To Scribbs:

and now I have a thunderbow

Ho Ho Ho

To Scribbs:

Did that Onyx Oracle dude just have too much protection, or do I still have no goddamn clue how to build effective thugs?

Your thugs were fine sharaleo, but equipped to deal with troops rather than an SC like the Onyx Oracle with its high prot and plentiful hit points. You’d need specialised gear and scripts to take it down, but I’d rather not give any too specific tips until after the game. :)

Something like dual-wielded flesheaters on a couple quickened thugs that can close quickly while the Oracle is buffing might do the trick.

Oooh, nice, I have some of those too…

New Dominions 3 patch released version 3.28

only available for now from www.Illwinter.com along with some news tidbits.

I seem to be remarkably unsuccessful in influencing anyone diplomatically this game, but I’ll give it one more shot I suppose.

sharaleo: I don’t understand why you are using your resources to squabble underwater with an amphibious nation. It’s a sideshow and a distraction that does not get you one inch closer to winning the game. As a great midgame power with a lot of raiding potential, you could be killing one of your neighbours at this time and making your own bid for victory. Instead you seem to be dedicating yourself to a “hassle the leader” strategy that will strand you without any chance of winning the game yourself in end - what’s the point of that?

Your enormous, and well-earned, reputation precedes you. Already you’re producing (multiple) SCs, thugs and well-crafted, well-balanced armies…

…I’d add that the only reason you’re speaking publicly at all, and to sharaleo in particular, is that right now you’re still vulnerable. Something you won’t be if we give you 10 turns.

Hugs!

Pan

Still need that sub.

Part 1a here
Part 1b here
Part 2 is here
Part 3 is here

I mention province numbers a few times, but the only screenshot showing the numbers is at the bottom of the post, so scroll down as needed.

Turn 22 - War at last!

I finally badgered Pythium into getting ready to go after Pangaea. The first volley was scripted turn 22 and carried out on turn 23.

It was pretty mild I think by most standards. As I am a coward, I want to ease into the war. See what his defenses/response is like before I commit more. To be actual war and fighting, it’s surprisingly uninteresting. I am moving two stacks against trivial defense and doing some lightweight raiding. I should also point out that this is one of the few times where the little lake in the middle is interesting as I am able to use sailing to hit the province 67 this turn also where I would not be able to otherwise. Its fairly significant as it puts a manned fort under a real siege.

Speaking of raiding, this is my typical fully kitted raiding Van (tho this one doesn’t have any experience yet):

Sometimes I will add a Horror Helmet for fun or swap a ring or add a Dragon Helmet if I need particular resistances.

I should also point out that these guys are really overkitted for most duties. Just the shield and sword will beat even heavy PD or lots of unsupported troops. I often leave off the two items in the misc slots. If I have good scouting and know there is little resistance, I will often send them in with no gear at all and it’s seldom a problem.

Still, I always like to have the full gear sets when I can. Early on most games, it’s not a problem doing this forging with dwarves doing it at a discount (18 gems total). That way I have it if I need it and it results in fewer failed raids early when there is often more PD and you don’t always know what you’re going to be fighting.

Orders are usually to sit in back corner then Mistform, Blessing, Holdx3, Attack Rear. They certainly have vulnerabilities, and are not SCs, but they are very capable against most PD and national troops without proper support. Occasionally, someone will just be trying to move some guys around without support and you can catch them with one of these guy and kill 100 troops.

There a couple other things to note I suppose.

I finally started Blood Hunting, but not really very much… just one province right now. I’m really sort of surprised that it took this long to get going. I think it prob had something to do with the lack of forts. Since I only want to recruit Cap only mages in my cap, I never really recruit Vans there. Consequently, until I can get up a 2nd (and by now 3rd) fort and accompanying temple/lab, I don’t really have any way to recruit them. Then when I do, only half will be B2 and I can get some bad luck there I can also end up lacking B1s for raiding and being forced to use my B2s that way instead.

In any case, I’m clearly getting a late start on the Blood Hunting.

In research, I just knocked out Evo 3 and this turn will knock out Evo 4. Most of the Evo stuff I want is Evo 4 (Thunderstrike) or Evo 5 (Storm, Orb Lightning, Earthquake) I’ll be glad to have T-Strike on line next turn. I’ve also taken over all the water provinces I was planning on and the demons are still in the province between Bandar and me.

On to results!

Turn 23 - Meh…

These are also pretty uninteresting. My two stacks and two raiders won their provinces with no losses, but also not really killing anything but PD. I also cast a Call of the Winds on one of the provinces just to see if they could route Pangaea’s minimal PD and learned that they cannot. I know a lot of folks like to use these birds like this, but they are often only useful against really bad PD or a province with no PD. Air gems are really precious to me and as such, I hate spending them on birds like this for raiding. I would rather spend fewer gems and Cloud Trapeze a Van in with a much higher likeliness of success. The Van can then stealth and move on whereas the birds just die. Still… sometimes it’s worth taking a shot.

This put me first on the Provinces chart.

I’m not attaching the others because it’s a pain to do every time :P I’m still doing well in most things. First in Gem Income and now Second in research to a surging Shinuyama.

Pythium also moved up according to plan and took 65 and should move on 74 next. I guess since there’s not a lot else to say about this turn I should mention that there was a post about Pythium being “opportunistic” in grabbing some provinces in the “Van-Pan war”. I didn’t say anything to counter that notion on the forums, but the plan was always that this was a joint venture. I just ended up looking like the chief protagonist here because I attacked much more broadly quickly. The plan was for him to move up the coast while I took the Western provinces. That’s mostly how it worked out. There was never a lot of friction between Pythium and me. I did get nervous a couple times when I felt like Pythium was dragging his feet. It made me look much more dangerous on the graphs and if he wasn’t attacking Pan with those big armies. what exactly was he going to be doing with them? It worried me, but we were able to work things out.

I’m really at a loss for anything much else to say about this. What a letdown.

Turn 24 - Turn 27

These turns are also pretty damn uninteresting for an AAR, though there was a lot going on while playing them.

The quick overview is that I continue to just raid Pangaea (losing a couple raiders in the process) while sitting on the fort in Black Alps(67). I captured it on Turn 26 and then spent Turn 27 patrolling it and consolidating my troops and planning what comes next.

There were some interesting details though:

It takes forever to crack the fort in 67 without any magic support. I thought this was due to just the number of units inside, but when I did finally, I saw that Iron Walls was up. I am a little surprised by this as Iron Walls does nothing for you once you’re under siege. So either is was cast pre-emptively (remember i put this under siege first turn of the attack) or it was a misunderstanding of the mechanics.

On Turn 26, I stormed it with just a commander to get a look at what I was facing and Pan had all his troops set to retreat out. This nearly ended in disaster as Pan just took a province the same turn to retreat into. If that attack had failed (it was only a dozen units) then his pretender and entire army would have routed into oblivion. It didn’t fail however - that army was then pointed at the fort in Lliledhor(74) that Pythium had under siege.

This was very surprising to me at the time on a variety of levels. I was surprised in the risk of retreating the troops, but also of not fighting. Looking at it more closely now, I see that I prob would have won the fight, but I didn’t know that at the time. It also makes sense looking at it now that maybe Pan decided to focus on the fight against Pythium in 74. Instead of two half-strength armies both likely to lose, combine them and make one, more powerful stand.

I think that’s about all I have time for today. I really hate quitting right here, because I think the next turn is the most pivotal in the game from my perspective (Machaka and Eriu have different perspectives I’m sure). As such I want to make sure I give it proper attention and I don’t think I can do that right now.

Aside: I constructed no equipment during that game.

I’ve been wanting to post on this whole issue with Nate, but haven’t had time.

First off, I feel really bad for being a jerk. In Crooked Trunk, someone was pretty rude to me via PM and it made the game less fun for me (tho I fought through it). As such, I sympathize with where Nate is coming from on this.

I was shitty and rude and I had handled it differently. It’s not acceptable.

Unfortunately, I have trouble finding the “mildly peeved” setting which is where this sort of thing should be slotted. That’s a me problem and I’m not using it as an excuse. Still not ok.

This situation is frustrating for the reasons I mentioned above regarding Scribble’s position, and a variety of others. So while I realize that my actions on the forums were awful and detrimental to the game, I also feel like Nate’s actions in the game were too.

Quick Story (csb) - When I was in college, we played risk in the dorms a bit. There was one guy we finally refused to let play though. He was a good guy a\in general. But most of the time before the game was over, something would come up and he would have to go. So his last turn, he would just move all his guys onto his nearest neighbor, effectively killing them bot and then leaving. (/csb)

Nate’s actions here felt a lot like that. He says otherwise and I am convinced he believes what he says. That somehow he determined that I was the threat, not Scribble. As my previous shitty posts outline, I don’t think this idea has much merit, but I now believe Nate thinks it does.

Regardless of who is/isn’t right, the way Nate handled it and played it out in game wasn’t fun for me. I also think it was bad for the arc of the game, but that could be conjecture.

In all honesty, it also galls me that this makes two games in a row where Nate has convinced me to send my troops away so he can invade me. That can certainly be chalked up simply as Nate > Me. But it rubs salt in the wound for sure (second time shame on me and all that). If he had attacked someone else, it would have still been frustrating, but honestly, not as much (it’s embarrassing for me to admit that).

I love Sharaleo’s attitude through this. Very composed and matter of fact. I was honestly trying to take his cue on letting it go when I made the shitty comment about the shape of the Earth. But of course I had to get a jab in… because I guess I just suck sometimes.

Bottom Line - While I think Nate’s actions were ill-conceived and potentially king-making, that doesn’t excuse me. I should have been less of a dick and I feel bad that I sucked the fun out of the game for Nate. I apologize for being an ass towards Nate. At my age change is difficult, and this certainly isn’t the first time I have had to apologize for shitty behavior; but I will make an honest effort to behave better in future situations.

Oddly enough. The Crooked Trunk/Kill Scribble victory conditions were precisely designed to reduce the amount of kingmaking that was going on in qt3 games.

Looks like there just isn’t a way around that.

Count me in. I think having room to breathe during the first online game would be a good idea.

-Hank

The biggest adjustment to competitive multiplayer is how quickly some of these folks ramp things up.

Count me in. Breathing room would be nice…

Seeing as how long Dom games take, you guys must play multiple matches at the same time? Where do you find them?

A few games ago, dfs and I got into a wonderful little exchange. I think i was beset first, and he nibbled a few of my territories to ‘safeguard’ them. It bugged me at first, but there was little i could do. I did recover, and we started a wonderful series of ‘safeguarding’ each others territories. I’d like to think we were both smiling while we did this lightly-veiled duplicity…and if we weren’t, well i certainly was.

Part of the MP experience is the adversity and challenge of people not doing what you expect them to do. Finding creative and alternative solutions to unexpected problems can be as important as fielding the best armies, or the best thugs, or…anything.

Hello, good people.

Haven’t been on here for a while; I’m not playing much Dom3 these days because I’ll be traveling soon for two months and can’t get into new games.

I need a sub for the only game I’m in currently. It’s a no-noobs thing called Shear dem Hydras. The game thread’s on the dom3mods forum. Diplo is machiavellian (seriously), and trades are binding. I’m playing as MA Caelum, it’s turn 45, and the position is pretty strong (leading in all graphs, diversity issues largely solved, holding 3 out of the 4 caps required for victory).

Anybody here interested in seeing this through?

Where do you find them…
Tenuki mentions dom3mods. Perhaps Gandalf Parker can illuminate us with other choices now that the shrapnel forum is a ghost town.

How long…how many…
Games start at a 48 hour a turn pace and slow down from there. 72 hours a turn by turn 30 is common. Remember that during that time you have to Take your turn which and check it which can take an hour or two in the late game. Write any documentation about the turn so when you pick it up again you know what you are thinking. Conduct e-mail/pm diplomacy often with folks who do not share time zones with you. Build games to test your tactics.

I think the general advice here is to be very wary of committing to playing more than two games at the same time. You get in a real life time crunch and things start to slip.

There were certainly smiles on my end.

Oh. That’s very tempting because I’ve been playing exploring EA Caelum, but I will be out of communication myself during much of the holidays. Hopefully some other kind soul will give it a whirl.

This is a very good chance for somebody who has not seen many end games to get some experience. I suspect Tenuki could brief you on his plans and schemes and strengths and weaknesses. It’s a no lose proposition. If you win, you win! If you lose, everybody is greatful that you kept the game flowing after Tenuki left.

Umm, this may seem a little silly to say, but I put quite some effort in my strategies and would be slightly sorry to see the result ruined by a, uh, by somebody who has little or no experience with end games.

The main edge I have in that game is a huge research lead, so there’s a ton of options for scripting armies. The game is also explicitly labeled as no noobs.