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Topics - WealthyRadish

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Illwinter's strategy game Dominions 6 released today. Frankly, it wasn't on my radar at all, but it was a pleasant surprise given all the fun I've had in the past with Dominions 5. To celebrate, I thought I would put out a playthrough, mainly for those curious about what has changed and the state of the game on release.

This will be written primarily as a comparison to Dom5 (it's a complicated game, and I'll have to assume a broad familiarity with Dominions from the reader to avoid getting bogged down with every detail).

This first post is mostly going to be very boring setup.





Right off the bat, the game title screen looks basically the same. The ugly as sin 3D background, the same loading screen, same UI, etc. I'm not complaining; I'd expect nothing less! Or nothing more, I should say.

However, the map creation immediately piques my interest:

Spoiler: Map creation (click to show/hide)

What's this? Not only are there new options for the shape of a random world, there's this "Underground Layout" business. I'm aware that Illwinter has another strategy game ("Conquest of Elysium" I think it's called) which has additional planes that the main terrestrial map connects to (though I've never played it). It seems they've added this feature to Dominions as well, at least for a new underground plane (which is welcome given how terrible the randomly generated cave terrain tended to be in Dom5).

For this game, I selected the donut world and the third underground layout from the right.



For the AI player selection, I go with 5 random land nations and 2 random water nations. For myself, I select EA Yomi:

Spoiler: Yomi (click to show/hide)

This is probably the nation I played the most in Dom5 (I also played it in the most recent Bay12 MP match), so it seemed a natural choice for my first try in Dom6. It's also something of a "cave" nation, which seems appropriate given the new plane. Nothing much seems to have changed, except that temples are now 300g for Yomi to build (I seem to remember them being 200g).

There are a few ways to play Yomi, but I'll base my strategy this game around one of its powerful "thug" units, the Dai Oni:

Spoiler: Dai Oni (click to show/hide)

In dom5, with the right bless these cute little guys are perfectly capable of clearing an independent province on their own, offering a very "greedy" expansion strategy that's high-risk (but can potentially acquire many provinces with zero losses and relatively little long-term expense). I'd like to get at least two of them going as quickly as possible to do this, though I immediately notice that the gold cost has been increased relative to dom5 (which concerns me given Yomi's general poverty). Later they can cast powerful supporting spells if need be, but are mainly useful in melee. For actual armies, I'll probably rely primarily on the zero-upkeep oni Yomi gets gets for "free" from building temples, but the tiny little goblins with pikes are also surprisingly good (though they'll be weaker in this version due the the unit size changes, as now only 5 can fit in a square instead of 6 in Dom5).

Between the Dai Oni gold cost, temple gold cost, and goblin size change it seems Yomi has gotten somewhat weaker in Dom6, but maybe that's a premature judgement.



Next, pretender god creation! But before even looking at the options for the pretender god itself, I'm much more curious about what's changed with the 'bless' mechanics (a buff applied to a nation's special 'sacred' troops, in my case just the Dai Oni and weaker Oni Sugo commander).

The mechanics for bless creation have changed significantly. Instead of having the bless points themselves be tied to a specific magic path, they're all in one pool now (and it seems all magic paths above 1 contribute bless points). For example, Fire x4 + Air x2 would give you (3+1=4) bless points, and all 4 points could be used for any fire or air effect that you otherwise meet the path requirements for. This means it's now possible to take more bless effects from the same category than before, by taking bless points from other paths to "subsidize" it (like if you really wanted a ton of water blesses or something, you could take other cheaper paths and use their points on water blesses).

There have also been a few changes to the bless effects themselves (most notably a new set for the new "glamour" magic path). The major/minor elemental resistances have been condensed into one effect, some effects have been shuffled around, and a few new effects added.


Spoiler: New bless effects (click to show/hide)



With that infodump out of the way, here's my pretender:





A boring 'rainbow' enchantress, but I want to see if there are new magic sites, craftable items, etc. Awe is the most important part of the bless, which happily also means taking the new glamour path. These effects are all defensive, but a Dai Oni is hardly lacking in the "offense" department.

IIRC my taking 'Drain' scales as Yomi raised some eyebrows in the last Bay12 MP game. I think it works well, provided we can still craft owl quills and skull mentors (the awake god will research our way to Construction 4 while we basically recruit nothing but Dai Oni at first).

One notable change over Dom5 is that I'm limited to +/-2 in all scales (except 'Turmoil', due to Yomi getting +1 to maximum turmoil indicated on a prior screen). The Oni Kunshu pretender gives +1 to turmoil limit as well, but this is tragically pointless as it remains capped at 3.



Finally, we're ready to start playing the game. Well, except for the game settings screen:


"Diplomacy is binding"? Interesting! We'll see how the AI handles this.

"Artifact yearning"? What? No clue on this one. It says it triggers at Construction 9, maybe we'll push for that.

"Legendary spell research" apparently means that all level 9 spells need to be researched individually, instead of getting all of them at once.

I dump a bunch of thrones in, maybe we'll see something new. And with that, setup is complete...

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Other Games / Overwatch
« on: March 10, 2015, 10:11:18 pm »
Behold!

Overwatch is a multiplayer first person shooter developed by Blizzard. Set in an alternate future world several years after the end of a global conflict between menn and machines, the remaining mercenaries of the international organization Overwatch duke it out over the world's dwindling gravel pit reserves on behalf of mysterious benefactors. The game emphasizes individual classes filling different roles, with a variety of unique special abilities and weapons to each class.

List of Bay12 battletags (maintained by MaximumZero)

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Other Games / Nuclear Throne - Fish Can Roll
« on: January 02, 2015, 04:14:10 pm »
Nuclear Throne's a top-down shootermajig set in an irradiated future of mutants and futuristic weaponry. It's a bit similar to roguelikes in that you're progressing through steadily more difficult areas getting random weapons and upgrades, but with a combat system similar to that of something like Hotline Miami or a twin-stick shooter with bullet hell mechanics. It's got 12 playable characters as of this post, around 100 weapons, tons of secrets, and a good deal of enemy variety.

You basically run around as a mutant/robot shooting other mutants/robots/cops on your way to the throne.

It's by Vlambeer, who I think are best known for Luftrausers and Super Crate Box. It's in early access, but it's one of the few games where I actually felt compelled to buy into it, since it gets updates every week (remember old minecraft?) and is going through intense development right now.

Spoiler: screenies (click to show/hide)

I apparently also have an extra copy in my Steam inventory because Vlambeer are amazing, so if you're interested in giving it a whack, post a haiku with the word "thronebutt" in it, and I'll give it to a random.org'd person sometime on the 5th. Congrats to Xeron!

It's currently $12.99 on Steam, but keep in mind that I don't think they're planning on doing any sales while it's in early access. If you're waiting for a sale, you'll probably have to wait until after release.
Steam page


4
DF Dwarf Mode Discussion / Living Necrobuddies and other oddities
« on: December 17, 2014, 03:26:30 am »
I finally caved and started up a DF2014 game, genned a basic world, and picked a fort with a dying civ (just one mountainhome left) next to two necromancer towers. They're also at war with the local elves, but I think the necromancers are the more likely reason for them almost going extinct.

Anyway, I got sieged in the first winter (about 30 armed zombies), and just turtled and ignored it for a year. A couple seasons after that first one left, I got another siege, but this one was weird.

There were about 20 armed zombies, but they were with some non-corpse living elves and humans as well. The living ones had the same kind of equipment as the undead soldiers (clothes and random weapons). The undead soldiers quickly clumped around the living ones, and watching them for a while it definitely seemed like the undead were chasing them, while the living soldiers just kind of wandered slowly in the same area (not running away or anything). No combat was going on, and they never attempted to path into the fort.

A random cat wandering around spotted 3 necromancers, all standing on the same tile. They apparently got spooked by the cat and sprinted off in different directions along the edges of the map, and one of them raised a random enchidna skeleton it stumbled upon. This skeleton started fighting the groups of zombies, and apparently killed some of the living soldiers judging by the combat logs and blood everywhere.

The same thing happened later, with a dead dingo. Its decapitated body successfully pathed into my fort, but its head got in a scuffle with one of the groups of zombies on the edge of the map. My framerate ended up tanking from 100 to 50 as the zombies all dogpiled it in a sweaty mass, collapsing from exhaustion as they tried to kill the skull.

My understanding prior to this update was that undead are hostile to all living things, but the living soldiers mixed in with the undead ones weren't fighting each other. My guess is that the fights between the reanimated animals started between the animals and the living soldiers, which made the animal skeletons enemies of the zombies as well (like a loyalty cascade). Has anyone else seen this? Does the [OPPOSED_TO_LIFE] token no longer apply?

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Other Games / Steam Marines - Gaben Defense Force
« on: February 07, 2014, 08:47:42 pm »
During the winter Steam sale, I apparently bought a roguelikeish game by the name of 'Steam Marines' during an eggnog induced frenzy. Having now (finally) tried it, I've gotta say, I'm loving it. It's a top-down turn-based tactical squad roguelike thingy, quite similar to the old board game 'Space Hulk', if you're familiar with it. The game's in early access apparently, but seems rock solid in terms of content thus far, playing like a finished game.

The gist of it is that you control four sniveling maggots on a journey of self discovery and death through a spaceship, collecting gear/items and leveling up as you progress through various procedural levels in the ship's sectors. I haven't played enough yet to get an idea of the late game, but it seems pretty nifty so far having beaten the first boss. There are a variety of ranged and melee enemies (more as you progress), five different classes of marines, and various items and equipment that can be picked up. It's got a lot of tense moments, and it's easy to lose marines without caution (the enemies certainly have teeth). The classes synergize well, and while the aiming/accuracy mechanic is a bit counterintuitive, it opens up tons of cool combinations using the different classes and weapons.

Spoiler: Screenshots (click to show/hide)
Spoiler: Developer blurb (click to show/hide)
Steam page

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After bumbling into my humble bundle bundles, I was humbled by finding some huddled bundles unfondled. This is before ze crackdown, fortunately, so they're all separate keys. End of an era, eh?

Spoiler: The games (click to show/hide)
Spoiler: Rules (click to show/hide)
Spoiler: Entrants (click to show/hide)

Good luck.

7
I bought a new graphics card on sale recently, and the jerks at AMD bundled a bunch of games with it. In hindsight I probably shouldn't have activated the rebate code before the giveaway (to allow for more selection), since I knew I was just going to give them away, but hey, these three are whatchyagonget.


Spoiler: The games (click to show/hide)

Spoiler: Entrants (click to show/hide)

Good luck.

8
DF Modding / Shield Weight and Attacks
« on: March 29, 2013, 12:19:52 pm »
Heyo. I was doing some minor modding, adding tower shields and spiked shields. I confirmed that shield weight was controlled by the UPSTEP value, but does anyone here know of a way to make them heavier than [UPSTEP:MAX] provides, short of adding a heavier metal like 'shieldium' or something? The idea with a tower shield is that it should be heavier and inhibit movement, making up for the high block chance. I've confirmed that MATERIAL_SIZE doesn't affect it.

Also, for the spiked shields... the idea was to add [ATTACK:EDGE:30:5000:jab:jabs:NO_SUB:1000] to it, but arena testing indicates that they are still only used for bashing. Is there any way to have a shield be classified as a shield and weapon simultaneously? Thanks.

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Other Games / Antichamber: Mind Fondling and Blocks
« on: February 06, 2013, 10:20:18 pm »
Le site.
Spoiler: Le blurb. (click to show/hide)
Spoiler: Le screenshots. (click to show/hide)

It's an indie puzzle game, with a fairly unique set of puzzles and interesting aesthetic. My impressions playing it were fairly mixed. While the first 1/5 of the game is full of great spatial puzzles relating purely to movement and view angle, most of that gets chucked out the window for the rest of it, which is full of fairly traditional puzzles. If you hate normal puzzle games, most of this game is still going to suck. While these are good on their own and have a few interesting properties, things will likely get repetitive for most people. A significant portion of the game was spent checking the map repeatedly after acquiring a new thingy, but fortunately there seem to be multiple ways to proceed through things, with not everything being immediately necessary. I haven't had to check a guide so far, though there was one part where I needed to pen and paper my way through it (which is a good thing in my book). The many little messages in the game are a nice touch, and provide good motivation for finishing a puzzle.

Unfortunately, it's $20 full price. I would still recommend giving it a whirl if you get the chance, and it's on sale. Not sure if it's been bandwagon'd, but judging by it being on Steam's top sellers, I'm guessing it has been, so you can probably find some good gameplay videos out there.

10
General Discussion / Refurbished PCs
« on: January 22, 2013, 10:19:20 pm »
So, between financial aid and general savings, I've managed to scrape $850 towards a new desktop PC to replace my decrepit old one. Since I'd also like to get a decent video card for it (and as a result will probably also need a new PSU), I'm thinking of buying a refurbished one instead of brand new... not to mention that not needing to upgrade to windows 8 is nice.

And so, I was wondering... what have you guys experienced with refurbished PCs? Any traps to avoid or things to seek out? Recommending specific models/brands is ok, but I'd rather this be a discussion than a straight up question/answer thread.

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DF Dwarf Mode Discussion / Dog Left Eye Tooth
« on: June 21, 2012, 10:05:05 pm »


...seems normal.

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DF Gameplay Questions / Accidental Human Prisoner
« on: April 23, 2012, 08:50:19 pm »
Hello. While 80 gobbos were attacking a human caravan nestled in my depot, one of the guards got shot and fell on a cage trap. Obviously I'm not currently at war with them (though am totally open to it), but would still like to use this prisoner to his full potential. Does anyone know whether they have silly requirements like needing food or drink to survive, or what his hostility status against my civilization will be on release? Not being able to use him as target practice would be disappointing, but I would get some kicks from releasing the guy into the wild in his birthday suit regardless. Do I need to drive him to insanity before I can kill him at will? If so, what's the recommended method?

Thanks.

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DF Gameplay Questions / Training Goblins in a Danger Room
« on: April 10, 2012, 11:01:03 pm »
Having just set up a pit to dump goblins in for target practice, I found them rather lacking in terms of their lifespans. Being able to train them in dodging and armor use with spear traps would be fantastic, assuming that has an effect on arrow attacks anyway. If not, they'd still last longer against melee squads, which would be quite nice in training some new axe and speardwarves. I personally find using danger rooms to train my military directly disappointingly easy, but I can't imagine anything wrong with training enemy soldiers up with it.

Has anyone tried this out, or knows whether non-dwarves even gain experience?

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DF Gameplay Questions / Urist McSoldier Embarassed at Having No Shirt
« on: April 07, 2012, 04:57:22 pm »
Hello. Whenever my soldiers go off duty, they get an unhappy thought from not having a shirt on. Given that I only take them off duty when they're feeling particularly depressed from their dismal and horrifying lives (so as to let them be distracted by shiny crap), this is quite bad. Their uniform for the armor slot consists of 3 mail shirts and a breastplate. Evidently these are either incredibly immodest or horribly out of fashion, but I would still like to keep all of them equipped at all times (grinding for 60 masterwork steel mail shirts was a pain in the Urist). Anything someone's found that I could tack on to satisfy the thought?

Thanks.

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DF Gameplay Questions / Stuck Miserable Dwarf
« on: April 04, 2012, 07:14:18 pm »
So, I was grinding copper axes to level my weaponsmith, and accidentally melted down one of his masterworks. The resulting unhappy thought (his only one) was apparently enough to completely negate the positive thoughts from his spouse, child, legendary meals, fine drinks, bedroom like a personal palace, satisfying work, yelling at someone in charge, starting a fist fight, enjoying a tastefully arranged and sublimely fabutastic statue, admiring his cabinet, and breaking a +marble throne+. He has no active labors, a bedroom I was reserving for the baron when he arrives, and nothing to do all day except diddle around in the dining hall or statue garden admiring shiny crap. Checking Dwarf Therapist, he's still at '0' happiness, and now he's stuck in the dining hall with the 'sleep' task active, but not moving. I'd rather not have him go insane (especially right in the middle of the damn dining hall), as I've invested quite a bit of time and resources into getting this derp up to a high level. If he does, I'm not worried about a tantrum spiral or anything, as EVERYONE else is ecstatic.

Is there anything else I can do for Urist McCrybaby, aside from walling him off before he beserks?

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