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Re: Mods to use!
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Also, I also understand that with 2000+ unit types, and 700+ spells, you are never going to get the same game twice in a row. I tried to determine how many different types of race possibilities there would be in a large game, and gave it up. Billions. |
Re: Mods to use!
Heehee. This game is going to drive you nuts if you try statistical analysis.
OK this is what you do as Ulm for the first few turns, but of course thats IF you are middle age IF you took a cyclops pretender with 9 earth and 9 nature IF the other scales are standard IF you dont start within 5 provinces of the following nations..... IF you dont start within 10 provs of these other nations... IF these 2 nations arent in the game at all and of course if no game-altering mods were in use And even if all of those factors are exactly the same as my test game there is still no guarantee that my suggestions will come anywhere close to giving you the same results. There is always the infamous DRN OR on the other hand you might be in heaven like some other people. http://forum.shrapnelgames.com/showthread.php?t=38714 |
Re: Mods to use!
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If they mention CBM, or rely on features from CBM, they won't work in vanilla, otherwise they'll work in either. I've never seen one that relied on mods other than CBM without being explicit about it. Guides for MP will work in SP. SP guides are either called out as such or ripped apart in the comments. Solo guides also tend to be written by excited new players, who'd be least likely to know about any guidelines anyway. If they made it explicit they'd get less hassle in the comments, I suppose. No one writes guides for the extremely large games you sometimes play. Very few if any rely on small (~5 prov/player) maps. I'm curious to know of an example of a guide that you think wouldn't work with any of the standard 5/10/15 sizes. Those that warn of problems being rushed are already hinting at problems with smaller maps. Seems to me that most notes would look the same "Tested in mp (with CBM), on a (10-15+)-per-player province ratio" As for "only if not starting next to x nations", are you really claiming it's necessary to test each strategy starting next to every possible other nation in mp? And probably against multiple strategies for each nation. No one does that. No one is going to do that. Usually, in a good guide, you get strategies for expansion, counters for the basic types of rushes and suggestions for the mid and late games. Focusing on what the nation usually has trouble with. You can't get more specific than that, because games vary so much. I understand the rock/paper/scissors thing and some nations/strategies do have advantages against others, but there's a lot of flexibility as well. You have to be able to adapt, that's why the game keeps its appeal. |
Re: Mods to use!
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Or they complain about Baalz guides being too optimistic and getting them killed. Im with you. I stress that the guides are at best a list of tactics that work for one person in some games. They are meant to be added to the toolbox, not followed as a cheat-sheet. IMHO One of my earliest Dom3 sigs says "There cannot be a strategy guide for Dominions 3. There are too many nations and too many options within each nation. There would have to be a Strategy Set of Encyclopedias. And even that would fall short." |
Re: Mods to use!
A good strategy guide contains a diverse battery of tactics that can be used as a general guideline for available 4 and 5-star strategies. Just because it doesn't work in all cases doesn't mean that you should "take it with a grain of salt".
A strategy guide is more like the road map than the path you actually follow to get to your destination. There are lots of ways to get from one place to another, but until you know where you are, where you're going, and what's in between, you can't pick which roads to use. |
Re: Mods to use!
[quote=Gandalf Parker;752593]
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Re: Mods to use!
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Re: Mods to use!
It's pretty common here for people to bash the AI, claiming it's completely worthless and doesn't put up any challenge.
And it's both true and not true. The AI is pretty competent at the things AIs do well. It can usually expand and build up big armies and attack you with them. This can be quite challenging, particularly with higher difficulty AIs and in the early game, where you don't have a lot of flexibility in beating big armies. The problem is, the AI is basically a one-trick pony. And this is a complex game. There are counters for everything. And counters for the counters. And so on. The AI doesn't look at your strategy and adapt to it. So once you figure out how to beat big armies, you only have to tweak that strategy slightly to beat anything the AI sends at you. Essentially you beat big armies with meat shields and mage artillery or with SCs. Particularly the latter. Once you can field single units that can't be hurt by sheer numbers, the AI loses. |
Re: Mods to use!
The better independents mod found here is an absolute must if you want the AI to do more than throw hordes of indie chaff at you past the early part of the game.
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Re: Mods to use!
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That's the Goon's IRC channel, i believe. Which is associated with a different forum entirely. |
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