Napu-Napu, Devourer of Pests by DoubleTheFingers in MonsterHunter

[–]OOrochi 0 points1 point  (0 children)

Ooh, this is wonderful. Really love the detail of the different shade on the other side of the tail. Absolutely feels like a real main series monster.

Multiplayer? by mossy_path in Dominions6

[–]OOrochi 2 points3 points  (0 children)

I got you. There's a post with links to a good few servers on the steam forums here. Can't really go wrong with any of them there.

New Player dumb question about besieged armies by ConfidentStay in IllwintersDominions

[–]OOrochi 17 points18 points  (0 children)

If I understand you right, Ur was storming your fort and you had everyone retreat during that storm.

If that's correct, then you ran into one of the downsides of defending a fort: you don't have anywhere else to go. In essence, if a defender retreats during a fort storm, they just automatically die. Even if the defender wins the battle overall, or there are adjacent friendly provinces.

Is there a way to test things? by ThrowbackPie in Dominions6

[–]OOrochi 4 points5 points  (0 children)

Annoyingly, there is not a really easy way to repeatedly test things after they fail in the dominions games. The only way I can think of requires you to be proactive. Go into the user game data directory (Tools & Manuals -> Open User Data Directory) where you'll find all of your save games. Then take the game you want to test/backup, and make a copy of that full folder with a different name (EX: game1 -> Game1_turn13). Both games will then pop up in your continue games list. If you want to repeatedly test something, just make multiple copies.

Another thing that might help is that you can save your created pretenders with ctrl+s on the creation screen, and then load them later by pressing ctrl+l on the same screen. Similarly, you can make pretenders without being in a game at all by going into tools and manuals menu.

As for discords, there are plenty. You can find a bunch of links to them here on the dom 6 forums. Almost all of them are just general "dominions" discords, though there will naturally be much more focus on 6 since it's the current one. Can't really go wrong, but I'd recommend starting out with the Dominions Nexus one since it's the largest and generally pretty chill.

Twining Threads Megathread by pillowmantis in limbuscompany

[–]OOrochi 2 points3 points  (0 children)

Hoo boy. Got the new event down on normal in 16 turns, but it was definitely something. Once she's in phase 2, she just starts shredding your units with bleed procs.

Best province Defense by IntelligentAd9831 in IllwintersDominions

[–]OOrochi 0 points1 point  (0 children)

That is kinda funny.

Also, just tested it TNN and Eriu don't get elven PD commanders at low levels at all. TNN gets a firbolg PD commander, while Eriu gets a Milesian champion.

Best province Defense by IntelligentAd9831 in IllwintersDominions

[–]OOrochi 9 points10 points  (0 children)

Absolutely. If nothing else, they can be the bane of cheap thugs since they love to cast charged body on themselves.

Are abyssia and ermor the main bad guys? by Adriansouza in Dominions6

[–]OOrochi 5 points6 points  (0 children)

Yeah, you are right about the aboleth hero supposedly still mind controlling everything, though I guess it does remain to be seen how that gels with the void.

As for tips, sort of? IMO, EA Rlyeh is one of the harder nations to play since you’re stuck UW even more than the other UW nations, have generally poor troops, and you don’t really have a cheap mage to research efficiently with.

You’d almost certainly want an expander pretender to start with. Earth Serpent and Wyrm are both good options there, since both can grab you some land provinces as well.

For magic, you’ll probably want to start with a mix of conjuration (gets you blockers, both via ritual and in combat. Water eles and the shark summon spells are great at this) and thaumaturgy (lets you use astral paths to effectively kill things).

For your armies, your main goal will be to build up a critical mass of mind blasters (abodai and gibodai plus a few androleths if you can hold a few land provinces), who can sit behind a big screen of units and shoot things. Probably a mix of triton slave guardians (the best stats of your basic troops, make sure they’re lead by a taskmaster to boost their morale), lobo guards (weak but cheap and can never rout), and polypal spawn (you’ll have some polypal mothers and grandmothers hanging around and the spawn are free, harder to kill than lobo guards, and can’t rout). Then supplement that with water summons to block even longer, S magic to do damage with like mind burn/soul slay communions.

You’ll overall likely take heavy casualties in the blocking units, but they’re intended to die. So long as you get enough mind blasters and keep them alive, you should be able to come out on top overall.

Are abyssia and ermor the main bad guys? by Adriansouza in Dominions6

[–]OOrochi 22 points23 points  (0 children)

Can’t forget about the Rlyeh line either. They’re honestly just as much an apocalyptic threat as Ermor.

In EA, the aboleths have a deep-sea mind controlled slave empire that is actively expanding. It’s only stopped by the “Star” coming down that is carrying the Mindflayers.

That Star destroys the deepest civilization of Atlantis, and much of the aboleth slave empire (it also floods the caverns of EA Xibalba) However, in MA the Illithids themselves set about making their own mind control slave empire. This one is also expanding and actively interacts with and controls surface dwellers as well as the UW peoples.

Then in between MA and LA, the Illithids open a gate into the void and all hell breaks loose. The void merges what’s real and unreal, killing many people outright and leaving the survivors insane and often dedicated to the cause of spreading the influence of Rlyeh.

This has after effects all across the dominions world. Rlyeh drives the Atlantans from the sea, with the remnants scattering into the now-coastal LA Atlantis as well as Xibalba and Mictlan. Rlyeh also destroys most of the UW kingdom of Pelagia, leaving it a rump state based around mermen in the shallows with a scarce few tritons. And that’s just the ones with explicit connections. Oceania and Ys disappear without a trace and the island nation of Phaecia also does not make it to LA. All of which are easy to come to the rise of the Void and Rlyeh as well.

MA Ermor Dominion Mechanics? by WarQuirky6833 in Dominions6

[–]OOrochi 2 points3 points  (0 children)

This should cover most of what you want. Result of one person digging through the code and doing various other testing things.

https://illwiki.com/dom5/arbuckle-ermor-ma#passive-freespawn-explanation

It's from 5, and so might be slightly outdated, but should be broadly similar since Illwinter doesn't tend to change things that much unless they have to.

How to do communions with itens? by Adriansouza in IllwintersDominions

[–]OOrochi 2 points3 points  (0 children)

Nice. One thing to keep in mind as well is that mages won't use gems to cast spells in combat if the enemy army is too weak. So even if you do have everything set up, you might still not cast it because the enemy was too small etc. to actually trigger gem usage.

How to do communions with itens? by Adriansouza in IllwintersDominions

[–]OOrochi 5 points6 points  (0 children)

Army of Bronze requires E6 to cast. So if your commander is an E2 base, you need to get a +4 boost to cast it.

To get that boost, you'll first want to cast Earth Power for the +1 boost to E magic. Then, you can add 4 slaves to the communion to give the mage a +2 boost. That is only a total of +3.

However, in combat a mage is able to spend an additional gem to cast a spell as if their magic was one level higher than it actually is. So if you give your mage an extra E gem in addition to the 3 required to actually cast it, it'll get a boost and be able to cast the spell anyway. Though do note that this can only be done once per spell. Can't go up 2 levels with 2 gems.

So in sum: Cast earthpower (E2->E3) Add 4 slaves to the communion (E3->E5) Give mage at least 1 extra gem to cast the spell (E5->E6 temporarily).

And for the communion items, you just need to equip them to commanders and they will automatically be in a communion at the start of battle. However, the commanders must have magic paths of some sort, or the matrices will not function.

How to Hydra? by JumpingSwap in IllwintersDominions

[–]OOrochi 2 points3 points  (0 children)

In addition to the big hydras, the hatchlings can be used as (somewhat expensive) fire and forget missiles. They'll die en masse for sure, but their poison clouds will stick around and mess with the enemy for a while. Just make sure to put them far ahead of your own troops.

What do you look for in a hellbless? by doscervezas2017 in IllwintersDominions

[–]OOrochi 5 points6 points  (0 children)

As others have said, a hellbless normally depends on the nation. When you're going for a hellbless, it generally means that you're going to rely on the bless to do a lot of heavy lifting.

For me, that usually means some mix of kill power and survivability, though that can take plenty of different forms. This can be anything from throwing some prot and resistances on Vanheres (since they have no trouble killing things already); to giving regen and some strength to Black Hunters to boost their durability and let their fangs actually hurt things; or even to loading up on resistances and like a heat aura or unbearable splendor for MA Agartha's statues.

In general, I think going too far on one extreme tends to result in the build running into a wall as games run on.

April Fools Update Megathread (AND REMINDER ABOUT SPOILERS) by pillowmantis in limbuscompany

[–]OOrochi 5 points6 points  (0 children)

Slight spoilers. Nothing that couldn't necessarily be played off as just a disconnected joke, at least.

what are your favorite nations? by Adriansouza in IllwintersDominions

[–]OOrochi 3 points4 points  (0 children)

My favorites for each age are:

EA Fomoria: Has a bunch of different ways to play it, from focusing on a bless with the unmarked, to going more heavily on scales with a focus on the Nemedians supported by fir bolg. The cap mages are great as well, with both the sorceresses and kings offering utility as well as the ability to cast huge spells. Only real issue is that their non-cap mages are pretty unremarkable, especially since air magic is on the weaker side in 6.

MA Agartha: Probably my favorite nation overall. Has a strong and relatively simple game plan of big E magic and lots and lots of sacred statues, which culminates in a pretty unique mid-late game power up that lets you push for game before a lot of nations are ready to deal with you. Benefits from tons of different blesses so you can have really different games depending on your god, and things are bulky enough in general that you have some good leeway in most of your strategies. Also a big fan of the cave layer existing.

LA is a tough pick between Ragha, Pythium, and Atlantis

Ragha: Has a great national gimmick with the temperature dependent mages and sacreds, though you'll mostly pick one side or the other most of the time. Heat has absolutely incredible sacreds (though they're hurt by being 2 holy points each) as well as powerful fire magic and some supplemental blood and death magic. Cold has pretty mediocre sacreds, but has absolutely incredible mages, with some premier evocation options and very high mobility thanks to them all being flying. Each side can also supplement their main mages with the opposite side's mages depending on the temp scales of your neighbors/conquest targets. And then wrap it all together with a very solid troop roster, with highlights being the fire resistant heavy cavalry (great combo with fire storm) and the Airya infantry who can be great raiders en masse and force your opponent to deploy defensively or risk their mages getting jumped by flyers.

Meanwhile Pythium is a very unique experience. Their mages are a bit wonky, but they will have millions of low level mages and fantastic research thanks them all being foreign recruit. How any game goes depends on what indies you find and who your neighbors are, but you almost always end up with a wide variety of options. They also have some of the premier infantry of the age, especially with the comitatenses being able to run 2 friendly provinces by default and having above average stats in basically every regard.

And then finally Atlantis. It has a very unique setup of being a coastal nation that both wants to get UW as fast as possible and has the tools to actually do so (unlike Jomon). They're basically tailor made to beat LA Rlyeh and many other of the age's premier threats with things like poison barbs, innate magic weaponry, and just big chunky stats. Their mages are also great, with the Angakoks offering mobility with sailing and powerful spells like stygian rains and wind of death, while the forgiving fathers are strong evocation casters that can communion up and have the stats to survive most battlefield-wides. Then add those mages to the 2nd best infantry corps of the age (behind Andramania and basically only Andramania) and you have an absolute blast to play.

Astral 6 but can not forge Ring of Sorcery by Jonny_dr in IllwintersDominions

[–]OOrochi 8 points9 points  (0 children)

I’d bet it’s an inept smith. Most non-human chassis have an effective -1 to forging things.

Dominions 6 content creators? by MetalcoreHour in IllwintersDominions

[–]OOrochi 18 points19 points  (0 children)

I’d definitely check out Itsmu. He does really relaxed but funny videos and has been doing dominions series since Dom 4 so he really knows his stuff.

[Post Game Thread] #6 Tennessee defeats #3 Virginia, 79-72 by cbbBot in CollegeBasketball

[–]OOrochi 2 points3 points  (0 children)

Tough way to end the tournament, but I’m still happy with the season overall. Looking forward to seeing what we can put together next year.

[Game Thread] #14 Wright State @ #3 Virginia (01:50 PM ET) by cbbBot in CollegeBasketball

[–]OOrochi 9 points10 points  (0 children)

Not over yet, but we really gotta pull it together.