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Such crusading obviously worked, so its impossible to find a game with gemgens now. CBM was promoted until EVERYONE believed that nobody should play without it. It doesnt necessarily mean its true. And then it changed the game in such a dramatic way. |
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for just long enough, then I'm going to win the game by forging clams. Quote:
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Would you really choose to play a middle age game as Marignon with gemgens enabled? In a game where C'Tis, Oceania, R'lyeh and Bandar Log are your opponents? After all, you have better troops than all of them, and if you really prefer the strategic game with gemgens you should be happy to play any nation in such an environment. |
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ComfortZone was the most recent vanilla game I joined, it started last Nov. Cleveland posted the OP, and it had 14 signups already the next day.
I agree that some of the early comments regarding gem gems in the "Clam Shortage" thread were out of line, especially the "go play with yourself" one. But if Xanatos had started a game that sounded more fun, with better parameters, and just stated right off some reasons that it was going to be include gem gens, he probably would have had more people join. Kuritza, I didn't see any game thread in the MP forum started by you. "Clam Shortage" has got no graphs, it's all-age, and it's got no victory condition other than "last man standing/concession", on a 20+ player game. And it started off non-CBM and then switched to CBM, for additional unappealing wishy-washyness. I think it's kind of ironical that you're complaining here about people not playing vanilla, but then you bailed on "Clam Shortage" because it included the vanilla nations LA Ermor and LA R'lyeh. |
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Not true with CBM 1.6 anymore. Quote:
But actually, I was responding to Baaltz's comment that somebody might show me the power of monkey troops. :) Quote:
And, my oh my, not all games are won by Ctis and Rlyeh either. Not even by MA Pythium, although it kind of dominates MA. Maybe thats because clams are not the MAIN factor? Quote:
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Thanks for proving my point. Quote:
Ermor is even worse in CBM anyway, since, you see, troops are more important there. |
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Personally I'd be happy to play Bandar Log against you on, say, Urgaia. But, since you've already indicated that you don't play the game anymore (Though why you hang around the forum then I don't know), I guess we'll have to skip that. |
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Who is kidding whom again?
Ah wait. You probably didnt realize you can remember (write in a text file if thats easier for you) guys with clams for returning and global buffs, pool in the beginning of every turn and just give these guys pearls again. Thats what I do, and it works like a charm, and it doesnt take much time. |
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But its possible to build mages and fight at the same time, believe me or not. Quote:
Ashdod is banned all too often now, so cant blame them for not winning. Quote:
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Or... you mean a 1vs1 game on a Urgaia map? And how would making a custom build for overcoming one opponent prove that monkey military is good enough without clams? |
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Again, see Artifacts. I had at least one gem gen on every single commander that wasn't fighting, two on most, and shuffling the damn things around when I needed to pull commanders for combat duty was really horrible. Oh, and armageddons were going off, so scouts and the like had to be armored, or beefier clam holders were required. Until you've been through a post-armageddon 300+ gen income/turn stalemate you're really not in a good position to argue the effect of gens on the high-level games that are played.
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By the way... In order to clam, Bandar Log either need to summon a Yakshiny or Naga, or construction 6 and two boosters. (One of which requires water 3 to make, but thats a minor detail indeed). Quote:
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I have a feeling this discussion could be heading down Monkey PD Boulevard soon.
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)))))))))))))
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This whole "Everyone wants everyone to play CBM so it means newbies use CBM" is not true. Take this game for example - It is a game set by newbies for mostly newbies, in which I suggested using CBM, but they preferred the vanilla game to that to actually learn the game as it was made, not how the community wants it to look. I'd still suggest starting playing with CBM if a new such game was hosted, but it's purely up to the host/players to decide the game settings, not the community. Of course, if community doesn't want to play a horribly unbalanced vanilla game (and admit it, some nations are simply very very much stronger than others still even in CBM), they won't. Simple as that. But I've yet to see anyone prove this point despite throwing such accusations around. I was in ComfortZone myself, but I was eliminated by three or four player alliance in the midgame, and it was definitely fun.
Kuritza, I know you've sworn quitting the game, but I'd really suggest you to start a non-CBM game if you want to play in one, or play with CBM 1.5 (with gemgens) or modify CBM 1.6 to enable gem gens again if you think that is the only point. You keep talking about how this change if wrong, when judged by most experienced players it is not. And like I've stated before, I don't agree with all the changes in the CBM, but it definitely makes the game much more fun to play with much more options and better overall balance. |
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I agree with Quitti.
I was a newb regarding DOM 3 MP games and joined 2 games about 2 months ago: One is vanilla,the other CBM 1.6. The vanilla game filled very fast and consists of some newbies and some more experienced players also. The consensus in the vanilla game(Casual EA) was not using CBM to get the original feeling of the game,the developers wanted it to be. I must say,now that both games are around Turn 40,that personally,i find CBM much superior to vanilla. I dont agree on all changes it makes,but on most. I especially like how it increases the options on pretender design,which clearly is a big downside in vanilla,since most Pretender chassis are simply too weak and/or expensive to take. And you have to consider,while CBM now removes Clams,most of the so called "clam nations" have been slightly improved in other areas or simply benefit more than others from the overall balance changes e.g. better early summoning spells via cheap dragon master. Ive played a lot of DOm2 MP End games and i know what it means to battle it out with hundreds of clam holders. Turns taking 12 hours+ mainly because its so tough to micro all the artifacts/gem gens and deciding how to spend those 300+ gems the most effective way.Thats not fun,thats a pain. |
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The CMB doesn't balance nations. Especially with the removal of gem gems (which I am all for BTW) the nations are unbalanced in a completely different way than in the vanilla game - bandar, machaka and the like weakened, blood nations made stronger due to fewer gems (which can probably be offset by higher magic settings), etc. But the fact is that regarding nations, CBM is as unbalanced as the vanilla. Magic system is better with lesser summons cheaper (sometimes too cheap) to make them worthwhile. Still, I'd recommend new players to start with the vanilla version.
Oh, and BTW I think Bogus and co. can be used with their orders, but orders shouldn't be copied to other units. |
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Could you explain, by the way, which nations are so unbalanced in Vanilla compared to CBM? Mictlan? Now that it retains blood magic while gemgens are void its possibly stronger than ever.
Buffs to 'clam nations'... you mean the naiad warriors? ))))))))))))))))) Its the best joke ever, really. Oh, and the hero blades. Because national troops should remain important, and woe to thee if yours suck. I wholeheartedly agree that pretender options are better in CBM, and thats why I preferred CBM to Vanilla myself until now. |
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I am under the impression that CBM favors early SC pretenders wich is defenitely the least fun idea of a game.
*Titan like pretenders have reduced new path costs and sometimes reduced cost overall *const 0 under CBM has most equipement (swords, shields, etc) to free early research towards Alt So its such a no-brainer that you will rarely see anything else in MP with CBM. |
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Torin:
That is definitely not my experience with CBM at all. Nations that want a big bless still take a big bless. Some starting SC chasses have had their costs increased to make them balanced. Gorgon and PoD come to mind. Rainbow chasses are generally buffed, making them much stronger choices. Titan chasses are generally horrible awake SCs. They often need equipment to SC, and you may or may not have the gem income to forge any early. What titans are good at is (1) mid game SCing and (2) bless chasses because they combine a couple paths with high base dominion. The good starting SC chasses are either made worse in CBM or left unchanged for the most part. Wyrm is unchanged afaik, PoD, Gorgon, and probably Moloch are more expensive, and so on. Cyclops has also been nerfed, and he can potentially SC out of the box (although he really wants a weapon if nothing else). |
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CBM 1.6 is for sure not the end of the road. After lots of games being played out under it,we might see the whole impact no gem gens has on this complex environment and might get a very well balanced CBM 1.7. For me ,Astral Magic was way too overpowered due to gem gens. Its all about counters. There are several ways to counter a strong blood nation for example...since it has to actually defend its territory in order to keep the economy going.Also you cant alchemize your blood slaves and most summons are limited,with often several blood nations fighting for the uniques. Talking about clam hording nations with astral magic,what can you do against them if you dont have lots of clams and/or decent astral magic yourself? Now with the bigger maps in Dom3 ,its often very tough to do something against that nation you know that is clam hoarding,but is turtling at the other end of the map. And those horders can easily use their clams to alchemize to death or Nature,too,for countless tartarians. So,what i am saying,basically you need water+Nature and probably good astral to stand a chance in any medium to bigger sized maps with gem gens.That IS definately taking away a lot of strategic options for most nations Talking about Machaka is interesting. They dont got any Astral and are more in Fever Fetish forging than Clam hoarding. I seriously think Machaka does a lot better in no gem gens games now simply because other nations cant forge clams. Btw, i would like to see the fever fetish remaining in the game,with maybe slightly cost increase , anyways. In addition there has to be some earth booster instead of the blood stone. |
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[quote=Kuritza;723249
You can get clams and/or decent astral magic yourself. I did it with Bogarus, Vanheim, LA Man etc, you just have to plan ahead. And it doesnt exclude all other possibilities, as far as I am concerned, except killing everyone with just your superiour troops around turn 50.[/QUOTE] That means every single game is built around forging clams,right? Every single time you build a pretender regardless of the nation u have to think about how to get clams and to cast astral spells. And even if you plan ahead that way every time,you end up without any chance vs the real astral or clam powerhouses that dont have to rely on path boosters/lucky indie mages for forging or the pretender/indie mages for casting astral rituals. This is exactly why many nations are nearly unplayable on big maps under vanilla if you are up vs competent opponents. No gem gens means much more room for nation specific strategies. Its time to plan ahead DIFFERENTLY,relying on clam hoarding isnt the game winner anymore. |
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but what about late game with limited gems? You'd probably see dragged out stalemates until somebody lucks in keeping a game-winning global up? Everybody is forced to invest in blood? Castling every province to keep the defense bonus and get spawning summons everywhere?
I don't see any chance to end the game unless there is something completely unbalancing in which you have to invest initially but that develops into an unbeatable juggernaught. To my - limited - experience clams are competing for much needed N gems, so you give up performance mid-game to achieve the effect. If it were that they cost 15N5W or (15N15W for more difficult path requirements) the initial investment is steep enough so that you have to chose to thug out another guy or forge a clam; ditch the earlier parts of a game just to get to the requirements for eventually snowballing returns. Some players will do at the risk of getting eliminated early, some will not and might get rolled over in the end. But that is a strategic choice. To sum it up, what do you think should the end game look like and by what means do you think one should decide the winner? |
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[quote=fantasma;723253]but what about late game with limited gems? You'd probably see dragged out stalemates until somebody lucks in keeping a game-winning global up? Everybody is forced to invest in blood? Castling every province to keep the defense bonus and get spawning summons everywhere?
QUOTE] You would see....diversity! And about limited gems...e.g. 200 gems per turn should be still enough for lot of end game action+ you can play bigger maps or increase magic sites if you want more. -Games may last longer on average,but since the turns take less time to play without microing gem gens,thats ok imo. -Blood isnt nearly as game breaking as having say 300+astral income per turn.Skipping Blood,or only going very small into it, is perfectly viable imo.Also ,as i said earlier,if more players compete for Blood,Blood becomes weaker bc of the limited summons+you cant alchemize it. -Game winning globals are very tough to cast without clams. You would risk to be a lot behind in other areas to do that. Dont forget,u can still alchemize your other gems for astral if you have to dispel that nasty global,the opponent just put up. -tartarian commanders will be fewer in numbers,bc wishing for the chalice will be tough,and GoH will only be possible for good nature nations. -National troops will be more useful in end game since everyone has less powerful magic troops. -Expansion will probably be more important right from the start,since more provinces=more gems. Waging war early will become more profitable again,but turtling still remains an option because of superior research. -Players losing a war and wishing for armageddon before going AI wont be seen. |
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Yep, I called it. Fell deep into troll territory.
Dominions without gem gens isn't worth playing because you have no options Everyone is forced to play with the latest version of CBM despite the fact many people wish they could just play vanilla Nations with troops having obvious weaknesses are unplayable Come on now, what's the point of trying to argue with somebody who vehemently asserts and defends positions such as these? I would offer to show him that monkey troops can be far from worthless but its pointless. Bandar vs Marginon? Sure, just fight under iron bane for a great equalizer. Toss in a couple other support spells and watch markatas tear the living crap out of dual blessed Knights of the Chalice while any Marignon support mage with more than F1 evaporates under magic duels anytime they step out of a castle. Xbows? Sure, they're pretty good against unsupported monkey PD, but you do realize Bandar has access to everything from arrow fend, storm, mist, and battle fortune to chaff spells like swarm and howl, right? Those xbows firing every other turn doing much for you now against a big swarm of berzerking monkeys? What in the holy hell do you think you're gonna bring to any real fight that is going to win, much less dominate? But, like I said, it's a pointless discussion. Obviously he's got it all figured out and not interested in considering playing Bandar in anyway other than spamming clams until you have a never ending stream of Rudras. Or, more likely, he's trolling. |
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No he'd like to troll but he can't because a select group of players have completely taken out that part of the forums and gang up on anyone who says otherwise.
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Seriously, don't you think that without gem-gens game will drag out endlessly without anybody gaining significant power to win the game, especially on bigger maps?
Btw, I like the monkeys. |
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No, that's rather a large part of getting rid of gem gens - you can actually impact people's income by attacking them thus making it easier to end the game.
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It's funny how everyone manages to leave Niefelheim and Hinnom out of the list of nations that are hurt by gens being removed, since they're great at making them. It's not like the devs had some master plan where the crappy nations were the only ones that could make the gens, plenty of the really good nations have access as well, which means that a lot of the hand-wringing over the supposed nerfing that "clam nations" take is overwrought, since it's a lot closer to 0-sum than the alarmists would have everyone believe. (Though admittedly giving everyone more resources to work with does help weaker nations more than strong ones.) Plus it's really closer to a 0-sum game in general since everyone gets into clamming sooner or later anyhow. On the other side of the coin, some of the weak nations (MA Agartha is the poster-child here, but EA Agartha and LA Man have pretty solid claims as well) have NO access to any of the gens on their national mage paths, and they're the nations that are gonna have the hardest time affording more pretender time to diversify into the gens.
As Baalz said, removing gens is designed to link resources to holding territory, which is designed to force people to move their armies and try to hold territory instead of being able to turtle in one province with 300 gems a turn coming in. Artifacts had gens and did an admirable job getting bogged down, and Preponderance had to be dragged out back and shot because of the crazy gem spiral that developed (I was looking at hitting 40 clams/turn, which was about the most I could manage due to the 50-slot lab limit.) Seems like the new generation of games is doing a lot better in terms of progressing along. And to paraphrase Zeldor: Gens are a really lousy way to balance weak nations, why don't we just mod them so they don't suck and are interesting to play instead of introducing a really bad mechanic that happens to help them out a little more than other nations? |
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Another nice way of proving somebody wrong is to declare him a troll. Hi guys, my nickname is Kuritza and I am a troll. :) Yeah, sure. Fast expansion as the only way to win and nations with weaker military being reduced to nothing, its ok because some old players say so. For other old players too. And I am a just troll. I dont mind, well, its quite... funny. )) Now for being constructive... one possible solution would be to ask Devs for another patch, hard-limiting each gemgen to ~50 (or something like that) per nation. Or, even better, maybe a maximum of ~100 (75, 50) gemgens of all types, so you arent oblidged to make exactly 50 bloodstones, fetishes and clams to compete with others. Problem solved. |
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BL isn't an easy nation to play, so I'm not surprised they haven't been leveraged that effectively. Regardless, I'm confused as to why they're even under discussion here...they don't have any capital W income for clams, no national E income for hammers, can only site search both paths manually at level one, and need to take a detour to conj-4 to get access to hammer forgers and clammers, barring a sub 1% chance of Rishi randoms, and don't have real access to the other two gens, so they seem like they come out ahead of the curve by getting rid of gens.
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Yes, they fall out here amongst other things. ))))) But at least they benefit from clams greatly.
Before the clam nerf, I saw them as an initially weak, potentially very dangerous race with many interesting possibilities. Some of them I have found in Baalz's guide, but sticking to them as your main strategy would be plain suicidal. With some luck, monkeys may even leave the ranks of chronic losers before its too late for them and clams are gone... alas, there's a small obstacle represented by Toran's Pythium in their way. ))))) Quote:
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The problem is that people haven't realized that Ghanas are the go to troops for Bandar Log and all this theorizing just misses the point.
Bandar Log is a death nation. D9 white ones rule the world. Or really crank up the action with B9D9. I've tested it against Agartha and Oceania and it rocks. Wins every time in single player. Although I did have to boost the AI's by setting independents to 9. |
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Someone really needs to conduct some statistics on the HoF.
In particular, I would imagine BL has not won a game almost entirely due to the impression that they are weak, and thus occur in significantly less games than nations which are perceived as strong. If we looked at how many games BL failed to win that it actually could win, I'd be willing to bet you could reject the claim that they have done significantly worse than expectation. Heck, even assuming they've been in *every MA game ever recorded* you probably still couldn't demonstrate they've done worse than expectation given the sample size. I would take BL over Eriu any day, clams or no clams. Heck, I'd take BL over a number of nations in MA. |
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I don't think it's really necessary to respond to a claim based on the HoF record of wins. It's anecdotal evidence at best.
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Some people end games in a draw rather than slog through the extreme suck at the end, just to get their names on some list. The dom3 gui does not provide for effective management of large amounts of stuff, and it seems more like work than play once you get to a point where: you have to watch how much you are forging, in order not to fill up your lab; you have to track future gear for 3 or 4 thugs; you have to refill used gems on BF/BE-casting mages; you have to hire a Elludian Moon Mage in province #333, a Circle Master in province #421, and a Adept in #127 -- none of which provinces you've got a fort in anyway.
Back to the point: there was an MP game, "Blessing", that ended this way, and Kailasa was pretty much rocking the world with a large number of astral summons. Even though they had the Monkey PD. |
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Kailasa is a very strong nation with clams included. Either way, 43 recorded games, assuming that 40% (optimistic) is MA is 17 games, MA has 23 nations, BL is one of them (4.3% of the nations are BL), they are percieved to be a weak nation by many (and they do require skill to play correctly) so let's say if one game averages bit more than half the nations of MA, and bit less than half of those include BL, that'd mean they are in about 6-7 of the games even listed in HoF.
23 nations. 43 games in which 7 BL has taken part of. They haven't won, when there are: a) Ashdod b) Pythium c) Shinuyama d) other strong nations, include your preference in the game. Now if I've learned anything about statistics, a sample size of that amount (7 games out of 20 viable to even consideration out of which 4.3% of the nations has never won) doesn't quarantee a good place to do assumptions upon. Especially in a game like dom3 where luck plays a part of the game. The point with the 'BL not in HoF = it's bad nation' is moot. Thank you. |
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Since quitti likes being deliberately obtuse, I have decided to be clear.
The totally useless PD of Bandar Log nations is why it has never registered a single win in multi-player. The mages change, and troops are, of course, replacable, but it has never registered a win. NOT ONCE. Why? Because for 230 gold, or less, you can create an "invincible raiding force" that will defeat any Bandar Log PD below 20. After 20 the one Bandar monkey per point makes things mildly more difficult, but not much. You'll probably need 10-20 more gold in archers per point to route all the little monkeys which will route the bandar(you don't ever have to fight the bandar, you just have to make sure they route quickly). That's it. Raid the hell out of them. Easy. For reference, this is the pathetic Ape PD per point: Some Markata "soldiers"(Morale 7, Melee Damage 8, yes 8, 0 protection, 5 hitpoints) Some Markata "archers"(Morale 7, Bow Damage 6, yes 6, 0 protection, 5 hitpoints) 1/2 Per Point(YES THAT'S ONE EVERY OTHER POINT) Atavi "Soldier"(Morale 8, Protection 1) 1/2 Per Point(YES, AGAIN, THAT'S ONE EVERY OTHER POINT!) Atavi "Archer"(Morale 8, Protection 1) I'm just wondering if it's intentional that PD prevent Bandar Log, in any game, with any settings, from winning. Ever. Also, if you will notice, KissBlade, the only dedicated Patala (a very similar nation to Bandar Log) Player, has built his entire nation around anti-raiding power. That is, he gets the Vampire Queen. This is the correct thing for KissBlade to do. HOWEVER, IT IS PATHETIC THAT THE ENTIRE PRETENDER DESIGN BE DETERMINED BY WEAK PD. |
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I thought you were being sarcastic Sombre, but it seems you really believe that? By that logic Eriu should win almost every game they're in because they can smear almost everybody's PD left and right with cheap recruit anywhere thugs. Bandar Log is a challenging nation, no argument, but its disadvantages are far from being unable to be overcome. I must say I'm getting a bit frustrated by the cursory dismissal of suggested strategies I have *ACTUALLY USED* to defeat people as being unrealistic. I'd be happy to duel somebody who thinks Bandar is unwinnable so it can be demonstrated to me what it is that I'm missing. Should be easy enough since they can't ever win, right? I shouldn't even be able to put up a real fight I'd assume.
My challenge: 2 players Me: Bandar Log You: your choice of C'tis, Agartha, Machaka, Abysia, Jotunheim, Arco, Ermor, Vanheim, Pangea, Ulm, Shinuyama, Marignon, Mictlan Research: easy # of provinces: 50, randomly generated CBM 1.6 All other settings default |
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Monkey PD is fine. You just need to station 2 or 3 D9 blessed Apsaras in every province with an indy priest. Morale problems solved and you get that wonderful D9 banish spam.
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Some of you dewds should go back to IRC and just talk about people in private rather than bully them in public.
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Back to IRC? Madness! That's where we devise our most prized stratagems! It's only here you'll see them put into action!
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gem-gens were broken. gem-gens were solely responsible for many players quitting games and many games ending in draws. gem-gens will only work on small enough maps with small enough numbers of players (so form a small game and use 1.6cbm with gemgens reinstated)...
as far as unintentionally nerfing or buffing nations well... most of the nations which are bad and got nerfed too much "unintentionally" also have had many many many many balance patches coming from cbm too! bad nations that rely on clams are WORSE in vanilla than in cbm1.6 ... oceania commanders costs reduced and hinnom commanders costs increase etc etc etc... and i'm sure cbm 1.8 will have even better balance gem-gens are a dominating strategy of unimaginable power... when you play on a large map and 5different players are casting wish for gems everyturn and then some wars break out and 10armageddons get cast and then theres no more income left anywhere in the world and no more troops because of upkeep ... yeah... that'll be fun why don't we just all play games where there is 0income 0resources0supply and 100magical site settings oh and then theres the player without gemgens who is winning in every category and starts attacking players with gem gens.... he takes half their provinces and then he realizes that they have 10times his gem income despite having half his gem income on the graphs and then he gets attacked by 100tarts being lead by 10fully geared tarts also it's very common for games to be more popular with mods than without... things like x3, sev, moo3, ja2, beta-mount-blade ...etc... years of testing and hundreds of hours of work into fanmade patches almost always improve games! |
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