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  #1  
Old June 1st, 2012, 03:38 PM

LDiCesare LDiCesare is offline
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Default Re: Multi-Player After Action Report (Now Discussing Turns up to 8-9)

I'll post a bunch of updates together in a few weeks. I don't have much to say anyway and I think it's better to have several turns grouped together.
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Old June 1st, 2012, 07:42 PM
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Default Re: Multi-Player After Action Report (Now Discussing Turns up to 8-9)



This one's a weird story/gameplay hybrid. It menaces with tentacles of oneiroplasmic goo.

R'lyeh ~~ Turn 15

Soundtrack: Brad Sucks - I Don't Know What I'm Doing: I Think I Started a Trend.

Messages pass back and forth along the aether: The mystics of
Arcoscephale turn and toss in their sleep, haunted by horrible dreams
of vast fish-creatures wallowing in slime and darkness and unnumbered
coiling pale and puckered tentacles. Yet they sense significance, a
meaning, even intent, trained as they are in the interpretation of
oneiric visions.

Something that lives in the deep wishes to ascend to the world of air
and light.

Perhaps they should have ignored these dreams, deadened their senses
with subtle drugs, but they sensed power, ancient and occult, behind
their visions. And so they decide to send a message back. And in their
lust for power, they make an offer. For in Arcoscephale the crafting of
magical gadgets and instruments is an art far advanced beyond the
skills of other realms. And in the conquered undersea territories where
the tears of mermaids are collected, the overseer-slaves jab their
coral prods with vigour, for there is a shipment to be made.



Meanwhile, in the desert of Ard, a white-winged being of unearthly
splendour stands alone in the barren waste. Does it know of its
servants' dealings? Is it deceived? Does it accept dark deeds in the
pursuit of the greater good? Even though it is named with a song, it
remains silent, while the desert sands blow out over the sea.



In the utmost north, where far below the floating mountains of ice a
fortress of dark stone crouches. There a slave-priest toils with a
ceremonial bucket to prepare the inner chambers for the polypal
mothers. So vile and unspeakable are the necessary rituals and
abasements that only slaves will perform them. Slaves, and the one
known as Nyarlathotep. But then the one known as Nyarlathotep is also
known to be a creep.



A chieftain of the Maverni, Catamantaledes by name, has heard of the
prophecy the druids gave concerning Ermor in Numecria: "If Ermor
conquers Nume, the conquest of the world shall begin at Ermor." To be
more exact: he had heard the second half. Some would recall that the
bard who told him came from the mist-shrouded west, and some would
remember that his gray eyes were empty of smiles and full of stratagems.

With barbarian cunning, this Catamantaledes planned to take advantage
of the prophecy. By planting his throne on the ruins of once proud
Ermor, he hoped to become invincible in battle. Or at the least, he
hoped to gain fame and attract many warriors to his cause.



Thundering warcries and waving their axes, Catamantaledes and his
warriors burst over the tumbled walls of Ermor.



However, the druids have sent warning ahead of him, for they would not
risk war with the masters of the ocean deep for one chieftain's foolish
ambition. Yet luck or fate smiled on Catamantaledes: the inscrutable
creatures of the deep also eshewed confrontation. They had left only a
herald behind; a hulking atlantean in clad in spiked gray metal. What
he was to say, the Maverni never learned, for they were so disgusted by
the herald's toad-like appearance that they immediately hurled a volley
of javelins at him and cut down his attendants as they fled. Thus was
Ermor conquered the second time.



And not far to the north in a dingy Bolfagonian tavern two men sit
across a low table. One is a fisherman, but with a curious and
unwholesome slackness of expression uncommon for men of his stripe. The
other is a sharp-eyed old man, magnificently bearded. His clothes look
drab and nondescript, but in a manner difficult to remember and
impossible to describe.

The fisherman places a pouch on the table, the rough hemp at home
between the ale stains.

"This is it?" asks the bearded one.

"Open it," answers the fisherman.

The bearded man reaches out and pulls the bag across the table. It is
larger than it seemed at first. He undoes the frayed string and the
pouch gapes open. With a gasp, he speaks a word of power, shrouding it
from the sight of the uninitiated. Nobody hears it: it is one of the
word's powers that it is forgotten save by those trained in the magic
of air and seeming.

For a while, the bearded man merely gazes at the perfection before him.
Flawless pearls, the size of eyeballs, the colour of the full moon at
midwinter. Perhaps a hundred. "Yes," he hears himself say, "you will
have my services." A moment later, he adds: "For the next three moons."



And in the distant south-east, in the war-torn land of Ultima Delca, a
message scroll bursts into flames.

The misbred commander shakes the flakes of burning paper off his hand.
"So R'lyeh will not attack them, despite our generous offer?"

The human standing before him pales even further. "They... they said
they had already left the sea, on another shore."

"Can't be helped, then. It was worth a try. Now: how far have the
Arcoscephalans advanced?"

~~~

How far have the Arcoscephalans advanced, indeed? My scouting is pretty
spotty to nonexistant (the latter really), since there's no independant
underwater scouts. And isn't that an Abysian talking? Well, consider
that scene a teaser. Updates by Excist and Immaculate will maybe make
things clearer...
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  #3  
Old June 2nd, 2012, 10:24 PM

Immaculate Immaculate is offline
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Default Arcosephalae Turn 12

Arcosephalae
Turn Twelve:
WHITE WEDDING!


WHITE WEDDING awakens!

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Good morning sleepy-head!

Also, this turn, I get some nature gems from Pangeaa.

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I wonder why. Maybe I am being bribed to attack someone (and leave my back open to attack by Formoria- maybe the trick is on me?)

We also manage to take a province with LOTs of indie barbs. Formoria generously offered to let me take it without making any claims to it despite how close it is to their lands and their extensive armies.

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We do lose many troops but they are largely our mercenary barbarian forces under Rexor.

Here’s a look at the map after the end of the turn.

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Next turn I intend to take an indie province with the best 80s song in the world all by herself.
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Old June 7th, 2012, 10:09 PM

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Default Re: Multi-Player After Action Report (Now Discussing Turns up to 13-16)

Hosting postponed for SharedAAR by 14 hours. The game will now host at 18:11 GMT on Saturday June 9th.
Please note that this information will not be updated on the game status page for a few minutes.
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Old June 13th, 2012, 01:41 PM

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Default Re: Multi-Player After Action Report (Now Discussing Turns up to 13-16)

Cori,

Do you still want me to wait for your next update before i post mine?
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  #6  
Old June 19th, 2012, 09:28 AM

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Default Re: Multi-Player After Action Report (Now Discussing Turns up to 13-16)

The remaining dominant players seems ready to call it quits.

If anyone thinks the end is still in doubt, please say so otherwise i'm going to call this game over.

Please no one ruin the ending of how things went. Since this is a fairly short-lived game, i think we can probably all finish doing AAR write-ups, at least until the point where we got eliminated, even if its a glossy 3 or 5-turns at a time report.

Looking forward to seeing all your write-ups.

I.
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Old June 19th, 2012, 08:52 PM
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Default Re: Multi-Player After Action Report (Now Discussing Turns up to 13-16)

Don't mess it up guys! We are looking forward to the AARs. It would be a great shame if the AAR wouldn't be completed after so much effort was put into it. I'm only saying because I love AARs!
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Old June 20th, 2012, 01:38 PM

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Default Re: Multi-Player After Action Report (Now Discussing Turns up to 13-16)

Hey, I need at least one more turn! Maybe two at most. I don't care what the dominant players think.
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Old June 20th, 2012, 02:52 PM

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Default Re: Multi-Player After Action Report (Now Discussing Turns up to 13-16)

alright - on we go!
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Old June 25th, 2012, 03:16 PM
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Default Re: Multi-Player After Action Report (Now Discussing Turns up to 13-16)

Turn 13: Revised.

Welcome back after our long hiatus. It seems we all have taken a break from this thread for various reasons. But now that the game is mostly over I see no reasons why we can not start it up again. We do have more time now after all.

Music for the turn.

Oh yea. First. Lets make it clear that the things I posted last turn did not actually happen. This is because I changed my mind at the last moment. My plans were too precious to not write down in this thread so I had to fool you a bit.

What follows is the correct retelling of turn 13.

A strange sight greets me as I contemplates my invasion. A solitary angelic figure towers over the central fields of Arco. Last turn I sent my sneaking army in to the one remaining indy province outside Arcos capitol in order to get a look at the eventual opposition if he were to attack it.

They saw the following.

This horrific being is Arcos pretender, the Virtue “White Wedding” by Billy Idol. It is the first Super Combatant we have seen in the game thus far and its represents a completely different kind of challenge than the rest of Arcos forces.

Its just one guy, but never the less it dominates the heavy cavalry indies that opposes it. How? It can do this because it has great stats and a huge number of special properties. Both innate and from spells it buffed itself with in the beginning of the battle.

If someone was to attack it, they would first have to overcome a long list of hurdles. Like its Awe +7, witch means you have to make a morale save vs 17 or 19. (I'm uncertain). Indies have an average morale of 10. After that you'd need to get past the Virtues Luck and Etherealness attributes that it gave itself through self-buffing spells. Both effects combined will allow it to ignore 7/8 of all non magic attacks and ½ of all the magical ones. Indies, naturally dont have magic weapons. Nor do they have mages in this case. But if they would nevertheless succeed with these hard feats and also overcome 15 points of defense, they would still only do 1 point of damage per hit. This because it also self-buffed with mistform, witch makes it so that every hit that strike it will only do 1 point of damage unless it is an instant kill attack like soulslay. If it is a magic attack, or if it would have caused more than 25 points of damage after protection, the spell will dissipate. But the attack that caused it to dissipate will still only cause 1 point of damage.

Each of these abilities on their own are beatable, but together they mean that the indies never had a chance. I don think the Virtue even took any damage.

Another thing of note it that it have Astral 9. Something tells me that my opponent was really paranoid about getting magic dueled during pretender creation. S9 does also provide a decent bless of course and access to some neat globals and rituals like Arcane Nexus and Wish. But his sacred units requires a lot of resources and are cap only, so I dont think the bless will see much use.

Some people likes to simulate wars and battles in single player before they do something. I am not that patient that I can run an entire SP game just for that kind of thing, so I just do some quick and dirty calculations in my head or with pen and paper.

Killing this thing is not impossible. But it will require that I rethink my strategies. I dont think the giants would be able to do much against it due to the etherealness and mistform, but my Nemedian Warriors might stand a chance. They have magical golden spears that are totally bling. The Awe would still be a problem, but they have morale 14 base witch could become 16 with Sermon of Courage. That means that they will manage to launch an attack somewhere between 1 time in 3, or 2 in 5. If I attack it with the 10 guys I have standing in the province, that means maybe 0.75 hits per turn after accounting for enemy defense with fatigue and after luck. The warriors do 17 hp damage vs its 5 points of protection. So more like 12 damage *0.75 = 9 points of damage per turn on average. First hit does not count due to mistform. This means I would need 10-11 turns to bring it down. Although it would flee before that.


However this calculation is only true if it does not strike back. Its unlikely to be that pacifist. The flamberge that it wields is both armor piercing and adds 4 extra points of attack skill. Although my nemedian warriors have 16 points of defense, 5 of those points are because of the golden shields they wield. For practical purposes, those shields wont do much difference vs a damage 18 (+18) armor piercing flamberge. I will assume that an attack would be deadly to the warriors 75-80% of the time after accounting for defense, shields, protection and hitpoints. However, the warriors also have glamor, witch means that all melee attacks have a flat 50% chance of missing. So the Virtue will have a 37.5-40% chance of killing one of my dudes each turn.

This is dour statistics because I cant even be certain to face it alone and I only have 10 Warriors ready for attack right now. My chances with it would be rather mediocre right now even should I catch it. I rather hold my troops in reserve and monitor the situation.


Well, you know how LiDCesare is always whining about how Abysia is ruining the game for both of them? Well he is largely correct. Unless you have no other choice, attacking someone without a realistic plan for how to kill your opponent quickly is suicide. Because although you (I) might have enough power to win the war, you (I) will probably not have enough power to do that and also fight off all your opportunistic neighbors. This means that you must either leave a sizable force in reserve and fight a slow, grindy war. Or you attack with all you got and hope that you other neighbors are nice enough to ignore you or that you can finish the war before they can strike at you. Or rely on diplomacy I guess. Though diplomacy have never been my strong point.

For me that is doubly troublesome because not only am I the biggest player by a good margin, I also have three close neighbors compared to the two that just about everyone else get. So thats three fronts I have to guard compared to, say, Abysia.


You know that Desmond guy? Yea it turns out he listened to the bad omens of the previous turns and decided that he rather wanted to sitesearch while he exercised his troops a little. Many other mages continue to sitesearch across the lands, while the ones in the capitol continues to transform air gems in to owl quills.

An expedition of unmarked is sent to the horse tribe lands to the east to determine were the mercenaries I sent there earlier disappeared to.


Meanwhile, more Nemedian warriors are recruited for a “mysterious” purpose. I now also have enough money to recruit a king almost every turn. Or at least when I'm not building a fort.


A strange and awkward singing stone has also been found. It is immediately moved to a nearby pub were it is put to use. Drunk people find it to be hilarious apparently.



Turn 14


A bunch of new sites are uncovered.


The totem collection I already knew was there but the others were a pleasant surprise. We now have enough astral that we can remote site search once every turn. I dont have the research for it yet, but arcane probing will prove to be a continuous and massive waste of pearls for a long while in the future.

The owl quills also allow us to reach construction 2 this turn. The new trinkets are cool and all but we have not quite gained the level of proficiency were we can start mass-producing things other than quills.

The horse tribals were forever mournful of their sins, and we sent them to the land of the dead so they could apologize to the late mercs in person. No casualties.



Meanwhile, a fort has been completed in Nardago and several more forts are being planned or constructed around the lands with the help of my prodigious gold income.

Nothing much else happens because living in a land with Order 3, luck 0 scales is really peaceful. (Future me: With the exception of the, like, four-five times that I have been invaded by barbarians due to other peoples scales.) A couple of kings join the group of mages responsible for manually searching for magic sites.


Turn 15


On the surface of things nothing much happens this turn either.


A magical air site is found in the land of the obstinate horse tribe . And to celebrate that I get an events that give me air gems.


Nothing else much of note is happening in my lands, so I must spy upon other lands to get some excitement. Looking around a bit I can see that Marverni have taken the city of Ermor from Rlyeh.


I doubt they are actually at war as I can't see how Marv would get down under water and I doubt he would invade someone without the means to finish them of. Still, that Marv would have the guts to boss around not just one, but two nations that are bigger than himself and get away with it... Is impressive. Thats one brave bastard.


The construction of a fortified city was started in the plains of Hesperia last turn. Normally I build cheaper forts, but there is something to be said for an admin 50 fort with lots of neighboring provinces sometimes.

An expedition force is also sent to greet the barbarians living in the Dragon ridge Pass. Their weird gods and traditions should be no match for giants. I will show them once and for all that magical larping is no basis for a proper religion.

Despite having the biggest empire out of all the players I have not found a single scout province! This means that my only source of information from outside my lands are the score graphs.

So here are some of the current ones.

On the Province graph we can see two important thing. 1) Damn I'm big! And 2) Abysia and Pan is losing lands while Arco is growing rapidly. This can only mean that Arco have attacked Abysia in the back as he in turn was busy attacking Pan.


On the fort graph we can see that the first forts are coming online for several of the players. R'lyeh lacks underwater capable enemies and seem to be determine to fort up the entire ocean before he get any.


On the income graph I am equally monstrous as I was on the province graph. But I did not get this way until I started overtaxing my capitol. As far as I can tell I am the only one who is utilizing this short term strategy.


The army graph is also interesting, as not only does it show that I have bypassed freespawn Pan in army size, it also shows that Aby just destroyed most of Pans armies with relatively light losses of his own. And might therefore be able to dedicate a large part of his forces towards fighting Arco, as Pan just got a lot less dangerous.


But the big thing to take away from these graphs is of course that Arco followed my suggestion of attacking Abysia.

THIS CHANGES EVERYTHING!!!!
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