Dominion 3.0.7 MP Guide

Share and discuss your gameplay strategies.
posted on July 4th, 2009, 8:32 pm
Last edited by Anonymous on July 7th, 2009, 3:10 am, edited 1 time in total.
Well, it's here! :woot:  The Dominion 3.0.7 Multiplayer Guide!  While I love all the races, I have to say that the Dominion are still my favorite, and I hope this helps people want to play them more often online.  The outline in which it is written is the same as those that Dominus has written, because it will most likely be going into HitchHicker's and I wanted the flow to be the same when reading it.  Hopefully soon I'll be adding a team play section, of how the Dominion can best work with the different factions, as well as a few new build orders I'm working on for certain situations.  I hope you enjoy it and I hope this helps.  And remember: 

Your online victory....is.....LIFE! :thumbsup:

Edit:  Version 2 is out.  This version describes in greater detail some of the small nuances of dealing with building Space Refineries and Ketracel Synthesizers.  It is a great deal more clear and specific so new players will hopefully have an easier time starting out.  Also, a lot of screenies and whatnot were added by Dominus, so the appearance is better, as well! :woot: 

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posted on July 4th, 2009, 9:25 pm
omg, thank you mal  :thumbsup:
posted on July 4th, 2009, 11:29 pm
Very nicely done Mr. Mal :)
A few small capitalization errors quotation errors I noticed, but other than that, the English is superb and clear, and the tactics are well written out  :thumbsup:

I'm not necessarily convinced about the T-15's new "role", but I believe I need more experience in that regard as I've been concentrating on other factions lately ...  B)
posted on July 4th, 2009, 11:59 pm
now i know where i did a few mistakes before, f.e. building the ketracel station way to early and the second yard to late and all these lil things, that had it summed up to the point of no ressources left and lesser ships, which was the big neck breaker.

thank you again. this is really helpful.
posted on July 5th, 2009, 12:46 am
Since you ain't on MSN, I'll just post some things here :P
I've begun adding screenshots, and done some extremely minor corrections. If you give me the go ahead, when I release the new version of the mega-guide tomorrow ( hopefully if I have enough time) it'll be in it :)

Once again, great job  :D
posted on July 5th, 2009, 12:47 am
Yeah, with the T-15, I don't think you can get them out early enough anymore, with the increased cost to ships.  This is with the two yard build.  I'm working on a one yard build that would get you to the Large Construction yard sooner, and then you could make T-15s, but I think it would be better for team games, not 1v1.  It's part of the new builds I'm talking about.  I think it's 1 yard, then 4 turrets, the the tech lab and then the large yard, spamming bugs and T-15s.  But I need to actually test it in MP before it gets released.  Like I wrote in the guide, it's a great ship, especially once you reach officer level with it, because the area effect is killer.

I also know how you feel, Klok. :blush:  Dominus could tell you that since 3.0.6 came out I've been complaining about how I couldn't make the Dominion work, and I was constantly getting wiped out against decent players.  But I've figured what works with them for now, so hopefully we'll see more people serving the Founders. :thumbsup:

One thing that I might make clearer in the guide is that you really have to break free from the "purchasing supply is bad" mentality if you have it.  The first two supply purchases are great for the Dominion, because they're cheaper than normal, so you're actually gettting a deal by buying them.  I always take the first one and save the second for later if I need it.  Whatever maintains ship production while moving forward.
posted on July 5th, 2009, 7:26 am
I found that placing a ketracel mining station with a single supply miner near each moon you have practically guaranteed supply intake.
posted on July 5th, 2009, 11:52 am
hm.. and you think the needed ressources for the second station are worth it, compared to just a second miner send to the other moon?
posted on July 5th, 2009, 12:55 pm
Last edited by Dominus_Noctis on July 5th, 2009, 4:07 pm, edited 1 time in total.
Yes, even though the second miner doesn't begin unloading immediately, the extra resource cost is phenomenal at that stage in the game--I wouldn't recomend building a second Ketracel Synthesizer.  :whistling:

EDIT: (I meant a second K-synth at the same moon pair)
posted on July 5th, 2009, 2:33 pm
yeah, just tried that.. even the AI was killing me, cause of the lack of ressources (and so the lack of ships).. so nothing for early to mid game, maybe an option for late game where ressources are no big deal
posted on July 5th, 2009, 4:05 pm
I just re-read the guide and I guess I didn't mention that you do use a second miner (which ends up being the worker that built the thing) with the synthesizer :rolleyes:.  So, 1 Synthesizer between a moon pair with a miner going to the tritanium moon and a miner going to the dilithium moon.  The synthesizer can't take more than two supply miners due to the time it takes to unload.  And you're right, Klok.  You do need to build them late early or mid game (it usually signals me that I've just hit the mid game phase by the time I make 2), basically as you have the resources without stopping ship production, and I recommend 1 synthesizer per moon pair (usually 2 total), especially when you need to start researching upgrades and specials.

Also, I mentioned that you use your tritanium miner to construct the synthesizer, so don't build a worker for it.  this will save you 148 dilithium, and you can go without the second tri miner for quite some time, as the dominion don't have as much need for tritanium that others do.  Then replace them when you have the resources.

To answer your question, I do think you need 2 synthesizers, otherwise you'll end up with a supply deficit.  I'm usually letting my supply count hit pretty low, to maximize ship production, and then build two to let it slowly build back up.  It's also planning for the future, as once you start building bigger ships, Perimeters, and upgrades, you're going to need the extra resources to handle 3 yards on the same 2 moon pairs if that's all that's available.

I'm going to go over my guide with a fine-tooth comb and write a hotfix where I fully explain supply and stations better, because this aspect of the game is so cruicial. :blush:
posted on July 5th, 2009, 10:06 pm
yeah, and by the way, you didnt mention anything about freighters at all after the first 2 workers from the cloning facility in the beginning. so maybe you could write a general sentence like "only 2 freighters per moon" or like that. (you do have 2 per moon dont you? otherwise i cant explain myself the "constant flow" o0)
posted on July 5th, 2009, 11:55 pm
Yep.  That's some of what I intend to clean up.  I do remember mentioning creating replacements for the tritanium miners, but I'll write it more clearly and have version 2 written either tonight or tomorrow, focusing on the resources section.  ^-^
posted on July 7th, 2009, 3:16 am
A new version is out, that explains mining aspects of the game in greater detail and has some screenshots added by Dominus. :thumbsup:
posted on July 7th, 2009, 5:32 am
coolio :)
nice work man - again  :lol: :thumbsup:
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