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-   -   A newbie asks... (http://forum.shrapnelgames.com/showthread.php?t=46482)

JonBrave October 18th, 2010 01:56 PM

A newbie asks...
 
OK, so (if I may), here are some random complete newb questions which occur to me. I shall add the odd one as I go.
  • When I tell it to generate a small world (a dozen or so provinces, 1 AI opponent) it takes like 5 minutes to complete. Now, I acknowledge I only have 1Gb of RAM and a CPU that's pretty old, but even so... Civ can make a whole world in fraction of the time. OOI, what in the world is it actually doing that could even begin to take that long??
  • When in Battle View, could moving the mouse to the edge of the screen please scroll? I thought I had seen something saying it did this, but I admit it is not listed in the short cuts.
  • In battles, I'm a little confused about casting distance. Do I have to move my casters to the enemy and/or with my troops so as to get them close to enemy/keep up with my guys for effectiveness? If so with what order?

That'll do for now, 'coz it's my first post :)

Foodstamp October 18th, 2010 11:59 PM

Re: A newbie asks...
 
Jon,

Welcome to Dominions!

1. The map generation in Dominions is completely processor based. If you have a multicore processor, it will only use one core, and it is uses as much of the processor as it can get it's hands on. Same thing for turn generation.

2. I don't think this is possible. I have always used the arrow keys.

3. Most spells have limited range. You can position your mages closer to the front to cast certain spells, just be aware that it leaves them exposed to enemy magic, flanking and arrows. You can script a mage to attack for a round to move closer to the front line as well. You can also script certain spells towards the end of your script so they fire off when the enemy closes in with your army.

Goodluck!

Muse October 19th, 2010 05:45 AM

Re: A newbie asks...
 
Quote:

Originally Posted by JonBrave (Post 760787)
[*]When in Battle View, could moving the mouse to the edge of the screen please scroll? I thought I had seen something saying it did this, but I admit it is not listed in the short cuts.

Quote:

Originally Posted by Foodstamp (Post 760810)
2. I don't think this is possible. I have always used the arrow keys.

Holding the middle mouse button (Mouse 3) and moving the mouse will scroll the screen.

Page Up and Page Down will change the height of the camera.

JonBrave October 19th, 2010 03:31 PM

Re: A newbie asks...
 
Quote:

Originally Posted by Muse (Post 760830)
Quote:

Originally Posted by JonBrave (Post 760787)
[*]When in Battle View, could moving the mouse to the edge of the screen please scroll? I thought I had seen something saying it did this, but I admit it is not listed in the short cuts.

Quote:

Originally Posted by Foodstamp (Post 760810)
2. I don't think this is possible. I have always used the arrow keys.

Holding the middle mouse button (Mouse 3) and moving the mouse will scroll the screen.

Page Up and Page Down will change the height of the camera.

M3 sounds great. Unfortunately, I am on a laptop with touchpad. I believe there is some way of "M3-ing", but I think you need 3 hands. To then move the mouse would require a foot. :D Do Shrapnel supply a middle-button for laptop owners?

JonBrave October 19th, 2010 03:40 PM

Re: A newbie asks...
 
OK, so now I besiege a fortress. After X turns I get announcement that "wall has been breached and you can now storm" or similar. So I do storm. Unfortunately, my besiegers were archers with existing "fire" orders. They stood around outside a lot. Ho-hum :o
  • Could I just have maintained the siege longer and the occupants would have surrendered/weakened?
  • The "breach" just seemed to be the main gate was open/gone. I had expected bigger damage or even no walls! Was that it? If I hadn't waited/besieged at all, I suppose there would have been a gate with hitpoints I'd have had to break down?
  • Looks to me like you just want melee troops for storming?

thejeff October 19th, 2010 04:02 PM

Re: A newbie asks...
 
The sieging/storming mechanics are pretty simplified.

You can't storm until the wall has been breached. Which essentially means the gate is down and there is a way in. The size of the entry depends on the fort you're storming.

What you want once you attack depends on your strategy. Archers are at a penalty trying to shoot anyone behind the walls, but I've had luck holding back and letting his troops come out to attack me. If he has mostly mages and archers then you really want fast melee troops to get in and reach them.

Fantomen October 19th, 2010 04:16 PM

Re: A newbie asks...
 
Flyers are good, flies over the walls. Tramplers or thugs or other units that dish out lots of damage quickly are good to get you through the gate. Making the enemy rout works as well, with spells like panic or terror.

If you are uncertain of storming successfully Just staying on siege may weaken the defenders if they have supply problems, or on a grander scale if that fort is important for recruitment or income. Like sieging a capital can be strategically sound even if you are unable to breach the walls, just to deny capital only mage recruitment and gold.

On the flip side mages inside a sieged fort can still cast summoning rituals and the like (if there is a lab), so the defending army may very well grow stronger during the siege.

fantasma October 19th, 2010 05:02 PM

Re: A newbie asks...
 
Are you sure it matters what fort you storm? I thought the entrance was always the same, two squares path, or the like. I'm not saying you are wrong, I'm just curious that I never noticed.

WingedDog October 19th, 2010 05:38 PM

Re: A newbie asks...
 
fantasma
Yes, it really depends on fort type. Some forts have large breaches, some small.

Gandalf Parker October 19th, 2010 06:22 PM

Re: A newbie asks...
 
To answer one of your questions... You can just maintain the siege. You can tax to the extreme, blood hunt for slaves, pillage, do all kinds of things. And preach. Eventually you can starve whoever is inside. And if there is a pretender you can "domkill" it by pushing your own dominion by preaching (replace all the red candles with whilte candles to remove his power). Every once in awhile you can use a cheap commander such as a scout to attack the people inside just to get a peek at who is left and in what condition

Kobal2 October 19th, 2010 09:35 PM

Re: A newbie asks...
 
Quote:

Originally Posted by JonBrave (Post 760787)
[*]In battles, I'm a little confused about casting distance. Do I have to move my casters to the enemy and/or with my troops so as to get them close to enemy/keep up with my guys for effectiveness? If so with what order ?

If I'm not mistaken, the starting "no man's land" between two armies is 20 squares, give or take 5 (although it might be a bit more with larger armies). At least, that's what I base my calculations when futzing around the planning to determine where to set up my clumps of soldiers to get the first strike in.

I also believe one square on the battle planner = 1 square on the battlemap, so moving your mage all the way to the back adds a lot of range to cover. It's all right if your army is set to hold and attack and the enemy isn't, since they'll be coming in range by themselves, but against a human you probably can't count on it since they'll be buffing their army too... bottomline is : check the range of the attack spells you've got and that mage can use. Some (like mind burn) have 100 range and will essentially hit no matter what, some (like fireball) have a range listed as "35+" which means the range is 35 for a mage that has just the requisite paths to cast it, but more skill in the primary magic path equals more range, and finally some like Iron Darts have a fixed range that you have to plan for. If there are no enemies in that range, then the caster will go off script, with sometimes hilarious or frustrating consequences. Especially if the mage has the paths to cast Touch of Madness, which the AI seems to love to cast on other mages for some reason.

Same thing about buffs, by the by. If you absolutely need that mage to land that buff on these guys rather than those, it's best to place the mage so that it's in range of the former and no one else, otherwise they will throw the buff on the bigger group of soldiers, even if it makes less sense. Magic seems to do something to addle their brains, 'till they figure buffing a clump of shortbowmen with Strength of Giants is clearly more useful than my Steel Warriors going giant huntin' :rolleyes:.

Yes, it's a bit of a pain in the nethers, but Dominions lives and dies by micromanagement :D

If a spell has too short a range and you need the mage to come closer to the fray to cast it, you can script him to "Attack one turn", then cast it - but be careful there. You don't want him to move further than his infantry screen, so do check whether or not he's faster than your frontline, or how many squares the frontline will have moved forward by the time he gets to that order. And definitely don't do that if the mage is a flyer, cause he'll go straight to melee.

JonBrave October 21st, 2010 06:12 PM

Re: A newbie asks...
 
So now I'm trying to storm this castle, this time with melee troops ;)

Castle wall breached. His God/Leader comes plonks himself in the gateway. My melee guys stack up trying to hit him and get through, only front guys can hit. He is "ethereal", so I think what is happening is nothing, because I can't hit him, at least mostly. Over time his archers etc. ruin my army. What exactly do I need for "magic weapons" it talks about --- I don't think I have any....

Kadelake October 21st, 2010 07:08 PM

Re: A newbie asks...
 
Magical weapons are very rare on recruitable troops (except for Caelum, most of their troops have magical weapons). They are quite common on summoned units, though.
If you forge magical weapons and give them to your commanders they (of course) counts as magical weapons.
If you have sacred melee units and a fire 9 bless, that would give them a magical fire attack.
The fire spell flaming arrows makes your archers do bonus fire damage as well as counting as magical weapons.
Maybe the easiest way is using your mages against his pretender? Does he have 100% resistance to lightning/fire/cold? If not, that might be a good way to attack.

The two most common ways to deal with super combatants is to forge magical items and hand it to some good commanders (if you have access to a suitable chassis) or mages.

thejeff October 21st, 2010 07:15 PM

Re: A newbie asks...
 
Congratulations. You've just run into an SC. (Or at least the AI's attempt at one.)

Ethereal means normal weapons have a 75% chance of having no effect. Depending on what his god is, what buffs he's cast and what he's wearing he's probably got enough protection to stop most of the rest of the hits.

Some nations have troops, usually elite troops with magic weapons. If you click on the weapon name it will tell you. Caelum's ice weaponry is one example. Most nations don't. In most cases, magic weapon means a forged weapon. Have your mages forge a weapon or two, hand them to a tough commander, maybe a summoned one, and have him go whale on the god for awhile.

The other alternative is magic. Most combat spells do magical damage and will work just fine on an ethereal target.


Edit: Ninjas are good too. They don't have magic weapons, but they'll sneak up and explain them while you're typing.

JonBrave October 22nd, 2010 02:38 PM

Re: A newbie asks...
 
I know I'm a newb, so please excuse.

I am playing MA Man (no magic weapons), my mages are nature & air, which seems to give them good protection but no damage spells, AFAICS. (Even then, wouldn't chances be they aimed their damage spells at his other units anyway? Or even hit my own in the densely packed area?) He only has his capital province left (small map, one AI opponent, normal). Even at 75% miss/25% hit my melee troops would have been enough, but because of the congestion at the castle gate (with ethereal guy blocking it) I can only get in about 3 hits per turn, with all the other troops blocked behind (tried hold & attack, still it ends up like this). I just wanna finish this game! :eek:

thejeff October 22nd, 2010 03:13 PM

Re: A newbie asks...
 
Air has lightning spells (Lightning bolt, Orb Lightning and Thunderbolt), which are very nice since they're AN. Nature doesn't have a lot of direct damage spells. Some AoE poison, but that'll do as much or more to your own troops.

If he's the biggest and closest target, chances are good that he'll get targeted. You will take some collateral damage. Try casting Aim or Eagle Eyes on your mages first (Or just cast Wind Guide)

Or forge some weapons for your Lord Wardens.

JonBrave October 22nd, 2010 04:07 PM

Re: A newbie asks...
 
OK, I got some kind of volunteer knight guy. Kitted him out with weapons (though I think he got killed early anyway :( ) Gave him a half-dozen Avalon-knight people. Put them way up front on their own, with immediate attack. Rest army behind. Anyways, they got in the breach, and (doubtless together with having half-starved occupants with long siege), and then rest came up...

So I won my fisrt game :D ...........

Loren October 23rd, 2010 04:15 PM

Re: A newbie asks...
 
Quote:

Originally Posted by JonBrave (Post 761098)
I know I'm a newb, so please excuse.

I am playing MA Man (no magic weapons), my mages are nature & air, which seems to give them good protection but no damage spells, AFAICS. (Even then, wouldn't chances be they aimed their damage spells at his other units anyway? Or even hit my own in the densely packed area?) He only has his capital province left (small map, one AI opponent, normal). Even at 75% miss/25% hit my melee troops would have been enough, but because of the congestion at the castle gate (with ethereal guy blocking it) I can only get in about 3 hits per turn, with all the other troops blocked behind (tried hold & attack, still it ends up like this). I just wanna finish this game! :eek:

In this case I wouldn't try to fight the guy. Simply continue the siege and build temples. Crush his candles and he's dead without a fight.

Jack_Trowell October 25th, 2010 08:01 AM

Re: A newbie asks...
 
Note about Man: I think that the alicorn attack of the Knights of Avalon count as a magic attack

JonBrave October 25th, 2010 03:54 PM

Re: A newbie asks...
 
Some quickies. My guys cast a lot of "Bless" & "Sermon of Courage"s.
  • Do you need to cast these more than once on a target?
  • If not, does the computer play-out know that?
  • Does my priest-guy need to be close to the target to affect it? Am I supposed to pre-lay-out all my priests so as to be near a variety of recipients? (I have a feeling some groups are getting them multiple times and other groups not at all.)

thejeff October 25th, 2010 05:02 PM

Re: A newbie asks...
 
No, Yes and Yes.

Both spells have ranges and AoE. The AI won't cast the spells once everyone within range has the effect. The AoE spreads out randomly and will overlap, so some targets will be covered more than once, but the intent is always to cast on someone who doesn't have the effect already.

If your troops are spread out and you want them all affected, you should spread the priests out as well.

Bananadine October 26th, 2010 06:26 PM

Re: A newbie asks...
 
Quote:

Originally Posted by JonBrave (Post 761250)
Some quickies. My guys cast a lot of "Bless" & "Sermon of Courage"s.

If they're priests but they don't have any magic skill, then one reason why they're pounding on those "spells" so much is that they don't know what else to do. Heck, a non-mage, non-priest commander will do even less, unless you specifically order it to attack or flee or something. Standing around is a commander's job, sometimes. But priests like to talk a lot while they're standing around. :)

thejeff October 26th, 2010 08:01 PM

Re: A newbie asks...
 
Actually if they're just priests, you'll notice that they will eventually bless/sermon everyone who can be blessed and will head up to the front lines to be killed. (Actually to "stay behind troops")

This can be useful. When I'm blessing sacreds with an H1, if he's missed some when they go charging off to the front, he'll chase and try to bless them once he's in range.

krpeters October 26th, 2010 09:26 PM

Re: A newbie asks...
 
Quote:

Originally Posted by JonBrave (Post 761037)
So now I'm trying to storm this castle, this time with melee troops ;)

Castle wall breached. His God/Leader comes plonks himself in the gateway. My melee guys stack up trying to hit him and get through, only front guys can hit. He is "ethereal", so I think what is happening is nothing, because I can't hit him, at least mostly. Over time his archers etc. ruin my army. What exactly do I need for "magic weapons" it talks about --- I don't think I have any....

In my experience, the best way to take care of a Pretender holed up in his capital is to domkill him. Park a medium army to trap him, take all his other territories, then pile on priests to preach. When he runs out of dominion, he vanishes, and you can take the empty castle.

Domkill takes a while, but if you have the time... and sitting on his capital gives you a lot of breathing room :)

thejeff October 26th, 2010 10:33 PM

Re: A newbie asks...
 
That's really only necessary for the toughest of Pretenders. Just get a look at what he's got - send in a scout or commander set to retreat, then figure out how to take him.
In this case it sounds like magic weapons were enough.

Otherwise see what elemental resistances he's missing and script single target long range spells against those. Or spam MR spells at him, the AI rarely boosts MR enough. Enough Soul Slays will kill even a 20+ god.

JonBrave October 27th, 2010 02:53 PM

Re: A newbie asks...
 
Just to say, you guys are brilliant, this stuff makes sense, ty ...

JonBrave October 27th, 2010 06:40 PM

Re: A newbie asks...
 
OK, so let me get this right. Spells have a maximum distance, plus within that they are likely to be less accurate the farther the distance, right? (Based on precision, except 100% precision never misses(?)) So if distance matters, I can either order mages forward, or I can wait and eventually he might go forward anyway.

thejeff October 27th, 2010 08:39 PM

Re: A newbie asks...
 
Yes. The ranges are different for different spells, listed in their description, as is their precision modifier.

Mages set to cast spells will only move forward - more accurately default to "Stay Behind Troops" - when they have no valid spells to cast. Once you've got a bit of research done, they'll usually find something to cast: buffs, chaff summons, useless attack spells, something. Only in the very early game when their spellbook is vary limited do they run out. H1 & H2 priests run out of options pretty quickly. Blood mages without slaves can do so as well.

So relying on them to advance is not very useful. Ordering them to move forward is also risky. You don't want them ahead of their blockers or advancing into melee. Probably more important, you've only got 5 script slots. Wasting one on movement means you're one spell closer to the AI wasting fatigue on useless spells. You really want to position your mages at the start where they'll be most effective.

Besides, the ideal situation much of the time is to let them come to you. If you can arrange it so the front lines are clashing within range of your mages and out of range of his, that's perfect. In SP, if I'm not relying on fast elites, sacred cavalry or the like, I'll often position everyone at the back on hold and attack and let the mages buff for a couple rounds before switching to offense.

JonBrave October 28th, 2010 04:01 PM

Re: A newbie asks...
 
Perfectly understood, thank you!

Let's try another one. I'm a very lazy newb, so all that setting orders is tedious (even with keys). Mages aside, which/are there any troop/priest types I can afford to leave on "no orders" (playing against AI), and the computer will do something pretty reasonable for me? E.g. you might say archers or melees are OK left to auto-ordering? Or do they just sit on their butts?

Kobal2 October 28th, 2010 04:24 PM

Re: A newbie asks...
 
By default, archers will "fire closest", pure melee infantry will "attack closest" and hybrid infantry (like Ermor infantry which carry a couple javelins) will "shoot closest" then switch to "attack closest" when the javelins are gone.

H1 and H2 priests will Bless any sacred in range first (including themselves, and even if your God doesn't have magic paths to bless with), then Sermon the rest, then Stay Behind Troops. H3+ will throw Divine Vengeance on themselves first, and Smite instead of SBT. All priests will automatically Banish undead and demons if they get the opportunity. Commanders without any magic will Stay Behind Troops by default I think.

Mages are a complete crapshoot. You can rely on them to cast buff on troops who don't need them, get in a coma from buffing themselves with miscellaneous crap, throwing AoE spells at chaff your own troops would kill without effort (with the friendly fire that comes with that), or to use single-target spells at the closest chaff rather than the big hulking SCs further back.

So, even without you setting orders or shifting positions around, no, your troops won't just sit on their asses with a puzzled look in their eyes. They'll just perform as well as PD and most AI armies, which is not very well at all.

thejeff October 28th, 2010 05:39 PM

Re: A newbie asks...
 
I'd say that H2 priests semi-randomly decide to bless or Sermon. Maybe depending on how many sacred troops will be blessed vs how many can be morale boosted.

Both H1 & H2 may also choose to banish rather than bless if there are enemy undead within range. This can be good if you don't have a bless or bad if your expensive sacreds get slaughtered while the priests try to stop the one commander with a skeleton earring.

I'd say always script the commanders. Mages take some work. Priests and non-mage commanders are easy. You're pretty much going to always want the same orders, so just pick a number key and always put them there.

Jarkko October 29th, 2010 03:55 AM

Re: A newbie asks...
 
Quote:

Originally Posted by Kobal2 (Post 761429)
Commanders without any magic will Stay Behind Troops by default I think.

I am pretty sure they have Attack Closest. It's not once or twice I've lost a commander who I forgot to script, and they then did proceed to run amok towards the enemy while friendly troops had Hold&Attack... :doh:

LDiCesare October 29th, 2010 05:19 AM

Re: A newbie asks...
 
Commanders without orders Stay behind troops. When there are no troops left, they attack closest. It's strange you got some charging, because most of the time I forget to give orders to indy commanders and they absolutely always stay behind troops.

Edi October 29th, 2010 08:52 AM

Re: A newbie asks...
 
Quote:

Originally Posted by LDiCesare (Post 761485)
Commanders without orders Stay behind troops. When there are no troops left, they attack closest. It's strange you got some charging, because most of the time I forget to give orders to indy commanders and they absolutely always stay behind troops.

If they can't get through the press of the infantry ahead of them, they will mill behind the horde, making it seem as if they were staying behind the troops.

Just try and put them alone in the center with infantry on the wings and maybe a few scattered around the front. To make sure of your test, try it with a mounted commander leading infantry.

In the absence of orders, they attack. This has been my experience 100% of the time.

LDiCesare October 29th, 2010 04:39 PM

Re: A newbie asks...
 
I tried the following:
7 commanders in the center with 120+ units on the sides and rear:
First thing the commanders do is move backwards. Stay behind troops.
Repeated the test with units on the side, not on the rear, and one commander in the front:
Same thing. Stay behind troops.

I consistently and always get a Stay behind troops behavior (except for mages who cast spells).
I tried with and without mages, mounted, chariot and on foot, with several squads and only one squad on the sides and/or behind, commander in front and in the middle.
I never saw a commander without orders attack when he had troops to lead (except for the usual stuff like being the last fighter, having only one soldier left, going berserk etc.).

Kobal2 October 29th, 2010 05:30 PM

Re: A newbie asks...
 
Quote:

Originally Posted by LDiCesare (Post 761523)
I never saw a commander without orders attack when he had troops to lead (except for the usual stuff like being the last fighter, having only one soldier left, going berserk etc.).

That could be the crux of the issue. Many players bring any number of indie commanders along with their armies, both as insurance against remote attacks and to get someone to ferry the troops in case the primary troop carriers snuff it. These commanders have no troops, no equipment, no nothing, they're just *there*.

In that particular case, they could default to attacking instead of hiding I suppose.

thejeff October 29th, 2010 05:57 PM

Re: A newbie asks...
 
Yeah, I don't normally contradict Edi, but he's wrong here.
I don't know how he's getting those results, but I just watched both standard and mounted indy commanders run from the center to the rearmost troops and then stay behind the last poor crippled one as he headed for the front lines.
Near as I can tell as long as there are troops on the field, unscripted non-casters will stay behind them. Usually they wind up behind archers.

The only thing that doesn't count is bodyguards. Any troops on guard commander seem to be ignored. Probably to prevent everyone from just hiding behind everyone else.


Whether those commanders personally have squads assigned to them doesn't matter. Troops on the field are all that counts. I've even seen commanders head from the front lines back to the rear to stay behind one newly summoned Soulless.

Edi November 1st, 2010 08:47 AM

Re: A newbie asks...
 
Hmm, could be I've not been paying enough attention and I do sometimes have extra commanders. Wouldn't be the first time I've been wrong about something. If you guys have tested it, I'll accept those results.

krpeters November 1st, 2010 07:12 PM

Re: A newbie asks...
 
On the subject of commanders behaving badly, this is the funniest result I've seen:

Playing Arcosephale, I set my commander to "stay behind troops". My elephants attack, get chomped, rout. They crash through my lines, but I've intelligently placed my commander off to the side so he doesn't get trampled.

Next turn my commander decides to move "behind" my elephants.

*trample* dead commander my entire army routs :)

I've found that setting commanders to "holdholdholdholdholdstaybehindtroops" keeps the commander in the back where you want him rather than charging with the front line.

thejeff November 1st, 2010 08:12 PM

Re: A newbie asks...
 
The other thing that works particularly well when your trying to avoid elephant stomp is a handful of archers off to the side. They'll stay put and your commanders will stay behind them.

Gandalf Parker November 2nd, 2010 09:41 AM

Re: A newbie asks...
 
Yes formations can often help the problems being discussed.
And scripting. I also often use hold, hold, hold, hold, hold, stay behind for many of my commanders. Using the Ctrl-# to record the script and then # to assign it to new commanders can be very useful.

Its a good idea to spread out your commanders and mages so that they arent susceptable to one big destruction.

Often with larger armies I have at least one dumb little indept commander mostly there to get more troops in place so I like to have at least one of those in the far back corner with hold commands.

JonBrave November 5th, 2010 04:40 PM

Re: A newbie asks...
 
Quote:

Originally Posted by Gandalf Parker (Post 761783)
Using the Ctrl-# to record the script and then # to assign it to new commanders can be very useful.

So would be: right-click, Copy, then right-click, Paste. For newbs at least. Given that we're in 2010. Even in 2006. :)

And while I'm at it, for goodness sake, in battle view mouse-off-to-left-or-right-of-screen-scrolls is pretty basic. ;)

Gandalf Parker November 5th, 2010 06:14 PM

Re: A newbie asks...
 
Quote:

Originally Posted by JonBrave (Post 762038)
Quote:

Originally Posted by Gandalf Parker (Post 761783)
Using the Ctrl-# to record the script and then # to assign it to new commanders can be very useful.

So would be: right-click, Copy, then right-click, Paste. For newbs at least. Given that we're in 2010. Even in 2006. :)

And while I'm at it, for goodness sake, in battle view mouse-off-to-left-or-right-of-screen-scrolls is pretty basic. ;)

Umm.. I dont think those work in this game.
I think those are Windows things.

JonBrave November 5th, 2010 06:27 PM

Re: A newbie asks...
 
Yes, they are Windows things. No, they don't work. They only have to be alternatives. Makes all the difference if you'd like to enlarge your audience. Back in the day, I too used to love going "ls -lR", but things move on... :)

Gandalf Parker November 5th, 2010 06:43 PM

Re: A newbie asks...
 
Exactly. Things move on. If the "2006" was a crack then you missed the mark. It would have been more like 2000.

Rewriting the UI for some cross-compatable library would be mean a lot of redoing of old territory. Not very likely. You will need to wait for the new project they are working on now to hope for such things. (and no its not a Dom4)

JonBrave November 5th, 2010 06:50 PM

Re: A newbie asks...
 
2006 was when I understood Dom 3 was released. I only just purchased now.

So back to the theme: my random questions! Sacred units seem to rule, because apart from being blessable, they only cost 1/2 to support/maintain (does it show their stats with or without that?), right? And I can only build those in my capital. So I ought keep churning them out if I possibly can?

Gandalf Parker November 5th, 2010 07:01 PM

Re: A newbie asks...
 
2000 was more like the original Dominions. The rest is all based off the same code. Pretty amazing expansion off a game started on an Atari in GFX-BASIC. Then Unix and C, then Linux and C++. Its only ported to Windows and Mac

Not all sacreds are capital only. Some nations get sacreds anywhere. The "capital only" is decided by the magic sites your capital has. The units that are given to you by those sites are capital only

thejeff November 5th, 2010 07:05 PM

Re: A newbie asks...
 
Except that with Copy/Paste, you've got 1 slot. With the current system, you've got 10. Far more useful.

Some nations have recruit everywhere sacreds.

Sacred units rule if you've got the right bless. They get half upkeep cost, but they also tend to be much more expensive. I'd say that most sacreds aren't worth buying without a strong bless, some aren't worth taking a strong bless for and a few are worth it either way.

The upkeep cost is rarely the deciding factor for troops. It's much more important for research mages.

Kobal2 November 6th, 2010 03:36 AM

Re: A newbie asks...
 
Whether or not churning cap only sacreds every turn rain or shine is worth it depends very much on their nature, and your bless.
If they're really kick-butt and your bless will let them be effective all the way to the endgame (like Living Pillars or Palashankas), then yeah, I'd churn them day in, day out (gold providing).

If it's something like an Eagle Warrior or Ulm's Steel Warriors, probably not as they'll be either made obsolete by summons or impractical to leverage down the road. They're a boon for early expansion but after that, meh. I'd rather that gold went into castles, mages and labs than going into the recruitment and upkeep of stuff that won't help me reliably.

JonBrave November 8th, 2010 07:21 PM

Re: A newbie asks...
 
Next random question, if I may.

I don't really "see" PD? I tend to buy 20. Are they there immediately, but I can't see them unless attacked, and then only in battle? Do they slowly "develop" --- occasionally I've seen a few odd units apear that I don't recall building, I think, but never like 20. If I take those out, am I taking the PD I bought? Does it regrow? That kind of thing... ? :)


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