an MTH controlling your neighborhood waters. Ofc, if the MTH you're splitting is a strong naval power, it might just eat the offshoot, so that is something to consider.

Buying up all the MTH's available shipping also puts a damper on other majors' ability to invade constantly.

Re: critters, aircraft and artillery hitting them at sea helps slow them down and kill them off, but mostly you just need to keep a shore patrol. That helps for the invasion stuff too - forcing proper assaults instead of unopposed landings makes things significantly rougher on would-be invaders.

I will confess that on a few long playtests where there were particularly ugly sea critters, I may have nuked some of them. If you do it when they're far enough away from the shore, you don't have to deal with any environmental damage even if you're hitting them with ICBMs.

9
Play With Your Buddies / Re: Solium Infernum PBEM - Game Finished
« on: October 06, 2023, 05:34:32 pm »
Karlito pretty much said everything I could say. The 20 turn demo seems like it's the same as the old version had - I remember it was long enough to start getting stuck in, but not to finish. I will underscore the part about the animations taking too long - I've got a decent machine and it was clear they were running at the intended speed, but the intended speed was still tedious.

10
I agree it's an experience that stays with you. I just wish I could say Alexis knocked it out of the park....but some of the same problems his games always have keep recurring. It's like his framework is solid but straightforward, so he has to put layers on top of it to keep up the discovery value. I just don't think he tries hard enough to create meaningful mechanical content. He's always felt a little lazy with that, going all the way back to Sunless Sea.

Oh, it goes back before that. Fallen London had that problem too. Fallen London was pretty close to being that problem.

11
Hmm, starting up a game to look at the changes, I can't help but notice how much room they've made in the tech tree for new techs by the resizing that they did. Some of that may be to benefit modding, but there's a lot of room for new tech to be added.

12
Really big "fine-tuning" patch released. I don't have time to really play it, but I'm really keen on the direction of the changes - a lot of tweaks to make a planet's atmosphere play a larger role in how the game actually plays, so not all planets will feel the same. Some of that comes from e.g. increased lethality in combat on hostile planets, some comes from e.g. nerfing Demetalization. Ammo factories are finally a thing too. It seems like it may slow things down a bit, which could have the unintended consequence of making nukes more decisive, though. OTOH, it'll take longer to advance to new tech fields, and there's an even-slower development speed available, so...


13
Other Games / Re: Dominions 5: Warriors of the Faith Released!
« on: July 26, 2023, 12:07:23 pm »
Yikes. The new changes revealed so far make it very clear that NationGen is gonna need A LOT of work to be made Dom6 compatible. Separating mounts and riders will require core engine rework as well as a huge data and graphics overhaul. Adding Glamour as a school might not seem like it'd immediately be a massive problem, but it would; there's reams of data that'd need recoded (in the linguistic sense). NG has some rather large files full of hand-coded associations between words & concepts and spheres of influence, and all those would need reviewed and sorted. As would every nation's graphics components for their mages (and possibly sacreds) b/c there are various items and graphics that thematically align with air or astral or whatever.

Yeah, I'm gonna need to stay FAR away from NG and might be better off staying away from Dom6 to protect me from temptation. Which is a shame, because...

It's nice to see Air being taken down a peg. It's been far too strong over the last two iterations with both the strongest combat evocations (and combat summons) and some of the most devastating battlefield enchantments. There will be more than a few nations that will still have both air and glamour, but I suspect a lot of elves, forex, will not be slinging lightning any more. And when you do have nations that do both, the casters will have their skills split between two paths now - what once was a mighty slinger of thunderbolts and weaver of illusions may become a mighty weaver of illusions who can make a tiny spark jump from one finger to another. Nations like Berytos will just become storm factories with no particular tricksieness up their sleeves. I am rather curious if "fate" is going to be lumped in with Glamour; I could see that going either way thematically. It would be a move to make Astral more "pure" and alien, but given how much overlap you have between fate and the stars in myth I feel like it'd be a hard sell.

Re: adjusting unit sizes, this is a change that was unexpected but welcome. Having spent way too much time fussing over these particular mechanics, the 1-6 size scale is wonkier than it might seem and some more granularity will be welcome. At the moment, size 1 covers everything from single spiders and scorpions up to 4-5' goblins. Size 2 is arguably more consistent, as it's mostly "human-sized". Size 3 is a mess again - there's very "short" size 3 humanoids, but it also includes lesser giants, some (but not all) trolls, reasonably-large animals, knights on barded steeds, etc. 4-6 are all a bit subjective; they're all "1 per square", but exactly how big they are is mostly just a subjective measure to determine who can trample who. If we're increasing square size (which it sounds like we are if normal unit numbers are going up), it makes good sense to stretch out the size scale. Likewise, if we're differentiating b/tw mount and rider, some more granularity can't hurt. I'm wondering if AoE spells and effects are going to get adjusted as well; otherwise, this will end up being a buff to evokers even as the descriptions say that the new version is increasing the importance of armies and making battles less dependent on mages.

Anyway, it'll be interesting to see what other changes get announced even if I need to stay away from it. More Late nations means we'll probably finally see some nations like Ur and Machaka coming to the degenerate era of men and steel, which should be interesting.

14
Other Games / Re: Dominions 5: Warriors of the Faith Released!
« on: July 20, 2023, 08:47:40 am »
I'm serious when I say I'd better not make the time. I have trouble thinking of a worse release date for Dom6 if the goal was to sabotage me; that'll be right around the end of my first semester in a new degree program. Yeah, I'm gonna be tempted - SOOOOOO tempted - but I really need to ignore it. If I do succumb and mess with it, I'd need to wait until next summer - and even then, I probably won't have the time. This is the same sort of thing that forced Elmokki out of active development for the most part...

15
Other Games / Re: Dominions 5: Warriors of the Faith Released!
« on: July 13, 2023, 07:01:35 pm »
That'll probably tempt me to come back to NationGen to help update it to the new version, but I really had better not try to make the time. It will be tempting though...

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