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Crispy™ Dominions 4 PBEM - Gateway and Archive Thread

Zibniyat

Arcane
Joined
Jun 22, 2014
Messages
6,536
I am kinda interested in Dom 4 again... except that I dislike disciples mode and am terrible at "diplomacy"... and behave chaotically at times and... But whatever, if I could be a disciple and just follow the instructions I "guess" I could not really do much "diplomatic" damage?

Anyway, if you need a player, and want me to play, I can join.

Edit: Just 2 teams? 4 would be optimum imo, 3 will be a risk due to possibility of 2 teams joining against the 3rd...
 

Malakal

Arcane
Glory to Ukraine
Joined
Nov 14, 2009
Messages
10,650
Location
Poland
Yes, thats my whole point. Raw just do 3 man teams and 4 of them. You wont get your big game otherwise.
 

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,669
Location
casting coach
I'm in favor of just 2 teams. That way it's way easier to organize the thing, when you don't need to do diplomacy, but just coordinate things inside your own team. Which should be enough effort to organize already. Having to do negotiations and then adjust a whole teams turns accordingly, eats much more time than having a known objective from the outset.

I'm up for captaining a team, too.
 
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KoolNoodles

Arcane
Joined
Apr 28, 2012
Messages
3,545
I see your points there, but every time I've done a two team Disciples it's just bless rush nations hammering at each other right from the start until one team folds and a lot of that is based on picks. Maybe with one research powerhouse + forge Disciple just in case the game drags.

If we do two teams though, how would people feel about restricting Dragon disciples to one per team? At least pre pretender's patch I liked games that had that setup. Otherwise you'd see a lot of awake dragon disciples with double bless just making things kinda silly. Maybe I'm lame though, dragons for everybody!
 

pakoito

Arcane
Patron
Joined
Jun 7, 2012
Messages
3,153
move order goes first

MOVE ORDER GOES FIRST

MOVE ORDER GOES FIRST

don't drink and play people. also wear a seatbelt at all times.
Care to elaborate a bit? Because everyone is scratching their heads thinking about it.
 

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,669
Location
casting coach
I don't think dragons are very good disciples at all any more. With the older change that disciples of a dormant pretender aren't available on turn-1, they don't help expansion too much. And very soon they're worse than slotted SC disciples like Moloch for example, as soon as any gear is available. And if you pick just one Sage in a team, to climb construction with, you can forge items for a whole team super early. And dragons can't properly pick an extra path to benefit from in combat, like a Man-Eater can for example. Like A2 for Cloud Trapeze makes a big deal.

Dragons work better in a normal game where they can get Awe instead of a high bless, but are available turn-1, whole team of awake guys with double bless will have apalling scales.

Even when both teams pick some setup of SCs (be it Dragons or Virtues or Vampire Queens, they'll inevitably be there), there's a strong defenders advantage in whose candles you're fighting under. A lot of (some sacred, some non-sacred) troops can also shred any (early-game) SC they catch fairly easily, like Dawn Guards or anything with a D9 bless. From Niefel Giants for example, you can't even hope to retreat when you pass out to the aura.

When you expect the enemy to make some sort of bless rush, in a duel or bigger 2-team game, I find it relatively simple to come up with a build that's designed to be able to defend the initial invasion off, with the goal of still maintaining an economical edge (even if it's still possible to screw up the execution of it). If you're too predictable in your rush strategy, you just get metagamed straight out.
 
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Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,669
Location
casting coach
Map suggestion:

http://www.desura.com/games/dominio.../forum/thread/world-of-symetry-23134-balanced

worldofsymetry.jpg


Could play east vs. west, with one water nation each. Or given there's 12 starts total, with 10 players you could even have teams the option to pick or not pick a water nation, as they choose.

There's a lot of provinces per player also, I think a 2-team game asks for a higher number than an FFA, but this might still be too much. Merging some of them in the middle might be good. And notice the teleporters, each one connects to the center and the one opposite to it.
 

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,669
Location
casting coach
The map looks like ass and has wayyyy too many mountains.
The mountains in the corners are unplayable area. It doesn't wrap around in either way.

Could be a fun addition to make some cave provinces to provide a way from one edge of the map to another, between the start positions left empty maybe. When as is there's no caves at all.

On any other map I think of, assigning the start positions will be a huge pain in the ass - not that I know every map ever by heart, post alternatives if you got anything.
 

KoolNoodles

Arcane
Joined
Apr 28, 2012
Messages
3,545
As long as you guys stay down there feel free to make as many syfy channel original movies as you want.
 

pakoito

Arcane
Patron
Joined
Jun 7, 2012
Messages
3,153
They allow hotlinking, have very little downtime, support video gifs, the apis are open and unrestricted for everyone and the urls are quite small.
 
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TripJack

Hedonist
Joined
Aug 9, 2008
Messages
5,135
o sweet simple pelagia... surrender now and perhaps I will only tentacle rape 2/3rds of your populace
 

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