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Dominions 4: Thrones of Ascension - Page 87

Forum Index > General Games
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Sunaj
Profile Joined November 2009
Canada2041 Posts
March 03 2015 03:53 GMT
#1721
mir
entropius
Profile Joined June 2010
United States1046 Posts
Last Edited: 2015-03-03 22:49:33
March 03 2015 22:49 GMT
#1722
People in the skype group have suggested things like disciples, random nation selection, and smallish maps. I think the solution for "no lategame micro hell" isn't small maps as much as easier throne victory conditions, as in TL2 and TLR1.

Do people want disciples teams of 2? Random nations? Etc.?
xuanzue
Profile Joined October 2010
Colombia1747 Posts
Last Edited: 2015-03-04 01:27:02
March 04 2015 01:17 GMT
#1723
Random selection is fun.

small maps are better to handle the lategame micro. I did a thread but most people seems to be fine with the actual interface :S http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/suggestionswishlist-for-interface
Dominions 4: "Thrones of Ascension".
gTank
Profile Joined January 2011
Austria2601 Posts
March 04 2015 08:17 GMT
#1724
Random selection seems fun, never played a disciples game though.
One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and kablooie!
scFoX
Profile Joined September 2011
France454 Posts
March 05 2015 08:58 GMT
#1725
I guess I'm signing up as well.
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2015-03-05 09:21:25
March 05 2015 09:17 GMT
#1726
On March 04 2015 10:17 xuanzue wrote:
Random selection is fun.

small maps are better to handle the lategame micro. I did a thread but most people seems to be fine with the actual interface :S http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/suggestionswishlist-for-interface

I don't think it's really the interface that makes lategame so annoying. Just the standard 4x problems

-> large maps mean it takes at least 3-4 turns for armies to move anywhere, especially if you're not currently at war, it can be 4-5 turns with very little interesting happening
-> scripting starts to take a VERY long time for lategame armies
-> turns taking longer means people need extensions more often
-> several days between turns, where nothing intersting can happen for several turns = weeks with nothing fun going on :p

then one person gets bored/gets ganked by rl and has to sub out and the whole game gets shifted by that which throws it all back into chaos again :p

On March 04 2015 07:49 entropius wrote:
People in the skype group have suggested things like disciples, random nation selection, and smallish maps. I think the solution for "no lategame micro hell" isn't small maps as much as easier throne victory conditions, as in TL2 and TLR1.

Do people want disciples teams of 2? Random nations? Etc.?

You need to be careful with easy throne conditions on large maps though, tl6 it kind of worked because everyone bordered everyone (literally,) but if you had any more players then that, you run the risk of the game randomly ending because the person on the opposite side of the world just won a throne victory, before you even got near him.

The risk of throne snipes has to be balanced by having a map design/player count which allows every (or at least the vast majority of) player(s) the potential to counter a throne grab by any other player.
xuanzue
Profile Joined October 2010
Colombia1747 Posts
Last Edited: 2015-03-05 10:45:58
March 05 2015 10:43 GMT
#1727
every time I play in lategame, I really miss some features, like the possibility of sort the F1 screen, to search quickly the provinces with low def/high unrest. Or a search function to find who has the dwarfhammer, or the mages that can cast a ritual desired. things like that can change the time a turn requires to prepare from 30 minutes to 15-20.

most of my time in lategame turns goes sinked searching units/objects/mages.
Dominions 4: "Thrones of Ascension".
ShloobeR
Profile Blog Joined April 2008
Korea (South)3820 Posts
Last Edited: 2015-03-05 13:38:08
March 05 2015 13:37 GMT
#1728
Id like to play TL8 too.

My preferences:

Random nations
Teamgame (multiple teams, not XvX, not necessarily disciples)
LA.
not huge map
: o )
gTank
Profile Joined January 2011
Austria2601 Posts
March 05 2015 15:09 GMT
#1729
Yaaay Shloober has his passion back
One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and kablooie!
entropius
Profile Joined June 2010
United States1046 Posts
March 06 2015 18:38 GMT
#1730
I spent quite a while looking for one of my hammers today in TL7, and it's only turn 40.

For TL8, I'd like to do some sort of team game too. What's other people's view on this?
YuriAndrogynopov
Profile Joined December 2014
United Kingdom10 Posts
March 11 2015 13:27 GMT
#1731
Well im out of TL7 ty for the game. Been fun fighting you Helheim and getting to know the limits of the nation.
gTank
Profile Joined January 2011
Austria2601 Posts
March 11 2015 13:52 GMT
#1732
I am pro teamgame, the rest is fine with me either way
One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and kablooie!
entropius
Profile Joined June 2010
United States1046 Posts
March 11 2015 14:07 GMT
#1733
Poor bats

Since this is the first time we've seen Xibalba in any age, can you post your thoughts here? What are they good at? Bad at?
YuriAndrogynopov
Profile Joined December 2014
United Kingdom10 Posts
March 11 2015 17:00 GMT
#1734
EA Xibalba suffers from being in EA where bless rush strats are more common, while you can take on sacreds quite well as shown by that huge helhirding kill that mainly came down to helheims force using only 2 commanders in a huge easily surrounded blob that meant i was fighting only a tiny fraction of the horses at any time. They can deal with attrition quite easily but lack a lot of conventional battlemagic so you need to rely on stuff like elementals, earth grip, will o the wisp, corpse candles and so on. Onaqui are absolutely incredible and if it wasnt for all my goddam territory being low pop low income crap id have been using blood magic more aggressively and actually had some forts. Free bats are incredibly good as well as you get a ton with decent dominion.

Overall they're quite weak to start but probably will benefit from the recent pretender patch in terms of ways to keep themselves alive early on, benefit very much from a major bless (next time id probably take F9 and just empower the pretender into blood). Once they get into the lategame they'll be a terror with their high death and blood and can even get pretty high up the nature magic chain if you put in the effort + get lucky with paths with the only problem being a lack of the blood astral combo and inability to natively cast stealing the sun.

Also id probably suggest to the helheim player to not put 180 death gems into behemoths or keep sending out overgeared vanjarls, i think i killed over 200+ gems worth of stuff from you without much pain.
scFoX
Profile Joined September 2011
France454 Posts
March 11 2015 23:14 GMT
#1735
I'm fine either way concerning TL8 as a team game.
entropius
Profile Joined June 2010
United States1046 Posts
Last Edited: 2015-04-03 15:24:10
April 03 2015 00:13 GMT
#1736
TL8 is imminent.

Player list so far:

Entropius
Sunaj
Shloober
scFoX
gTank
Shallantor
Morinethar/Skirmjan
Marc
xuanxue

Who else?

Poll: TL8 game type?

2- or 3-person teams, disciples (5)
 
45%

Individual (3)
 
27%

2- or 3-person teams, not disciples (3)
 
27%

11 total votes

Your vote: TL8 game type?

(Vote): Individual
(Vote): 2- or 3-person teams, not disciples
(Vote): 2- or 3-person teams, disciples



Poll: TL8 map size?

12 provinces per player (8)
 
73%

14 provinces per player (3)
 
27%

16 provinces per player (0)
 
0%

18 provinces per player (0)
 
0%

11 total votes

Your vote: TL8 map size?

(Vote): 12 provinces per player
(Vote): 14 provinces per player
(Vote): 16 provinces per player
(Vote): 18 provinces per player


xuanzue
Profile Joined October 2010
Colombia1747 Posts
April 03 2015 14:21 GMT
#1737
why people is voting to play as team without disciples?

Sign me on.
Dominions 4: "Thrones of Ascension".
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2015-04-07 02:26:45
April 07 2015 02:24 GMT
#1738
On April 03 2015 23:21 xuanzue wrote:
why people is voting to play as team without disciples?

Sign me on.

Disciples makes the game a little weird, sharing dominion lowers the choices of combinations (temp scales + some dominion effects,) requires more co-ordination but does allow some interesting gimmick strategies with race/pretender combinations.

On the other hand non disciples makes some teamwork manoeuvres harder and you don't share vision, but you get much more freedom to design individual pretenders/races.
xuanzue
Profile Joined October 2010
Colombia1747 Posts
April 07 2015 17:22 GMT
#1739
the disciples mode removes the problems the dom3 team games had.

You had to be sharing screenshots because there was not team exploration, and there is not provinces relinquish neither the troops can walk free in allied territory.

the winning condition can be automatically triggered in the disciples mode.
Dominions 4: "Thrones of Ascension".
Lord Tolkien
Profile Joined November 2012
United States12083 Posts
April 07 2015 19:11 GMT
#1740
I remember dom3 team games.

We spent every turn sharing turn files. Turned into a mess later on.

Just go with Dom4 disciples: it's very good now.
"His father is pretty juicy tbh." ~WaveofShadow
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