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Messages - Frumple

Pages: 1 ... 1338 1339 [1340] 1341 1342 ... 1929
20086
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: January 13, 2014, 02:35:21 pm »
... shield? Like... offhand shield? Or shield rune? Because if, like. Kit shield. You have lost the entirety of your mind. Reavers dual wield one-handers. Always. Forever. Shortstaves are acceptable substitutes. But shields? You've gone off into coocoo land.

Shield. On a reaver. No wonder you were having trouble :-\ Reaver defense is offense. Its resilience is making everything else too dead to attack. And I guess bone shield and acid blood. BUT MOSTLY MURDER

Does corrupted strength even proc if you're only wearing one weapon?

Shield rune is fine, though. Probably even good.

20087
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: January 13, 2014, 01:33:56 pm »
Drain should have been hitting pretty decently... iirc, a bit better than a non-crit soul rot, on average. I usually sink a few generics (2-3) into it early on, m'self. Further, you should be using it instead of bump attacks whenever possible (all corrupted strength, all the time!), so you've usually got a good excuse to use it, t'boot. If that and the normal murder isn't enough, a few points into willpower (iirc, it's +1 vim/kill every ten will) might not hurt, or picking up bloodcasting. Reavers... vim management definitely isn't the problem I've ever had with them. Their biggest issue is they're kinda' squishy and not the most mobile thing in the world. Made up for by all the melee. All of it. And I guess those disease things or... whatever... too.

Rest seems like you may have been running into bugs (the no-vim from disease kills, bone shield regen), at least some of which I could have sworn was fixed at some point... but vim regen has always been kinda' finicky. Might want to give it a bug report or two, see if it doesn't get fixed in the near-ish future. Buggers are definitely a lot less painful to keep vim up with than they used to be, ha. The wonder and glory of keeping hostile civilians around strictly so you could blood sac in relative safety... thankfully a glory of days gone past, hopefully never seen again.

20088
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: January 13, 2014, 07:59:00 am »
@ #2, get behind a corner and let them come to you, basically. If you can't get to them before they squish you (i.e. rush, movement infusion, etc.), then wait 'em out. They've got the stupid AI, so they'll follow you without thought once they've targeted you. With that, it's pretty easy to lure them so only one or two have line of fire on you at any one time and can be dealt with easily enough. S'also not a bad idea to approach them from whatever direction mitigates the knockback the most, that is, whichever side of them is closest to a wall.

20089
Other Games / Re: Starbound - We have lift off.
« on: January 13, 2014, 07:35:53 am »
Little bit, anyway. You don't really need to cook food, from what I've seen (single patch of neon melons or something and you're set for hours and hours), fire usually ends up only being useful if you're going atmosphere or particularly cold planets (and then, half the time you can get by just dropping torches.), and freezing becomes less of a mechanic as time passes and you get better armor. Starbound's stuff feels a lot less... call it sticky than URW's. Easier to brush off, doesn't adhere to your corpse quite so hard. It's there, I guess, but...

20090
General Discussion / Re: Reudh's Hilarious Australasian politics thread!
« on: January 13, 2014, 06:38:35 am »
Attack of the rage fueled reverse zombie, where undead!Orwell returns from the dead to put brains back.

20091
Other Games / Re: Dominions 4: Thrones of Ascension
« on: January 13, 2014, 12:14:09 am »
Have to give remote attacking a shot, then... bit more before I can test it, but eh.

In other news, why in Zeus's name is the advanced orders stuff not just in the freaking menus!? I just now learned there's a monthly forging command. I knew about the monthly ritual for a while, but this... argh. Thug production just got ridiculously more streamlined :-\

Also managed to summon up a wraith lord for consul comparison purposes! And, uh. Well. The base stats, consuls actually have a bit of an edge (note: For 15 less death gems, and absolutely zero research), winning out on defense by about a point, and otherwise they're... basically identical. Consuls are a little faster in terms of AP. Same HP, consuls have slightly less prot, same attack, same morale, magic resistance... for what it's worth, WLs have about double the spellcasting fatigue, but eh. It is a trade of d3 for h3 (which is definitely a downgrade if you're comparing them side by side.) and no death curse, and they've got worse starting kit (especially the weapon), but in exchange they're sacreds who can self bless, from a nation that can very, very easily afford an incredible bless, and if you throw them in an army they can throw out some pretty sizable supporting buffs right off the bat. Consuls are also full amphibians, for what that's worth.

The rub, being, well. Wraith lord is conj 7. Lemur Consul is turn three, and potentially every two turns thereafter as a minimum. It... that's pretty incredible. Yes, I would like an end-game (mini)SC chassis on turn three. I would like that very much.

E: Does explain why they were walking indies so easily, though. They're basically forty death gems and several hundred points of research in a twenty five gem zero research package.
E2: Oh wow, the ermor equivalent (censors, I guess?) is kinda' utter trash in comparison. No fear, ethereal, worse stats in almost everything... a lot cheaper, at least, but I'd half bet on one consul over 6-7 censors >_>

Ermor in comparison... definitely a different beast. Amulets of the dead work on their reanimations, for one <_<
E3: Dusk elders are a hell of a lot better than the equivalent top-tier lemuria caster, though, whatever those things are called. ~Half the cost for roughly the same casting power and research, that's kinda' ridiculous. Admittedly, the grand-whatever's stats (and immortality) probably make it a considerably better battle caster, but... eesh.

Seems to be the general pattern, really, which is kinda' interesting. Ermor's got better research, better freespawn, Lemuria has more expensive but a lot better commanders in regards to everything else, but frankly pretty iffy freespawn (not that they particularly need it when they've basically got turn three wraith lords x:). Neat... contrast, I guess? Lemuria's doom consuls and whatnot make 'em feel more... flexible. Definitely a different feel to both empires, which is nice.

20092
Other Games / Re: Dominions 4: Thrones of Ascension
« on: January 12, 2014, 08:56:48 pm »
that's insane! what map is this? i love the amount of caves you got there
Just a random map with caves set to the max value. I wanted an underground map. It's not entirely cave provinces, but... mostly. Mostly. And I'm playing lemuria so everything's undead and you kinda' see why I did it maybe :P Mostly wanted to play with cave summons, really.

Neatest thing about it so far, really, is that there's a number of disconnected provinces. Stuff where the only way I'm going to get into it is teleportation or whatev'. Several of which are throne holding provinces, heh.

S'sorta' like making a mostly underwater map, and making all your enemies land nations, hoho. Actually, the enemies are putting up a decent enough fight. Cave indies aren't too terrible, really, when most of what they're up against is puny puny freespawn. Which helps them right up until the consuls come in and everything dies and/or routs.

20093
Other Games / Re: Dominions 4: Thrones of Ascension
« on: January 12, 2014, 05:42:56 pm »
!!!

There can be more than four sites in a province.

There can be more than four sites in a province.

My knowledge of reality has shattered before fact. All is unknowable and strange! WHAT MADNESS IS THIS‽ Why, Illwinter? WHY WOULD YOU DO THIS‽

El proofo:

20094
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: January 12, 2014, 01:26:00 pm »
... elven ruins? If you actually mean the elven ruins and not the rhaloren camp, a level 8 character should probably not be anywhere near the elven ruins. That's a zone roughly on par with dreadfell and probably shouldn't be touched until you're in your twenties, at minimum. Upper teens at the very least. Actually, I don't think the ruins can generate vaults anyway, soo...

If you are talking the rhaloren camp and you had opened a vault... I kinda' doubt that mage was level six. Sincerely. Those vaults (vaults in general generate disproportionately leveled stuff! Bill is your warning, ha.) will happily and generally generate 20+ level critters, and the only elves that casts disease are stuff that doesn't generate in the camp naturally (so you'd be looking at stuff that's level 20 or so, minimum. It's an annoying, but known and apparently persistent issue with the camp.). It wouldn't have been level six, 'cause a rhaloren camp vault that's able to generate those guys will simply not generate something that low a level* :-\ 16 or 26 would have been more likely, and damage like that is normal at that point, especially for the latter. In any case, you open a vault, you take your risks. Most vaults don't play around, and can and will wreck you. Survival, especially low level, after opening a vault is not guaranteed and may simply be the end of you**. That's the trade off you make for out of depth level loot.

... anyway, if you're looking to survive diseases, a magical wild will get rid of them if you can't out heal/shield/etc. them. There's also a particular artifact (maybe more than one?) that can clear them out with an activation, if you're already wearing it.

Though yeah, ghoul diseases, specifically, are something different. They've got ridiculous durations. They've always had ridiculous durations, and for whatever ungodly reason DG and co. have decided to leave it like that despite the issue being brought up numerous times. It's one of the things to remember when facing a vault ghoul... or any ghoul, really, especially the ghasts or ghoulkings -- you don't want to let it into melee range unless you can survive a 20 turn disease. Fortunately, ranged diseases have a much shorter duration. It's only and specifically ghouls that get the ridiculous duration ones.

*In the normal course of things, anyway. There's a known and persistent bug with the camp where it'll occasionally to drop a 20+ level caster on you outside the vaults. Rare, but it happens. Stay on your toes in there.
**Especially if you don't have a ready means to get out of dodge. Opening vaults without a reliable escape method is the russian roulette of T4. Along with farportals, anyway.

20095
I can easily see my niece inheriting my sister's debt, many years from now (I hope) when she dies.
For what it's worth, don't worry about this one too much. Most debt cannot legally pass on to family in the case of the debt owner dying. There's exceptions, but not too terribly many (and, iirc, most involve cases where the debt is attached to the estate rather than the person. If push comes to shove, it can be ditched by ditching the estate.). It likely means losing certain material goods -- stuff legally owned by the debt owner on death will be liquidated to pay off debts -- but the remaining debt shouldn't transfer (assuming the debt collectors don't attempt skulduggery, anyway. Lawyers might be recommended at that point, just in case.).

And... to be fair, that kind of behavior isn't entirely universal in the states. We're definitely somewhat cavalier about debt (and somewhat resigned to certain ones, such as student loans, never going away), but situations like the one you described is... well, not exactly uncommon, but not exactly the standard thing, either. Least from what I've seen. Folks do know juggling debt like that with multiple credit cards and whatnot can (will) come back and bite them. Fairly often, anyway.

20096
Other Games / Re: Dominions 4: Thrones of Ascension
« on: January 12, 2014, 05:53:26 am »
Woah. Note to self. Lemur consuls make a pretty impressive thug chassis. 25 death gems (i.e., lemuria can have one out on turn... three?), built in fear, immortality, chill aura, ethereal, and h3 (so undead blessing, power, protection built in...). Map move 3, amphibious... base stats are solid, too. 33 hp, 18 prot, 17 defense. Actually has a physical weapon. You can send an army with them if you feel like, but they apparently have pretty good odds to solo many indie provinces right out the gate, sans kit, sans backup. Little bit of kit and they do a pretty good job of wrecking face. I think I like these critters.

Hell, looks like the plain centurions aren't that far from 'em, either. Lacking the immortality and some of the stats, though. And the holy levels, of course. Think I may have just noticed how lemuria can expand quicklike, ha. Makes me wonder if the Ermor commanders match this stuff...

E: Also learned that max PD is tied to population now. That's actually kinda' nasty for the domkill nations...

20097
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: January 12, 2014, 04:05:21 am »
I usually build TWs Will/Mag/(Other), with other depending on the build. Archer warden can skimp more on the willpower, though. More melee-centric one (or even a most hybrid leaning) probably wants willpower for the extra strength. Still, I'd wager the better of archer wardens end up Will/Mag/Dex for their three sixties, and end up with a hefty amount of non-bow (i.e. spells) ranged usage to take advantage of their eventually ridiculous magic (and thus spellpower) score. Temporal classes in general are will/mag primary, since most of their stuff scales off one, the other, or both.

S'really one of the things I like about wardens... same as with mindslayers, actually. Being able to set some of your other stats (Magic and Strength in the case of the Wardens, Str/Dex for slayers) scaling off others (Will for wardens, will/cun for slayers) makes for delicious double-dip shenanigans. Wardens have been toned back a lot from the glory days, though. I still remember fondly breaking 200 magic (or was it 250...) with my first warden winner...

20098
Other Games / Re: Dominions 4: Thrones of Ascension
« on: January 12, 2014, 02:37:59 am »
Oh... yeah, pan's kinda' hard to dislodge when it comes to dominion. Cheap temples and all that, they tend to get that crap up everywhere. And it looks like they've got tons, just from that image. Every province of theirs you don't see probably has a temple in it, too.

I'd say in this case, it's likely not so much that your dom push is weak, per se, it's that it's pushing against something that's pushing back hard, too. You want to drop them, you'll probably want/need more temple checks then they're getting (probably more than you're putting out)... or start breaking their temples >_>

20099
Other Games / Re: Dominions 4: Thrones of Ascension
« on: January 11, 2014, 09:25:23 pm »
For the priests, you can cast different raise units with priests instead of preaching.  However, I noticed it only works if you have corpses to raise.  But I also noticed that units still freely spawn even when there are no more corpses in a province.  How exactly does the free unit spawning work?  Is there anything I can do to effect it?  I noticed some provinces spawn more units then others, what effects that?
In the case of Ermor, three things effect their freespawn, so far as I'm aware. The strength of their dominion, and whether there is a castle or a temple in the province. Higher dominion = more spawns. Temple = better spawns. Temple + Castle = even better spawns. I'm not sure about castle by itself, though. I imagine that provides better spawns as well. S'far as I know, that's it.

Priest reanimating is a different thing entirely and yeah, as you note, primarily takes corpses (or just plain population, in some cases).

20100
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: January 11, 2014, 09:18:13 pm »
Reiteration: DARK Chocolate is good with most things.
... except itself >_>

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