So since Dom 3 is being discussed

Mundane & Pointless Stuff I Must Share: The Off Topic Forum

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name_here
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Post by name_here »

I'm pretty sure it's fatigue 0 but encumbrance applies.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
Orca
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Post by Orca »

Another interesting note: if you're quickened you can cast 2 spells out of an item per combat turn. Unfortunately scripts are too short to take full advantage of this.
Username17
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Post by Username17 »

Item spells are always Fatigue 5 + Spellcasting Encumbrance, regardless of what magic your character does or does not have. Also, regardless of whether that spell is the measly Fire Bolt of the rod of leadership or something awesome like Falling Frost from Winter Bringer or Raise Skeletons from the Skullface. Another interesting quirk is that item spells can be cast twice by characters who have Quickness up, even though normal spellcasting cannot.

So a standardish support item caster is a Black Servant with Boots of Quickness, an Amulet of Resilience, and the casting item of your choice. That costs 10 fatigue per round but has reinvigoration 5, so he can double cast the item spell for 19 rounds straight. If that's a powerful spell like Incinerate or Raise Skeletons, that can turn even large battles. If you have Hammer Time, it costs 18 gems plus the caster item payload, which is often another 11 or 17. So that's up to 35 gems and 4 units of hero time and you get what is in many ways two casters worth of casting and a lot more endurance than casters normally have.

-Username17
Korwin
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Post by Korwin »

turn sent.
Orca
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Post by Orca »

Turn sent.
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Avoraciopoctules
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Post by Avoraciopoctules »

Turn 40:
http://www.mediafire.com/?petbajgl4fgosoz

This turn I got attacked by a flying gargoyle or something along those lines. If I feel dedicated, I'll look at the battle and take a screenshot of it. My scout network is getting picked off by people's PD, but I can still see the flags on at least 3/4 of the provinces.
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angelfromanotherpin
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Post by angelfromanotherpin »

Turn sent.
K
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Post by K »

Turn sent.
Username17
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Post by Username17 »

R'lyeh sent me a message that is garbled and full of madness. I assume that they meant that they are announcing a cessation of our NAP, rather than a session of our NAP. As in, as of turn 43, we will begin ordering our troops to initiate hostilities against Rlyehan targets, who will then be seen fighting in the turn 44 report. But it's hard to tell, because Rlyeh is full of madness.

-Username17
cthulhu
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Post by cthulhu »

Someone want to sell me a set of earth boots?
Korwin
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Post by Korwin »

cthulhu wrote:Someone want to sell me a set of earth boots?
Send me an PN with your offer.


Edit: Turn sent.
@cthulhu, I forge an Earth boot this turn anyway. I'll keep it if you are not interested or your offer sucks.
Last edited by Korwin on Tue Jan 04, 2011 6:33 pm, edited 1 time in total.
cthulhu
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Post by cthulhu »

sorry, I made an altenative purchase,
name_here
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Post by name_here »

I am told sharks find naked ladies tasty. We'll just have to see.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
Orca
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Post by Orca »

Turn sent.
Korwin
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Post by Korwin »

cthulhu wrote:sorry, I made an altenative purchase,
np a dwarf will get an present...
cthulhu
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Post by cthulhu »

If it wasn't obvious, I'm in on this turn.
K
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Post by K »

Who we waiting for?
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Avoraciopoctules
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Post by Avoraciopoctules »

Me. Thankfully, now that the classes for this week are over and the ruptured water pipe has been dealt with, I should have more time for Dom 3 this weekend.

Turn 41:
http://www.mediafire.com/?blabaua6ktahysd
K
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Post by K »

In on 41.
cthulhu
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Post by cthulhu »

Turn in
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angelfromanotherpin
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Post by angelfromanotherpin »

Turn sent.
Orca
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Post by Orca »

Turn sent.

Very odd critters those Hashmal. Effective raiders though, PD's never going to handle them once they're equipped.

Edit: 3 turns sent inside 2 minutes?
Last edited by Orca on Fri Jan 07, 2011 5:19 am, edited 1 time in total.
cthulhu
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Post by cthulhu »

My turns are not amazingly difficult at this junction (Wrangle undead pile, build new research mages, check research priority, forge item, done)
Username17
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Post by Username17 »

My turns are somewhat more complicated since I am in a death struggle with Arcocephale. Several important things:
  • Vanheim had a land province right next to Arcocephale's capital? Why? It hadn't even occurred to me that a province right next to Arco wouldn't belong to Arco. Since I'm going to take Arco's capital in a few turns, I'll be wanting to keep it actually. I don't understand why you had it in the first place, but whatever.
  • Someone sent a bunch of mindhunts to kill a couple of the basic commanders that I use to carry blood slaves around. This is very slightly annoying, since it means that the blood slaves they were supposed to pick up this turn won't be picked up until next turn. My blood slave numbers next turn will thus be smaller than I expected, with normal to high values the turn after.
  • The 3.25 patch is finished but not downloadable yet. I suggest that we do this turn as normal and then wait on the next turn until everyone can update.
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Avoraciopoctules
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Post by Avoraciopoctules »

FrankTrollman wrote:Vanheim had a land province right next to Arcocephale's capital? Why? It hadn't even occurred to me that a province right next to Arco wouldn't belong to Arco. Since I'm going to take Arco's capital in a few turns, I'll be wanting to keep it actually. I don't understand why you had it in the first place, but whatever.
I think a ways back in this thread, I publically gave Vanheim 3 of my provinces. Partially because I expected to lose and wanted to give the nation behind me a decent defensive choke point, partially because I had officially allied with Vanheim and made a commitment to get them some new territory.
FrankTrollman wrote: Someone sent a bunch of mindhunts to kill a couple of the basic commanders that I use to carry blood slaves around. This is very slightly annoying, since it means that the blood slaves they were supposed to pick up this turn won't be picked up until next turn. My blood slave numbers next turn will thus be smaller than I expected, with normal to high values the turn after.
That was kind of lucky. I just sort of randomly picked 4 provinces to blast, plus the one the gargoyle attacked. I don't know where any of your forts are, and I figured that at this point, Mind Hunt felt less jerky than giving other people as many astral items as I could afford.
FrankTrollman wrote: The 3.25 patch is finished but not downloadable yet. I suggest that we do this turn as normal and then wait on the next turn until everyone can update.
Whoah, you're right. If the Dom3 community forums are to be trusted, these are the changes:
  • 5th January 2011
    * Version 3.25
    * popkill now works for non commanders as well.

    2nd January 2011
    * --nonationinfo is now implemented.

    1st January 2011
    * Modding: New commands for underwater recruiting #uwcom1 ... #uwcom5 and #uwunit1 ... #uwunit5.

    31st December 2010
    * Modding: Gift of reason is subject to spec limitations on target unit.

    1st August 2010
    * Fixed crash during turn generation.

    24th July 2010
    * Trying to view a non existant battle will no longer crash the game.

    22nd July 2010
    * Modding: Maximum number of spells increased from 1200 to 2000. This will make it possible to have more spells in mods.
    * Modding: Maximum number of name types increased from 60 to 100.

    15th May 2010
    * Mighty Yari was incorrectly a missile weapon, fixed.
    * Yogini was not a female, fixed.
    * Some units got wrong type of names, fixed
    * Horse Brothers had switched pictures with their commander, fixed.
    * Tribal King now has a javelin instead of a sling, just like in the picture.
    * Burned down lab/temple event messages while sieged now go to the sieged player.
    * Battles caused by random events are now resolved at the end of the random event step. This should fix any problems with barbarians attacking a sieging army due to bad luck.
    * The Blood Keep site now gives a mountain citadel instead of a swamp city.
    * Many more sites can now be found in cave provinces.

    25th April 2010
    * Some typos fixed.

    24th April 2010
    * Improved performance and window resposivness of the 'AI thinking' host stage.
    * Maggots spell was broken, fixed.
    * It was sometimes possible to continue sacrificing slaves even if your temple had burned down, fixed.
    * Two monthly Voice of Tiamat spells didn't cooperate very well, fixed.

    16th March 2010
    * Shields could parry some effects they shouldn't be able to, like fear. Fixed.
    * Trampling could result in multiplying the target in some circumstances. Fixed.

    9th March 2010
    * Pulseaudio on linux used .so instead of .so.0, fixed.

    19th february 2010
    * Version 3.24
Huh. So in the current version of the game, you can block fear using a shield. That's pretty hardcore.

"Modding: Gift of reason is subject to spec limitations on target unit."

I got attacked by a gargoyle commander at some point. It was probably GoR, but the unit was still Mindless. Does that mean there's a risk of the game imploding if we patch? Wait, no, probably not, Golems are mindless commanders too.
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