[Dom3] Draft: Etimhara Victorious
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Username17
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Username17
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So I'm testing things, and I am getting the fucking weirdest error. Some of the Nations are not placed on the map. And when they are not placed, they still get a start location, they just don't get any troops or dominion. They die on turn one.
This appears to be linked to pretenders, in that it happened 100% of the time with one Testgod I made, so I deleted him and made a new one (same abilities, same dominion, same name, though obviously different titles), and that one was placed on the map. But it seems to happen kind of often.
I have no idea what the fuck or how to fix it. But unless anyone has any better ideas, I guess we just go forward and insist that everyone test their god to make sure they are actually placed on the map!
-Username17
This appears to be linked to pretenders, in that it happened 100% of the time with one Testgod I made, so I deleted him and made a new one (same abilities, same dominion, same name, though obviously different titles), and that one was placed on the map. But it seems to happen kind of often.
I have no idea what the fuck or how to fix it. But unless anyone has any better ideas, I guess we just go forward and insist that everyone test their god to make sure they are actually placed on the map!
-Username17
- angelfromanotherpin
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Username17
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My guess is that it has to do with broken pretender titles in the extra nation slots. But I really have no idea.
I think that if we all make gods and test them to make sure they are placed, that all of them will be placed. Because it seemed to happen 100% with one testgod and so far 0% with my replacement (although still happening to other random computer made gods).
-Username17
I think that if we all make gods and test them to make sure they are placed, that all of them will be placed. Because it seemed to happen 100% with one testgod and so far 0% with my replacement (although still happening to other random computer made gods).
-Username17
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Username17
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Username17
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Username17
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An interesting fact is that because the factions have a short unit list that is biased towards awesome, the computer plays the factions really well (relatively speaking). Also, the high-end province defense gets completely bonkers when fed through the province defense boosting properties of the AI cheats:
That's all province defense!
-Username17
-Username17
Last edited by Username17 on Sat May 12, 2012 8:46 am, edited 1 time in total.
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Username17
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Any clue which pretender file is my pretender? I made one, but I don't seem to see it. I do see a few numbered nations not in an era that I've never seen before, so I suspect it's one of those.
Edit: Nevermind. I just made a few more copies of my nation and it came up. I'm 81.
Edit: Nevermind. I just made a few more copies of my nation and it came up. I'm 81.
Last edited by K on Sat May 12, 2012 9:06 am, edited 1 time in total.
Playing against the AI gives you a tase of what some nations are capable of...But there are a few nations that have the potential to be very surprising when you consider the finesse that a human player can bring to the game.
Take Sachs for example. They are capable of a brute force expansion with skinshifters, yet they also have easy access to highly mobile thug raiders.
Or Amblis. A major water bless is almost a given...But I honestly don't know what else to expect.
No doubt this will be a very interesting experience. I have a few thoughts on how the early game may play out, but I honestly don't know what to expect from other players after 20 turns or so.
Take Sachs for example. They are capable of a brute force expansion with skinshifters, yet they also have easy access to highly mobile thug raiders.
Or Amblis. A major water bless is almost a given...But I honestly don't know what else to expect.
No doubt this will be a very interesting experience. I have a few thoughts on how the early game may play out, but I honestly don't know what to expect from other players after 20 turns or so.
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Username17
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Yeah, the part where Sachs is really different from Vanheim is where instead of having Einheres and Chaff they have an elite standard army composed of legionaires with tower shields backed up by cheap archers. Then instead of the super Van lords and dwarves, they have Talmai Elders, Vaetti Hags, and Celestial Masters. So they have a lot of magic diversity, including strong Astral and Water access.
Vestals and Black Hunters is surprisingly not that different from Valkyries and Van.
-Username17
Vestals and Black Hunters is surprisingly not that different from Valkyries and Van.
-Username17
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DSMatticus
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Username17
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The last map and the mod on that Shrapnel thread are the final ones. I fucking hate the Shrapnel forum, but it has a host file command at all (even if it is incredibly shitty).DSMatticus wrote:Are the map and mod files in the thread Frank posted both up to date? Finding maps and mods on llamaserver is hard, but I wanted to take a peek to see what all of your final nations look like and there are a lot of copies floating around.
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- angelfromanotherpin
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DSMatticus
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Would you expect anything else? You handpicked factions from the best units in the era. If they needed divinity to do early expansion or searching, that would suggest catastrophic choice failure.angelfromanotherpin wrote: I also notice that no-one researched or took a province turn 1. Sounds like a lot of sleepy divinity.