The new fort mechanics look more sensible too; it always seemed weird to me that more technologically advanced nations forgot how to build cheap forts, and so were stuck building one-size-fits-all citadels on places they'd never be attacked.
I will kind of miss building individual upgrades. I liked the sense that they and their upgrades were modular. Just upgrading a fort to the next level is certainly simpler though.Personally, I rather hope roads at least remain, preferably shifted to build-anywhere.
Really I want a better F1 overview menu. It works but it's still a visual eyestrain to sort through when you've got 60+ province in your empire. Really needs tooltips and the ability to do things like upgrade province defense directly from the menu instead of having to go to the province itself.Next time you're in the F1 overview menu, click the number for the defense. You may be pleasantly surprised. :P
I will kind of miss building individual upgrades. I liked the sense that they and their upgrades were modular. Just upgrading a fort to the next level is certainly simpler though.Is that actually confirmed to be gone? The system described doesn't preclude it, but I'm not in the beta so if you have more info than I do, by all means tell us.
Roads definitely remain, since I heard someone mentioning how they relate to the new movement system; they reduce the movement cost of terrain by 4.I will kind of miss building individual upgrades. I liked the sense that they and their upgrades were modular. Just upgrading a fort to the next level is certainly simpler though.Personally, I rather hope roads at least remain, preferably shifted to build-anywhere.
There is no interface improvements on that list sadly.Interface is totally redone, though I'm afraid I don't know the specifics.
Better ways of managing units and commanders would be nice as well.
Such a chore to add units to one of your 50 identical commanders in the troops list.
I will kind of miss building individual upgrades. I liked the sense that they and their upgrades were modular. Just upgrading a fort to the next level is certainly simpler though.Is that actually confirmed to be gone? The system described doesn't preclude it, but I'm not in the beta so if you have more info than I do, by all means tell us.
Hee, thanks. I noticed the thread linked both in the other thread and here after, which also added that they aren't build-anywhere; they're now map features. Ah well, it was never more than a forlorn hope to start with. ^_^Roads definitely remain, since I heard someone mentioning how they relate to the new movement system; they reduce the movement cost of terrain by 4.I will kind of miss building individual upgrades. I liked the sense that they and their upgrades were modular. Just upgrading a fort to the next level is certainly simpler though.Personally, I rather hope roads at least remain, preferably shifted to build-anywhere.
Someone on reddit posted a recording of the new combat (https://www.youtube.com/watch?v=Fr1Zz2VwZDE)
Sorry, I just noticed that the devs have okayed screenshots and discussion but not video at this point. To respect their wishes I'm taking this video down. Besides, bigmcstrongmuscles' description above is accurate: you still give orders before the battle just like in Dom4, but now everyone's turn happens all at the same time. Among other things, it tends to make it easier for e.g. cavalry and tramplers to get in the first strike, and shooting arrows or fireballs at a moving target seems to be more difficult.
The more I look at the new game map, the more it kind of seems like a visual downgrade. Sure we're going to get all these useful overlays but the blending between provinces is like....non-existent. Forests fill out to the very edge of the province and stick out visually like a sore thumb.I mean, who uses the default random maps anyway though? I can't remember the last time I've done so except for testing things in singleplayer.
Like, maybe I've just been using RanDom for too long and aren't used to vanilla Illwinter maps, but what they're showing is kind of on the fugly side, despite everything else in game that looks way nicer now. (Especially the battle maps.)
Unrelated, but I dig the way your Pretender subtitles are now display prominently under the main screen title bar.
Well, respecting their wishes is probably the best course of action, though if a re-upload were to surface I wouldn't be too angry about it.Someone on reddit posted a recording of the new combat (https://www.youtube.com/watch?v=Fr1Zz2VwZDE)
Apparently, it isn't okay to post video material yet so the uploader removed the video.Quote from: rmdw45 in dom4's redditSorry, I just noticed that the devs have okayed screenshots and discussion but not video at this point. To respect their wishes I'm taking this video down. Besides, bigmcstrongmuscles' description above is accurate: you still give orders before the battle just like in Dom4, but now everyone's turn happens all at the same time. Among other things, it tends to make it easier for e.g. cavalry and tramplers to get in the first strike, and shooting arrows or fireballs at a moving target seems to be more difficult.
I mean, who uses the default random maps anyway though? I can't remember the last time I've done so except for testing things in singleplayer.
New retreat system, good leaders can prevent units from dispersing in all directions.
If instead you have a bad leader, if a province have 5 connection, and only one connected to an ally progince, you can easily lose 80% of the retreaters.
Leader get 75% odds of going to friendly provinces, 87.5% with terrain survival (speaking about retreating)
Vanheim
-20% cost to hammers.
Shields (even magical) can be damaged or broken. They are auto repaired after battle. And yes, magical shields can be lost permanently this way (they only can get damaged, if broken they dissappear). Magic shields get a bonus to resist this.Rip vineshields thugs.
Slash weapons have +75% break shields
Blunt weapons have +25%
Pierce weapons have +0%
I used the word testing for a reason. Even if you don't really play the game to its fullest extent*, if you do have a more in-depth singleplayer game you can still use a custom/premade map.QuoteI mean, who uses the default random maps anyway though? I can't remember the last time I've done so except for testing things in singleplayer.
To note, all I play is SP Dominions. So this is important to me on some level, especially because I'm wondering how long it will take a new version of RanDom to appear (think it took at least a month after the Dom4 release), and how important that will be for me to enjoy the game. It'd be nice if Illwinter completely adapted RanDom into their own map generator but if it hasn't happened yet....
I think I've seen like 4 posts of that data blub. Do they just keep updating it? Anyways that's a lot of info, thanks.Yeah, he's updating it with things that beta testers say in the Discord, and presumably anywhere else he happens to notice them talking.
Even more specific, it's dwarven hammers. This was an example Zonk gave of the new mechanic where certain nations can have a discount on specific items.QuoteVanheim
-20% cost to hammers.
I assume this means.....crafting magical hammers? So specific.
Also can someone explain to me (since I never play MP) why movement is so important? With fliers I can get maybe 3 provinces worth of moves but rarely will I ever have a foot army get more than, or less than, 1 move in a turn. So why does movement seem so important to non-cav, non-fliers? Or is that really who most of these changes are targeted at?The whole strategic movement system is changed. It's a lot more like most strategy games now, where there's a large number that terrain types then subtract from. That said, movement speed was always important. It's no good having a powerful army if they can't catch your enemy to kill them. Now cavalry can be the ones that don't get caught, where before it was only fliers or elves.
It's just reading all thees movement changes, to me in my head I'm going: "Ok so still one province for foot troops. Still one province. And that one...still one province."Well, if your foot troops take a one-province step, that means they're slow. So it goes. Fast troops would be meaningless if other troops weren't slow, it would just kill the need to plan ahead.
My gamer brains says Pierce should be better against shields than slash but I'm sure there's meta balance reasons for this.No, definitely not. It's based on the way real weapons work. Pierce is things like spears and arrows. they pretty much just get stuck in a shield. Blunt things have a chance to break them. But slashing things chop into the shield itself, reaving it from the edge. And it includes axes; there's a reason that the weapon most known for being specialized in breaking shield walls was the dane axe and not the dane spear or something. And a reason that lumberjacks don't typically carry spears.
But 0 versus 75%? Seems like shields would immediately disappear in melee and that's not exactly fitting either.Similarly, there's a reason that for the formal duels of holmgang, people brought three shields with them, not just one. Unlike certain SCs, they didn't have one shield for every hand but the one with the frost brand.
It's just reading all thees movement changes, to me in my head I'm going: "Ok so still one province for foot troops. Still one province. And that one...still one province."I still haven't actually looked at the changes being planned, but most map move 1 dom units (at least in 3 or 4) are either fairly specialized/elite or effectively garbage. There's sorta' exceptions with certain particularly heavy armored nations, but even those have a real nasty problem with getting ran around, out attritioned due to greater ease of reinforcement (mapmove 1 vs mapmove 2 generally means the latter gets where you need them in half the time, at the absolute least until pretty deep into some of the research trees), etc.
I'm still not sure 120/+2 commanders are worth it though, when they take the place of 2 80/+1s.
Formation fighter now changes troop density, effectively making unit count as smaller (or bigger) for purpose of fitting in a square.
I'm not sure the mechanics currently allow to make size 1 units 5 to a square. Bakemono could be 4 to a square, but seeing them have 'formation fighting' would feel very unthematic.
What counters a dense square of really good units (imagine some blessed dudes with fire/death/ice pikes just waiting to poke you)?I'd imagine the same things that more or less always has? Debuffs and/or AoE damage they don't resist and/or enough chaff/spam they fatigue out and die, etc. Maybe tramplers, but I seem to recall repel actually being one of their counters.
Have fun breaching castles full of non-starving Str 15 freespawning boars.Not really worth the pretender design cost considering you can do the same with bags of wine.
Non-monkey animal units have their siege defence halved. Undisciplined also halves it.
Not really worth the pretender design cost considering you can do the same with bags of wine.
Playing on a tablet seems like it must be annoying in a lot of ways.It is, though mostly for stupid reasons like that. When you have a built-in digitizer to precisely click things (i.e. Surface tablets, Wacom tablets, or the Samsung ATIV series that I use), the biggest problems end up being things that force the use of the keyboard or the scrollwheel. The scrollwheel one is mostly just annoying. The occasional weird command that only exists as a keyboard shortcut can be solved with the onscreen keyboard. The Move command in the commander menu, on the other hand, just makes me want to bang my head against something. When you want a stealthy unit to attack a province, you need to Shift-click that province. If you just click, the unit sneaks. You can't shift-click with the onscreen keyboard. And the Move command in the commander menu exists only to pop up a message window saying that you need to use shift-click. Even though orders like move-patrol and raid use the exact same mechanic without issue.
Have you tried to write about these button/shortcut issues on the official forum (whatever it is, now that Desura disappeared) ?The official forum is now Steam. Devs don't actually use it though. Your best bet is probably the UI thread on dom3mods. There's beta testers there who will relay the message. If nothing else, the shift-click thing seems like something they could fix, since that's something you outright can't do, although convenience for a non-standard control scheme may not be top priority given how much other stuff they have to worry about for the new iteration.
That's actually a quite major change, as it makes the combat AI harder to exploit (and as a result, stands to make expansion a lot more risky with non-elite troops).Yeah, there's actually tons of changes that are quite major like that but aren't getting much attention, mostly because Illwinter sucks at (or doesn't care about) marketing.
So is the new Dominions more combat/conquest-centric than historically focused on what is essentially a race to construct magical superweapons?Dominions 4 was already a big change in that direction. 3 was the era of the supercombatant. 4 was the era of mage support. 5 weakens mage primacy with the new real time battles and casting times, but it remains to be seen how this will ultimately change the way people play. Assuming this is the kind of thing that you're talking about, it's not really clear since "magical superweapons" is pretty broad and "combat and conquest" have always been the focus of the game.
#enchrebate50 <enchantment number>
The monster will be 50 gold cheaper to recruit when this enchantment is active.
#monpresentrec "<monster name>" | <monster nbr>
This monster can only be recruited if a unit of "monster name" type is present in the recruiting province. Montag numbers can be used.
#ownsmonrec "<monster name>" | <monster nbr>
This monster can only be recruited if a unit of "monster name" type is owned by the recruiting player. Montag numbers can be used.
#nowish
This monster cannot be wished for.
#addrandomage <years>
Makes the monster start 1 to years (a random die) older.
#mindslime <area>
Grants the mindslime ability.
#overcharged <dmg>
Grants the overcharged ability.
#addupkeep <gold>
Upkeep will be calculated as if the unit cost this much more to recruit.
#formationfighter <xsize>
A formation fighter is well drilled in using tight formations and can fit more units into one square. The xsize value indicates the extra size points that will fit in a square. Use a value of 2 for a normal formation fighting human.
#sneakunit <value>
The item will grant stealth to nonstealthy units.
These Modding commands are new for Dominions 5 and do not have detailed descriptions yet.
#mason
#onisummon <-1000 - 1000>
#curseluckshield <-1000 - 1000>
#sunawe <-1000 - 1000>
#spiritsight
#invisible
#fastcast <-1000 - 1000>
#doheal
#undregen <-1000 - 1000>
#spellsinger
#magicstudy <-1000 - 1000>
#yearturn <-1000 - 1000>
#fortkill <-1000 - 1000>
#thronekill <-1000 - 1000>
#farthronekill <-1000 - 1000>
#reanimpriest
#norange
#polyimmune
#minprison <0 - 2>
#startmajoraff <0 - 100>
#triplegod <0 - 10>
#triplegodmag <-10 - 10>
#unify
#triple3mon
#indepmove <0 - 100>
#indepstay <0 - 10>
So is the new Dominions more combat/conquest-centric than historically focused on what is essentially a race to construct magical superweapons?Dominions 4 was already a big change in that direction. 3 was the era of the supercombatant. 4 was the era of mage support. 5 weakens mage primacy with the new real time battles and casting times, but it remains to be seen how this will ultimately change the way people play. Assuming this is the kind of thing that you're talking about, it's not really clear since "magical superweapons" is pretty broad and "combat and conquest" have always been the focus of the game.
Out of curiosity: I keep hearing people say that Dom3 had a higher supercombatant power level than Dom4. What actually changed between titles to make this so?
EDIT2:Quote from: Modding Manual...
More interesting modding commands. #addupkeep is really nice since you no longer have to flub that with taking away gold per unit.
Monpresentrec and ownsmonrec is really interesting to me. I wonder what it'd be used for.
Oh, and it's harder to pump your MR through the roof I think, though I don't remember specific changes there.
All of the above (except the change to formationfighter) are actually late-stage Dom4 additions. #addrandomage is literally my fault, and #overcharge is very possibly my fault. The monpresentrec, etc. stuff was modding-focused, and there have already been some good examples released using it.
The LlamaServer is now ready for Dominions 5! And even a day before release.
Besides all that, there's two big changes that aren't directly related to SCs but still make a big difference.A corollary to the above note on the late game: Dominions 4 also rebalanced research costs significantly. In Dominions 3, research costs follow a Fibonacci-like pattern: 40, 60, 100, 160, etc. In Dominions 4, research costs follow a pattern that's much closer to exponential: 50, 100, 200, 400, 700, etc. Not only does the game end before you reach the "late game", it also takes much longer to reach the late game even in a pure-conquest Dominions 4 game, and you'll still have gaps in your research pattern compared to Dominions 3 if you beeline Construction and Conjuration for that delicious Tartarian-sauce-and-fishsticks.
The number one reason is that games are shorter now. Thrones mean you no longer need to conquer every capital, and therefore the game is decided as soon as one player is totally dominant. Because most games end before what Dom3 would call the late game, you only very rarely build up the research to make what would inevitably occur in Dom3, and because of this and the gemgen thing, you don't have the resources to pay for them anyway. In Dom3, it was all but mandatory to churn out Tartarians and heal their afflictions (which is also harder now than it used to be as fewer things can heal the undead) but now that's rarely viable before someone has won.
The other change is balance tweaks to army buffs making troops relevant longer, which pushes back the age of supercombatants further.
Oh, and it's harder to pump your MR through the roof I think, though I don't remember specific changes there.
Any new nations introduced? Or interesting spells?New nations are EA Rus, MA Uruk, and LA Erytheia. Basically, the EA equivalent of Vanarus/Bogarus, the MA equivalent of Ur, and the LA equivalent of
Does anybody know what this would be used for? I want to say it's for a new nation but nothing I've heard about jives with it.It's a Dom4 command, Oceania had (and still does have this for Sirens when a global is up (Lure of the Deep?).
Lovely. Nice to know my case of all-night-insommia wasn't a total wash.
Does it feels very different from Dominions 4? I have Dominions 4 and played Dom 3 and felt the difference was very superficial. Things that are added in other games as free patches.
He~ey, I found something else interesting. The Titan of the Underworld now has a cursed helm that grants Invisibility. He also has Stealthy (40) and Assassin (3). Is this our first assassin-SC-pretender?Isn't he had helmet before?
You can have boars that never starve and explode when they die. I did a quick test of 240 Various troops (about 80 ranged) vs 15 suicide boars - they killed 24 real troops.
...
You can do the same thing with eagle warriors.
Ah, it appears that is indeed correct, but it's not displayed on the pretender screen. His Stealthiness was more powerful in Dom4, though, so it's been nerfed.He~ey, I found something else interesting. The Titan of the Underworld now has a cursed helm that grants Invisibility. He also has Stealthy (40) and Assassin (3). Is this our first assassin-SC-pretender?Isn't he had helmet before?
Re: Stackable bless:
You can take heart companions and give them "larger" + "3x Attack skill increase" to have the most mighty of all mighty repell lance/spear things. The spare fire can be used to add Solar-Weapons.
slave priests/mages have the slave tag (and thus half upkeep).The mindcontrolled/lobotomized troops got this now, too.
I'm liking the soundtrack. Yeah, it's not medieval folk music anymore but the production quality is quite high and, as someone who listens to a lot of generic fantasy / video game music, this stuff is quite nice.
Unrelated to that mental image....how do you get more commander points? Is it just flat tied to your fort type? Can't see any way to upgrade forts.Yep, just fort type, and your maximum fort level is based on nation. If you're in the early age, you probably can't upgrade your fort any further.
Unrelated to that mental image....how do you get more commander points? Is it just flat tied to your fort type? Can't see any way to upgrade forts.Yep, just fort type, and your maximum fort level is based on nation. If you're in the early age, you probably can't upgrade your fort any further.
I'm playing MA Sceleria. How the heck am I supposed to get 2 more commander points to by my highest level priests if my fortress can't be upgraded anymore?If you cant build a citadel, you cant get 3 commander points. You can queue up the priest and it will be like dominions 4 slow to recruit.
Ranting aside, Imprint souls creates some blessed units + priest, which can be used for some intresting effects, depending on your bless... Feels like it got upgraded.
What that picture near their castle is?That's how temples are now. I'm quite miffed that the old display isn't even an option.
please don't tell me it's a photo
What that picture near their castle is?That's how temples are now. I'm quite miffed that the old display isn't even an option.
please don't tell me it's a photo
Crazy centaurs. Stats before bless and stats after bless, please?
Is there at least some variety or is it stave churches (https://en.wikipedia.org/wiki/Stave_church) for everyone?
How did you even have casualties with defense like that? Penalties from surrounding?Crazy centaurs. Stats before bless and stats after bless, please?
These are blesses without a single death, unluckyness or drain scale, if you want you can break these dudes wide open.
Vanilla statsA blessSpoiler (click to show/hide)Spoiler (click to show/hide)
A battleSpoiler (click to show/hide)
Berserk removes any and all moral concernsThat's an interesting philosophical statement.
Half-dead Maverni Boars still starve! Lies and bullshit man...Out of the box they do, but now there's a relatively cheap death bless you can take to make them not starve.
Half-dead Maverni Boars still starve! Lies and bullshit man...Out of the box they do, but now there's a relatively cheap death bless you can take to make them not starve.
Any fun changes for Ulm? They're my favorite nation in like every age, but I just haven't had time to look into anything yet.
I maybe lied a little bit. How's Yomi/Shinuyama/Jomon? I've never really been able to wrap my head around them. I see EA they don't hire their oni anymore, but built temples and get them as freespawn, which is an interesting change, and they still seem to have Chaos Power, which I've seen a lot of people say is actually a weakness. Turmoil hits gold production and they're really gold-heavy, and all that.Turmoil/Order has a much reduced impact on gold production compared to Dom4. You can offset Turmoil 3 with Growth 3 and come out with a small bonus to gold income.
Sweet jesus 35€. ???
I maybe lied a little bit. How's Yomi/Shinuyama/Jomon? I've never really been able to wrap my head around them. I see EA they don't hire their oni anymore, but built temples and get them as freespawn, which is an interesting change, and they still seem to have Chaos Power, which I've seen a lot of people say is actually a weakness. Turmoil hits gold production and they're really gold-heavy, and all that.
Flexible, but weak has always been my impression of them - lots of magic path variety, but they're spread out. Easy water access, but in like all three ages they tend to have kinda weak troops except for EA's oni (which will be less prevalent now, since they're freespawn now rather than hired?). I guess I've just never managed to figure out how to play them, am I missing something?
So many obvious bugs, sadly. Hoping for a patch soon....Was the battle outside the serpent's dominion?
Example:
Earth Serpent has his own bless effects on map, while in battle he just doesn't have it...Spoiler (click to show/hide)
-Either go full sacred, special scared (like magic lancing or a special resist) or ignore them.this doesn't reflect my findings. The simple workhorse blesses like blood surge and defense do pretty good work. Of course, they're not as potent as going heavily into bless, nor do they increase your tactical options like picking a niche bless that's chosen well for your nation, but they're often very affordable.
So Acid Rain, does damage Armor, but ACID STORM does not. Weird, to me.
So, I just bought the game and having played only a tiny bit of dominions 4, where should I begin delving into this game? :P
Eye of aiming have confusing description that states that user get better eyesight on remaiming eye. Will it work if you replace other eye with it? How much exactly precision blindness takes away?
Unless you're a batperson or anyone else who doesn't use your eyes to see, in which case you have no downside to replacing your eyes with magic rocks. Absolutely none at all.
How does it interact with spirit sight...
Dom5 data inspector is up! (https://larzm42.github.io/dom5inspector/) Only has units and items so far, and there may be bugs.Looks like weapons and armor are up too, if you tick the "advanced" box.
Anyone tried the new Rime Hammer? The inspector says it's secondary effect is 999 chill/cold damage mist in AOE 3. Isn't that 100% suicidal on use, regardless of cold resistance?Should be. Do weapon attacks include their own progenitors? I can't think of the last time I've seen AoE greater than one which wasn't from a spell. Or wait, I can – dragon fire. But that has a pretty specific trajectory that doesn't normally include friendlies, particularly since dragons are usually sent to the back row.
Do weapon attacks include their own progenitors? I can't think of the last time I've seen AoE greater than one which wasn't from a spell.The stone sword works like that. But it's doing a MR-negates petrification attack, so with 20+ you're mostly safe. This one looks like it's going to kill the user with 25% probability on each strike.
Anyone tried the new Rime Hammer? The inspector says it's secondary effect is 999 chill/cold damage mist in AOE 3. Isn't that 100% suicidal on use, regardless of cold resistance?
It would be an interesting mechanic were that not the case, though.Anyone tried the new Rime Hammer? The inspector says it's secondary effect is 999 chill/cold damage mist in AOE 3. Isn't that 100% suicidal on use, regardless of cold resistance?
One suspects the Mod Inspector is wrong, as Freezing Mist is listed as 1(cold/magic) AN nostrength AoE3 lingering 2 in-game.
[Edit: yep.]
No, that was basically it. I tried to fire up a LA Ermor game in Dom4 the other day and the closest thing was the Lemura nation, which actually played rather different. Wasn't too fond of the changes.The old LA Ermor still exists though, it just got its age swapped. Ashen Empire is MA now, is all.
I didn't realize the change was for lore reasons. I have very little idea what the Dominions lore actually is :P
Recruitment of Holy Units is limited. Not saying you're wrong, but there is a finite cap to Holy Unit recruitment per turn. Versus (functionally) unlimited recruitment of all other units in all other provinces.
FWIW though, playing Dom single player against easy or medium AI is a very, very different game than playing against people.
Is there real tactical depth or is it all about exploiting the 2-3 OP spells which are most compatible with your nation's playstyle and pretender?Think about the 'optimal' nation+spell+pretender combinations as the workhorse for your initial strategy. When you meet other players in battle, everybody has to adapt on the fly. Remember that the more less-obvious tactics you employ, the less predictable you are, and the harder it is to develop reliable counters.
Dunno if the AI is any better in Dom 5. I'm kinda waiting for a new version of RanDOM before I get back in to it.
Sometimes conflicts don't even tend to be mashing armies against each other. Last dominions I was playing as Nazca, and my main line of defense against Scaleria was maybe 3 mages, all decked to the teeth in magic items, whose entire point was to cast rain of storms then... retreat. Scaleria was trying pretty hard to push giant armies with mage support through provinces that may or may not be landmines capable of killing their mages, and since they attack defender goes first.
So with the fifth installment I intend to learn more of the game, and try to get more juice from it. It's not really a complex game, as its intricacy comes primarily from knowing how each of the many playable nations works, identifying its pros and cons, and last but certainly not least, famiiliarizing yourself with the many, many spells at your disposal.How is knowing seventy some nations and thousands of spells and units and using them effectively not complex?
And there's the bit of a problem I seem to have with the game right now, from my superficial level of understanding: it seems to be all about identifying the clearly overpowered spells, and discarding 80%+ of the list. Is this the way it's supposed to be or is it just a major balance issue? Is there real tactical depth or is it all about exploiting the 2-3 OP spells which are most compatible with your nation's playstyle and pretender?Well, you're playing singleplayer, so you can do it that way. The issue with that comes in multiplayer, when you use a single tactic (not necessarily based on a particular spell or spells) and get countered. If you're too ironbound in one "OP" setup, you'll get fleeced.
Also, and this may be new to 5, is there any point to non-Sacred units? Clearly blessings can make a monumental difference, and turn Sacred units into unstoppable demigods. Seems like another huge balance issue, if they really render 90% of units irrelevant.Well regarding the details of the balance, it's not totally clear yet since no serious game has been played to completion yet, and it'll take several before we really know anything for sure. But in general, the benefit to sacred units is that you can get a heck of a lot more of them – and blesses are nice, but for the most part they don't do anything you can't do with alteration and construction, and save on pretender points. They're only good because you can get them out early, but you pay for that in scales.
What am I missing?When people talk about Dominions using incredibly praising terms, they're not talking about the singleplayer experience. The AI is ordinary video game AI, and as such is not capable of imitating human creativity and response to novel situations. As such, the singleplayer gameis a decent strategy experience, but little more – it's mostly noted for its lore, and the pervasiveness of the lore's effects on mechanics.
FWIW though, playing Dom single player against easy or medium AI is a very, very different game than playing against people.It is against high difficulties too. It's not necessarily super easy any more, because the AI gets to "cheat" with bonus to many things, but it's not like playing a competent human. You could talk to Wilson Max about it it you're interested, he's gone further down that rabbit hole than anyone else to my knowledge.
Limited per turn, yes, which helps but only to stem the flow to some extent. Is it really enough, if each can take on dozens of regular units on their own?If it can take down twenty four units but your enemy has twenty five, then yeah. But don't forget that your enemy (if you're not playing against AI) can also use magic and will have his own tactics in mind. Even if you somehow made an army that could kill any amount of non-sacreds, all they need to do then is survive long enough for his mages to kill your sacreds via non-troop means. Of course, if you can make him commit that many mages, then you can harry them with raiding parties, make them spend their gems, pick them off a few at a time (or many at once with spells like earthquake) using small armies that you don't mind losing, and only then hit them with your real army.
I'm just worried multi boils down to executing one of 2-3 optimal strategies, depending on nation, and forsaking most units (along with suboptimal spells) altogether. I suppose all competitive strategy multiplayer boils down to optimal paths, but I suppose I worry such paths are too few in a game with so much potential for variety.This perception isn't entirely unfounded, but I think you're really overestimating the problem. Sure, each nation has a few optimal strategies, but there's a ton of nations. And each "strategy" has to be discovered, and people don't always agree what's good and what's totally foolish, and even when people broadly agree, the details differ – And after all that, it's invalidated when things change, whether that's a strategic situation within the specific game you're playing, or on a larger meta-defining scale like updates to Dominions itself. Because while Dominions, like any game, isn't perfectly balanced, it's close enough that updates do majorly swing meta, as people catch up to the changes.
Mages > sacreds once you hit a certain point, so most troops eventually become blockers moreso than force multipliers whether they're sacred or not. And not all nations have worthwhile sacreds in any case.Eh. Dominions 3 was the era of the supercombatant, and Dominions 4 was the era of mage support, but it's not yet clear what the dominant consideration of Dominions 5 will be. Sacreds may indeed matter more.
-The most optimal army cannot stand up against a war on two fronts.True of a single army, but a nation can (and, if it's to win, will) have multiple armies. To state the point slightly more directly, you can only have so many really good armies at a time. Battles are one on the back of tactics, but wars are won on logistics.
Did ma ermor and lemuria change a lot.
Also, what are death aligned priest spells
Did ma ermor and lemuria change a lot.
Also, what are death aligned priest spells
Eh. Dominions 3 was the era of the supercombatant, and Dominions 4 was the era of mage support, but it's not yet clear what the dominant consideration of Dominions 5 will be. Sacreds may indeed matter more.
Eh. Dominions 3 was the era of the supercombatant, and Dominions 4 was the era of mage support, but it's not yet clear what the dominant consideration of Dominions 5 will be. Sacreds may indeed matter more.
So when selecting a god, what does that list of tiers mean? (Dominion 1,2,3,4)
So when selecting a god, what does that list of tiers mean? (Dominion 1,2,3,4)It's technically just the starting Dominion score, which has strong implications for the cost of increasing your dominion score, but de facto it's a sorting metric so you've got immobiles, titans, monsters, and rainbows in their own categories.
Also, it seems that flying units now can always reach the back row without fail. Anyone else feel that that requires you to now have a massive amount of back row defenders? Like if you have even a small gap, a flying unit can just slip in a deadly stab to one of your mages.Yeah, solid tactical positioning now means a line with no gaps, like it would have historically, rather than archer traps and whatnot.
WeGo feels vs. UGoIGoUhhh, could I get an explanation for these acronyms?
We Go (both sides simultaneously) vs You Go, I Go (each side in turn).WeGo feels vs. UGoIGoUhhh, could I get an explanation for these acronyms?
So when selecting a god, what does that list of tiers mean? (Dominion 1,2,3,4)It's technically just the starting Dominion score, which has strong implications for the cost of increasing your dominion score, but de facto it's a sorting metric so you've got immobiles, titans, monsters, and rainbows in their own categories.
-snip-
Also I feel like you're really overstating how great Earthquake is, seeing as it's only 8 armour piercing damage, is defence negates and has 200% casting time. Calling them Earthquake bombs is probably quite literal, as you probably need a couple Svartlf to make a sizable dent in the enemy army and give them enough support to prevent them from being focused down by enemy mages spamming Mind Burn or what have you. So if they can take out an army, they'll probably take themselves out too and you're out a sizable investment in earth gems and gold.[/sub]
High starting dominion does no longer bring awe to the pretender?
So here is a fun question: Does quake do its damage to specific body location? Because if it did favor legs then 8 AP damage to the legs would give most people an army that can't move without major attrition.
Anyways, it isn't like the tactic only exists for earthquake. There are dozens of spells that turn a mage, 5 bodyguards and 5 points of pd into a slayer of 1000s of gold worth of resources.
So here is a fun question: Does quake do its damage to specific body location? Because if it did favor legs then 8 AP damage to the legs would give most people an army that can't move without major attrition.
Anyways, it isn't like the tactic only exists for earthquake. There are dozens of spells that turn a mage, 5 bodyguards and 5 points of pd into a slayer of 1000s of gold worth of resources.
Bone Grinding is basically the death version of Earthquake, and works this way. Fail an MR check? Instantly crippled. Probably a bit more insane in Dom5.
I dislike it, limp-fellas always die, so after every battle you have to press "W", check for limps and leave them behind as semi-pd.no, just look at the army screen, hold tab, mouse over the wound icons, no need to right click, but its still annoying not being able to select all limp/crippled.
Especially since both are fairly common in nature magic.I dislike it, limp-fellas always die, so after every battle you have to press "W", check for limps and leave them behind as semi-pd.no, just look at the army screen, hold tab, mouse over the wound icons, no need to right click, but its still annoying not being able to select all limp/crippled.put people to sleep then poison them? that might end up working well.Spoiler: Ironic patch just now (click to show/hide)
I dislike it, limp-fellas always die, so after every battle you have to press "W", check for limps and leave them behind as semi-pd.Do you mean limpers or cripples? You can hit L to select all units that are limping, and C to select all crippled units.
Do you mean limpers or cripples? You can hit L to select all units that are limping, and C to select all crippled units.This was just barely added in the recent patch
I dislike it, limp-fellas always die, so after every battle you have to press "W", check for limps and leave them behind as semi-pd.
I wonder what the new wish is.I don't know, but there was talk about wishing on the steam forums, based on which it may be a joke involving frogs and/or princes.
This was just barely added in the recent patchHuh. I could have sworn those worked before.
That said, what is everyone's favorite wishes? I've personally always love the Armageddon wish which kills off 20% of the population and does a bunch of damage to units. Really works as a way for gem based late game nations to ruin the gold and the blood economies.Wish for uttervast, it would be worth empowerment to let it autocast some nasty spells. Then again...200+ gems for an autocasting, hit anywhere on the map commander with whatever set of spells you want might not be the best thing, the main issue I could see is you cannot control what the autocasting does.
This is the first time I've seen mention of it, both in game hotkey list and in patch notes.This was just barely added in the recent patchHuh. I could have sworn those worked before.
Well considering curses are the one bad thing that you can never removeHow do you remove horror marks?
I know it is a multiplayer game but I can't help but wonder, are there any improvements with the AI?Yes, though it will never be as clever as a human so after a certain point it's a bit meaningless.
That is the exact same thing that was said about AI and chess...yet here we are, with an AI that has developed an AI that managed to learn chess on par with grand masters within 4 hours.I know it is a multiplayer game but I can't help but wonder, are there any improvements with the AI?Yes, though it will never be as clever as a human so after a certain point it's a bit meaningless.
Chess has far fewer potential moves than Dominions. A Dominions AI built on the straightforward paradigm of a chess AI would need to consider every single possible unit and spell in every possible situation and would need to think ahead until the possible completion of the game. Way easier when combat resolution is just "one unit wins", new units are never added, and there are no spells. If an AI could be made which understands the game, you'd have to wait years between turns for it to play out every possible situation and figure out is moves.That is the exact same thing that was said about AI and chess...yet here we are, with an AI that has developed an AI that managed to learn chess on par with grand masters within 4 hours.I know it is a multiplayer game but I can't help but wonder, are there any improvements with the AI?Yes, though it will never be as clever as a human so after a certain point it's a bit meaningless.
Chess has far fewer potential moves than Dominions. A Dominions AI built on the straightforward paradigm of a chess AI would need to consider every single possible unit and spell in every possible situation and would need to think ahead until the possible completion of the game. Way easier when combat resolution is just "one unit wins", new units are never added, and there are no spells. If an AI could be made which understands the game, you'd have to wait years between turns for it to play out every possible situation and figure out is moves.I know it isn't really the thread but there are objections to both your points :
How the hell am I suppose to assault this fortified outpost (https://imgur.com/a/ibPc1)?Use rituals ?
So I started a game as LA Ulm, and am surrounded by heavy cavalry. Should I just spam the ever loving shit out of my pikemen? Normally spearmen are good against cavalry in strategy games, but I don't know if dominions works that way. Maybe the tower shield guys are better?
That's the first time I've seen the AI cast teleport of it's own volition. Actually, come to think of it, how is your research? One way to stop an AI from casting something like teleport is to have it have some other go to spell that it can uselessly cast instead. My guess though? Everything might have been out of range of your communion master so he wanted to get closer.
Also, does anyone have a good counter to birds and horses? Since they don't seem to have morale checks anymore I find them running and flying past everything and straight to my commanders, usually killing a bunch of them. I've tried putting spearmen as bodyguards for every commander but it's just not enough at 5 spearman per commander. A small group of birds can kill a few mages.
Yeah that's probably what happened, but they really need to address this "your mages may randomly cast a spell that will kill your own men for no benefit". Surely you should be able to tell your guys "don't cast this spell that will kill our mages".It's unfortunately a low priority fix because the best way to fix it from happening is to improve your playstyle. But at the same time your mages didn't expose themselves to any danger when that happened. Your mages won't to cast teleport if there's anything else he can do, but if you're still worried they would try...
Take part of your forces and put them far in the back, then hold and attack fliers or calvary.
I don't see how "playing better" is going to stop your mages from deciding they want to catch up with the retreating army, and teleporting themselves and a bunch of slaves behind the retreating units which will most likely kill them. A very easy fix would be to allow us to forbid certain spells for certain mages.Yeah that's probably what happened, but they really need to address this "your mages may randomly cast a spell that will kill your own men for no benefit". Surely you should be able to tell your guys "don't cast this spell that will kill our mages".It's unfortunately a low priority fix because the best way to fix it from happening is to improve your playstyle. But at the same time your mages didn't expose themselves to any danger when that happened. Your mages won't to cast teleport if there's anything else he can do, but if you're still worried they would try...
Have one mage be in the communion who is there to buff the slaves. At a bare minimum this would be body ethereal and luck. You can also add on mind shield since of course you can, it's an astral communion. If anyone can drop ironskin as well that could be decent, yes, it makes them more vulnerable to lightning, but if they got hit in the first place they're already dead.
Now if you don't mind killing everyone you can have a lot more fun with communions but that's for another time.
So are you saying that if I have a group of spearman behind the mages, the AI will cause fliers and cavalry to go past the mages and attack the spearmen?Yes, the AI actually uses attack rear for fliers and cavalry.
Take part of your forces and put them far in the back, then hold and attack fliers or calvary.
So are you saying that if I have a group of spearman behind the mages, the AI will cause fliers and cavalry to go past the mages and attack the spearmen?
So are you saying that if I have a group of spearman behind the mages, the AI will cause fliers and cavalry to go past the mages and attack the spearmen?Yes, the AI actually uses attack rear for fliers and cavalry.
Yes, but contra that Guard Commander squads cannot be more than 5 (or 10 with a Ring of Warning), whereas Dom4 let you set nice strong bodyguard contingents. So in balance, troops on guard are less helpful than before.
It's not really new : previously, the ring of warning let you get more guys guarding your commander in case of an assassination attempt, instead of the "random 5 from the squad".Yes, but contra that Guard Commander squads cannot be more than 5 (or 10 with a Ring of Warning), whereas Dom4 let you set nice strong bodyguard contingents. So in balance, troops on guard are less helpful than before.
That new feature about the ring of warning might actually be the solution to my problem. Thanks!
It's not really new : previously, the ring of warning let you get more guys guarding your commander in case of an assassination attempt, instead of the "random 5 from the squad".Yes, but contra that Guard Commander squads cannot be more than 5 (or 10 with a Ring of Warning), whereas Dom4 let you set nice strong bodyguard contingents. So in balance, troops on guard are less helpful than before.
That new feature about the ring of warning might actually be the solution to my problem. Thanks!
Can "fires from afar" spell be useful? Best i seen was grand total of 2 killed units.
Loads of their stuff is Sea - Only. The amphibious mages are W1?1, which even in large numbers, isn't strong enough. Research is going good, but when your only options seem to be "frost bolts and wave warriors" as a staple, I don't know how I'll ever win, unless I'm the only person with a growth dominion. Speaking of which, is Wolven Wintering the enemy Cap every turn a good idea?If you get up to casting maelstrom, you can cast wolven winter then murdering winter if the enemy army is still where its cold 3.
Loads of their stuff is Sea - Only. The amphibious mages are W1?1
Since you have access to Air and Water, you can also forge amulets of the Fish to get some of your aquatic mages onto land too, though obviously not in very large numbers.
Out of curiosity, how effective are Priest Banishes against undead? I'm having some issues right now with them, and really only have those as an option to deal with the horde in the short run. If it helps, I currently have the Death variant of the spell.The death banish spell acts just like normal banish, except after a second MR check it will confuse the target, potentially causing it to attack allies. Banishment in general scales very well with priest levels, but in a pinch large amounts of level 1 priests can work but it gets harder the higher the mr of the undead. To get into more specific numbers, a level 1 priest will hit up to 4 tiles of undead(3 human sized units per tile usually), higher chance to hit with large undead numbers, now lets say the undead your facing has 13 mr, each undead hit has a 24% chance of resisting it, if it fails the undead unit takes 4+DRN-DRN damage(This looks wierd, but the undead gets a protection roll against the banish damage). It also has a 5% chance of confusing each undead unit when hit.
Out of curiosity, how effective are Priest Banishes against undead? I'm having some issues right now with them, and really only have those as an option to deal with the horde in the short run. If it helps, I currently have the Death variant of the spell.
It also has a 5% chance of confusing each undead unit when hit.
Mainly taking advantage of ethereal troops being able to walk through walls of a fort. Speaking of, why does an army of ethereal troops need to siege a fort anyways, why not just walk inside?I don't think there's any lore reason, I think it's purely for reasons of gameplay.
There's also the mess with most armies being mixed; the ethereals might be able to go through, but the rest of the army (and their mage support, unless that's ethereal AND going in with the forlorn hope) are still blocked by the walls.That's not a mess mechanically, that's as simple as saying commanders who have the trait and have no troops which lack it can assault the fort, those to whom these criteria don't apply lack the option.
When you set troops formation, right side of the square is always closer to the enemy, both in attack and defence? I'm not sure why i'm so unsure.Its both.
When you set troops formation, right side of the square is always closer to the enemy, both in attack and defence? I'm not sure why i'm so unsure.That's how it is, yes.
When it comes to longer games, how much income is lost due to pop death?Longer games depends on who has growth dominion, but you can be dropped to 0 income. There is a rare immigration event that can jump population of a territory up from 0.
When it comes to longer games, how much income is lost due to pop death?Longer games depends on who has growth dominion, but you can be dropped to 0 income. There is a rare immigration event that can jump population of a territory up from 0.
When it comes to longer games, how much income is lost due to pop death?Over a long period of time, loads. There's a reason growth was considered the best gold scale even before it was buffed for Dom 5.
Well kind of, but not because of that. Growth scales generally outpace loss of population from other sources outside of popkill nations. Summoned stuff only dominates because it tends to be stronger, but it never dominates enough to invalidate mages from other sources.When it comes to longer games, how much income is lost due to pop death?Longer games depends on who has growth dominion, but you can be dropped to 0 income. There is a rare immigration event that can jump population of a territory up from 0.
Is lategame just summon - o - rama then?
Woah, totally missed that Dom5 was out (or even being worked on)
How's the 'real time combat'? Does it make things a lot different? For better or worse?
Also there are still unfixed glitch - archers take into account enemy movement speed, but not changes in that speed. So, first shot always misses intended target, and shot just before all-out melee is likely to damage your troops instead.That's sort of realistic- archers don't know what cunning plans the enemy is hatching, so all they can do is fire at the place the enemy seems to be heading. This only seems weird, because armies are spawned into existence within an arrow's flight of each other.
If it's going to be realistic, then they should shoot their arrows and cast their spells where you would. It's an annoying bug.You have a birds eye view of the situation, can pause and are in 0 danger, they are none of those things.
Also "realistic", show me one army where they shot there own troops and said "Oh we thought they might phase right past you, so we shot your position".Arrows fell short all the time, actually. Hell, we now have satellites and computers doing the aiming and people still manage to get shot by their own side. But, of course, the correct response to the situation is to stop shooting into the middle of the melee, if anything is a bug, it's this.
If it's going to be realistic, then they should shoot their arrows and cast their spells where you would. It's an annoying bug.You have a birds eye view of the situation, can pause and are in 0 danger, they are none of those things.Also "realistic", show me one army where they shot there own troops and said "Oh we thought they might phase right past you, so we shot your position".Arrows fell short all the time, actually. Hell, we now have satellites and computers doing the aiming and people still manage to get shot by their own side. But, of course, the correct response to the situation is to stop shooting into the middle of the melee, if anything is a bug, it's this.
So, I've been meaning to ask:
Has someone tried this disciples mode? If so, what are your impressions? And if not, does anyone want to do a multiplayer of one?
Iz fun, but a lot higher maintenance; victory leans towards the most chatty team. Look at the threads for 404 and 417 for past examples.4.16, not 17.
Do bay12'ers regularly play this game?
Your Capital, while frequently has unique recruits and excellent gold/gem income, isn't critical to your existence as a nation.It is also where your immortal commanders respawn (should you have any.) and heroes appear (free commanders with better stats, though they only spawn once.)
It is also where your immortal commanders respawn (should you have any.) and heroes appear (free commanders with better stats, though they only spawn once.)
In general, while your capital is not literally vital to your nation, you should still try extra hard to keep it. Just like an IRL nation, really.
So, I was reading the manual (http://www.illwinter.com/dom5/dom5manual.pdf) and noticed some items were restricted to certain nations. How long has that been in? Also, I'm guessing the restriction is only on creation of said items and not their use? (The "cold dead hands clause")
Is there a way to find out what the "story event location" (red book thing) is a about? Other than on the turn it happened, if you were the one it happened to, I mean.
The loss of the slave tag for Neodamodes is offset by +4 morale (and +2 mapmove), when the best taskmaster bonus is +2, so it's an upgrade, even though you then have to pay full upkeep (3/y->6/y). Note that I'm just looking at hoplites, but I assume the other types are comparable.Full list:
Also, two size-4 giants per square in full magic-better-than-bronze plate is not pleasant in EA.Yeah, that's pretty much the flagship feature of the nation. If they were sacred, they'd be amazing. As they are, they're good but a one-trick pony, which makes them a one-counter pony. And given their encumbrance values, many nations should have an option to knock them out and make them irrelevant. If you could mass them, maybe that wouldn't be the case, but all gigantes have limited recruitment. Wasn't the whole point of recruitment points that we wouldn't need hard caps like that any more? Well apparently we still do.
It seems like a thug nation, which doesn't feel totally out-of-place for Giant Sparta...A Polemarch is a pretty good thug out of the box, but I think you're going to have a hard time scaling it up to an SC, meaning it's potentially useful but not enough to make Mekone a nation revolving entirely around this. And the paths are okay for thugging, but not excellent. An elder cyclops is better, but you're going to want that A2 random for mistform, and besides that what he's got going for him is the same - E2 for some protection buffs, F2 for phoenix pyre (but no great source of regen) and you need to forge him a full set of equipment. And he's not sacred, so unlike the Polemarch, won't benefit from a thug bless. And his attack/defense suck.
What does the Elder Cyclop even want to craft? Nothing up to construction 4 looks all that interesting.
I'm not really bothered much, but the range and severity of bugs consistently being reported at 5.11 is, uh, impressive (since I report bugs myself I've been subscribed to every bug report thread on Steam so far, and thus don't even have to try to see what's vexing others). JK's doing a good job of quashing them as they're reported, but there's been (and continue to be) so many when the old archaic engine had largely lulled us into a sense of complacency. It's been easy to forget how complex and interlaced the underlying system is...Honestly though, this level of bugs seems completely normal to me for an indy game with such a small team. I don't think it's exceptional at all in that regard.
It's significant compared to Dom4, both in terms of quantity and type. However, Dom4 was just a major expansion of a mature system migrated to a new developer, so it's not surprising it was a lot more stable. Again, I'm not complaining; it was just something that struck me recently given how many people had complained early on that Dom5 was nothing but a big, overpriced patch for Dom4. It's definitely more than that, even if the best evidence is evidence no one should want to have. :P
How weapons with multiple attacks on single targets (like gloves of gladiator) work? If it says that they deal 50 damage divided on four attacks, or four attacks that deal 50 damage each? Because in my SP game i have lemur consul that deals more 50 damage with them, and wonder if it's enough to kill in one turn anything bot can possibly have, or enough to kill in one turn almost everything in the game?The damage value listed is for each attack separately.
Choice of bless is important, before there wasn't much of a caster bless, now there is. It might be just because I'm new to the multiplayer scene and the only multiplayer game in dom 4 was round 428, I would have to say things are far more aggressive because the army wipe spells have been nerfed due to the cast time or just overall effectiveness.It's not just those nerfs but perhaps more crucially, the elimination of the defense trap. Before, when you were the defender you could get a whole round of spells off before your opponent could do anything besides the automatic spells from powerful items.
It might be just because I'm new to the multiplayer scene and the only multiplayer game in dom 4 was round 428, I would have to say things are far more aggressive because the army wipe spells have been nerfed due to the cast time or just overall effectiveness.
You should join us for the next match chaoticagWell, I know for sure I can't join in on games unless people are fine potentially waiting several weeks. Otherwise I should be fine once april or may rolls in.
Question 2 - can mage spend two gems on casting a spell, if he already can cast it with his base levels?The answer to this question is actually "no". Or maybe "yes," depending on what you're asking exactly. There are two ways mages can spend gems on a spell. The first is to boost their effective path level for casting a spell. A mage can only spend 1 gem per spell to boost their path level, allowing them to cast spells at 1 level higher. The second way to spend gems is by paying the cost of a spell that costs gems (most battlefield summons and many battlewide enchantments or other big spells). Every mage has a per battle limit of how many gems they can spend, which is the level they have in the path of the gem. This limit will also be increased by anything that boosts the mage's paths for the duration of the battle (summon x power, crystal shield, communion, etc). There's no limit on bloodslaves.
Every mage has a per battle limit of how many gems they can spend, which is the level they have in the path of the gem. This limit will also be increased by anything that boosts the mage's paths for the duration of the battle (summon x power, crystal shield, communion, etc). There's no limit on bloodslaves.
If two nations declare war on me before year 2 should I just give up and restart? Because I don't see winning this unless they in turn get attacked by someone from behind, and even then, I would probably be so crippled that I wouldn't be able to beat the remaining nations. Has anyone won games like this?
That's a multiplayer game isn't it? I'm talking about single player vs AI. Nor did I get to take over another nation early on.
That's a multiplayer game isn't it? I'm talking about single player vs AI. Nor did I get to take over another nation early on.Anything you can do in multiplayer you can do more easily in singleplayer.
Are Heat/Cold Auras ever worth it? Units spend so "little" time in actual contact/combat before dieing/being replaced, the 7+ rounds of standing next to each other for the fatigue to be relevant is not going to happen a lot (besides SCs and Giants and all that).It's hard to say never, but for that cost, I really can't think of any case where it would be worth it. Same problem as a lot of the new blesses really.
Heat auras used to be able to occasionally set people on fire, same for cold auras and getting the chilled debuff. Don't know if that got carried over from Dom4, but it could potentially take out a few extra dudes. The cold aura was nice for leveling a playing field and letting your dudes punch above their weight, while heat auras could potentially be "fire and forget" (if you'll forgive the pun) by setting human-sized enemies alight and letting them just burn to death regardless of how dead your aura carrier happened to be.Yeah, it's works the same and it's a nice little ability, I was assuming "worth it" meant "worth the cost of the bless" since that's the only context you'd talk about the auras independently of the units they come on. And unfortunately the blesses are priced really highly compared to the utility of the effect. It's five bless points, barely less than fire weapons. Considering it's barely more useful than +2 attack when it comes to killing things, it's not at all worth two more bless points and incarnate. And chill aura's in the same situation too, except that frost weapons are the same price (but take a scale) and defense is an excellent choice with even more units than attack.
Was it worth it? Ehh... It's more just icing on the cake of whatever unit you'd gone for, rather than the *reason* you'd picked them up.
Heat auras used to be able to occasionally set people on fire, same for cold auras and getting the chilled debuff. Don't know if that got carried over from Dom4, but it could potentially take out a few extra dudes. The cold aura was nice for leveling a playing field and letting your dudes punch above their weight, while heat auras could potentially be "fire and forget" (if you'll forgive the pun) by setting human-sized enemies alight and letting them just burn to death regardless of how dead your aura carrier happened to be.Yeah, it's works the same and it's a nice little ability, I was assuming "worth it" meant "worth the cost of the bless" since that's the only context you'd talk about the auras independently of the units they come on. And unfortunately the blesses are priced really highly compared to the utility of the effect. It's five bless points, barely less than fire weapons. Considering it's barely more useful than +2 attack when it comes to killing things, it's not at all worth two more bless points and incarnate. And chill aura's in the same situation too, except that frost weapons are the same price (but take a scale) and defense is an excellent choice with even more units than attack.
Was it worth it? Ehh... It's more just icing on the cake of whatever unit you'd gone for, rather than the *reason* you'd picked them up.
I've still not dipped on this yet despite being a huge fan of two earlier iterations. What's the consensus on an upgrade for SP/MP?It's a big upgrade in general. Not a lot of the change is specific to either mode of play, though improved AI matters more in SP, and all the MP community has moved to the new version, which obviously is a big deal for MP. As far as the general gameplay and usability upgrades, what you could find by googling will probably be better than any list that I could make off the top of my head.
I haven't looked at the new nations in the patch yet but I'm honestly surprised that they're out already. I was honestly expecting it to take another month or so before they showed up. In before everyone on Steam complains about more Greek civs.rather than just Greek, it's annoying that so many of the nations are Mediterranean, West Asian, and Scandinavian. Those three areas make up like a tenth of the earth and more than half of the nations. There's tons of unexploited mythology in Sub-Saharan Africa, the Americas, India, and China, which mostly have at best one token nation. And all of the southeast Asian and pacific island cultures including Australian and Maori groups are represented by in total zero nations. It's not like the Greeks don't have enough myths to squeeze a few more nations out of, but is the rest of the world ever going to get this thorough of a treatment?
Also the changes to Mekone are welcome but arguably not far enough. Gernotes and Ephors are only marginally cheaper and the Gigantes still don't feel special enough to justify the reclimit. Oh well. At least they got buffed a little bit.Every little bit helps, but when they were solidly in the running for worst land nation before...
I am well aware that plenty of other myths and legends can and should be turned into nations. I just remember a bunch of people complaining on Steam about how Greek-orientated the recent nations were when Mekone was released and they are definitely going to start complaining again. That was meant to be a little joke, sorry.All good, I ain't mad at you, only mildly annoyed at Illwinter's approach.
All good, I ain't mad at you, only mildly annoyed at Illwinter's approach.
MA Machaka, no matter how representative it is.Machaka isn't really a very good representation of African cultures. It's unapolagetically Lion King in EA with some spiders thrown in because people like the Anansi stories in MA and I guess it pretends a bit at representing the epic of Sundiata and Mandé culture but really there's nothing much there, it's mostly a bunch of dark continent memes of pygmies and stuff. Which, I mean, that is what you expect from a Swede I guess. I should do some more work on my Yoruba mod, but I've been busy lately.
KO is a prof of comparative religion, not classics, IIRC.I think the main reason is just because this is an area that's on their mind right now. The cyclopes are totally new, for example, and one thing that came up in discussion some months ago was that he was reconceptualizing them in part because of how terrible their old sprite was, but he couldn't come up with a better notion within that original concept.
The main reason we just got a pile of nations for Club Med is because they're re-using art assets - and name assets, too; the latter is easy to forget, but potentially a pile of tedious and under-appreciated work. It's also why we got these so fast. They're distinct, flavorful nations (good or bad remains to be seen, and they're not as deep as some others, but they still clearly have individual flavor)... but the new content requirements are really low. Lots of resize-n-tweak, recolor-n-tweak, tweak-n-tweak. Also, they have comparatively small recruitment rosters. I'm not criticizing, mind you - as the current main graphics producer for NationGen I'd be a glaring hypocrite if I did. But doing clustered nations like this and/or expanding from what you already have is a lot less intensive/time-consuming than creating entirely new nations, especially if you're not a dedicated graphic artist...
(Also, unrelatedly, I'm surprised no one has mentioned Syncretism for LA Arco. That potentially seems like a rather drastic change...)How so? It seems pretty straightforward to me; just a way to save some gold.
I think the main reason is just because this is an area that's on their mind right now. The cyclopes are totally new, for example, and one thing that came up in discussion some months ago was that he was reconceptualizing them in part because of how terrible their old sprite was, but he couldn't come up with a better notion within that original concept.
How so? It seems pretty straightforward to me; just a way to save some gold.
Everyone should expierence the beauty of a battle full of giant hurlers, with prec. 8In Dom4, I once made (out of desperation and curiosity) a minor blood/major air bless for EA Agartha and just pumped out a bunch of hurlers.
as the current main graphics producer for NationGenDo you want stuff? I have a few Agarthan bits and bobs from the Dominions D&D game that should only need positioning, and I bet CoolStory does too, and I'm also about to embark on a modding journey which should see some new African (black/sub-saharran, but not Mandé like Machaka) stuff, it wouldn't be too hard to frame it in the NationGen format as I go along. A lot of it might be redundant to what NG already has, though, and you shouldn't expect a high productivity quickly.
Bits and pieces never hurt. As you said, there's no guarantee they'll be useful, but if it's not too much work for you, I'll certainly not say no.Well don't expect anything too soon, unless you just want a slow trickle, but there'll be bits for mounted Africans, a bunch of robes and colorful cloth hats, and machetes.
Well, Carthage started as a Phoenician colony that became independent after Cyrus the Great conquered the mother nation. They had a mythical queen-founder (though no matriarchy like in Dominions.) Tyre, the original Phoenician capital, worshipped Melqart that is the god-thing of Berythos.
A true Carthage should get war elephants, though... but maybe they get them as LA version.
That is unfortunately common for many summons and late game options in general, some are just plain better than others instead of being situationally better. I haven't really played Dom5 in real multiplayer yet, but in Olden Times you had to get the conceptual balance mod for the best experience. Otherwise there was always one optimal choice that was simply better in cost-effectiveness than the rest, regardless of !fun!.In Dominions 4, it was sum1won's balance mod, after an initial year or two with a different balance mod for each community. Right now I know Zonk is taking a go at a balance mod already and I don't know if he's the only one but there's no widely spread mod yet and won't be for a while - even the mainstays like Worthy Heroes and Better Arena are only now retaking their place as every game go-tos.
I understand that balancing a game this complicated is difficult, though and it doesn't affect those who prefer playing single player.
EDIT: Speaking of Berytos, what are people's thoughts on the Melqart spell? Blood 6, 99 blood slaves for another nation's national commander (with a couple modifications), and you still have to pay an exorbitant amount of upkeep on them. Much as I love the fluff, I'm... Not really seeing it.
I've heard this as well, and it makes sense to me. Sure, Hinnom's version is better in the early game, but in the late game a blood economy can pump out a ton of blood slaves. The upkeep isn't great but by the time you can summon melquarts and se'irim, there's not all that much to use gold on anyway. And Berytos may not have the best blood hunter, but Hinnom doesn't have the best gold situation either.EDIT: Speaking of Berytos, what are people's thoughts on the Melqart spell? Blood 6, 99 blood slaves for another nation's national commander (with a couple modifications), and you still have to pay an exorbitant amount of upkeep on them. Much as I love the fluff, I'm... Not really seeing it.
I've actually usually heard them touted as a superior version of Hinnom's Melqarts because they're not limited to slow-recruit cap-only.
I've never seriously played either nation, though, so I don't have a personal opinion.
I've heard this as well, and it makes sense to me. Sure, Hinnom's version is better in the early game, but in the late game a blood economy can pump out a ton of blood slaves. The upkeep isn't great but by the time you can summon melquarts and se'irim, there's not all that much to use gold on anyway. And Berytos may not have the best blood hunter, but Hinnom doesn't have the best gold situation either.
Does bane venom charm works on troops in besieged castles?yes, but you would still have to wait 6 months for the army to die off.
...heck, I think you can empower a bloodless mage from 0-3 with 95 slaves, giving you all the potential combinations and uses that that provides.
Now, if there was a Ry'leh spell that "Thins the barrier between the void and reality" so that even one horror mark is relevant, that would be great.There is, its called astral corruption, although that does far more then just amp up horror attacks. Also it ry'leh doesn't get easy access to it.
Lightless lanterns give very little horror marking. Blood empowerment can give like 20 or 30 in one go.In round 501, I've had 4 researchers get killed by horrors. Then again I've had misfortune 1 for quite a while.
There was a Dom4 mod nation that was horror cultists, to the point of being oozing theme but possibly annoying to play as - which seems about right. I can't remember the name, though...Was it called... Horrorlando, FL? Possibly Horroregon? Lots of cultists there.
I think the idea was to make it more useful on an offensive scale, or to give R'lyeh at least SOME form of agreement with the horrors, considering... Y'know, the everything.Now, if there was a Ry'leh spell that "Thins the barrier between the void and reality" so that even one horror mark is relevant, that would be great.There is, its called astral corruption, although that does far more then just amp up horror attacks. Also it ry'leh doesn't get easy access to it.
R'lyeh isn't really about horrors, though. They're about all the other weirdness in the Void, but not horrors. Hence their lack of blood, or much of anything relating to horrors. Saying R'lyeh needs to have features relating to horrors because they're a Void-oriented nation is a bit like saying Oceania needs to have features relating to Atlantians because they're an ocean-dwelling nation.Thing is, when the horrors got expanded beyond just Lesser/Normal, a lot of the designs were inspired by Lovecraftian mythos. They're also some of the things that can come out of the summoning portal to attack failed rolls, and the only things to attack people lost in the Void. There just seems to be this bizarre, unclear split between kosher voidlings and the off-limit voidies that a bunch of other nations get to play with.
They're also some of the things that can come out of the summoning portal to attack failed rolls, and the only things to attack people lost in the Void.
Mindless units
Mindless units need to be under the control of a commander. If there are no unrouted commanders on the battlefield eligible to command mindless units, remaining mindless units on the field are automatically subject to mindless dissolution.
If all eligible commanders (i.e. commanders who can command mindless units) have been killed or routed, the mindless beings become immobile and have a 33% chance each turn of dissolving and vanishing from the battle. They will not move, but will attack adjacent units.
Well the acorns give 1 magic command, but the thing is a golem has astral magic so it already has magic command.But does the astral magic command boost get "applied" before or after mindless removes it?
Were Ivy Kings ever mindless? Other ivy things were and are, but Kings aren't and weren't in Dom4......y'know, of all things, I think that may actually have been something from Dom1. That's the only other time I remember having summoned them. Either that or I'm just getting confused with ancient memories of GoR'ing a vogre, giving him two vine whips and a crown, and pretending he was a king.
Sounds funky...
Looking forward to Dom6, maybe in full 3d or something.
Well I just got dominion crushed by master AI, but I don't quite know how. I still had 2 provinces with 3 dominion candles and had my god, prophet, and about a dozen tier 2 preachers all preaching. How is it possible to lose 6 candles with all that prayer behind it? I was up against marignon, pythium, and erytheia.
LA Pythium Taurobolium, on the other, gives +2 Fire and +1 Nature to the Heliodromus casting it, but also raises his heretic trait for 12 month.
(Mentioning it because they were added together and it's a limited time, unit-specific buff)
In other news, I'm digging the work being done on specific Twiceborn wight results. I had no idea Enkidu and Ashdod necromancers turned into special units, or Panic Apostates came back as carrions.
LA Pythium Taurobolium, on the other, gives +2 Fire and +1 Nature to the Heliodromus casting it, but also raises his heretic trait for 12 month.
(Mentioning it because they were added together and it's a limited time, unit-specific buff)
Universal immortality with the move to Dom 5, though I believe it's far more rare than the dominion version. Dom 5 also added a turn timer to reform, instead of it happening immediately, and removed innate Recuperation from immortals. They can recover from afflictions by reforming, though since that involves them dying they can easily pick up more afflictions than they lose this way.
Probably either a dragon, a gorgon, or maybe even a teotl of the night. The main issue with doing that is you will end up with no magic and base dominion of 1 after a dozen deaths or so.Hmm, so there's dominion strength reduction involved now, too? Interesting. Does Ur's national bonus prevent that as well, or just magic path loss?
I can't help but wonder. Is person riding skeleton giant riding chariot a thing, yet? If not, why not?
Going too deep would be too silly, but it feels like thing riding thing riding thing is something needed yet apparently lacking. We must have horseman riding horse riding horse, like dream of fire emblem mounted units made manifest.
Was something that always bothered me, you've got a bonus to recalling dead gods, but those gods were either immortal to begin with or came back with nothing more than a few spare parts and an Ikea instruction pamphlet.I know that it's not the best one, but i'm still sigging this.
S'pose that kinda depends on how you define missile weapons. One thing is the usual batch of slings/bows/crossbows, but are javelins, large rocks and mind blasts included in that distinction for this purpose?
I imagine boulder-flinging walls would be reasonably painful, at least if the 2-ammo limit was ignored.
That, or just mounting howdahs on the giant hoburgs so hoburgs can ride them - and so the giant hoburgs have a snack handy in case they get hungry, ofc.Gotta remember to pack a lunch! Reminds me of a webcomic strip detailing why they didn't use the eagles to fly everywhere in Lord of the Rings...
Gotta remember to pack a lunch! Reminds me of a webcomic strip detailing why they didn't use the eagles to fly everywhere in Lord of the Rings...
I wanna say elites and sacreds don't get checked, though, as it's basically modified PD generation code and NG excludes those from PD (even though it would be nice if every once in a while it didn't).Idle thought and probably pointless to mention in practice, but it might be neat if a temple in the province would randomly bless a handful of PD regardless of sacred status, or throw out a spell or two based on pretender paths.
This whole nation generation things looks interesting. Would someone with no knowledge of coding be able to set up an all random nations single player game?Yes, download: https://github.com/elmokki/nationgen/releases
Round 503 nationgen wackyness?I would be up for it, since 501 is winding down and I want more dominions games for my fix.
Round 503 nationgen wackyness?I would be up for it, I am worried about people with tons of free time finding the most op nation possible...then again, if there is a need for testing, this would do it.
That's really weird because their troops' ages look fine to me.
Hmmmmm. I tried the nation gen and basically got an army of centaurs with different weapons, fire resistance, and recuperation. Seemed pretty boring. Was I unlucky or does the generator tend to give very unvaried units?Quite a few nations that are generated are and will be boring because you have seen that sort of thing before. However...that nation does still sound interesting if you was to take the heat aura bless and cast heat from hell in every fight but that would require either the nation to have fire access or to use the pretender for it.
The usual way to balance it is to generate N nations per player and let each player choose only from their own pool.I would be fine with giving it a try.
Hmmmmm. I tried the nation gen and basically got an army of centaurs with different weapons, fire resistance, and recuperation. Seemed pretty boring. Was I unlucky or does the generator tend to give very unvaried units?
I just noticed, the nationgen mod used BYOND code/engine.... What does this mean? Does this have any potential for SS13 crossovers?
So something in my computer is recognizing the Java code as BYOND and labeling it as such?That "something" will be your operating system. You probably have java files associated with BYOND, meaning your OS thinks this is the program to open them with.
It's probably a hold-over from Dom 4, which obviously didn't have a strength bonus on its ranged weapons. So not so much of a bug as an oversight?Eh? Some of them definitely had some strength interactions. Might have just been range, but I could swear there was some (grotesquely gem inefficient) hilarity with high strength >2 arm critters and fire bolas or somethin' like that. Maybe I'm remembering D3?
Yeah, there were definitely ranged weapons with strength bonuses, even outside of skirmishing weapons like boulders and javelins. Don't think there were any strength-bonus standard bows, but the lightning bow and that mighty/strongarm bow that may have even been an artifact definitely had the boost. Although I suppose the lightning bow isn't technically a "bow" when you get down to it...It's probably a hold-over from Dom 4, which obviously didn't have a strength bonus on its ranged weapons. So not so much of a bug as an oversight?Eh? Some of them definitely had some strength interactions. Might have just been range, but I could swear there was some (grotesquely gem inefficient) hilarity with high strength >2 arm critters and fire bolas or somethin' like that. Maybe I'm remembering D3?
Though the standard bows definitely didn't, so holdover could still be accurate.
Getting a big, strong longdead giant is pretty dang nice, if only when compared to the regular kind.Horde of skeletons is a great spell largely due to the quantity of longdead it produces, not the quality. Going from small to large may not improve the quality that much, except in HP, but HP is mostly what you want from them so it's actually a pretty significant boon... Or it would be if you had a more cost-effective skelespammer to actually make use of it.
Anyone know the relation between the frost weapon bless on sacred archers and the fire arrows spell? Do you get both?I don't see why not, but maybe test it if you're concerned. If it's magical bows, you won't.
AI can sailI don't know why I laughed at this.
Smaller less likely to be hit than larger if in same square.
6. Preach Priests preach the word of their god, and dominion is adjusted accordingly....Cure Disease should have gone off before disease calculations.
10. Magic rituals All mages cast their rituals in a random order.
45. Heal / Disease All units regain lost hit points, unless they are diseased, in which case they suffer more damage instead and may incur more afflictions.
I think the only ways of dealing with it were Arcosephalian priestesses and maybe the holy grail, if it even existed back then.
Regardless, it wasn't very accessible. Nice to have a few more options, even if it has kinda taken some of the bite out of disease warfare.disease warfare is still situationally useful. It may be more possible for someone to mitigate, but that costs resources, usually gems. It'll hardly win you the game, but shades with bane venom charms are good ways to soften up an enemy (especially his research base) before a war. And not everyone has ready access to disease healers now, either.
How many misc slots did your pretender have and where they all occupied by other items? If everything was filled or they had just the one then it's understandable what happened. If they had free slots then that should undoubtedly be reported as a bug.
There's no mod that lets you redo turns that have already happened. That behaviour is well beyond the capability of any modder. The turn files should be unencrypted and easy to swap in and out though. If you have a back-up somewhere or can manage to restore the old turn file through a utility then that's good. Otherwise you're kinda out of luck.
it's weird that researchers and other lab monkeys manage to catastrophically drop all their items in their death throes after passing away peacefully from old age.
Yes the pretender slots were full, but why not just send it to the lab? Why not give a warning? Why not have the items of the deceased commander go into a lab when they are right next to a lab with plenty of our men next to it? Why not have the spell replace a non-essential item? Why not have the spell fail if it would remove a previous item?... So many things could be done to stop this.
And if it's a simple matter to back it up then i think it would be a simple matter to write a mod that makes a backup and sends it to the save folder under a different save name. Unfortunately I have no knowledge of coding.
I need a favor from someone with Dom5: round 502 needs a non-player to step in and set one of our Ragha to AI. If someone would be willing to do this relatively simple thing, it would be greatly appreciated.Will do. Please PM basic instructions. I have used Llamaserver but never subbed in any capacity.
This is an excellent tool for penetration calculations. It does communion fatigue, to hits and sieges too.
https://winkit.se/dominions/calc.html#spellpenetration
With no growth/death scales population is constant, aside from random events that change things up.
Don't worry, there's nothing wrong with killing everyone in the world as long as you win. Just expand fast enough to outpace your death scales and you'll be fine.With no growth/death scales population is constant, aside from random events that change things up.
I.....Need to go restart a game.
Would everyone say the game is worth 50 Australian dollars, or is it best to wait for more content patches and fixes?
Can no longer seduce over unfrozen river
I'm a short term Dominions player, I've been playing for 4 or 5 years now. It's just that the small map selection turned me off, and I was wondering if I should keep playing 4 and wait for a price drop.
I'm a short term Dominions player, I've been playing for 4 or 5 years now. It's just that the small map selection turned me off, and I was wondering if I should keep playing 4 and wait for a price drop.The small map selection isnt as big an issue as it might seem. All the old maps still work fine, there's just some new graphical features that they don't have. And there's now Steam workshop support for maps so it should become easier over time to find lots of good maps.
MA <...> NationgenWait, how can it be both?
Not both, of course. I just listed possibilities. :PMA <...> NationgenWait, how can it be both?
I'd like to play, but I still don't have the game. Thanks to the political shenanigans it still costs about three times as much as I'm capable of spending on a game nowadays. Even with Steam's generous regional discount. :\:(
It just takes a bit of sometimes-fiddly micromanagement.And really, isn't that what Dominions is all about?
And the beauty of NG is that you don't need to upload the mod, just the seed and your settings - to include restrictions used, if any - and everyone else can generate their own copy. Once you have all the nations picked, you can regen a smaller mod with just those national seeds specified for the sake of brevity.With modern data transfer technology, uploading the mod will usually be more convenient, since there's far less possibility for error. Especially since it lets you join mods together and do stuff like write custom descriptions, which I feel is a direly underutilized area of potential role play.
Don't forget to screen the output too. There was a Dom4 NG game where an icthyid nation got cheap recruit anywhere D2 assassins.Noob question: any (convenient) way to see if unit is recruitable anywhere without making new game and checking if there are recruitables in unforted provinces?
Don't forget to screen the output too. There was a Dom4 NG game where an icthyid nation got cheap recruit anywhere D2 assassins.Noob question: any (covenient) way to see if unit is recruitable anywhere without making new game and checking if there are recruitables in unforted provinces?
Especially since it lets you join mods together and do stuff like write custom descriptions, which I feel is a direly underutilized area of potential role play.
Oh, forgot about that.Don't forget to screen the output too. There was a Dom4 NG game where an icthyid nation got cheap recruit anywhere D2 assassins.Noob question: any (covenient) way to see if unit is recruitable anywhere without making new game and checking if there are recruitables in unforted provinces?
I believe you can scan the nations form nation gen with the Dom 5 inspector.
...the best Dom5 way to review nations for things like recruit anywhere is to load the mod in the mod menu and then use Create Pretender - the nation overview will show all recruitables as well as sites. If something is not tied to a specific site, it's recruit-anywhere.Gobbledegook. I thought about foreign for some reason. Yeah. Got it about checking for truly obscene things. :P
E: Hell, as theme games go, all the gods having to be a vanilla nation rolling with the Mother of Monsters (or similarly natured pretender) and all the disciples being natgen creations (probably heavily tilted towards weirder stuff) would be like way too on point. Someone should do that.And how exactly i can do
some sort of ordered draft to pick both normal and NG nations?
write custom descriptionsYou mean for players to write descriptions of their troops and nation?
So it's been a while since the last Dominions game on Bay12 and I've caught a hankering to play another round of multiplayer. If I made a thread and got Llamaserver setup would anyone be interested in joining? I'm open to suggestions about settings and so on if anyone is.I've actually been thinking of getting back into it – I've barely played since 5 came out.
Unfortunately I just remembered that I'm a dolt will be away for the latter half of September. Once I come back I'll definitely get round 4 going, however. Just have to be patient until then.Still too busy?
Unfortunately I just remembered that I'm a dolt will be away for the latter half of September. Once I come back I'll definitely get round 4 going, however. Just have to be patient until then.Still too busy?
Just a heads up that it looks to be 40% off currently until the 7th if anyone was looking to give it a shot!
https://store.steampowered.com/app/722060/Dominions_5__Warriors_of_the_Faith/ (https://store.steampowered.com/app/722060/Dominions_5__Warriors_of_the_Faith/)
Calling down GfH on your own position is certainly a tactic I haven't seen before."Artillery salvo on my coordinates!"
What happens to a fort upgrade construction if it gets besieged? Does it get cancelled(investment refunded/lost?), paused until siege is lifted, or finishes normally despite the siege?
There's a free spot for a player in round 504. MA Phaeacia. 30th turn. I'm not sure what state they are in - probably not great, not terrible. It'd be best for anyone interested to load the turn and have a look before committing. Contact USEC_OFFICER and he'll arrange for the file to be sent.
EDIT3: Or in swamp, but you can't rectruit any national troops there.
[And of course, since no one else mentioned it, another nation that can release Lords of Civilization is always !FUN!...]Lords of civilization in the middle age is kind of nuts, and they've got those lovely 90g B1?1 Cannibal Shamans to make it happen.
It sounds like Na'Ba summons are getting nerfed a bit too.How so?
Still shit at this game (at least in dom4 you could cheese with who goes first in combat) but if anyone pms me when the next one starts, I am in.Just freed up 1-2 game slots, :P so i can join too. I planned to start a game with dom enhanced elsewhere, but not really much.
Something else to test. Given all of the other edge cases in Dominions, I wouldn't be surprised if the Bane Venom Charm ignored any disease resistance a living unit had. Theoretically nothing stops you from rotating out Plague Doctors out though, since the charms aren't cursed. The movements would be kinda predictable but you could always retreat back to a friendly lab, remove the charm, and use disease healer to recover.Or just send a scout with the plague doctor to pick up the charm in-situ.
MR 15 on a sacred or commander isn't unprecedented but for regular units it is. R'lyeh is the only nation that gets regular units with MR that high (and Ur's Mushussus but who uses those?).Your dominions-fu is weak ;)
MR 15 on a sacred or commander isn't unprecedented but for regular units it is.
-snip-Kangasharkman up in the corner there is looking particularly bitey today... And I love how those crab nobles (crabnobs?) turned out.
Any thoughts on the current state of Dom5 vs Dom4?
I've had half a mind to try to organize an MP not wholly unlike what your setup is, though my idea was a gaggle of imperial-themed NationGen nations of various races fighting coop against an OP AI Ermor. For that to happen I'd need to finish imperial humans properly and probably add imperial themes to a couple more additional races (like lizards), though.I think it would be pretty difficult to make an AI Ermor challenging. Skeleton War already negates Ermor's substantial advantage that you can likely grow early while everyone else fights more profitable wars. You can get rid of a lot of the early game weakness by giving the cap site some ridiculous number of free gems I guess, but that doesn't sound fun to fight. Honestly, playing against AI is kind of boring to begin with in terms of tactics and strategies employed, and playing against Ermor can feel like pulling teeth. Playing against AI Ermor seems like a bad combination.
Assassins can't get magic paths. However, #assassin can crop up on mages. That's always been a thing, and no provisions are made to exclude paths that are most readily exploitable owing to cheesy battle summons - it would be bizarre to do so when skelispam amulets are still a thing in vanilla. I suppose I could make assassin-mages be cap-only, but it would be rather odd to eliminate them entirely given the vanilla examples of mage-assassins.Yeah, wasn't trying to say "fix this specific thing that happened", just wondering about general process since I don't really follow it closely. It came up in discussion elsewhere whether it's better to give everyone three nations to choose from, meaning some can have three good options and some can have three bad ones, or to let everyone pick from a shared list, meaning that nobody will get totally screwed out of good choices by randomness, but unavoidably conferring an advantage based on timezone and availability. Since the underlying problem is heterogeneity of balance, that's why I asked if there had been anything done in this regard.
Overall, you hit the crux of where NG (or any procedural content) falls short: the tradeoff between cohesion and variety is the key one, and finding a balance can be hard. I've tried over the last several years to shift the balance in the direction of cohesion, but it's hard to produce a large number of procedural nations because at a certain point increasing cohesion requires increasing semantic depth. In this context, that goes from a mechanical problem (producing varied units) to a natural language processing problem (articulating sufficient coherent thematic and semantic relationships between the units and the nation), and that's a rather harder one.I think NationGen is pretty good at this, honestly. It establishes core conceits in race and mechanics, and then iterates and diverges from there in systematic ways, which is, I reckon, the most you can ask for.
It may be more cohesive than it was when you tried it (depending on how long it had been), but it's fair to say that it would be worthwhile for us to work on national cohesion at a greater depth than mechanical and visual thematic cohesion, even if it's meaningfully difficult to expand in that direction.What, like constructing a dynamic narrative for the descriptions? Sounds like a big job. If you do intend to do something like this, I think a lot can be done with a relatively small amount of random text strings, allowing people to connect the dots on their own. OSR type tabletop games which have big tables for random setting elements would be a good source for inspiration there.
What about the ability to tweak the nation after nationgen? If I could iron out the oddities and add some custom spells then I think not only would it make nationgen more enjoyable, but some actual nations that could be shared with others could come out of it.Editing descriptions in the mod files that nationgen creates is very easy. It should be very easy (though I'm also not volunteering) to make those editable in an application, if you wanted to, but there's not really any point. The amount of technical knowledge required is opening the file in a text editor and using ctrl+f to find the unit name, then looking where it says "descr". Sprites can also be replaced just by replacing the file, and you can make a new one with spritegen or pretty much any image editor. You can also make these changes (or any that only change images and strings, as far as I'm aware) after a game has already started without causing any problems. At least in PBEM, I never tried it on direct connect.
I wonder if it's possible to design a tool to easily let people make their own sprites too. Run the tool, alt-click the sprite you want to edit, it pops up in an editor, you edit and save it, and it overwrites the proper file.
There's no tool to do that, but it probably wouldn't be terribly difficult to code one (note: I'm not volunteering :p). We had everyone write fluff for NG nations in the round 4.10 game (http://www.bay12forums.com/smf/index.php?topic=144007.msg5680284), and that was fun IMO; not only did we get to exercise our creativity, we were forced to fit it to NG's random nonsense rather than letting ourselves excessive creative freedom.Seems like it would be good to encourage that kind of thing for nationgen games as a general rule. Only caveat I can think of is if someone wants to be sneaky by obfuscating how a unit works, making your weak things look strong, your strong things look weak, implying a unit has special abilities (for which there aren't icons) when it doesn't, or removing reference to abilities it does have. Since this level of deception is possible, but tedious and inconvenient, to circumvent, naturally there should be a gentleman's agreement not to do such things.
It came up in discussion elsewhere whether it's better to give everyone three nations to choose from, meaning some can have three good options and some can have three bad ones, or to let everyone pick from a shared list, meaning that nobody will get totally screwed out of good choices by randomness, but unavoidably conferring an advantage based on timezone and availability.
Seems like it would be good to encourage that kind of thing for nationgen games as a general rule. Only caveat I can think of is if someone wants to be sneaky by obfuscating how a unit works, making your weak things look strong, your strong things look weak, implying a unit has special abilities (for which there aren't icons) when it doesn't, or removing reference to abilities it does have. Since this level of deception is possible, but tedious and inconvenient, to circumvent, naturally there should be a gentleman's agreement not to do such things.
These methods which increase the complexity are a good idea with respect to the factors mentioned, but have the potential to cause other problems. First of all, they require a non-trivial degree of coordination, the complete lack of which is why I often see the first-come-first-served approach treated as a default. Although it can work well for some groups, others may find their interest in the game greatly impeded by the necessity to undergo tedious bureaucratic measures before even getting to play. After all, how many people forgo diplomacy entirely (or nearly so) because it's not a part of the game that they enjoy?It came up in discussion elsewhere whether it's better to give everyone three nations to choose from, meaning some can have three good options and some can have three bad ones, or to let everyone pick from a shared list, meaning that nobody will get totally screwed out of good choices by randomness, but unavoidably conferring an advantage based on timezone and availability.
The general balances here IMO are to make decisions more collectively and more measuredly. If each person gets three nations, let another player ban one of the three. That cuts down on the worst cheese, even though you may end up with two tepid choices. If it's all from one pool, don't make it a free-for-all, make it a draft with random order. My preferred option is to combine these two: each player picks two nations from a reasonably large pool via a round-robin draft, then bans one of another player's nations. There's an argument in favor of doing the banning pass first and then letting the player pick from their two drafted nations. There's also one in favor of doing a first banning pass so the cheesiest cheese is rooted out ahead AND the remaining cheese being homogenized by a banning pass afterwards as well.Spoiler: That seems clear enough to me, but just in case, an example (click to show/hide)
I think names are less recognizable than sprites. If you're just glancing at battle summaries this isn't the case, but when watching a battle proper, the sprites are the thing you see and you've got to examine to see the names, at which point you'll see the stats anyway. There's no perfect solution, and I'm not concerned about the very obvious cases of abuse anyway, since those are easy to notice and as long as you say not to, nobody is going to do something too cheeky like making their units all identical. It's more like those small deceptions that are a bit borderline that will be an inevitable temptation. Of course, to a certain degree it's an acceptable hazard I suppose.Seems like it would be good to encourage that kind of thing for nationgen games as a general rule. Only caveat I can think of is if someone wants to be sneaky by obfuscating how a unit works, making your weak things look strong, your strong things look weak, implying a unit has special abilities (for which there aren't icons) when it doesn't, or removing reference to abilities it does have. Since this level of deception is possible, but tedious and inconvenient, to circumvent, naturally there should be a gentleman's agreement not to do such things.
The best solution for this IMO is to forbid/limit renaming unit types and then just make sure everyone has the original seeds and Advanced Description files. If you are renaming units, though, then agreeing ahead of time to always be unambiguously descritpive would be best, yes.
Furthermore, I think the issue of tepid choices that you touch on is very significant. If someone has a nation that they're excited to play, and then are banned from doing so, where does their enthusiasm for the game go?
Although it's not entirely unfair, it doesn't take into account the feeling of investment. When you see a cool nation and get excited by it, you're getting invested in that, so when you're told you can't play it after all, that's a problem. On the other hand, when you've been playing the game for a week or two, by that point you're invested even if you start losing.Furthermore, I think the issue of tepid choices that you touch on is very significant. If someone has a nation that they're excited to play, and then are banned from doing so, where does their enthusiasm for the game go?
This comes down to a matter of expectations. If they go into the game knowing there will be drafts and/or bans, they should realistically not be excited to play a specific nation upon seeing the 20/50/100/etc that are in the pool; they should be looking to find a set of nations they'd like to play. This is no worse than being excited to play a particular nation (vanilla, NG, or whatever) but then having someone else pick it before you can; if you can't maintain your enthusiasm at that point, I'd worry you'll not maintain enthusiasm for long enough to finish a game unless you're winning. That's not an entirely fair assumption, but it's not an entirely unfair one either.
BTW, did you ever do anything with the African (I think?) sprites you mentioned thinking about fiddling with for NG a year or three ago?Nah, not yet. It wound up on the backburner in favor of other projects. I'll get around to it eventually I'm sure, but no ETA. I do have some other stuff that I could separate into its layers for you, although I still don't have a very comprehensive understanding of how the format is supposed to work.
This is an artifact of either non-standard game settings or players that are consistently not very aggressive. Maybe very excessive numbers of throne points required. The typical meta in both Dominions 4 and 5 has the game ending far before the point where SCs dominate, most of the time. It hasn't been since Dom3 that the game was routinely like that on default settings (or nearly so).For some reason i thought we were playing on standart half+1 throne, but i actually checked ongoing games from out most frequent host now and lo! 9 out of 12 by 1's all over. Which did lead to hilarious results in one case - 112 turns long 4 team disciples game, no team fully eliminated yet (although ours is on a slow but steady way to it since beggining), no end in sight. So yeah, slogs supreme. Besides those, there is 80 turn "should have ended early" game with "one 3, two 2, five 1, 8 for win" thrones. Not really SC domination, but there already were at least 5 golems - two from me-MA Rlyeh, three from Tien Chi. :P And in other game, stupidly overfed MA Ermor ::) with a golem on turn 45. Along with enchantment 6. Yep. ::) Gang up on Ermor fast and don't get distracted by "free" castles that Jotunheim loser left behind.
Re: the development of predictable metas in Dominions, NationGen in the past has had pretensions (and even some dev work) towards randomized new spells and items. It's something that was dropped to the wayside, though - unsurprisingly, given how hard of a problem doing that right is.I think it depends on what counts as "right". I would think that making some random summonable units and the spells to summon them would be a pretty straighforward extension of what the engine already does, even if it's only touching a tiny portion of what random spells could potentially do. But even for vanilla nations, national summons are often the most defining spells.
I've completed my Skeleton War AAR.
Full list of posts (start from the bottom): https://cruxador.wordpress.com/category/skeleton_war/
Speaking of skeletons, it reminds me of something interesting I learned. Some nations have special skeletons, making their skeleton summoning spells extra powerful. I forget specifically what they were but the info should be googlable.Giant nations often get giant skeletons. Ulm has greatsword wielding longdead, which is a neat way for EA to get some extra oomph out of their small death access.
Speaking of skeletons, it reminds me of something interesting I learned. Some nations have special skeletons, making their skeleton summoning spells extra powerful. I forget specifically what they were but the info should be googlable.I believe a recentish update expanded on this, so old info may be obsolete.
It's hard to avoid at the best of times. And Ermor is known for being incredibly tiresome to play both as and against, so it's pretty understandable.I've completed my Skeleton War AAR.
Full list of posts (start from the bottom): https://cruxador.wordpress.com/category/skeleton_war/
I really enjoyed reading this, shame about all the stales.
Good to hear. I'm getting the urge to play again. Any suggestions on what nation and style to play as?Try out new nations, maybe? MA Ind, MA Naba, EA Ubar, LA Vaettiheim. Ind is most unusual of the bunch.
I've completed my Skeleton War AAR.Very nice read, congrats on the skelepocalypse.
Full list of posts (start from the bottom): https://cruxador.wordpress.com/category/skeleton_war/
So it sounds like by making 10 tiny squads of archers/fliers instead of 1 big one, I get to up the chance that I randomly kill a enemy mage? Seems..... abusive.
I can understand the routing, but why the killing? If anything, the routing should make the squishy archers die less as they get to run away.
Any mods out there that will let me redo the previous turn? Too many times do I forget to make something attack instead of stealth into a province and it REALLY fucks with my game.I assume you mean in singleplayer.
Ooo, I like that idea. I've never used something like Dropbox before. Is it easy?After a brief check, I think I would rather recommend MEGASync, the MEGA Desktop app. The setup is simpler compared to Dropbox, at least the way I used it. You can directly set your Dominions saved games folder as a "sync" folder through the desktop client, and then when you need to come back a turn or three you just find the .trn file on your MEGA cloud drive and pick a version to revert to.
You could also try this automated turn archiver
https://www.dropbox.com/s/mru8mslvxto4war/Dom5TurnArchiver_v2.zip?dl=0
I tried downloading that automated turn archiver from dropbox, but it's not working. It says you just need to run the .jar file, but it gives me a JNI error.You need Java set up in order to run .jar's. And possibly updated to the latest version.
I tried downloading that automated turn archiver from dropbox, but it's not working. It says you just need to run the .jar file, but it gives me a JNI error.You need Java set up in order to run .jar's. And possibly updated to the latest version.
It's a bit faster in D5 since making combat WeGo instead of IGoYouGo - or rather, MySpellsIGoYourSpellsYouGo - made watching replays A LOT faster. Planning still takes time, but planning to plan has been sped up.What, no Obligatory Atlantis?
[I don't think I'm in the right headspace to join a game myself, so as much as I might like to join in, I shan't.]
If I join a game again now, It'll probably last till just after my camping trip in june. Didn't think I'd last in the other one I did but there I was phone uploading saves on lappy in forest lol. Consider this as low/medium interest from a shitty player who forgets turns about 1/10. Llamaserver or blitzserver?Llama. If i wanted to play by discord i would have went to discord. :P
Q2: was anyone successful in creating a viable bless/light gear build for turning Jotunheim's scouts into thugs? They seem like a prime subject, what with recruit-anywhere, stealth, large size, and being sacred. But so far everything I tried has them die way too quickly to even light province defences.
The monster is less likely to suffer an affliction when taking damage. A value of 1 makes it half as likely, a value of 2 makes it one third as likely, etc. Air Elementals and similar have a value of 99, making it almost impossible to get an affliction.
The chance is simply the percentage of its total maximum points a unit suffers on that strike (E.g. an infantry unit with a maximum of 10 hp will have a 20% chance of suffering an affliction upon taking 2 hp damage). This is further modified by other factors: being cursed increases affliction chance by a flat 15% every time damage is taken1), and regeneration reduces affliction rate to 500/(regeneration percentage) percent (E.g. 10% regeneration reduces afflictions by 50%). Additionally, affliction resistance has a 100% x (affliction resistance)/(affliction resistance + 1) chance to reduce the chance to 0.5%, regardless of the size of the original damage (E.g. affliction resistance 3 reduces afflictions by ~74.5%).referring to this code diving bit:
Gaining Afflictions when Damaged
Calculate (damage done*1000)/unit's max hp. Call this Value 1 and keep it for later.
Calc value 2: Multiply value 1 by the value of unknown unit effect 0x12d (I have no idea what this does). Then divide this by 100.
Final affliction value: Add 1 and 2 together
If cursed, add 150 to this sum
If active regen percentage is greater than 5, the value instead becomes (value * 100)/(regen percentage * 20)
Get affliction resistance. If liquid body is active, add 1 to this.
If (100/(affliction res + 1)) < random 0-99, set the value to 5.
If the final value is 5 or less, set it to 5.
First random roll: if the final value is not greater than a random number 0-999, do nothing. Otherwise, you get some kind of affliction (of which there are two different applying functions I don't yet know the difference between)
Is there a titan of five-dimensional chess?I didn't know they made a titan based upon you...
Spoiler: Smart Guy (click to show/hide)Spoiler: Bless for Smart Guy (click to show/hide)
If you do I'll figure out someway to use them in my halfling mod. Still might be excessive, but the effort won't go to waste.Now THAT is how you tempt E. Albright back into modding.
ÆtherNomad is a king of OPness. When you think mods just can't get any more stupid, he cackles and unrolls something like this:And if you don't kill off the nation by Year 5, they get to trade it in for Vast Teleporters.Because its mighty fun when people make their capitals completely unconquareble except by domkill, right? ::) Ah yes, base dominion 5... Elemental resistances are all 50, by the way. And regen is 1.Spoiler (click to show/hide)
"Damage reversal 20" okay lol.And 5 years is so long it seems sorta pointless since certainly anyone can scrap together a way to kill it by then, but it's sorta just dumb lol. Standard Hellenika things though tbh :PSpoiler: It's still sorta killable if you have the right stuff. (click to show/hide)
Because its mighty fun when people make their capitals completely unconquareble except by domkill, right?Just siege it with, like, a scout- the game isn't won by conquering enemies, it's won by taking thrones (usually).
It doesn't matter. The gate never does anything but kill people who try to hit it. It can't have any magic. Only thing that mattered is that the sauromancer didn't try to hit it and didn't run away.
Just siege it with, like, a scout- the game isn't won by conquering enemies, it's won by taking thrones (usually).
Y'know, I may be misremembering here, but isn't there a way to prevent that from really working? Could swear you could set a critter's paths to like, heavily negative or something, and empowerment... well, works, but it costs a lot more than just that first 50 gems.It doesn't matter. The gate never does anything but kill people who try to hit it. It can't have any magic. Only thing that mattered is that the sauromancer didn't try to hit it and didn't run away.This strategy doesn't work, you know. Anyone who's willing to pick an indestructible immobile lump as their pretender will commit to the bit and spend the first 50 matching gems they get to empower the dumb thing.
This strategy doesn't work, you know. Anyone who's willing to pick an indestructible immobile lump as their pretender will commit to the bit and spend the first 50 matching gems they get to empower the dumb thing.
Doesn't sound like the designer in this case would actually do something like that, but still.
This strategy doesn't work, you know.I guess techhhhnically you could do that, especially in blood. It has -10 to all paths, so it takes 1025 gems to empower it to magic level 1.
All scales dumped ✅And all you recruit are recruit anywhere stealthy priests, to be as much of a nuisance as possible. :P Too bad they won't be actually able to preach much away. Does Hellenica have any nations with stealthy H2 priests and a gate available?
With that said, I have an epic game going on the Bozmos map. Its a lot of fun, been going at it a whole month now (not 24/7, but a bit every day). Its probably the biggest map out there, but it looks cool with all the planets and stuff
COULD SOMEBODY PLEASE LINK TO THE MAP?! Google seems to think it doesn't exist.
A bunch of crude copypasted sprites and jpgs is cool for you? ??? Well, whatever you say.With that said, I have an epic game going on the Bozmos map. Its a lot of fun, been going at it a whole month now (not 24/7, but a bit every day). Its probably the biggest map out there, but it looks cool with all the planets and stuff
It needs a 40K mod, like in Dominions 3. But looks cool.
Nevermind, found it (http://dominionsmods.com/index.php?showtopic=4038).
Each unit in combat has combat speed. A move of one square on the battlefield costs roughly one point of combat speed, unless it is diagonal in which case it costs 50% more.
When units move adjacent to an enemy, they become locked in a “zone of control” which remains as long as the enemy persists.
Each unit moves individually, and has a cooldown at the end of each action. After a unit moves one step or strikes, it must cool down a while before it can perform its next action. A long cooldown is one round (after a strike) and a short cooldown comes after a move. There is some small amount of randomness to this cooldown value, but when moving it is mostly determined by the unit’s combat move, so faster units will wait a shorter time before taking the next action. If two units are adjacent, the unit that finishes its cooldown first will get to strike next
That'll probably tempt me to come back to NationGen to help update it to the new version, but I really had better not try to make the time. It will be tempting though...
Attacker: DRN + (Size points in the square) +2 if magic weapon
Defender: 2 + DRN + (shield parry value x2) – (Fatigue / 20)
Heavy reliance on bless strategies for human nations are almost always memes, and recruit anywhere Flagellants don't change that, it's still a meme. But LA Mari is still a classic blood nation, and thus pretty strong and perfectly capable of winning games just based on that alone.It does depend on whether or not the human nation in question has good blessable summons as well as troops.
Ah! MA Ermor and LA Lemuria always take hellblesses for their (technically) summoned troops... And they still count as human... right?For them, the hellbless is part of their strategy to pollute their lands and the lands of their neighbors.
it's still a meme....I thought all nations in Dominions were a meme. :P
If we allow near human nations, specifically with wings, I've seen it done to good effect for Condors with Nazca, although I feel like that's sorta a greedy build on top of a greedy nation. I've also done close to a hell bless with Xibalba... I mean, if your troops are bad enough, no need for money right? (I've lost every game I tried it with soooo.... take it with a grain of salt.Condors? I thought the supayas were all the rage with Nazca. And even the reason it is considered borderline OP, though I don't quite see why. Though, if one takes hellbless for those, one may not have money to actually summon them.
Which was out on steam since Dec 12. :PNow in Youtube format then. ;D
The exploding bless is amazing in single player for cheap bad sacred units like flagellants... I was hoping to keep it under wraps in case it's still viable in Dom6 so I could eventually use it in an LA game on this very forum.Also, you actually posted that same thing on page 57. :D