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Other Projects => Other Games => Topic started by: Jilladilla on September 11, 2017, 02:11:48 pm

Title: Dominions 5: Warriors of the Faith Released!
Post by: Jilladilla on September 11, 2017, 02:11:48 pm
Dominions 5: Warriors of the Faith has just been announced! (http://www.illwinter.com/dom5/)

I'll post the basic new features list here, and post some commentary on some of the big features for those of you who don't want to or can't follow the link below it:

New Features! (Copy/Pasted from the site)
-Real time combat
-Per unit combat logs
-Design your pretender's bless effect
-Priest's banishment and smite spells will depend on what type of god he follows
-History playback when game is over, see how dominion spread and provinces changed owners
-New random maps with bridges and better looking terrains
-New resource system with recruitment points that encourages recruiting in highly populated areas
-Fortifications built by starting at the basic type, then upgrading it later
-New research queue, researching is now one school at a time
-New movement system
-Winter shown on map and affects movement
-Dominion overlay on map to clearly show its boundaries
-New retreat system, good leaders can prevent units from dispersing in all directions
-Updated user interface with information more clearly presented than before
-New 3d-engine with better looking terrain, huge performance increase for good graphics cards
-More reliable network, now works on less than perfect connections too
-New nations
-Some old nations have been reworked and updated
-More spells, magic items, special abilities, events, monsters, titles, thrones, ....


Real time combat!
The turn based system is gone! No longer do you have to fear advancing into Turn 1 Rain of Stones or Earthquake Spam!

Both sides go simultaneously, and unit attack order is based upon RNG. Also, spells now have a casting time, and there was mentions of being able to interupt a spell if you damage the caster too.
Oh right, you also get to see the glory of all your fireballs being launched. At the same time.

Finally, shields can be broken if hit really hard now. Minor, but a bit of a nerf to EA Ermor, Sceleria and Pythium isn't it?


Design your Bless!
No longer does a N9E4 Pretender mean your bless is 10% regen, +8 max hp, and -2 fatigue/turn!

It now operates under a point-buy system, with your points dependent on your magic paths! So a N9E4 pretender has 9 nature points and 4 earth points to spend. At least, that's what I interpreted from one of the screenshots anyway. Some bless effects are quite cheap, for instance said screenshot showed a 'Magic Weapons' bless effect for 2S, so Rainbow Pretenders just got more viable, as X4 isn't the minimum for a bless effect anymore. I was wrong, you still need X4 to get bless points, but F3W3A3E3 and S3D3N3B3 will also count to give you points.

It also bears noting that the more powerful bless effects require your Pretender to be physically present in the world to take effect; if they're busy napping, being imprisoned, or just plain dead, your sacred units will not benefit from that bless effect! At the same time, some effects are passive, and will affect your sacred units even if they aren't blessed! Waterbreathing and 'Larger' were some examples presented of these.

With this system, you never know if that F9 god has one or two really big bless effects or a bunch of little ones, which makes things more fun!

Oh right, while technically not related to blessings, but your priests will get fun new spells based on your Pretenders magic paths. It'd make sense for a priest of a god of fire to be able to burn things yeah?


Recruitment and Command Points
Recruitment is a new resource attached to provinces just like income and resources, and will represent just how many people the province can spare to join your armies.

It's fairly simple, isn't it? A province with 50 iron mines but only 100 people just wouldn't be able to spare the manpower to join the army, in spite of being able to produce more than enough equipment to outfit an entire legion in just a month!

Forts can boost the recruitment points available, but no news on if it can pull it from adjacent provinces like they do for resources.

One last thing: Calvary will no longer cost as much gold, instead they will use up additional recruitment points!

With the introduction of Command Points, Slow to Recruit seems to be a thing of the past; and it seems to be technically possible to recruit multiple commanders per province per turn now, but no confirmation.

Scouts, normal commanders, and weak priests will only cost 1 command point, according to the preview info, but mages and stronger priests will cost 2 command points. Exceptionally strong mages, likely those that are currently StR, will cost 4.

That being said provinces will only have 1 command point by default, forts (not palisades apparently) can raise it to 2, with Citadels being able to give a province 3 Command Points per turn. The mention of mages that cost 4 Command Points implies that these will work like resources, so you'll be able to recruit your mages from a palisade even if they cost 2 or 3 points, you just have to accept only being able to recruit one every 2 or 3 turns.

And speaking of forts, you can't just start building a citadel now, you have to start from the bottom, and then upgrade the fort to the higher tier options.


Release Date? OMG JILLADILLA WHEN IS THE RELEASE DATE?!
They said that if everything goes as planned that they will release in the beginning of November on Steam, with PC, Mac, and Linux versions being released simultaneously. Oh, and they said that there is more information on changes that will be released in the days to come, so stay tuned!

RELEASE DATE ANNOUNCED! NOVEMBER 27th (or 28th, time zone shenanigans I think)!

I'll try to stay on the ball with updates, but please, feel free to point things out if it seems like I've dropped the ball ok?
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on September 11, 2017, 02:23:28 pm
Some additional interesting info here: https://forum.quartertothree.com/t/dominions-5-warriors-of-the-faith/131532/26
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: nenjin on September 11, 2017, 02:39:54 pm
Hah. And I was just showing a friend Dom4 this weekend and being like "Yeah, every single Dom game has been a slight alteration over the previous game that they sell for full price."

Seems like this time it's actually getting an overhaul.

AND coming in November? Man.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Radsoc on September 11, 2017, 02:52:34 pm
Great  news!

RNG order is great, simulates simultaneity!
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Trekkin on September 11, 2017, 03:00:27 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: nenjin on September 11, 2017, 03:03:07 pm
Really glad to hear abut the Recruitment Points, by the way. I've always felt population was underrepresented in its effect on your ability to recruit, other than its impact on available resources. While I don't really like a stand alone recruitment point resource because it feels a little too gamey, it is addressing a short coming of the game. When every province and can out 8 guys per turn at a minimum, that becomes a little too much spam to handle.

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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Culise on September 11, 2017, 03:04:38 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: nenjin on September 11, 2017, 03:09:46 pm
I may not be enough of a Dom player to truly appreciate roads, but I always felt like they had a negligible impact. Everyone moved at least 1 province per turn and it was rare anyone traveling through a city in my games got 2 moves due to roads, it was almost always due to their innate mobility.

Doesn't seem to make a lot of sense to me though that roads will be baked in to the map. Like, is where roads exist going to dictate partly where you should build your fort?
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Culise on September 11, 2017, 03:18:04 pm
I always thought, in my experience, that a significant part of the reason they had negligible impact was that you needed a fortification to build them.  A cost of 800-1400 gold for reducing the terrain move cost in rough terrain wasn't particularly impressive, and spamming adjacent forts also had the effect of cutting resource allocations per fort as the same amount of resources was distributed across more and more forts.  If roads could be built without constructing forts, though, 200 gold would seem much more reasonable. 
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Empty on September 11, 2017, 03:21:58 pm
There is no interface improvements on that list sadly.
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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: nenjin on September 11, 2017, 03:26:13 pm
Well the troop assignment and orders layout does look different. Seems each row of commanders is better spaced and separated from the others. Better "enough"? Guess we'll see.

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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Culise on September 11, 2017, 03:34:22 pm
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

But seriously, it would really be nice to have more visual indicators, though, like something that makes it visually clear that the defense number alone of the available numbers can actually be clicked.  Sorting by key information such as unrest, path searches, commander names, force strength, commander paths, or dominion strength (buried in the details option) would also be helpful, as would indicators for details like provinces you're actively besieging or that you are actively besieged in. 
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: nenjin on September 11, 2017, 03:36:01 pm
Huh, maybe guess I haven't tried it since Dom 3.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Cruxador on September 11, 2017, 03:48:50 pm
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.

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.
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.

There is no interface improvements on that list sadly.
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.
Interface is totally redone, though I'm afraid I don't know the specifics.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: nenjin on September 11, 2017, 04:17:02 pm
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.

It wasn't specifically mentioned and with roads no longer being a building option....I'm inferring though, it hasn't been 100% confirmed.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Culise on September 11, 2017, 04:30:03 pm
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.
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.
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. ^_^
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: nenjin on September 11, 2017, 05:59:06 pm
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.

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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on September 11, 2017, 06:05:08 pm
By what I've read, old-style maps will still be possible/usable; the game will just guess province edges for filling out visual map changes.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Karlito on September 12, 2017, 12:43:50 pm
Someone on reddit posted a recording of the new combat (https://www.youtube.com/watch?v=Fr1Zz2VwZDE)
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Frumple on September 12, 2017, 01:27:28 pm
Huh. Don't think I was expecting D5, but it's a fairly pleasant surprise (or will be, onces it's released and I can actually afford to buy it :P) anyway.

... will say that performance improvement for better graphics card thing seems sketchy as all hell, though. As a person that has a fairly shitty one on a definitely shitty computer, experience tends to suggest that kind of statement means "It will now run like complete ass instead of just mostly ass for you, if it runs at all" for us poor bastards. Hopefully it doesn't end up like that.

Beyond that... anyone know if mention of modding has been made, yet? Still that one D3 mod I've been hoping will eventually bug me enough to port over, and I can't imagine that'll be easier from 3 to 5, ha.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on September 12, 2017, 01:37:49 pm
Apparently modding isn't really being subjected to the beta testers yet, but there are a number of mod-happy individuals among their numbers.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Ametsala on September 12, 2017, 02:00:47 pm
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 reddit
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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: nenjin on September 12, 2017, 02:38:07 pm
Damn I was hoping to watch that. ><
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Cruxador on September 12, 2017, 03:40:29 pm
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.

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.
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.

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 reddit
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.
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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Sindain on September 12, 2017, 03:53:50 pm
Ptw
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: nenjin on September 12, 2017, 03:58:48 pm
Quote
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.

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....
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Virtz on September 12, 2017, 05:09:04 pm
Just to be sure, there still isn't and won't be any AI diplomacy mechanics, right? Like you still go to war by invading or being invaded and just stay at war forever?
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: ThtblovesDF on September 12, 2017, 05:54:17 pm
Data Blub

Spoiler (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on September 12, 2017, 06:17:51 pm
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)

I wonder if this will finally be enough to sound a death knell on the predominance of indy commanders. I'd think so, but then I'd thought the squad and morale changes D3->D4 would have done more to draw it into question than they did, so we shall see...
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: nenjin on September 12, 2017, 06:37:03 pm
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.

Quote
Vanheim
-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?

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."
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: etgfrog on September 12, 2017, 06:44:02 pm
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.
Slash weapons have +75% break shields
Blunt weapons have +25%
Pierce weapons have +0%
Rip vineshields thugs.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: nenjin on September 12, 2017, 07:01:54 pm
My gamer brains says Pierce should be better against shields than slash but I'm sure there's meta balance reasons for this.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: USEC_OFFICER on September 12, 2017, 07:03:29 pm
So that rains of arrows/bolts don't completely obliterate shields and leave troops vulnerable? Shields are supposed to be a counter to ranged spam after all.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: nenjin on September 12, 2017, 07:10:08 pm
But 0 versus 75%? Seems like shields would immediately disappear in melee and that's not exactly fitting either.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: USEC_OFFICER on September 12, 2017, 07:12:04 pm
I was only talking about piercing weapons in that comment but don't worry. That seems really high to me as well.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: etgfrog on September 12, 2017, 07:14:55 pm
Slash damage is a cut across a large area, it does make sense that it would do more damage to a shield then something that goes strait through the shield. Pierce has a protection reduction that applies to both shields and armor.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Culise on September 12, 2017, 07:22:58 pm
Also, I would personally suspect shields have varying abilities to resist being broken.  A straight 75% chance to break a shield on a hit seems astounding, but if that "+" in front means that it's just a percent-point or percentage bonus to some equation with other parameters as I would think, then it may not be as bad depending on how the other parameters play in.

Also also, I hope that the list of "snow walk" countries simply forgot to include Vanarus between Rus and Bogarus.  Elsewise, things might get a bit odd in the snowy north. :P
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: etgfrog on September 12, 2017, 08:02:57 pm
I don't think its a 75% chance to break the shield, but a +75% damage done to the shield. My guess is anything strong enough to break a shield in a single hit will also just instantly kill the troop. It will get a bit akward with large troops and equipment. The only solution I could see is the protection that gets reduced each hit gets divided by the size of the troop. At least I'm assuming the shield's protection gets reduced each hit.

Which makes sense, then slashing weapons would end up being death by a thousand cuts.

I also just realised, this is going to make slings pretty good.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Cruxador on September 12, 2017, 09:42:44 pm
Quote
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.

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 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.

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.

Quote
Quote
Vanheim
-20% cost to hammers.

I assume this means.....crafting magical hammers? So specific.
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.

Quote
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.

Quote
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.


*I think a fair few people do now. With Desura long dead, it's hard for newer players to get into the active community because there's only the Steam forums (which suck) a discord (which require a certain degree of buy in), and a few places that mostly avoid outsiders.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Frumple on September 12, 2017, 09:46:37 pm
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.

Having an army that can move even at two makes a helluva' difference when it comes to... most things. Expansion is about the closest to an exception, and depending on what you run into even for that, being able to redirect to a different front, pull back to defend, and so on, is still a major advantage. An army in transit functionally isn't an army save for purposes of posturing, heh. Also can make it a fair bit harder to get artillery'd on, depending on the situation. It's just a pretty major advantage all around.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Culise on September 12, 2017, 10:28:18 pm
Aye.  Just to add on to that point, the ability to reinforce makes high map-move quite useful for offensives.  Being able to concentrate your forces from two provinces away instead of simply adjacent provinces can be heaven-sent, especially if you can predict your opponent's counterattack and arrange for your armies to come together before they arrive.  It's probably the biggest reason survival traits can be rather nice, even though they're not broken in themselves: ignoring the movement costs of specific terrain lets you take better advantage of map-move under Dom4's method of calculating map movement costs. 
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Zonk on September 13, 2017, 07:24:37 am
Just passing through (though I did mean to check how the game and community was doing this year, actually).
Since I'm a beta tester I can answer a few quick questions but I suggest you check out other threads such as on the Invision forums, or the Discord severs.

As for shields: yes, piercing can break shields, it's just the worse weapon damage type for it.
The mechanic compares the attack damage to the shield's protection modified by various factors.

Shields don't have pseudo-HP counters, they are either damaged (-20% prot) or broken (-50%). So a shield can't be worn down by many small hits.

Shields are repaired post-battle using province resources - this is for regular, non-magic item shields.

Forged magical shields given to commanders behave somewhat differently: they auto-repair opostbattle if damaged, but if broken they are permanently lost (commander gets his default shield instead).
Magical shields however are harder to break, so it should be rare - except for vine shields, perhaps.
MA Ulm has magical shields (and armor!) on its troops.

I confirm roads are map feature and can't be built anymore. A full plain with no snow or roads costs 6 MM to fully move through. Standard light infanty & heavy cavalry are 14 MM, standard heavy is 8, light cavalry can be 20+.
Legionarie-style troops usually have +4 to represent their discipline and ability to march long distances.

You can also multimove through hostile provinces, but it's far harder especially if not stealthy.
Last but not least, you can move two or more caves or seas, but the cost is high, and flying in caves is slower too.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on September 13, 2017, 10:53:05 am
At this point, I'm convinced "always and only indy commanders" is on the way out unless a nation specifically has awful national commanders. Having nothing but box and skirmish formations available at ldr 40 plus morale checks being required to not scatter on retreat (possibly fatally if there are hostile provinces available to scatter into) really takes D4's differentiation between levels of leadership and starts carving it into distinct tiers - even moreso when line loses its morale and speed penalties.

Zonk, is the Formation Fighter command on phalanxes, etc. gone, or does it now merely affect double line/sparse line, or is it a morale (or something else) bonus in line formations, or...?
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Zonk on September 13, 2017, 11:06:17 am
Note leadership bonuses are especially important for the new retreat system - they are doubled for the morale check troops make to follow the leader when they retreat.
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.

Human hoplites with formation fighter are 4 to a square despite size 2.
Uruk has Moon Maidens: Enkidu (so size 3), but you can fit 3 to a square.

There are negative examples too: Therodian Dancers and Burning Ones are size 2 & 3 respectively, but 'bad formation fighter' makes them take the space of size 3 and 4 units.

Of course, this means formation fighter is no longer a 100% advantage (even if minor).
The troops get more attacks per square (and can share receiving attacks) and are easier to buff, but are also more vulnerable to enemy AOE attacks.

Also because the repel system is now much closer to Dom3 - only the attacked unit gets a repel attempt - it's not as useful with long weapons as you'd expect.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: sprinkled chariot on September 13, 2017, 11:36:16 am
So you cant just wreck low reach weapon crowds by MIGHT OF PHALANX?  :(

also what is the adress for dominions discord.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on September 13, 2017, 11:44:14 am
I'm still not sure 120/+2 commanders are worth it though, when they take the place of 2 80/+1s.

I'd think that would depend on how awful the basic morale of the troops in question are. E.g. a Bandar Noble seems more likely to be worth the extra cost than a Legatus Legionus. It also might matter if (as per the question posed to you earlier elsewhere) you're using end-of-battle morale instead of out-of-battle morale.

Formation fighter now changes troop density, effectively making unit count as smaller (or bigger) for purpose of fitting in a square.

Do you recall if the the larger units communicating their larger size via the formation fighter icon? I basically ask this to try to make an indirect prediction of how likely it is that this command will be available to mod with...
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Zonk on September 13, 2017, 02:49:43 pm
The formation fighter icon doesn't tell you the value of the ability (other than being different if it's the negative version).

It's already moddable, it reuses the old #formationfighter command but obviously with different values: I experimented with it and was able to make size 2 units that were 4, 5 or even 6 to a square
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on September 13, 2017, 06:14:03 pm
That's good to hear.

Is the number of troops to a square (with Formation Fighter, Shrinking, Larger, etc. accounted for, ideally) accessible anywhere in the UI? I know size is there, but this would be a handy bit of info to have - or at a minimum it would be useful if the FF icon stated how much it was changing the default value.

This also seems like it might be worthwhile to look at with some of the edge cases for size transitions; size 1 vaettir and size 2 bakemonos are probably the unit types where this sticks out the most. Vaettir are definitely the "biggest" size 1 troops, and I could see them being 5 to a square instead of 6 - and likewise, I could see bakemonos (as probably the smallest size 2 humanoids; I am remembering correctly in thinking they long ago were size 1, right?) being 4 instead of 3...

(On a more NationGenerous note, I look forward to making hoburgbred and markatabred take up slightly more space.)
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Zonk on September 14, 2017, 02:21:24 am
It's not accessible in the UI, but it should be pretty obvious from context it's just one 'step' (and if a mod were to change more - say 5 humans in a square - I would consider it likely overpowered).

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.

I suggest you don't worry much about modding support right now; We have several modders in the beta team, not just me, and understand modding isn't the top priority right now but have already requested future support for fully modding events (#selectevent), poptypes & defenders, and new blesses (not creating new ones perhaps but changing paths, costs and passive/incarnate status).
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on September 14, 2017, 02:44:43 am
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.

I agree it would look weird enough that the result would not feel justified (though it might feel a little better if it was only the warriors - probably still not enough, though), and it's a pity that we can't get something finer-grained for the size-1 folk. Ah, well, 'twas an (over exuberant) thought...
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: ThtblovesDF on September 14, 2017, 06:24:54 am
What counters a dense square of really good units (imagine some blessed dudes with fire/death/ice pikes just waiting to poke you)?

I personally really like that there is no more "my units attacked first" advantage. I was always to lazy to look up unit movements and place units correctly anyway.

Might lead some more intresting battles, like both armys casting earthquake at exactlly the same time... - but - what about the defenders advantage? No more first turn... It's already quite hard to surive when you're on the losing end.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on September 14, 2017, 04:44:38 pm
That does touch on something I'm curious about: when do battles end now? Is there any difference between attacker and defender for auto-rout?
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Frumple on September 14, 2017, 11:59:38 pm
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.

Could always be room to add specific formation killing abilities, though. It'd be interesting to have a battle spell or unit ability that temporarily (or permanently, for that matter; new affliction, paranoia, giving the unit like a 10 point malus) messed with that formation fighter value. Could easily see pan's lot, some of the oni nations, r'lyeh gate spawn, horrors, etc., able to stop nearby units from bunching up. Stuff that causes it to fluctuate would be entirely too appropriate, too -- it'd be ideal for like a second stage berserk effect or somethin'.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Zonk on September 15, 2017, 02:22:21 am
I think higher troop density is a disadvantage enough of the time that the addition of specific counters is hardly needed though.

(though I would like to see insanity do *something* on troop, but it could be just a chance to not act that round or target an ally)
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Frumple on September 15, 2017, 08:47:48 am
Oh, it's not really there as a specific counter, per se. Just something that seems like it would be obvious given the change in the effect. I could actually see it making some fights harder, even -- if you actually did something where berserk could cause unit density to flux, and by extension cause the units to spread out, I'd imagine it'd make stuff like 'zerker provinces notably more difficult and/or inconsistent. Do neat things to AoE/arrows/etc., too.

'Course, if you were actually playing with the mechanic instead of just having it as a static effect sort of thing, spells that specifically target certain densities -- not necessarily low or high, mind, but varying depending on the spell -- would be another obvious step, there. That cornered rat spell could grant bonuses the more stacked up units are, heat/cold auras (or fear) could have an adjustment based on density (probably not generally enough to outperform larger units with higher bases, but enough it's notable, and possibly synergies for specific units, too), all sorts of stuff like that. Certain priests or song-using units having a choral effect when close enough to each other (with density adjustments letting you stack more into an area) or somethin' would be thematic enough I'm suddenly wondering why something like that isn't already in the game (auto-commune when close enough to someone or X number of someones with the same trait?).

Almost certainly not needed from a balance perspective, of course, but imo unit density would be a hella' neat mechanic to be able to explicitly play with rather than it just being there or something incidental to an effect's impact.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: sprinkled chariot on September 15, 2017, 01:41:53 pm
I wonder, if asassins would actually get to be viable without :

* summons skeleton *
* summons skeleton *
* summons skeleton *
* summons skeleton *
* summons skeleton *
* summons skeleton *
* summons skeleton *
* summons skeleton *
* summons skeleton *
* summons skeleton *
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on September 15, 2017, 02:40:53 pm
They still can do that, but it takes a Const-4 item instead of a Const-0 one.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on September 15, 2017, 03:00:56 pm
...something nasty just occurred to me. It would require you taking Death 2, but... Half-Dead Marverni boar spam. The horror...
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: USEC_OFFICER on September 15, 2017, 03:18:34 pm
What's so scary about that? Isn't Half-Dead is just Need Not Eat and Disease Resistance? I can see it enabling you to put more nature gems into boars since you no longer care about supply. A bag of wine isn't going to put you back on many boars though so I don't see what is so horrible about it. Unless I'm missing something important here.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Cruxador on September 15, 2017, 05:52:15 pm
Lots of people are trying to come up with things to put on the boars to make them OP, but at the end of the day they're still boars.

Making them faster and enlarging them will let them kill more, but if you're just using them for blocking, which is what they're best for, they're made worse now since blood vengeance (which is the best thing for making evocations hurt) costs more.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on September 15, 2017, 08:55:58 pm
Have fun breaching castles full of non-starving Str 15 freespawning boars.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Zonk on September 16, 2017, 07:06:36 am
Note that:

Half dead is disease resistance 100% + needs not eat, it won't help in battle (except perhaps vs decay) by providing encumbranc 0 if that's what you expect.

Non-monkey animal units have their siege defence halved. Undisciplined also halves it.

Blood vengeance will have more through damage chekcs; apparently before you could trigger BV even if your attack was negated by ethereal (and thus no damage was done)
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Cruxador on September 16, 2017, 10:57:42 am
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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Il Palazzo on September 16, 2017, 11:12:37 am
Man, bags of wine should have negative garrison modifier - I'm not quite seeing how a few hundred perpetually drunk pigs could help much with repairing anything.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on September 16, 2017, 01:13:16 pm
Non-monkey animal units have their siege defence halved. Undisciplined also halves it.

This is very welcome and frankly much-needed news, for all that I'll miss manning my walls with teeming hordes of wolves and hawks.

Not really worth the pretender design cost considering you can do the same with bags of wine.

Bags of wine use up emeralds that could be used for more Great Boars. Bags of wine also don't protect your garrison and druids against BVCs, which are always fun to use when you're under siege and the invaders are going to take a while to get in, if they even can.

If animals and the undisciplined are finally having their masonry nerfed, though, it's not that much of an issue since a boar will only be 0.56 siege defense. Not awful, but not the crazy 2.25 they are in Dom4.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: ThtblovesDF on September 16, 2017, 08:38:26 pm
I played boar-only maverni in a multiplayer game, anything more then 5 provinces away from my capital was basically safe cause they end up a starved mess at best.

More options for more silly fun.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Sean Mirrsen on October 12, 2017, 11:14:59 pm
Posting to watch. Quite a nice list of changes for the sequel.

I'd really, really like them to stop putting "Cancel" or "Exit" buttons at the bottom of scrolling lists, though. Having to scroll through the whole list to reach the exit button is pretty annoying if you don't have a scrollwheel (i.e. playing on a tablet).
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Frumple on October 13, 2017, 01:14:57 pm
Don't they usually have a barely visible x in the top right, too? Might be confusing it with CoE. Could swear there's a keyboard shortcut, though. Probably escape, can't recall.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on October 13, 2017, 04:33:33 pm
No "x" but escape works in most contexts.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Cruxador on October 13, 2017, 06:17:02 pm
Playing on a tablet seems like it must be annoying in a lot of ways.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Sean Mirrsen on October 14, 2017, 02:40:16 am
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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: IWishIWereSarah on October 14, 2017, 07:24:30 am
Have you tried to write about these button/shortcut issues on the official forum (whatever it is, now that Desura disappeared) ?

It seems like things the devs could do "easily", but haven't though about because they don't have the same use-cases.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Cruxador on October 14, 2017, 08:13:01 am
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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Zonk on October 14, 2017, 08:14:33 am
I still read the thread from time to time and can report this complaint. I will also tell other beta testers about this thread so they can if they want.

If you want more info on the game and screenshots, I suggest you check http://z7.invisionfree.com/Dom3mods/index.php?showforum=37 especially the Pictures thread.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on October 14, 2017, 11:25:53 am
Devs do use the Steam forums - even beyond direct interactions, there have been suggestions silently pulled from conversations there and implemented - but they don't use it as much or as interactively. Not that I blame them, nor would I think for a moment that now in particular is a good time to contact them through them.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: etgfrog on November 10, 2017, 11:52:58 am
Release date confirmed the 27th. http://store.steampowered.com/app/722060/Dominions_5__Warriors_of_the_Faith/
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Jilladilla on November 10, 2017, 12:10:06 pm
Added that to the OP, although the Steam Page tells me it's unlocking on the 28th, so likely some timezone shenanigans are around.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: MCreeper on November 12, 2017, 04:46:32 am
Damn it all to hell.
1. I checked that llamaserver doesn't work on older versions and rather doesn't work on pirated version.
2. Dominions 5 is really only game i, man that never bought any game, really considered to buy, but even base dom4 price is "hell, no" for me.
3. By the time there will be christmas discount or something, i will surely go back to sanity and will NOT buy it. And dollar will rise again just to troll me, and it will be actually the same price.  :P
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: ThtblovesDF on November 12, 2017, 06:06:03 am
I will get Dominions 5 asap, but mostly because I thought exactly like you did about dominions 4 and then spend [way to many hours] with it. Don't have stats for dom3, that stuff was on desura afterall.

Spoiler (click to show/hide)


Clearly steam should take Crypto-cash ; ) - I used to have american friends buy the game for me in $, cause something costing both 30 $ and  30 € is highly silly, when you can just gift it and safe like 6-8€
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Radsoc on November 12, 2017, 07:04:58 am
Second most played game for me @ usd 0.03 per hour. Bought copies for friends as well, when it was even lower on sale.

Looking forward to Dom 5, but will most likely wait until a sale anyway (or at least that's what I'm telling myself).
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Cruxador on November 12, 2017, 11:06:43 am
Dominions definitely falls into the "buy" category. Not even wait for a sale, I'm buying it outright as soon as it's available. Piracy does actually work on llamaserver, but you can only have one player per key which usually means only one pirate, and since the game needs to be up to date, it probably means zero pirates pretty soon.

As for currencies, the dollar is actually one of the worst currencies to buy in, steam organizes things so it costs more for richer countries. Of course, that means that euro costs the most, but it's still likely to be the least as a portion of your monthly spending compared to other countries.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Sean Mirrsen on November 12, 2017, 12:31:35 pm
Steam tries to organize it so that it costs more in richer countries, or rather so that it costs less in poorer countries. Prices on Steam for us in Russia are usually at most half of the actual converted price. But since the system is overrideable, some publishers decide to abuse it for no good reason. It's a good way to make people not buy their games, but maybe it makes sense to them, who knows. frowns at Paradox

That said, I know Illwinter's prices are properly scaled to us, but I'll still be waiting for a sale, and maybe training offline on a pirated version in the meantime. There is simply no way for me to afford even a reasonably-priced game at this point. I've barely scraped together enough overhead to keep the internet access going this month. :|
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Il Palazzo on November 25, 2017, 06:56:41 pm
On-release-buyers interested in participating in round 501 head here:
http://www.bay12forums.com/smf/index.php?topic=168365.0
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: ThtblovesDF on November 26, 2017, 08:11:36 am
Real time will change everything I think - no more massive advantage if you care to count titles and always get the first strike, no more fights with 0 hp lost on your side - archers migh be less effective since troops might die while the arrow is on the way, spell-stacking will get weird... High protection or self-recovering troops might be strongly buffed (yay for my pan-nations) ... lets see.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Radsoc on November 26, 2017, 08:20:05 am
I think it should be a great improvement over the old system where first strikers could decimate the enemy before getting struck back. While units still take turns, I guess it's randomized to "simulate" simultaneity, which is a good thing.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: etgfrog on November 26, 2017, 08:36:46 am
There is still first striking in some form, although its quite a bit more difficult to pull off. The main thing that gets hit is evocation spam, it takes time for mages to cast spells. From a lets play I saw, it takes a while, specifically I saw troops exchange two sets of attacks between when vine arrow started preparing and when it cast.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: ThtblovesDF on November 26, 2017, 09:30:23 am
Might be more useful to have nice-guard-commander blobs to control enemy movement better... if they are closer to your casters, they get hit sooner afterall...

RE: Etgfrogs video link - looking pretty good, especially finding out how your units died, what happend and all that.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: etgfrog on November 26, 2017, 10:12:41 am
I guess that is one other thing to note, units set to guard commander do not take up squad slots and cannot be moved around.
Interesting video that goes over quite a few of the generic changes.
https://www.youtube.com/watch?v=2IdRjM1L-1w
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on November 26, 2017, 03:04:11 pm
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).
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Cruxador on November 26, 2017, 03:34:14 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Urist McScoopbeard on November 26, 2017, 05:18:24 pm
So is the new Dominions more combat/conquest-centric than historically focused on what is essentially a race to construct magical superweapons?
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Cruxador on November 26, 2017, 05:37:15 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Urist McScoopbeard on November 26, 2017, 06:15:01 pm
You nailed the hammer on the head!
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: etgfrog on November 26, 2017, 06:35:38 pm
Manual released: http://www.illwinter.com/dom5/docs.html
Not actualy released yet :(
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: USEC_OFFICER on November 26, 2017, 06:38:30 pm
The other manuals are released though, so I guess you could always take a gander at modding or map making to pass the time.

EDIT:
Quote from: Modding Manual
#enchrebate50 <enchantment number>
The monster will be 50 gold cheaper to recruit when this enchantment is active.

Hmmm. 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. Maybe it's for a future, still in progress nation?

EDIT2:

Quote from: Modding Manual
#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.

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.

Quote from: Modding Manual, 11 Monster Modding, New Abilities for Dominions 5
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>

Most of these we can guess what they're for but some are more questionable.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: ThtblovesDF on November 26, 2017, 07:16:46 pm
Thats for the luring waters global, it makes Sirens more cheap.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: USEC_OFFICER on November 26, 2017, 07:19:10 pm
Ah, thank you. I didn't know about that. Or remember it or whatever.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: BlackHeartKabal on November 26, 2017, 07:48:10 pm
PTW
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Gigalith on November 26, 2017, 07:50:44 pm
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?
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: USEC_OFFICER on November 26, 2017, 08:07:45 pm
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?

From what I've heard/read/whatever:Basically, the tools used to counter SCs were strengthened and diversified while the SC's ability to deal with those tools were reduced. To be a proper SC in Dom 4 you need need fire resistance, frost resistance, lightning resistance, MR boosts, etc, etc. Add in the fact that you had less gems to play with overall and SCs were no longer worth using. Why spend several turns worth of gems just for a single unit that'll die to a battery of mages?
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Cruxador on November 26, 2017, 08:17:27 pm
Besides all that, there's two big changes that aren't directly related to SCs but still make a big difference.

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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on November 26, 2017, 10:14:33 pm
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.

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.

Oh, and it's harder to pump your MR through the roof I think, though I don't remember specific changes there.

I'm not sure what you're thinking of here - I definitely tooled around with upper-thirties MRs in a few Dom4 games, and I don't think unmodded Dom3 saw MR in the 40s. Are you thinking of the percentage-vs-numerical elemental damage reduction change so resistance-as-immunity gave way to resistance-as-resistance?

--

Another big change from Dom3 to Dom4 is that - either due to better balance or a shorter lifecycle - Dom4 never actually had a dominant rebalancing/content mod take root, although it seemed to be gradually lurching in that direction. When a lot of veteran players talk about Dom3, they're thinking of Dom3+CBM. CBM took most of the issues that made SCs so predominant in Dom3, fixed the gemgen one, and then "fixed" the others by raising the overall base power level and offering more diverse SC options to other paths.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: USEC_OFFICER on November 26, 2017, 10:18:46 pm
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.

Ah. The Dom 4 modding manual wasn't updated to reflect these changes so I knew nothing about that. Carry on then.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on November 26, 2017, 11:36:13 pm
Quote from: llamabeast
The LlamaServer is now ready for Dominions 5! And even a day before release.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Culise on November 27, 2017, 02:19:10 am
Besides all that, there's two big changes that aren't directly related to SCs but still make a big difference.

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.
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.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: ThtblovesDF on November 27, 2017, 06:17:28 am
Its out on steam:

http://store.steampowered.com/app/722060/Dominions_5__Warriors_of_the_Faith/?snr=1_620_4_1401_45
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Jilladilla on November 27, 2017, 06:35:00 am
Yup. Time to edit the title. I'm so excited.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: Culise on November 27, 2017, 06:35:07 am
Lovely.  Nice to know my case of all-night-insommia wasn't a total wash.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 27, 2017, 06:42:51 am
So I'm just derping around, but watching the fire from archers and javlins is really statisfying...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Shadowgandor on November 27, 2017, 06:52:39 am
Any new nations introduced? Or interesting spells?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Culise on November 27, 2017, 06:52:46 am
I just downloaded and...what happened to Glory of the Gods?  I liked that mega-map, but the only maps I see are Biddyn, Peliwyr, Silent Seas, and the random option.  Ah well, c'est la vie.  I'd imagine that redrawing winterized versions of all the maps was too much to expect on release. ^_^

EDIT:
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 incestuous, insane fish-folk Pelagia.  Haven't played enough to get a feel for any of them yet, though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 27, 2017, 06:59:52 am
Didn't get to test much yet, but if you win a death match with a creature that only has a head + misc slots, you WON'T get the Champions helmet. It said cuirass, but since its impossible for this big raven to wear it, it just didn't show up. Not in the item-treasury either...

Pan has a new summon spell, we'll see about the other stuff.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on November 27, 2017, 07:11:31 am
Holy cow, there's three maps only?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Zonk on November 27, 2017, 07:45:20 am
re:enchrebate
Quote
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?).
However the command sadly gives a fixed 50 gold rebate, not 50%, limiting it's usefulness for modding. I hope we can convince them to change this.

(Some of the other commands you list were already in Dom4 too, but they weren't in the manual, only on the webpage)

Three official maps only, for now, but the random mapgenerator is better than Dom4's.
Title: Re: Dominions 5: Warriors of the Faith Announced!
Post by: E. Albright on November 27, 2017, 07:58:30 am
Lovely.  Nice to know my case of all-night-insommia wasn't a total wash.

Dammit, the one night I don't have this...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: thvaz on November 27, 2017, 08:06:55 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 27, 2017, 08:16:46 am
Well you get a lot more info and all that - check out the video a few pages back.

Winter and weather is more clearly there, more things interact...

I feel like one could do some silly things with priest spam, since you can work out some decent holy spells + bless combos... will test in detail later.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on November 27, 2017, 08:20:07 am
(https://i.imgur.com/PByW9BY.png)

This game is great.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 27, 2017, 08:34:32 am
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.

I'm not actually playing yet, but the changes to how combat work are going to be huge. IGOUGO -> more-or-less-simultaneous has balance implications that'll take a while to work out. The strategic movement changes look to be pretty dramatic as well.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on November 27, 2017, 08:36:02 am
Ugh, they need to fix menu opacity. The setting in preferences doesn't seem to affect e.g. recruitment screen. Mah eyes.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Culise on November 27, 2017, 09:06:33 am
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? 
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 27, 2017, 09:09:41 am
I did some testing with bless sillyness, here are some screenshots:

Marigon Super knights (killed everything easily)

Spoiler (click to show/hide)
Bless - just protection basically. Could add stigian skin for another +10 invu.
Spoiler (click to show/hide)

Jaguar Warriors of Mictalian with some Blood Buffs

Spoiler (click to show/hide)
Bless
Spoiler (click to show/hide)
Blood Bond seems exploitable, since you can get the damage to 0? Add to that high protection and regeneration and you might be able to deal with anything, if you have a big enough blob... Mhmm

Exploitable?:

Spoiler (click to show/hide)

_____

Daoine Sidhae with ... err... every buff basically:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 27, 2017, 09:16:07 am
First complaint: I hate the generic-fantasy-wargame music.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 27, 2017, 09:34:44 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Delta Foxtrot on November 27, 2017, 09:35:40 am
*emerges from hiatus*

By cosmic coincidence I just happened to check Illwinter's web page today to see just how out of date my Dom4 version is. "Holy cow, Dominions 5 released today!?". Not the best time for me to be spending 30€ on a videogame, so I'll wait 'n see for a bit. But consider my interest piqued for early 2018 PBEM funtimes.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on November 27, 2017, 09:53:20 am
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 27, 2017, 09:56:40 am
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.

Yes, but the eagle warriors have social mores that prevent them from having a constant orgy in whatever fort (presumably festively draped in BVCs, since they're disease immune too) that they all live in.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on November 27, 2017, 10:06:44 am
sceleria, d10 imprisioned pretender, 45 gold priests that you can recruit 2 per turn and can carry 110 undead each.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Culise on November 27, 2017, 10:36:55 am
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?
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on November 27, 2017, 10:45:28 am
This is probably obvious to everyone already, but some bless effects are stackable. So you can spend all your earth points to get +5 reinvigoration or whatever.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 27, 2017, 11:53:07 am
Elephants seem scary again.

That is all.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 27, 2017, 12:51:24 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: nenjin on November 27, 2017, 12:52:29 pm
Bets on how long RanDom will take to get up to snuff with Dom5?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on November 27, 2017, 01:25:33 pm
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.

I vaguely recall reading that repel was nerfed to be one check per square rather than one check per weapon.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 27, 2017, 03:12:11 pm
Yeah they are not that effective.

So Chill Aura on Niefel Giants is extremly rough on any normal troops and even more so on anything amored.

You can combine it with heat aura, which claims to give fire resistance (5), but... doesn't, at least not if you also have chill aura.

______

Overall making whatever the unit already has even stronger works great - like giving the LA pan ladys double-awe (and if you feel kinky + fear) will result in a nice one-trick-pony that beats any human troops in melee by never letting them make there moral check.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Drakale on November 27, 2017, 03:24:28 pm
Any changes to EA ryleh? I like them in dom 4, but they are pretty weak overall. I'll try them out tonight if I get the time.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 27, 2017, 04:19:34 pm
First Spawn Aboleth pretender, the Thaum5 Enslave Sea Trolls spells, and slave priests/mages have the slave tag (and thus half upkeep). Otherwise, I don't think so.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 27, 2017, 04:34:28 pm
Don't they have new fort troops, too?

So most broken unit with the new bless is marigon, dear god - I didn't lose a single knight in the last 8 fights, always with more or equal enemys. Feels op in such a good way.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 27, 2017, 05:40:46 pm
Nothing new since the water patch, no.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Zonk on November 27, 2017, 06:58:07 pm
slave priests/mages have the slave tag (and thus half upkeep).
The mindcontrolled/lobotomized troops got this now, too.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 27, 2017, 07:03:43 pm
Oops, right. I added that to NationGen's lobos/thralls; you'd think I'd've remembered it...  ::)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on November 27, 2017, 09:47:27 pm
Well, the increased range on buff spells is annoying, as predicted in Discord.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on November 27, 2017, 09:49:33 pm
I assume it's because the mages aren't targeting what they're supposed to? With the real time combat I'm not sure how else to handle it, since otherwise the units will run out of range before they could get buffed.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on November 27, 2017, 09:52:40 pm
Yeah, you can no longer influence which squads get targeted by buffs by putting your mages close. Instead, they'll basically always cast on some rando archers 5 ranks back.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Urist McScoopbeard on November 27, 2017, 10:33:39 pm
Just purchased... seems to be a complete black screen with no menu on start up. Music works just fine... any ideas?

EDIT: Fixed. In case anyone is wondering, you have to run the game in windowed mode. Add "-w" to your start options and you'll be fine.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: nenjin on November 28, 2017, 12:02:45 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kruniac on November 28, 2017, 12:28:56 am
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.

I'd rather stab my anus with a fork than listen to one more track from Dom3/4. Too overplayed.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: nenjin on November 28, 2017, 12:37:22 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on November 28, 2017, 12:44:27 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kruniac on November 28, 2017, 01:59:32 am
This game is good, I need sleep for exams, I am gathering blood slaves.

That is all.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 28, 2017, 05:37:06 am
I'm real sick and tierd of getting hit with "population loss" and bad events in my capital in the first 3 turns tbh...

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.

_____
And the new pan summon ... i don't think its any good, even at "being high hp & protection + howl", you got better options.
Spoiler (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Drakale on November 28, 2017, 09:54:01 am
Okay, so the new EA R'lyeh summon, Thaum 5 sea trolls slaves is pretty good. With the amount of pearl you get, it let you mount a decent stack to take on the cavalry and giant armies that the shamblers can't deal with. It's right in the Thaumaturgy tree too, which you want fast anyway. You still have the issue of having to build the pretender around the amulet of the fish, but I had a pretty easy time encroaching on land in my first game vs AI.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Majestic7 on November 28, 2017, 10:57:30 am
This is an interesting version of Dominions. On the surface, not many changes, since only few new factions etc. Under the hood, many changes like the combat and bless mechanics. Honestly, I don't buy Dom just for it is now, but for what it will be in a few years, knowing that there will be many updates coming.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: nenjin on November 28, 2017, 11:06:29 am
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 28, 2017, 11:07:48 am
It just takes 2 turns, like slow recuit. So if you have 2 command points/turn and it costs 4, it takes 2 turns.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on November 28, 2017, 11:08:54 am
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.

Also, that tree looks like it could be decent defense of a territory, would end up messing with any would be raiders. The cost might be a problem though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Urist McScoopbeard on November 28, 2017, 11:28:27 am
playing an EA Error game to try things out--going pretty well for me... just about to have the first major battle of the game. We'll see how javelin spam backed up by medium infantry works out for me.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: nenjin on November 28, 2017, 11:38:30 am
Ah ok. They took away the slow recruit icon so I wasn't sure if slow recruiting was still a thing or not.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 28, 2017, 12:03:18 pm
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.

Yep, it got upgraded... in Dominions 4. :p Don't you remember the composition of loonies I was summoning in your territory in 4.26?

The hamadryad isn't good in a "do your own thing" sort of way, but it's a tough, high-MR nature mage which could quite nicely bolster a defensive garrison. If there wasn't also the cheapo fort spell, I'd say it would be good to drop on unforted forested thrones... but the fort spell pretty much preempts (preents?) that usage.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 28, 2017, 12:24:37 pm
AI Tir'na Ogh got screwed hard. It can't leave its capital at all and only has a lvl 3 throne to move to until the river freezes....

Spoiler (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on November 28, 2017, 12:32:28 pm
What that picture near their castle is?
please don't tell me it's a photo
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on November 28, 2017, 12:45:35 pm
Yeah, I've had a few random maps like that, where my capital is stunted into a corner and there's not much room to do anything.

And that picture represents the temple in that province. And it looks like a photo to me.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Radsoc on November 28, 2017, 12:51:29 pm
Hefty price, but grabbed it to support the devs. It's my second most played game afterall. :P

All I need now is to redesign my old pretender (old habits die hard) and a Dom 5 crash course for Dom 4 players. I like the switch to sim-turn battles, but formations seem to burst into swarms too easily at the moment.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 28, 2017, 01:08:33 pm
Spoiler (click to show/hide)

Spoiler (click to show/hide)


The Stampede is real...

Normal nations: I try a bless, it fails (early or late game)

Pan Bless: It works, no matter what i put on these guys.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ChairmanPoo on November 28, 2017, 04:06:00 pm
Sweet jesus 35€.   ???

I think I'll wait for a discount or a consumerist fit. whichever comes first
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on November 28, 2017, 04:08:05 pm
What that picture near their castle is?
please don't tell me it's a photo
That's how temples are now. I'm quite miffed that the old display isn't even an option.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on November 28, 2017, 04:09:39 pm
Crazy centaurs. Stats before bless and stats after bless, please?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Ametsala on November 28, 2017, 04:51:22 pm
What that picture near their castle is?
please don't tell me it's a photo
That's how temples are now. I'm quite miffed that the old display isn't even an option.

Is there at least some variety or is it stave churches (https://en.wikipedia.org/wiki/Stave_church) for everyone?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 28, 2017, 04:55:19 pm
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 stats
Spoiler (click to show/hide)
A bless
Spoiler (click to show/hide)

A battle

Spoiler (click to show/hide)

A defence buff stats

Spoiler (click to show/hide)

The buff to the previous:

Spoiler (click to show/hide)

High defence, low encumberance, very good hp and ok protection - you get through all that and just get a nope from the eternal 90% of the time - and if you do damage it, it'll berserk your face off.

Spoiler (click to show/hide)

____________

Edit: I tried a full-commitment bless (well, softly commited - I'm not gonna take sloth for this, so you could add 1-2 more buffs if you care):

Spoiler (click to show/hide)

Here is the bless:

Spoiler (click to show/hide)

__________

Berserk removes any and all moral concerns, MR is high enough to be ok and the high default values even out any mistakes and bad rolls and then you recover the wound, ensuring a forever-elite...

For reference, I did a 5 player AI game and won, having roughly 150 white horsies at the end and having lost around 12 during the entire game... its silly.

_________

PSS:

Half-dead Maverni Boars still starve! Lies and bullshit man...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 28, 2017, 08:37:14 pm
Is there at least some variety or is it stave churches (https://en.wikipedia.org/wiki/Stave_church) for everyone?

Icon varies per temple type. So yes, there are a number of variants. 15, I think? It's been a while since I've looked at temple types in the nation modding docs.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on November 28, 2017, 09:17:21 pm
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 stats
Spoiler (click to show/hide)
A bless
Spoiler (click to show/hide)

A battle

Spoiler (click to show/hide)
How did you even have casualties with defense like that? Penalties from surrounding?

Quote
Berserk removes any and all moral concerns
That's an interesting philosophical statement.
Quote
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Farce on November 28, 2017, 09:20:31 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 28, 2017, 09:36:34 pm
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.

No, that's what they mean. Half Dead is either broken or has a very misleading description. Right now it just provides 100% disease resistance and does nothing to the unit's supply intake. So boars still starve, and get the various starvation penalties. Mind you, they never starve to death, as the disease resistance means they heal as normal as though they had no disease, but since they do become diseased, they gradually rack up afflictions from the monthly disease damage.

It's sorta entertaining to see Half Dead work like that, but it's almost certainly a bug, and has been reported as such.

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.

Ulmish steel armor now is magic, so all their steel-clad troops get resistance to armor-damaging effects for everything from their helmets to their shields.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Farce on November 28, 2017, 10:26:26 pm
So GLORIOUS MA ULM is now resistant to having its main advantage taken away?  Awesome.  Gonna have to see how they've weathered the battle system change and if encumbrance is back to make them useless.

I'll have to check out the Japan nation too, I guess, and see if Chaos Power and no shields still makes them weird and unsynergistic or whatever.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on November 28, 2017, 11:59:12 pm
There is a new misc item that looks great...construction 4 for 3 nature requirement, gives 2 temp nature gems and 50 supply.

Also, try playing with cataclysm set to turn 1, just to see the world burn due to horrors.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 29, 2017, 01:23:41 am
So, uh, they seem to have upgraded the Gifts from Heaven (https://steamuserimages-a.akamaihd.net/ugc/870747764910208722/268FD7B9ED80092CF34D2CE37FA3258DCD59032B/) effect...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on November 29, 2017, 02:04:12 am
Spoiler: the dreams are real (click to show/hide)

Ok, things I've learned, even with a fort, if you lose the battle for the territory, you lose the throne. This is probably to counter balance the option of just holding in the fort forever. Doom horrors are not permenantly dead during the cataclysm, I killed the abomination of desecation, then it showed back up on the next turn to attack the throne again, which I lost because the previous time it killed 150 shambler thralls. Its also looks to be a global game over if all thrones are destroyed.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 29, 2017, 03:45:01 am
I took the bless, they starved anyways... including the disease effect, the starvation icon and getting afflictions while the "100% disease immune" icon proudly claimed otherwise.

Also, the new crippeld units die is like the most annoying message in the world, so now I have to check every unit before we march and leave the cripples behind as pseudo PD?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 29, 2017, 04:26:48 am
Disease resistance doesn't stop you from getting diseases. What it does is roll against your resistance every turn, and if you succeed, you heal as normal rather than not healing... but the disease still does that 10% HP damage before you heal. You're not ever gonna die from the disease with 100% resistance, and even with just 20% or 30% the odds are against it, but you'll wrack up a lot of afflictions over time, and in any case you have the starvation penalties, too.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 29, 2017, 04:59:38 am
No, its a bug.

Text of "half-dead"
-Do not need to eat
-Will neverbecome diseased

Spoiler (click to show/hide)

Reality:

"There is a lack of supplies in [Region with only scared commanders and scared units (boar warriors and... boars)"

-Starving
-Diseased



Yes, they do have the half-dead bless:

Spoiler (click to show/hide)

And are starving anyways:

Spoiler (click to show/hide)

And are getting afflictions, without ever seeing combat:

Spoiler (click to show/hide)


Super Obvious bug, I thought there was beta testing?

Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 29, 2017, 08:01:55 am
YES. I know. I tested all this myself when you first mentioned it. The starvation is obviously a bug. I reported it, in fact. However, their getting diseased is WAD. Undead still get diseased despite "being immune to disease" or however it's phrased, and regardless of the description the intent of the bless is obviously to give the half-dead disease resistance, which makes them still able to get diseased.

However, on reflection, it's pretty obvious that they hadn't thought thought through the precise mechanics of disease resistance because they hadn't considered affliction accumulation. So yes, the whole bless pretty much needs to be considered broken at this point, and the disease resistance part needs reported as well.

As to beta testing, I'd assume beta testers just weren't interested in the bless, and didn't bother testing it. Which is the problem with outside beta testers; you're a slave to their interests.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 29, 2017, 08:18:51 am
Aha I missunderstood your point and I agree.

Ah well, thanks for reporting it.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: alguLoD on November 29, 2017, 08:25:00 am
Beta tester here. It is a bit embarassing that we missed it. I did test it on Abysia's mages after they got the halved penalties from Death scales that they were always supposed to have and it seemed to work fine for preventing afflictions from old age then.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on November 29, 2017, 12:08:44 pm
How long it takes to cast most powerful battle spells like "brainwash all enemy humans to fight for ypu"?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Farce on November 29, 2017, 12:38:36 pm
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on November 29, 2017, 02:50:09 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on November 29, 2017, 03:19:49 pm
Most of the high gold cost came from the oni troops too, and since you no longer have to recruit them gold is not as tight. They did lose Chaos Recruit on their oni commanders though, which balances that out somewhat. 155 gold Oni Generals were a great deal though, so it's understandable.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 30, 2017, 04:36:54 am
Wat, EA Oceania is the only nation to start with only 1 commander point in its capital? That can't be intentional, or? No real buffs for them either, so this is super mean...

It's a bug, me thinks. Turn 1 Oceania will only have 1 commander point, but it fixes itself after a bit...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on November 30, 2017, 06:57:12 am
Some questions.
1. How glamour ability works? Is commander under it is actually present somewhere, or it's chance to hit as with ethereal?
2. What pieces of non-blessed-by-RNG-god equipment give awe?
3. How much time it takes to hit and kill Bodhissatva of Mercy with ethereal chainmail (?) and whatever piexes of awe equipment, and fire bless (?) awe?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Delta Foxtrot on November 30, 2017, 07:45:43 am
Sweet jesus 35€.   ???

Given the games market today this can be a hard sell. But so worth it if it's anything like dom4 multiplayer. Assuming you're into said multiplayer. It's ok in singleplayer too I suppose.
I'll be buying this first thing after temporary poverty passes, which shouldn't be long. To support the dev as someone said, and I know that even at full retail this will have a ridiculously good € per hour value.

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?

With LA Jomon... I seem to recall I just talked myself to barely survive till mid-late game and just rolled over everything with mage supported samurai armies from there. Can't remember whether I actually won or lost that match  :P Seemed to follow a similar pattern with MA Shinuyama, based on my tests in singleplayer (or did I play them online at some point? Maybe?). MA just had more badass mages. And cheap goblin hordes as opposed to expensive samurai hordes. But basically mage supported armies and suicide earthquake/rain of stones/etc. mages is how I ran them MA/LA. Less suicide in MA with their ogre mages. Did ok. Fun if you enjoy that sort of play. I don't think they're near 'strongest' nations in their ages, but multiplayer Dominions is enough of a diplomatic mess anyway that it doesn't matter as much I don't think.

Flexible but weak sounds somewhat appropriate.

... now it's coming back to me. Huge samurai armies, cast 'flight' on everything and then spammed earthquake. Good times.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on November 30, 2017, 07:48:43 am
So many obvious bugs, sadly. Hoping for a patch soon....

Example:

Earth Serpent has his own bless effects on map, while in battle he just doesn't have it...

Spoiler (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Edmus on November 30, 2017, 08:19:12 am
Few changes with EA Agartha that I can see. Sealguards and ancients with an invulnerability bless are very good tanks.
Dealing with Helheim glamour was a challenge but bladewind provides.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on November 30, 2017, 08:49:52 am
So many obvious bugs, sadly. Hoping for a patch soon....

Example:

Earth Serpent has his own bless effects on map, while in battle he just doesn't have it...

Spoiler (click to show/hide)
Was the battle outside the serpent's dominion?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on December 01, 2017, 05:48:10 am
Vanheim casted great hawk + 40 hawks spell on my capital two times in a row. Trouble is, i don't see Vanheim.
Spoiler (click to show/hide)
Now i wonder if it's all-seeing PD-ignoring AI (all impossible, if it matters) or spy going in right place.

Heroic last stand in the fort.
Spoiler (click to show/hide)
These knights are monsters. I wonder how monstrous they will be when they will get fiery weapons + shield of fire bless on 35 turn. If i will survive until 35 turn, mein gott.

That's how.
Spoiler (click to show/hide)
It seems not only Pangea get OP cavalry.

Now Atlantis attacked me with poison units and they all get killed with poison. Dammit.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 01, 2017, 11:17:29 am
Flanking is A LOT stronger than it has been in a long time - possibly ever. This goes for both fliers and cavalry.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on December 01, 2017, 11:38:18 am
Not much flanking, though, just heavy cavalry charge in the spearmans front. Heavy cavalry attacking all square instead of single units is old or new feature? I guess old, but i never played nations with strong cavalry.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 01, 2017, 11:59:34 am
It might be the reversion to Dom3-style repel at work there.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on December 02, 2017, 05:58:58 am
So, imo:

-Combat Mages are far less important or useful, unless you scale into the (100+) unit area. They never account for troops stoping when meeting enemys, so there is always a high chance of one volly hitting your units. The casting is slower, too.
-Troops are better, flanking is MUCH better
-Speed is power - for flanking to rushing down a mage. Games never really get lategame enough where throwing fireballs would kill more then a fire elemental would.

-Either go full sacred, special scared (like magic lancing or a special resist) or ignore them.
-Most cheesy tactics are nerfed a bit.
-You should most likly be using more priests - the different anti-undead spells based on magic school make it harder for undead spam to deal with everything.
-Mounted Units op

Not much else I can really say, with some bugs going around and limited testing.

__________

So Acid Rain, does damage Armor, but ACID STORM does not. Weird, to me.

More testing, Acid Storm is pretty useless it seems - even if you combine it with Iron Bane and a Earthquake (to shake that armor lose) and a 160 Human-unit-enemy-army, 2 mages spamming fireballs get more kills, easily. Sure, it does scratch damage, but even that only rarly. Heat or Cold effects would kill the enemy faster by fatigue damage then this...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on December 02, 2017, 10:46:59 am
-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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 02, 2017, 10:56:02 am
So Acid Rain, does damage Armor, but ACID STORM does not. Weird, to me.

Sounds like an oversight. If you report it, it'll most likely get fixed.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on December 02, 2017, 03:20:38 pm
  Theoretic question -  how well will some strong mook fight if you will get him spirit helmet, copper plate,  scutata volturnus, lighting spear, winged shoes, dancing shield and dancing trident or another dancing shield? Theoretic because it never will be worth it, because it's, well, 50 air gems for a bit tankier mook that spams with autoattacks.
  Do i understand right that dancing shield have 50% chance to block all damage up to 20, and first shild's 50%/ is separated from second shield's 50%?
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sinlessmoon on December 03, 2017, 08:34:23 pm
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
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Urist McScoopbeard on December 03, 2017, 09:12:20 pm
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

EA Ermor. 2-3 bots. Conquest. Probably.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on December 04, 2017, 02:14:32 pm
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?

Being blind makes a unit have zero precision. Don't cut out both your eyes and replace them with magic rocks.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 04, 2017, 02:17:10 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Urist McScoopbeard on December 04, 2017, 02:31:39 pm
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.

I'm... the eyehole man... get up outta here with my eyeholes!
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Jilladilla on December 04, 2017, 04:26:09 pm
As a counterpoint, beware using magic eyes on Pale Ones, as they only have one eye in the first place.... And well... Yeah...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on December 04, 2017, 06:06:16 pm
How does it interact with spirit sight...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Jilladilla on December 04, 2017, 06:39:27 pm
How does it interact with spirit sight...

Spirit Sight only says it negates Darkness and removes any penalty against invisible stuff, so I'd guess they'd still suffer from eyeloss. I haven't tested this, though. However, Agartha's Great Olms both have the Blindsight tag and Spirit Sight.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on December 06, 2017, 04:21:49 pm
Dom5 data inspector is up! (https://larzm42.github.io/dom5inspector/) Only has units and items so far, and there may be bugs.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on December 06, 2017, 04:40:44 pm
I think i found an error in it - headdress of the bull shouldn't give + to lictor summoning, corpse costructing and aging.  :D
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on December 06, 2017, 04:42:30 pm
Direct all error reports here (http://steamcommunity.com/app/722060/discussions/0/1500126447384353349/)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on December 06, 2017, 04:44:02 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on December 06, 2017, 11:09:21 pm
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on December 06, 2017, 11:40:29 pm
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.

But yeah, there's no way you can get resistance even close to high enough to block that, so you'd have to hope that the random placement of the three AoE squares doesn't include you.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on December 06, 2017, 11:48:26 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 07, 2017, 12:13:01 am
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.]
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on December 07, 2017, 10:14:28 am
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.]
It would be an interesting mechanic were that not the case, though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on December 08, 2017, 07:21:56 pm
So if you add barkskin and heat aura to a sacred unit, it will murder itself (since the barkskin removes the fire resistance and it will fatigue out) - if you really want to tell the enemy you don't care...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sirus on December 09, 2017, 06:01:10 pm
Does Dom5 bring back Late Age Ermor, or does it keep the ghost nation that replaced it in Dom4?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 09, 2017, 06:13:53 pm
No, but Late Age Ermor from Dom 3 became Middle Age Ermor in Dom 4, to make the timelines, backgrounds and histories sync up better. So you can still play them in the Middle Age, while Lemura can ghost about in the Late Age.

Or are you referring to something completely different?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sirus on December 09, 2017, 07:57:57 pm
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.

I didn't realize the change was for lore reasons. I have very little idea what the Dominions lore actually is :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on December 09, 2017, 08:47:42 pm
I did a thing:

https://cruxador.wordpress.com/2017/12/10/dominions-5-jumping-right-in/ (https://cruxador.wordpress.com/2017/12/10/dominions-5-jumping-right-in/)

It's a complete AAR of a multiplayer game.

It wasn't supposed to be complete this quickly but...

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.

I didn't realize the change was for lore reasons. I have very little idea what the Dominions lore actually is :P
The old LA Ermor still exists though, it just got its age swapped. Ashen Empire is MA now, is all.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: chaoticag on December 10, 2017, 07:31:43 am
That is an incredible bless on those oni. So uh, yeah, you didn't stand a chance.

I can see that I need to relearn the meta.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Zonk on December 10, 2017, 08:20:04 am
Lemuria still exists, and received significant changes:
http://z7.invisionfree.com/Dom3mods/index.php?showtopic=3561&view=findpost&p=40015961

You even have a sacred freespawn troop, but it's really rare.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Greenbane on December 11, 2017, 01:19:07 pm
I bought Dominions 5 recently, and only dabbled some in singleplayer as Tien'Chi.

I'm not very exprienced at all, having only played Dominions 3 ages ago, and buying but never really playing Dominions 4.

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.

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?

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.

What am I missing?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: nenjin on December 11, 2017, 01:24:06 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Greenbane on December 11, 2017, 01:41:20 pm
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.

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?

And yes, I'm sure singleplayer gives you a lot more leeway to experiment since the less-than-hardest AI won't necessarily go down the 100% optimal path. 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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 11, 2017, 02:07:58 pm
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.

It's actually a rather complex game because of the interaction between different troop rosters and spell lists. There are few spells that are optimal against everything, and there's counters for near to everything. And then there's counters for the counters, etc. In practice, if you try to do a one-trick-pony strategy against players rather than the AI, if you don't immediately win they'll find a counter and you'll either have to change your tactics or die.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: nenjin on December 11, 2017, 02:30:31 pm
Which is why the AI, at least in Dom4, isn't a real challenge to these mechanics. It will have some sacreds, toss a few irritating spells, might even use some battlefield wide spells that can if not wreck your commanders, wreck your army.

But players with a single mage and a few units, and the right spell selection, can shred forces 3x their size.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on December 11, 2017, 07:01:30 pm
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.
(speaking of MP, of course)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 11, 2017, 07:40:03 pm
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.

General consensus is yes. I'd tend to agree.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: chaoticag on December 11, 2017, 07:49:41 pm
A few rules of thumb for this game:

-If you can do it, you can counter it.

-The most optimal army cannot stand up against a war on two fronts.

-Overcomitting to a build can cost you the flexibility a win needs.

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.

This is likely a strategy that only would have come up to me that game because of the specific pressures that I had to face, but my method of dealing with a bless strategy would likely be the same as the one I did last dominions for the most part. Tons of archers and fire arrows as an enchantment, with 100 slaves as blockers. It won't work all the time, and it shouldn't, but it works most the time, and should be able to crush most elite units that are about combat prowess above all.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Jilladilla on December 12, 2017, 12:33:57 am
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.

As the Sceleria player that game I can agree that this was an extraordinarily effective defense. But at the same time it was necessary, as my troop numbers more or less meant I could trade 10 of my troops for 1 of his and still come out ahead. (Longdead are cheap. Free, even.)

As another anecdote there is the tale of me fighting Marverni, they used a Blood Vengeance Bless, and with their freesspawning Great Boars, the Boarpocalypse was well underway, with human armies being trampled underfoot and larger armies swarmed and gored while taking the retribution damage from Blood Vengeance.. Trying to do what chaoticag did and doing a quick earthquake would be a suicide mission; as boars are actually durable; a Turn 1 Quake is not easy to do either, more or less mandating 10 turns of being knocked out and a Turn 2 quake would have the caster dealing with a few hundred instances of Blood Vengeance being directed at them... And the Boars are durable enough to mandate multiple quakes to kill...
What I did was simple: [REDACTED] (Ask me personally for details, if you really want to know). It was very successful. The moral of the story? If the situation seems dire, search the spell list; there might be a spell that addresses it perfectly.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on December 12, 2017, 12:38:36 am
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?

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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.

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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.

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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.

I should note here, because a lot of people hear "multiplayer" and think "that isn't for me" that Dominions multiplayer is not really like video game multiplayer in general. It's more like the online play of chess or shogi, if you're familiar with that. There are lots of people who play Dominions MP that didn't play anything multiplayer before Dominions, and still don't play anything else in that context.

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.

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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.

To give an example that's less abstract, I've played a game as Marverni that readers of my AARs may remember. I looked at one of Marverni's very obvious strategies – use the unlimited amounts of sacred boars. The problem is, those boars are pretty mediocre units. Even with a bless, they're not going to do all that much against most opponents by themselves. So I thought to combine them with Marverni's other quite obvious advantage – the Sequani, very cheap astral mages. So my boars exist to protect my mages, and my mages, who were cheap but who I still needed scales to leverage in sufficient numbers, cast particular spells to support them – Stellar Cascades, which deals damage to fatigue instead of health, and thereby weakens my enemy enough for the pigs to properly kill them. The problem is, with my pretender points spent on the bless for the pigs and scales for the mages, I had hardly any adequate method of expanding, and no real assets for an early war. If I had been attacked early on, I'd have been wiped out. It was only thanks to luck and diplomacy that this didn't happen. But when I did get things on line, I got the kind of effect that you're seeing in singleplayer, where I was able to dominate by combining a few things. The only downside was that, in order to punish enemy evocation against my pigs and (relatively fragile) mages, I'd taken blood vengeance, which prevented me from using other high efficiency spells like Gifts from Heaven, which has very low accuracy but deals high damage to a single square. Normally, that's great for Marverni, since killing a few pigs is no big deal but killing a few of the enemy can really hurt them, depending on who you're fighting. But in this case, killing a few pigs also killed the mage. But it didn't matter too much, because I was winning every major battle – And then, for reasons pertaining to strategic deployment, I lost the game. If that hadn't happened, I very well might have won, because it was a relatively small game, but then again, I might fairly easily have been countered if someone had built an SC with regeneration, a lot of reinvigoration, and a small horde of backup dancers to draw away excessive evocations. If that was the case, I could fall back on the totally different mage strategy of using my sequani for communions and casting other spells – buffs targeted at countering the SC, most likely, but if I could get to really end-game research in time, I could spam master enslave in the hopes of capturing it. But then by that time, my opponent might have more SCs ready for me, or something else that could totally annihilate my army in some way that I haven't thought of yet. And in all those turns of tactical arms race, the strategic game could be won by one side or another at any point. Including the counter that Jilladilla just posted, which I never thought of, and which would effect my mages almost as well as it effects the boars.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Radsoc on December 12, 2017, 04:48:53 am
+1 Dom 4 MP is the most complex and deep strategy game I've played. It's like asymmetric chess on a board that spans the tactical, operational and strategic layer. SP is just to familiarize yourself with mechanics before MP.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on December 12, 2017, 04:55:14 am
Speed is King in dominions 5, imo.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: sprinkled chariot on December 12, 2017, 06:52:43 am
Did ma ermor and lemuria change a lot.
Also, what are death aligned priest spells
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Jilladilla on December 12, 2017, 06:58:12 am
Did ma ermor and lemuria change a lot.
Also, what are death aligned priest spells

Don't remember the Banishment, but the Smite is 'Syllable of Death'.

10 AN Damage, MR Negates. No Effect on Inanimate or Undead.
If that hits, the target has to succeed a MR check or die.
Even if they succeed, they still get hit by a decent amount of Fatigue damage.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 12, 2017, 09:35:46 am
Did ma ermor and lemuria change a lot.
Also, what are death aligned priest spells

The biggest change to both is that they get Death Gems from their temples now, up to max dominion, but get less starting gems to compensate. Lemuria's mages are affected twice as much by Magic scales, so going 3 Magic is +6 RP to their national mages and not +3. Finally Lemuria's national summons got rebalanced slightly, with their weakest mage being noticably cheaper but lacking immortality.

I can't say if MA Ermor got similar changes, honestly. Most of this I just know from reading forum posts online, so I would double-check if I were you.

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.

To be honest I feel like this is a bit of a nerf to sacreds. Blesses were expanded and are customizable now, but it's harder to get quite as much out of them as you used to. Before you used to be able to take a great bless and then Imprision your Pretender for acceptable scales as well. Now you have to figure out whether to take them Awake or Dominant for Incarnate blesses, or go entirely with minor blesses and Imprision them for okay scales. Don't get me wrong. I think that this is a good balance change from before, especially since it breaks up the dominance of ExN9 blesses, but I don't think it's a straight buff to sacreds and bless strategies in general. Maybe to some, like sacred mages, but overall I think we're paying more for less with blesses.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on December 12, 2017, 10:42:32 am
I honestly think the utility bless is quite helpful for almost any nation. Although I have to question if 8 fire to get +60 leadership and +2 morale could be considered a utility bless. Regardless, 3 in all paths makes for an interesting grab bag of stuff useful for nations with sacred mages.

I'll correct myself, utility bless I think is any bless that doesn't require blessing to activate, like half dead, leadership or any of the survival skills.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 12, 2017, 03:07:26 pm
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.

I agree that it's not clear what the overall consensus for Dom5 will be, and I tend to agree it probably won't be mage-blobs. Troops in general feel stronger than they have in a long time just because of how WeGo feels vs. UGoIGo, and even though there's some nasty new blesses out there, it's harder to get strong blesses early without wrecking your economy (although the blessed pretender part helps make that feel less painful). Basically, the only clear truth ATM is that we don't yet know with certainty how the meta has changed.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on December 12, 2017, 04:39:37 pm
So when selecting a god, what does that list of tiers mean? (Dominion 1,2,3,4)

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 12, 2017, 04:42:21 pm
So when selecting a god, what does that list of tiers mean? (Dominion 1,2,3,4)

Starting dominion. That's literally all it is.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sirus on December 12, 2017, 04:42:32 pm
The higher your dominion, the faster it spreads and the stronger it is, which is good when you're butting up against another nation's dominion. The pretender tiers are their starting dominion.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on December 12, 2017, 08:31:33 pm
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.

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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.

Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Farce on December 12, 2017, 10:04:15 pm
WeGo feels vs. UGoIGo
Uhhh, could I get an explanation for these acronyms?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on December 12, 2017, 10:12:05 pm
WeGo feels vs. UGoIGo
Uhhh, could I get an explanation for these acronyms?
We Go (both sides simultaneously) vs You Go, I Go (each side in turn).
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 13, 2017, 01:50:23 am
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.

The only other thing to note besides that is that in disciples games, the pretender has to be a 3 or 4, and the disciples have to be 1 or 2.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on December 13, 2017, 04:40:43 am
So I would orginally have gone with the most cheesy thing I found while testing - helheim Bless (Eternal + whatever you want).

There troops have spirit sight, stealthy, good map move, glamour... so the enemy never knows where it comes form. These sets of 1 commander and 4-5 Holy units can defeat any indies and PD (like up to 30 I think?) with ease.
Some examples in the picture.

You can compensate for the lack of researchers with your awake pretender and work your way up conj. to throw out more scareds.

Unlike most bless rushes, these guys are always useful - no PD can stop them and nothing can find them and you got X-1 of these Murder Squads, where X is the turns passed in the game. You don't have to tank your scales to much for them either, so its all good.

Once the normal riders lose utility, you can switch to valkerys (or just summon them), to hit the enemy backline hard, but mostly, in the spirit of the nation, you just steal every undefended province you can find.

If you count Tactical Utility as well as pure combat power, they are my fav. - Especially since the nation can do earthquake bombs (with the dwarfs) to destroy regular armys that would be to big for you.


(Big Image, beware)

Spoiler (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Radsoc on December 13, 2017, 08:36:51 am
High starting dominion does no longer bring awe to the pretender?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on December 13, 2017, 09:15:35 am
Awe is a bless now, I think fire.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 13, 2017, 11:22:46 am
-snip-

I'm 95% certain that Helheim could do all of this in Dom 4 without Ethereal so I don't think that this is a case where Dom 5 has changed things. Not to imply that Ethereal is a bad bless, I think it's one of the better ones, but Helheim could probably be almost as effective without it. 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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on December 13, 2017, 11:44:15 am
You're right - one of the reasons why I didn't play em in the MP game we got going on right now (also its not that much fun to depend on a one-trick-pony).
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 13, 2017, 11:45:31 am
Oh. I thought I was being overly nasty and critical. My apologies. Carry on.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Jilladilla on December 13, 2017, 11:47:59 am
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]

You know. You say this, but I've had an Ermorian (EA) army obliterated by a pair of Earthquakes in the past. Now, granted, now I'd be able to take actual measures against it, thankfully.
But a fair number of competent battlefield counters also have the very long cast time applied.. (And Ermor would still need to set up the Communion)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 13, 2017, 12:31:51 pm
The key word here is 'pair'. A single casting of Earthquake isn't going to do much, so you need to cast it multiple times. Which is a problem for Helheim when the only mage who can do so is capital only and takes 4 Commander Points to recruit. And that mage is E3 only 25% of the time, so you need to forge them Boots of the Earth or cast Summon Earthpower and waste a turn. Or both if they're E2. Either way you're pretty much crossing your fingers and hoping they don't die before they can get Earthquake off. And if they do get the Earthquakes off then they're likely to kill themselves in the process.

My point is that Earthquake is not something that Helheim can do often or consistently now that turns are simultaneous. It is very much a last resort kind of move.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Jilladilla on December 13, 2017, 12:45:32 pm
You have air magic, do you not? Rings of Floating grant Earthquake immunity. Yes, a few more gems of investment, but if you can shatter their army; well you really only lost the gems for earthquake, as their army is busy routing and not stabbing your army. (Remember that the Quake goes off at 100% cast time, the remaining 100% is recovery. I don't think many things can blitz the backline fast enough to interrupt this, except fliers maybe; depending on how exactly the timing works out (it'd be a close thing), but why are you using earthquake against fliers?)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Endymion on December 13, 2017, 02:06:17 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 13, 2017, 03:40:02 pm
High starting dominion does no longer bring awe to the pretender?

Presumably it's a tradeoff since the pretenders now get their blessing.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Gigalith on December 13, 2017, 05:35:55 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Jilladilla on December 14, 2017, 03:21:45 am
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.

No no, it's like this:
ALL OF YOU LOT TAKE 3 AN DAMAGE! Good. Now, Half of you are now Limp! IS THAT A COMPLAINT I HEAR?! MR CHECK OR BE CRIPPLED!
With how crippled is now... A few castings can immobilize an army... Ethereality is the only defense against it. It's a good thing it's not exactly an easy spell to cast..
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on December 14, 2017, 03:30:55 pm
What nations have access to trinity gods? I managed to forgot about this awesomeness, and got reminded by this patch.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 14, 2017, 03:52:39 pm
I wanna say they're just Celtic.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 14, 2017, 04:13:40 pm
In case anyone didn't notice, today(ish)'s patch granted MA Man a new spell called Chorus Master/Slave. It works exactly the same as Communion Master/Slave except for two notable differences. The first is that it requires N1 to cast instead of S1, which is important since Man's mages would be unable to use it otherwise. The second difference is that slaves are automatically booted out of the communion when they're knocked unconscious. On the one hand it means that you can't accidentally kill your communion slaves, but on the other they can handle less fatigue overall. Admittedly Man's witches also have spellsinger to reduce fatigue but I think that only counts if the Master has it so it's not relevant if a Logrian Wise Man or anyone else acts as Chorus Master.

85 gold sacred communion slaves are pretty damn enticing so I get the feeling that this will make MA Man better than it is right now. I'm not 100% certain if it'll make them great or overpowered, but it's still a good improvement over being simply lackluster.

The patch also borked supply so that living creatures don't eat but undead do. I foresee that being fixed quickly but it is still extremely silly, especially since it was caused by a fix for Half-Dead.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 14, 2017, 04:15:55 pm
I can't see that one going more than a day without a hotfix, yeah.

Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on December 14, 2017, 04:53:18 pm
Rather than a hotfix, they should make it a toggle :V

I'm not entirely sure what the exact sillinesses of inverted supply requirements would be, but I can only imagine they'd be interesting. Just don't ask how gluttony is producing supplies. Also maybe swap the N supply bonus over to D, I'unno. Part of me ponders the thought of negative supply starvation bomb squads roaming the countryside.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Gigalith on December 14, 2017, 05:11:21 pm
I'm curious how to choose one of these new-fangled trinity gods, because I don't see them anywhere on any pretender design screen. Is there a button I'm missing? Or are they only available for a tiny handful of nations?--I've checked the Celtic ones I can think of.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 14, 2017, 05:53:22 pm
The Morrigna and Hooded Spirits were the only two Trinity Gods I could find. TNN, Foromia, Mavereni, Eiru and MA/LA Man get access to both, while EA/MA/LA Ulm, MA/LA Marignon and MA Ys get access to only the Hooded Spirits.

They're definitely interesting though kinda unwieldy and full of exceptions and odd interactions. The Morrigna get -1 to their 'main' path and -2 to everything else. So a A4S4D4 on the design screen turns into a A3S2D2, A2S3D2, and A2S2D3. Extra paths are granted to all bodies of the Morrigna, though adding in anything less than 2 points in a magic path is completely pointless (except perhaps for path boosting) due to the innate -2 penalty. The Hooded Spirits are different. One body gets full Water and nothing else, one gets full Earth and nothing else, and the third gets full Nature and any additional paths. This means that Water/Earth, Nature/Earth, and (Earth or Water)/Anything crosspaths are not possible. So you could splash some Astral on to forge Moonvine bracelets but not Crystal Coins, since the Earth body won't get Astral.

Separating the Trinity gives them -2 to all paths which is almost crippling to the Morrigna, since they start out with some large penalties to begin with. At least the bless remains intact, so with some gear they could make good raiders in your domain. Keeping them together and casting some nasty Air, Astral or Death spells is probably a better use of them however, especially backed up by a communion. I'm not 100% certain how useful the Hooded Spirits are as combat casters, but at least they can react quickly to threats with their unify ability. Assuming you decide it's better to spread them out in peacetime instead of keeping them together for the extra research/dominion spread/whatever, of course.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on December 15, 2017, 04:56:52 am
Trinity is fun cause you get the first 4 commanders (1 prophet + 3x auto-bless-everyone) for free, so if you go into a heavy bless that is just broken as fuck, you can get another sacred unit out and have 4 Expansion partys taking provinces by turn 5. It worked well enough in singleplayer, since even if you lose one (not that likly, they are fairly good), they are easy to recall and you won't lose the bless.

Plus I'd personally prefer 3x Casters then one, since they can lob 3 times the spells.

It would be fun if they'd add another member to the trinity for each magic path. Like it starts with 0 paths, a new one is 50 and adds a aspect of the [many]-ity
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on December 17, 2017, 05:19:33 am
Does trample affects ethereal units as usual?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Majestic7 on December 18, 2017, 12:16:48 pm
AFAIK trample counts as a normal attack when it comes to ethereals. So ordinary rules regarding miss chance apply. Trampler will still displace ethereal dudes it tries to run over, though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on December 18, 2017, 08:30:30 pm
So, I've got a commander with the heroic ability of quickness. Will this stack with the spell quickness and what's the best weapon to have with high AP? Note my unit is on a horse. Would running tot he rear with a good weapon be nice, or would a nice ranged weapon make better use of high AP? Or maybe an intrinsic weapon like stone bird?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Farce on December 18, 2017, 10:55:40 pm
Yes hello I heard Stone Bird

I have no idea about the answer to your question, I just really really love the Stone Bird.  It's hilarious - literally just a magic rock that some mage made look like a bird and was like, 'hey, you know what would be rad?  If we magicked this so it would would automatically beat the crap out of people we hate that got close to it'

And then they did that.  Like, most of these dudes are the super learned people amongst this whole nation, right?  The scholars of Tien Chi, or the Master Smiths, knowers of the Riddle of Steel.  They decided that the best way to utilize these rare and powerful gems of elemental earth and air were to make a violent, angry rock, which would violently rock people, but only if it has someone's shoulder to sit on.

MAGIC.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on December 20, 2017, 04:29:28 am
So the new wounds causing deaths, you can make it easier to look through who in your army has a limp or crippled by holding tab.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on December 20, 2017, 09:47:26 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on December 20, 2017, 10:09:12 am
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.

Spoiler: Ironic patch just now (click to show/hide)
put people to sleep then poison them? that might end up working well.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on December 20, 2017, 10:35:20 am
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.

Spoiler: Ironic patch just now (click to show/hide)
put people to sleep then poison them? that might end up working well.
Especially since both are fairly common in nature magic.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: chaoticag on December 20, 2017, 10:55:25 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on December 20, 2017, 10:57:41 am
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
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on December 20, 2017, 11:57:28 am
I wonder what the new wish is.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 20, 2017, 01:04:42 pm
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.

Limps cause crippling as of 5.08. Only crippling causes death.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on December 20, 2017, 02:27:37 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 20, 2017, 05:26:29 pm
It's "uncurse". Not the best use of 100 pearls I can imagine, but then wishes rarely are worth it.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Endymion on December 20, 2017, 06:44:35 pm
Well considering curses are the one bad thing that you can never remove, I sorta like it being a wish.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: chaoticag on December 20, 2017, 07:25:42 pm
This was just barely added in the recent patch
Huh. I could have sworn those worked before.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on December 20, 2017, 07:33:24 pm
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 was just barely added in the recent patch
Huh. I could have sworn those worked before.
This is the first time I've seen mention of it, both in game hotkey list and in patch notes.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 20, 2017, 07:58:26 pm
It's in the 5.09 patchnotes, so it just came out today.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on December 20, 2017, 10:26:47 pm
Well considering curses are the one bad thing that you can never remove
How do you remove horror marks?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 20, 2017, 11:42:47 pm
Die and stay dead for a while. While dead, they sloooooowly fade. Obviously, this only works for pretenders, heroes in the HoF (so long as they can stay there), and unique summons.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: tnc on December 21, 2017, 06:50:44 am
I know it is a multiplayer game but I can't help but wonder, are there any improvements with the AI?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: chaoticag on December 21, 2017, 09:04:15 am
The AI seems more challenging, and the devs say so, so I guess so?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 21, 2017, 11:14:26 am
It's better. It's also harder to exploit. So overall, SP is more challenging, though ultimately the AI isn't anywhere near as flexible as people.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on December 21, 2017, 11:14:55 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on December 21, 2017, 11:44:43 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on December 21, 2017, 12:07:38 pm
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.
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: RebelZhouYuWu on December 21, 2017, 12:54:51 pm
How the hell am I suppose to assault this fortified outpost (https://imgur.com/a/ibPc1)?  The AI built their base in a location I can't get to but they can freely leave because of their flying units.  I have to garrison set up there permanently so they don't break out.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: IWishIWereSarah on December 21, 2017, 01:16:23 pm
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 :

1) "Dominions has more potential states than chess". Yes, but that was what was said when we managed to make AIs for checkers and said we couldn't because chess is multiple orders of magnitude above checkers.

2) "chess AI would need to consider every single possibility". Nope. The latest AIs in chess beat the previous ones (and the grand masters) because they don't try to consider every possibility, but try to solve their problem more humanly, going to a relatively better state in a few moves, without considering the end of the game.

This year's advances in Chess AI are basically putting usual RTS AIs considerations into a chess logic and improving it, which may be useful for the future of Strategic Games AIs ;)

How the hell am I suppose to assault this fortified outpost (https://imgur.com/a/ibPc1)?
Use rituals ?
If you can, try to use the heat++ ritual (breath of the desert ?), the one that will put the temperature of the province in the positives.
Otherwise, try to use one of the spells (Locust Swarm, maybe another too) that consume their supply, so they all starve.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 21, 2017, 01:21:48 pm
I see two ways to go about it:

A. Get summons/thugs with mountain survival, flying or floating, since they can all cross the mountain pass even if it's frozen. Use gate smashers and the like to break down the walls and then run in and slaughter everything. This will probably take a massive investment in gems though, so I wouldn't recommend it.

B. Aggressively push your dominion since they'll only have the one province to generate checks with. In the best case scenario you can push them back enough to get at least Heat 1 in either province, letting you shuffle your armies across it for a siege. In the worst case scenario you have to go in for a dom kill.

Basically it's going to be a pain in the ass to assault the place no matter what. Just pick the pain that you think you can handle the best.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on December 21, 2017, 01:33:48 pm
Oh, your MA ermor? throw pestilence a few times at it then safely ignore it.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 21, 2017, 04:05:55 pm
Give (a) black servant(s) or spectator(s) an item w/mountain survival or floating plus a BVC, while setting them at the back of the field on retreat, then have them repeatedly sneak into the province until it looks more manageable or the RNG decides it hates them (mountain survival is better under the circumstances).

(Or a Harvester of Sorrows with a BVC if you're far enough along with your research, hehehe...)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on December 21, 2017, 08:11:36 pm
"I'm not saying stealthy undead BVCs solve all problems... just a lot of them."
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on December 21, 2017, 11:32:43 pm
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: dennislp3 on December 22, 2017, 12:16:58 am
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?

Yes.

In Dominions there is no real magical "bonus vs cavalry" that most games sort of cram in to make spearmen make sense.

In Dominions it boils down to weapon length when dealing with cavalry. Being on a horse gives them +1 weapon length I believe and in a melee weapon length can make a huge difference as having a longer weapon (or stat at least) can prevent others from attacking. Cavalry are so strong partly because they have lots of armor (and other good stats) but also because their "weapon length" is almost ALWAYS longer than most infantry which means when infantry are fighting against them they get to attack far less than usual.

Spearmen/pikemen/etc. have a longer reach than most infantry which allows them to negate the weapon length difference and puts them on a more even playing field.

Even against spearmen they will generally still cause lots of damage but it helps a great deal. Also remember to keep your spearmen (or all infantry usually) in close formation so they can maximize space (3 human size (2) infantry can fit in 1 "square" while only 2 normal cavalry (size 3) can exist in one "square", a square being a total size of 6) which in turn means more attacks per round against the cavalry in question.

Another way to help prevent flanking is to make the spearmen target cavalry instead of "closest" or some other enemy

Same logic applies to giants.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on December 22, 2017, 12:23:07 am
Ok, just tried a communion and some asshole cast teleport, which teleported all my slaves around the battlefield. If the enemy wasn't already routed I risk losing all my slaves. Is there no way to ban the use of this spell that they have no reason to use? It makes communions seem worthless.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: chaoticag on December 22, 2017, 12:25:13 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on December 22, 2017, 01:54:06 am
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.

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".


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.

And finally, can someone explain why my Vampire Queen will always stay after my army has routed and just repeatedly cast frighten and maybe an occasional reanimation until the enemy routes or she dies? (not complaining as this has won me a battle I should not have but it's odd)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on December 22, 2017, 02:01:00 am
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.

Take part of your forces and put them far in the back, then hold and attack fliers or calvary.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: chaoticag on December 22, 2017, 02:29:02 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on December 22, 2017, 02:44:38 am
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?

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.
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: chaoticag on December 22, 2017, 04:20:57 am
Your mages will stop because range 100 spells mean they will never have catch up to retreating army in their list of priorities. Mind burn and soul slay have a range of bigger than the current map.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on December 22, 2017, 08:57:52 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 22, 2017, 09:10:55 am
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?

Possibly. Otherwise, the reserve force will attack them, though. With cav rather than fliers, they may intercept them before they get to the rearguard.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Endymion on December 22, 2017, 10:17:25 am
The best solution to the communion teleport problem is embracing the chaos. So you're going to want hell power, phoenix pyre, teleport, and reinvigorate spam. Then your entire communion can attract an ungodly number of horrors to the battlefield and any time one of them gets struck down they explode and teleport if they arn't fatigued out, thus the reinvig spam.

Admittedly that strategy was made for back in dom3 when you could abuse reverse communions because the slaves would still get combat turns.

On the topic of flankers, do they still have to pass a morale roll for every troop they pass on the way to attack rear?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 22, 2017, 02:12:57 pm
Speculation is that precisely how that roll is handled changed in the transition from sequential to simultaneous, but in theory, yes.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Dostoevsky on December 22, 2017, 08:35:30 pm
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.

A good thing to remember here (and which the manual likes to note) is that there is no 'target commander' command, either for you or an AI. In general, I think if your commander is a non-unique unit type in the army (e.g. not the only cavalry or flyer), and in the middle of the army, then they can't be specifically targeted by any of the available commands. Of course, being in the middle can be a little riskier than being in the back in other conditions.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Gigalith on December 23, 2017, 03:56:02 am
Let's also remember that "Guard Commander" squads no longer take up a squad slot, so if you really want your precious commander safe, you can give him a handful of dudes. Might not be feasible for a mage blob, though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 23, 2017, 05:21:23 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on December 23, 2017, 11:15:17 am
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!
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: IWishIWereSarah on December 23, 2017, 11:26:23 am
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".
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on December 23, 2017, 12:24:28 pm
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".

But I don't want more guards during assassination, I want more guards during battle to block flyers.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Dostoevsky on December 23, 2017, 02:21:37 pm
If using bodyguards to better block flyers, I'd plug ones with large size. There are several low-level conjuration spells that can summon big fellows, and having them less concentrated can help prevent a flyer from popping down right next to the commander.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 23, 2017, 03:21:27 pm
OTOH, same-size guards mean that you'll have (for humans) 2 troops in the same square as the VIP, which means if flankers DO end up next to them, there's only a 1/3 chance of the VIP being targeted so long as they live. If you're completely surrounded, though, neither big nor small will help much.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on December 25, 2017, 10:56:19 am
Anyone know why my level 1 astral mage with 6 astral pearls scripted to cast magic duel 5 times never casted it but chose to cast horror mark instead? The enemy was a mage. It was in the arena.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on December 25, 2017, 11:12:41 am
My only guess is that his opponent wasn't astral mage himself.
Can "fires from afar" spell be useful? Best i seen was grand total of 2 killed units.
Edit: oh, it gets more powerful with more fire levels.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on December 25, 2017, 12:59:25 pm
Did not know that magic duel has to be between two astral mages.

Also, as a warning to others, do not set your cavalry to attack rear if your enemy may have flying units. They will run across the battlefield, then when the flying units move to your rear, they will turn around and run right back, into your own units, blocking both from moving. The dev(s) need to change this problem where rearmost/closest/etc meaning "choose a unit and singlemindedly chase it across the battlefield". It needs to be like rearmost means to attack whatever units are in the back at any time.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 25, 2017, 02:20:10 pm
Can "fires from afar" spell be useful? Best i seen was grand total of 2 killed units.

Also not bad if you know there's e.g. a mage all by themself, so it's sure to hit something low-hp/low-prot.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on December 28, 2017, 05:22:03 am
I think for balance reasons there should be some more spells that allow aqua access... like a (non-water) spell that is a ritual that affects a province, something like "make air bubbles" that allows any unit to go in (poor amphibian) @1/gem turn/province.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on December 29, 2017, 11:20:19 am
Question: i put copper plate on my lemur consul thug (inefficient, i know), expecting it to kill first enemy that landed hit on him while not harming him, but in battle he still gets his 18 thunder damage in the face, despite crazy resist copper plate gives. Is it supposed to work like that? And  how much damage charge body deals to the enemy?
Some more: Is there a point in wearing stone boots if you already have protection to the skies? I heard that -skins just raise your protection to certain number, and if you have it already, it does nothing to you.
If yes, is there a point in wearing bot stone boots and robe of invulnerability?
Robe of invulnerability gives 25 protection agains mundane attacks. How about attacks with magic weapons? Same with armor of knights.
How much stamina average naked human restores per turn? Are stamina regen of non-humans and gods any diffirent?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 29, 2017, 12:13:02 pm
DRN and the order of protection resolution means that it's always possible to take damage despite your resistance - it's just more/less/much less likely.

Robe of Invulnerability gives prot 4 (up from prot 0 in Dom4) against magical attacks, so Boots of Stone are still potentially useful there. Less so if you have high non-invulnerability prot.

Unless a unit (human or titan or whatever) explicitly has Reinvigoration, they get -1 fatigue per turn.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Wysthric on December 31, 2017, 08:00:40 am
Anyone got any tips for MA Pelagia? I'm playing against 6 Hard AI's as the only water nation. T'ien Chi got destroyed, but Vanheim, Ermor, Nazca, Mictlan, and Caelum still remain. I own all the water and I'm raiding Caelum with Spectre's at the moment, but I can't really crack anyone open. On the other hand, Ermor's attempts to get into the water have been feeble and I'm pretty safe unless someone casts that enchantment which allows everyone to enter the sea.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on December 31, 2017, 10:46:37 am
Don't they have pretty good researches and astral? You can do some nice communions - and war in late, even mid game, hardly ever goes fast. If you can take one fort at a time, its fine.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Wysthric on December 31, 2017, 12:54:58 pm
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on December 31, 2017, 01:25:09 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 31, 2017, 01:33:58 pm
As MA Pelagia you have 4 different amphibious mages. Pelagian Mermages which are W1 + 100% AWEN, Pelagian Mystics which are 4 CP and A1W1E1 + 100% AWES, Conquerors of the Closed Realm which are capital-only and H1 + 100% AES and finally Daduchoses which are coastal only, 4 CP yet only F1 + 100% AWES. 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. You also have Summon Hekateride and Daktyl at Conj 5 and 6 but unless you want high Nature or certain magic items forged I wouldn't bother with them. Troop-wise you have unarmoured mermen with coral spears and nets, medium-armoured wave warriors with tridents, Champions of the Closed Realm which are well-armoured, cap-only sacreds, heavily armoured mermen hoplites on the coast and semi-elite Apostates of the Closed Realm on land wherever there's a temple.

Personally I would recruit a fuckton of Pelagian Mystics and forge amulets for your Titron Kings. Mermages are rather lackluster, Conquerors are only super useful if they roll Astral, and you probably don't have the gems to worry about your other aquatic mages. Titron Kings cast huge water spells and maybe lead communions, Mystics throw out lightning, E3 buffs or Frost Bolts depending on crosspaths, and you use your wave warriors and Champions of the Closed Realm to help you get a foothold on land. On land you're recruiting as many Mystics as you can simply because you don't have any other option. If they have good paths then they can throw out some acid spells or act as communion slaves. The addition of mermen hoplites to your army is great since their heavy armour and long spears can hold the line while your wave warriors and Champions flank. Apostates are just okay. They're flexible but you'll probably want to focus on your more specialized units instead of them. Similarly the regular mermen are pretty useless unless you really have some high defence units you want to trip up with nets.

To summarize: Built a ton of forts underwater and spam Mystics, wave warriors, Champions and eventually hoplites. That is the core of your armies, to which you can splash on other mages/troops as needed or desired.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 31, 2017, 01:38:01 pm
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.

Eww. No. These aren't Aboleths; they have body slots. 1W gets you a Shambler Skin, which lets BOTH kinds of non-amphibians be amphibious. It's expensive for mage blobs, but for a handful of strong-ish ones it's good.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 31, 2017, 02:03:27 pm
Oh. Shambler Skins do that? I thought that they were only useful for terrestrial units. My mistake.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 31, 2017, 02:53:24 pm
Mid-Dom4 change, that.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Wysthric on December 31, 2017, 09:02:41 pm
Ok, I'll admit I overlooked the Mystics because of their ridiculous 4 CP cost but I suppose they are worth it.

Edit : Both Mictlan and Ermor have been domkilled, and Nazca has gutted most of Vanheim's army, which is letting me take some stuff from them. I've just unlocked and am summoning the Elemental Water Queens, and I've empowered my pretender in air twice so when he gets onto land he can also get the Queens of Elemental Air.

It looks like it's going to be me, Caelum and Nazca going towards the end, but I'm pretty sure Nazca is going to take 70% of the Ascension Points without even stepping into my lake... unless I can get enough eco damage spam (e.g. hurricane, wolven winter) to ruin them.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: bulborbish on January 05, 2018, 11:34:09 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on January 05, 2018, 11:56:20 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on January 06, 2018, 12:05:50 am
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 depends on what kind of undead you're facing, honestly. If it's non-mindless undead then you're in luck, because Death Banishment has a chance to make them bewildered (and presumably attack their allies or meander aimlessly). That's the only advantage that it has over generic Banishment, unfortunately. If you're up against longdead or soulless then Banishment should work well if you can amass enough priests. Ideally they'd be H2s but H1s will work fine too. Longdead have low HP and average MR, so they can resist banishment better but will die in one or two hits. Soulless have low MR but good HP, so they'll resist less often but can take a handful of hits to kill. Thankfully Banishment has a pretty large AoE compared to other spells and costs 0 fatigue so you can get pretty good coverage with your priests, especially since banishment is going to be a high priority for them once they go off-script. You just have to figure out what the critical mass of priests is for the situation.

If you're up against undead that aren't longdead or soulless you'll have to tell us, because that definitely changes almost everything, but otherwise I'd say that priestly banishment is definitely effective against the basic types of undead. That's what it's meant for after all.

It also has a 5% chance of confusing each undead unit when hit.

The confusion effect only affects undead without mindless and they get an MR roll to resist. So it's really not that great except against certain units, but at least the Death Banishment is comparable to the generic kind in all other respects.

EDIT: As an aside, I think that Fire Banishment is the best Banishment spell since it's useful in all situations, due to setting undead on fire if they take damage from the spell. Air and Astral both have the biggest AoEs but lowered damage and a secondary effect that only targets non-mindless undead with an MR negate effect. Water is good mostly if you have the H2s or H3s to make the most of its secondary effect and larger AoE, which isn't true for all nations. Earth has a secondary earth grip effect but it's MR negates which limits its usefulness quite a bit, especially against higher MR undead which you probably want it to affect. Death is only an upgrade if you're up against non-mindless undead which is a pretty niche case and again suffers from the extra MR resist check. Nature has a reduced AoE and is MR easily negates but does 999 damage and will pretty much kill any kind of undead. If it hits, that is. Blood only gets the generic kind of Banishment, meaning it can never do better than 4th place and is probably even worse than that. At least it does have a banishment spell though, unlike what the Pretender creation screen might lead you to believe.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on January 06, 2018, 12:30:58 am
I'm going to guess its regarding the spectral troops from therodos, all have MR 13 and minds, 16 hp on the Hoplite but it has formation fighter, 9 hp on the Peltast and 7 on the archers.

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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on January 06, 2018, 02:53:20 am
To give a single succinct answer, banish spells are good against the kinds of undead you're likely to encounter in large quantities. Though for REALLY large quantities, you'll need a lot of priests. Especially if the enemy is casting horde of skeletons and you need to outpace them.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on January 06, 2018, 10:37:10 am
You could probably make an excuse pretty easily, though. Mutter something about the walls and be done with it. Maybe forts all have an outer layer we don't see encrusted in wards that have to get torn down before ethereal stuff can get in. Want to say most/all of the passwall ethereals even have something in their description that would suggest they have the means to bypass something like that, too.

...

... though, y'know, I suddenly wonder why there isn't a strategic level passwall buff. Something like a hell-travel check to jump directly into the fort battle, maybe even right past the walls. Probably be expensive and/or pretty risky, to balance it out, but... still. Feels like it's a gap in dom's magic.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on January 06, 2018, 11:29:46 am
Don't the Therodosian spectres think they're alive, lore-wise? They probably need to go through the whole circus of investing a fort just so that they don't end up suffering an emotional breakdown.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on January 06, 2018, 11:38:08 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on January 07, 2018, 01:01:36 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on January 07, 2018, 10:57:05 am
If ethereal units can attack forts without sieging them down first then flying units should be able to too, since they can already fly over the walls in siege battles. If that change does happen then Caelum and Xibalba become even more frightening because they can take any land fort in the game in only two turns. I'm 95% certain that this is the reason that ethereal and flying units can't just storm forts regardless of whether the gates are broken or not. Not because it doesn't make sense, but because it'd make certain nations too overpowered. Admittedly Caelum and Xibalba can break open forts in record time due to the siege bonus that flying grants, but unless the fort is very weak and/or undermanned it generally takes more than a single turn. The few extra turns it takes to siege down a fort can have a big impact on how the game plays out.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on January 07, 2018, 01:04:20 pm
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. And how much fatigue spell "Phoenix Pyre" gives on death?

Wondered if it possible to get enough reinvirogation to abuse it. Get max 19 reinvirogation - 10 from artifact nature boots, 8 from simple earth-nature misc items and 1 natural. Than i remembered that items are dropped as loot for enemies on death...  :(
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on January 07, 2018, 01:10:14 pm
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.

As for the fort thing. Yes that is fair enough that its there for game balance reasons and fliers/ethereal already get the bonus of being able to just pass by the fort walls during the attack itself.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on January 07, 2018, 01:10:22 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on January 09, 2018, 10:17:30 am
I like the spell idea.
Astral mages could cast a spell that teleports their army into a castle. Everyone (including the mage) needs to make an MR check or take damage. If the mage dies so does his squad, automatically. Plus there'd be a gem cost. !!Fun!!
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Wysthric on January 09, 2018, 10:49:00 am
When it comes to longer games, how much income is lost due to pop death?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on January 09, 2018, 11:16:55 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Wysthric on January 09, 2018, 01:09:05 pm
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on January 09, 2018, 01:13:09 pm
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.

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?
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Caz on January 10, 2018, 07:44:26 am
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Gigalith on January 10, 2018, 08:52:11 am
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?

I'd say the real time combat is overall for the better. The big thing is that there's no more "first strike" advantage to the defender, which makes battles feel much more fair. It also probably slightly encourages battles, I'd think, because there's advantage to being on the defense.

The battles look cooler, if they're somewhat harder to follow. Much more disorganized chaotic melee rather than the orderly formations of previous versions. Rather than have twenty mages throw fireballs one at a time, you have twenty mages throwing a salvo of twenty fireballs.

There's a bunch of minor improvements, too. Like "towers" are now actual troops hanging out on the walls, which I personally think is really rad.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on January 10, 2018, 09:10:56 am
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. Not sure how frequently last one happens, i never used archers much. :P Hopefully that will be fixed soon, there was quite a lot of time without a patch (a bit more than two weeks, actually).
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on January 10, 2018, 11:14:41 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on January 10, 2018, 05:28:29 pm
Archers already feel pretty weak imo (outside of massive army sizes, where mages usually do there job even better).

Mages suffer under the same issue, hitting your own troops when casting is timed in a unlucky way.

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".

Its unlogical gameplay and suboptimal gamedesign imo. Your own troops shouldn't default to hitting your own troops (once per battle).
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on January 11, 2018, 07:37:10 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on January 11, 2018, 04:54:27 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on January 11, 2018, 06:12:30 pm
I wouldn't complain if it was in 1 out of 2000 battles or something more "realistic"
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on January 11, 2018, 06:20:38 pm
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on January 11, 2018, 08:04:47 pm
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.

You JUST tried to dismiss the bug by saying they fire where the enemy seems to be heading. So you are saying they have enough accuracy to fire at a specific spot. They have enough ability to fire at specific targets too, so I fail to see how they don't have enough ability to shoot where I would shoot (Ex: 10 feet in front of the front line)

I also don't think he was talking about arrows falling short, but archers literally targeting the area your soldiers are standing in because the enemy soldiers are traveling in that direction. As in they don't take into considerations that your units are going to be int he way.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on January 11, 2018, 08:17:39 pm
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. Look here if you want a serious AAR (it's an archive of all the messages I, Frumple, and Shadowlord exchanged over the course of 404; it's long but possibly enlightening): http://www.bay12forums.com/smf/index.php?topic=137631.msg5683829#msg5683829
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on January 11, 2018, 08:56:45 pm
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.

I have enjoyed those two disciples games, but as E. Albright said it's much more work than a regular game, and teams are only as strong as their weakest member. I'd play in one again, but as I have two games going right now, check back in a couple months maybe?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: namad on January 12, 2018, 01:36:46 am
what do you mean threads 404 and 416? Do bay12'ers regularly play this game? The weak AI in dominions4 is what's kept me from buying dominions5 yet. If this forum regularly organized games that would be cool.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on January 12, 2018, 02:23:48 am
Do bay12'ers regularly play this game?

Yes. Have been since 3, in fact:
Spoiler: List of Threads (click to show/hide)
I am sure you can persuade some people to play a game or two of 4, before everyone switches over to 5.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on January 12, 2018, 03:38:33 am
I'm getting Quadro to Penta Teamed in Game 501 next turn (while there are both larger and more powerful nations around), so I will have a free slot in due time.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on January 12, 2018, 04:21:05 am
If there is enough people, i'm probably in. Though i'll prefer LA game with me as Lemuria for testing reasons.  :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on January 14, 2018, 11:51:18 am
The next round is up and recruiting:
http://www.bay12forums.com/smf/index.php?topic=169134.0
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on January 15, 2018, 11:20:16 am
Moar questions:
What decay actually does? How much time it takes to start damaging average human unit?
How big chance there is of Spirit Curse getting trough MR 15? Same for Holy Word.
For how much turns Holy Word actually stuns?
Does powering up a priest with communion still works?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Zonk on January 15, 2018, 11:23:09 am
Decay: normally ages an unit by 5 years/round. Units with aging modifiers (Unaging bless, Quickness...) will age less or more. At some point, when actual age >= max age, the unit can start taking damage IIRC. Each round an unit has a small chance of getting another MR check to stop decaying.

Spirit Curse/Holy Word: by default, spells have penetration 11, so assuming the caster does not have extra paths or penetration modifiers, it's penetration 11 vs MR 15. You can look at the DRN table.

Stun, as far as I'm aware, always lasts 1 roud.

Don't remember how priest communions work right now.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on January 15, 2018, 12:05:32 pm
Thanks! Also thanks to everyone i forgot to thank before.  :D
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on January 17, 2018, 08:49:01 am
Funny thing just happened in my game. I'm playing Lemuria and arena event fired late enough to have lemur consul with some equipment. So i sent said consul, who was also my prophet. He was set to buffing whole army with two buffs, then two apostasies, then attack. In on of the fights he fighted Pangea's Keeper of Traditions, who have not very great magic resistance for sacred commander. Instantly apostasyd. I win, but bull didn't die and instead get to his province before going axe-crazy on local wolves. Managed to kill ten before getting killed himself and baffle me with me having minotaur on the other end of the map. Apostasy is a wonderful spell, when it works.  :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on January 18, 2018, 03:49:29 pm
Do you officially lose when you lose your capital and your god, or when you don't have provinces/dominion anymore?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on January 18, 2018, 03:51:21 pm
You only lose once you run out of provinces or dominion, yes. Or when another nation reaches the victory conditions before you. Your Capital, while frequently has unique recruits and excellent gold/gem income, isn't critical to your existence as a nation.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on January 18, 2018, 04:30:11 pm
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.)
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on January 18, 2018, 04:33:05 pm
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")
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on January 18, 2018, 04:42:22 pm
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.

Immortal commanders respawn in the province where they were recruited/summoned, I'm pretty certain. Which may or may not be your capital, especially if you have an immortal pretender. You are definitely right about the heroes, but again. Capital is not critical to your nation but definitely worth keeping.

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")

I want to say since at least Dom 3, where Mictlan got their Jade Knives to help with the whole 'Dying Dominion' thing they have going on. It might have even been before that, but I'm much less confident on that point. The national-only items only became more common in Dom 4 however, where several more were added (especially later on in development).

The restrictions are on the creation of items and not their use, though obviously not all of them are useful to all nations. I don't think that anyone outside of MA Ermor has a use for the Black Laurels after all.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on January 18, 2018, 04:49:24 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Gigalith on January 18, 2018, 05:07:31 pm
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.

"i" will give you all kinds of information on a province, specifically the entire history of events that happened to it.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on January 18, 2018, 11:11:02 pm
For what is surely karmic justice for what I suffered in 4.27, I got to cast cave earthquake in a multiplayer game.
(https://i.imgur.com/g4rZXP4.png)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on January 21, 2018, 12:15:33 pm
UPDATE

MEKONE RELEASED

I haven't tested them myself yet, but word on the street is they suck. Not much magic outside the capital, no sacred troops, and everything is expensive. Also the humans get xp-shape but get only small bonuses and lose the slave tag, so it's arguably a downgrade even ignoring the afflictions they'll have by then.
However, Mekone does get pretty good ranged units, and giants with formation fighter.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on January 21, 2018, 12:46:31 pm
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.

The helot phalanxes are dirt cheap and really quite decent for EA when lead by the crazy-good giant leadership-plus-inspirational-plus-taskmaster combination. I think the idea that everything is expensive is fixating on just the Giant Spartans and ignoring the very existence of the helotes. Which ironically feels correct for a Spartan nation, but still.

Also, two size-4 giants per square in full magic-better-than-bronze plate is not pleasant in EA.

There's a lot of interesting mechanics at play here. I like that they finally added a skirmisher tag (which EA Ulm has as well, eep), and the giant assassins are cute, even if they are spawned by annual events rather than recruitment. It seems like a thug nation, which doesn't feel totally out-of-place for Giant Sparta...

(Also, between their inquisitors, national +1 dom conflict bonus, and +2 dom conflict global, they seem like potential domkillers even without bloodsac.)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on January 21, 2018, 01:01:55 pm
And what skirmisher tag does?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on January 21, 2018, 01:03:37 pm
It's like the Dom4 formationfighter tag, but for sparse line formation and skirmish formation, so if a squad has nothing but skirmishers, there's no morale penalty for using those formations.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on January 21, 2018, 05:23:49 pm
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:

heavy hoplite
+4 morale
+2 map move
-slave tag

light hoplite
+4 morale
-slave tag
+2 map move
+skirmisher tag

peltast
+3 morale
-slave tag
+2 map move
+8 head protection (leather cap -> bronze cap)

Yeah, they're better. The only case where the lose morale is if you've forged the whip for your commanders. But I think it's questionable whether they're better enough to be worth the double upkeep.

Quote
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.

Quote
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on January 21, 2018, 05:30:39 pm
I like them. They look nifty.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on January 22, 2018, 04:27:29 am
They seem good for new players, no fancy magic paths, just cash and giants, you could do worse.

Works ok with indi archer spam btw.

I would love some more mid-tier-legendarys. Like a "Ring of Element X" and there can only ever be one for each element and it is cursed, costs 20 of the element to be made and 5 in the path.

What does the Elder Cyclop even want to craft? Nothing up to construction 4 looks all that interesting.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Endymion on January 22, 2018, 10:23:07 am
"Ring of Element X", as is, sounds like a mid-tier legendary item from some obscure line of DC comics.

What does the Elder Cyclop even want to craft? Nothing up to construction 4 looks all that interesting.

Well in general nothing all that interesting exists until const 6. Useful, sure, but nothing interesting. As far as I see it, and this is without any testing, Elder Cyclopses (Cyclopi? Cycloxen? Cyclopodes?) would only be used early for their resource bonus, as the troop line up available could use as much as they can get. A quarter of them will have A2, so with their master smith bonus they're effectively A3.... Any way to boost them one more rank in air magic opens up a ton of stuff, namely the air boosters, staves of elemental mastery, etc. Of course they also have easy access to a rather massive number of artifacts when they hit const 8.

Oh, but they do have air and earth, so they can make those flying stone birds everyone loves.

The problem is the cyclops is they each compete with 2 archons in terms of recruitment slots.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on January 22, 2018, 10:57:09 am
[Cyclops <-> Cyclopes] is the pluralization KO is using, which appears to be standard.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on January 23, 2018, 12:33:09 pm
A cynical observation: if you look at the breadth, depth, and quantity of the bugs that have cropped up since release, the assorted nay-sayers who insisted this was just a tweak of the same aging engine despite what some of the beta testers said about it being a new engine (I wanna say they said it's now Unity?) look increasingly out-of-touch.

These growing pains are harsh. It needed done, but eeeesh, some of these bugs...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on January 23, 2018, 05:01:05 pm
Anything in specific that annoys you?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on January 23, 2018, 05:07:10 pm
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...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on January 23, 2018, 05:51:25 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on January 23, 2018, 06:40:24 pm
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 publisher, 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
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Wysthric on January 23, 2018, 06:55:09 pm
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

You could argue all of the games are a "big, overpriced patch" for the previous, but they aren't even really that overpriced when you consider all the free shit they add in.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on January 24, 2018, 10:00:46 am
Thankfully, if you do not look at the game with the eye of a developer/modder/hardcore-nerd or df-player, it is quite enjoyable and no serious bugs that prevent fun are there, so I personally, am thankful for that.

So next Bay503 round, can we spice it up with something really stupid? Like, indi strength = 9 and only 1 lvl 3 Throne per player and half of them needed to win? Or Cataclysm timer 50 (seems long enough really) + 20x lvl 1 thrones?

What about played turn 1, then x10 Force host, then the real game starts (at turn 11 with a big ol stack for everyone)?

Or just to get that retro-Dom4 feel, recruitment numbers x3.

Realistically, we could just have a Disciple game, team max size = 25% of players, solo players allowed.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on January 24, 2018, 07:24:46 pm
Let's roll it all together!
Frequent events, All.
Fast Research.
3x recruitment.
10x forces.
Day 1 cataclysm.
(All thrones required, except for 3 points, just to keep you guessing)

Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on January 24, 2018, 08:20:31 pm
Minimum for Cataclysm is 5, IIRC. Not that the extra 4 turns would matter, obviously.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on January 30, 2018, 01:59:52 am
Round 502 is looking for a replacement for Erytheia. It's only turn 9, their location is good, with many independents still around, and they've staled once.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on January 30, 2018, 02:09:43 am
I guess 501 is also looking for a substitute Vanheim.
It's turn 48 and they have cast Forge of the Ancients. For more details enquire within the thread.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on January 31, 2018, 10:00:21 am
How weapons with multiple attacks on single targets (like gloves of gladiator) work? If it says that they deal 50 damage, is it divided between four attacks, or ir will be four attacks that deal 50 damage each? Because in my SP game i have lemur consul that deals more then 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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on January 31, 2018, 10:02:36 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on January 31, 2018, 10:27:29 am
That would be enough to kill anything that is not a pretender or doom horror. Although there are a few like eater of dreams that it could probably kill if it could hit it's 25 defense.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on February 01, 2018, 08:10:10 am
Well, turns out, although it's impossible to kill this guy with close combat non-mindless units in magic 3, there are a lot more spells that ignore magic resistance than i thought. He slaughtered pretty big (400) Jomon army singlehandedly, but get killed pretty fast by army with some mages and archers spamming arrows and solar rays. Even with regen 15 and quickness from arena helmet, he still managed to kill only 28 units. This game reminds me once more that there are NO unkillable units in it.  ::)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on February 01, 2018, 09:53:52 am
Its a weird Rock, Paper, Shotgun system, between "normal" units (a soldier), Sacred Units, Mages, SCs, Summons, Free-spawn, and special units.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: chaoticag on February 01, 2018, 10:35:03 am
Well, one reason to use a unit like that is to force the enemy to commit resources to handling the situation. You want to use what you have to get your opponent to lose enough gold, time and gems that you can leverage them into submission or defeat them. You also want to stop the same from happening to you. All those mages and archers are exposed if you have the capability to take them out.

Though it also sounds like your SC had an Achilles heel regarding mundane attacks. Regen 15 is impressive but sounds like on it's own it would be subject to something as simple as a cold aura. It's important to remember that SCs are usually meant to be a series of great defenses with a good offense (I can't quite say that with confidence yet, I've been too busy to join in games until later this year, hopefully, go figure).


Actually, come to think of it what have people been thinking about the multiplayer for dominions 5? I've not heard too much talk about it so far. Because I might as well be living under a rock.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on February 01, 2018, 10:55:14 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on February 01, 2018, 11:04:29 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on February 01, 2018, 11:06:50 am
As a slight tangent, if anyone's up against an entrenched Nazca and they plop down a threatening Geoglyphs, this (https://edition.cnn.com/2018/02/01/americas/nazca-lines-peru-truck-driver/index.html) is an example of an effective counter.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on February 01, 2018, 11:17:40 am
Dom5 is much more comfortable to play for one.

MP feels surprisingly balanced, with no specific Tactic being the clear winner (SC/Bless spam) - you can build your nation to be good early on (bless), but pay the price for it later.

I feel like the defenders lost a bit of there old advantage and there is no more "we hit the entire enemy army for free" moments we had before, which could help the side that is losing.

You should join us for the next match chaoticag
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on February 01, 2018, 12:09:46 pm
I think maybe astral got a little too good of a boost. Almost every nation I've thought about playing I've tried to take astral for far casting, arcane finesse or magic weapons. The only thing I dislike is taking an awake pretender with incarnate bless stuff, but it does balance things out because someone can try to snipe your pretender.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 01, 2018, 12:15:27 pm
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.

What Cruxador says about the switch to simultaneous and thge end of UGoIGo is a big change, but it also can't be underscored enough that 428 had VERY ABNORMAL diplomacy. That game was/is definitely much more... passive, shall we say... than is normal.

(428 operating under UGoIGo also made it more passive; I for one would have been a lot more aggressive had turns been simultaneous...)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: chaoticag on February 01, 2018, 09:32:44 pm
You should join us for the next match chaoticag
Well, 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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on February 06, 2018, 11:08:58 am
Question 1 - If mage did cast some spells and get to 80-99 fatique, can he immediately cast spell that will give him 100 more?
Question 2 - can mage spend two gems on casting a spell, if he already can cast it with his base levels?
I think answer to both is "no", but i just want to be sure.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on February 06, 2018, 11:13:40 am
A mage will keep on casting spells until they're unconscious. So if they're at 99 fatigue they could cast a spell and suffer 100 more no problem. You'll probably have to script them to do that but that speaks more about mage AI than anything else.

A mage can spend gems casting a spell if they can already cast it with their base levels. Basically every extra gem used increases their base level by 1, increasing the spells effects and (most importantly) cutting down on the fatigue they experience. Generally if you give a mage gems they'll do this to reduce fatigue, unless you tick 'Conservative Gem Usage' on their orders.

So as far as I am aware, the answer to both is yes.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on February 06, 2018, 11:21:14 am
Ok, question 3. How much enemies earthquake spell actually hits?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on February 06, 2018, 11:27:42 am
It targets everybody (friend or foe), but hit depends on unit stats.
It's a roll against defence of all units, excluding floaters and fliers, and mostly cancelled by etherealness. Caves add a second roll against defence to 10% of the battlefield squares, which does not exclude floaters/fliers.

As a rule of thumb, low defence <10 units get good chance to be hit, high defence >15 get low chance, and high armour units can survive hits better.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on February 06, 2018, 11:37:51 am
Thanks!  :D
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on February 06, 2018, 12:02:45 pm
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.

For example, giving an E1 can spend an earth gem to cast Summon Earth Power(E2), boosting them to E2 (and also boosting their gem spending limit) for the rest of the battle, which then allows them to cast Strength of Giants(E3) by spending another gem, but then they're back to casting only E2 spells.
As another example, an A2 mage with 2 air gems can cast Arrow Fend. They spend 1 gem to temporarily boost their path to A3, allowing them to cast the spell, and the second gem is used to pay the cost of the spell.
Lastly, an F2 mage can spend 1 gem to cast Fireball as an F3, but can't spend 2 gems to cast Fireball as an F4, because gems can only boost path once per spell.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on February 06, 2018, 12:17:13 pm
For some reason i thought that mage can spend two gems for reducing fatique on one spell. Also didn't knew about gem spending limit. Probably i should read the manual.  :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 06, 2018, 12:30:04 pm
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.

That's new, significant, and not something I'd heard discussed. In Dom4 it was a per-cast limit, not a per-battle limit. And it was worth noting that it got weird with communions; IIRC communion levels wouldn't let you use more gems, unlike other means of boosting.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on February 06, 2018, 12:35:56 pm
That's just poor wording on Karlito's part. The limit is still per turn/cast, not per battle. Assuming that the manual isn't horribly out of date, of course.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on February 06, 2018, 01:03:06 pm
Ha, really? How many months have I been wrong about that?  :'(
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 08, 2018, 06:02:41 pm
Hmm, the new Mekone/Arco summon is... uh... interesting...

Spoiler: Conj6/D2/9d for 3 (click to show/hide)

I can't decide if that's impractical fluff, or something really nasty since it's an invisible ethereal frightening flier. Leaning towards really nasty, though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on February 08, 2018, 06:32:53 pm
I would also lean to really nasty, although it isn't that bad since how cheap it is to get a bless for spirit sight and magic weapons. What it can do is potentially save you from ethereal sacreds that would otherwise walk over you.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on February 08, 2018, 08:19:17 pm
The major problem with the Keres is that only LA Arco has the paths needed to summon them, and only because the same patch added the Orphic Mystic to their lineup. D1N1 + 50% FWE + 50% ADN for 95 gold, along with reincarnation(why?) and spellsinger. They're excellent labrats and those that trigger their sorcery random should be useful in combat too. Not as useful as a Mystic but usable. So the only time you'll see EA/MA Arco or Mekone using them is if they splashed some Death on their pretender for the express purpose of doing so or broke into death through a summon or something.

One minor problem with them is that invisibility only affects melee attacks and ethernalness affects mundane ones. If you can get around those then 5 Protection and 17 hitpoints won't be worth much. I was going to mention something about banishment spam until I realized that it doesn't affect devils anymore but... Smite Demon is still a thing, for anyone with H2 or better priests. Battlemagic is still a possible option too, though not as finely targeted against them.

In other words, my impression is that the Keres will smash through anyone unprepared for them but crumble against armies that are. An excellent surprise weapon and, if you can find someone stealthy to lead them, they should make top notch raiders too. Definitely worth it at 3 gems apiece, and Conj 6 isn't horribly late game either. Not something you can rush for either but still.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 08, 2018, 09:00:29 pm
At the same time, D2 is trivial to replicate if your pretender has any death at all - the only non-national spell path that would be easier would be low nature...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on February 08, 2018, 09:20:48 pm
I know that. My point is that it's something you have to explicitly build for, or at least get lucky with randoms/whatever. Not something you can pull out of your ass when it'd be extremely useful.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 11, 2018, 12:42:04 am
I'm terribly observant; I seem to have missed Thereodos having Keres as well. They mostly have to bootstrap to cast it, though.

Some of the people that have dug into game files to peek at some in-development stuff observed that the descriptions for later eras of Mekone sounds like they'll be able to cast it natively, FWIW.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on February 12, 2018, 04:27:20 am
Round 502 will be looking for a replacement for Ragha. It's mid-game, and the nation is very strong economically and with good placement.

Round 428 might technically also be looking for a replacement, but it's complicated. Inquire within.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on February 13, 2018, 08:05:18 am
I'm noticing that independents aren't immediately routing when their commander dies. What is the mechanic behind this? Is it "X amount of turns until rout", or perhaps an ever-increasing fear effect or decreasing morale?

EDIT: Also, 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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on February 13, 2018, 10:04:53 am
Do you have screenshots and the like of the indies not routing? All armies are supposed to rout when all commanders are dead (assuming they can) so if they aren't then something is definitely up.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on February 13, 2018, 10:12:13 am
I'll try to remember to get a screenshot or savegame file next time I see it happen.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 13, 2018, 11:45:12 am
Also, were your troops already routing when the enemy commander died? Because that's a Dom5 change that I've seen as well; if one side is routing, the other side won't.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on February 13, 2018, 12:57:44 pm
I believe they rout only when the next turn tick happens, which could be enough time for a few units to make attacks.

Or to clarify, there are certain effects like say, poison damage, that occur at a larger time interval, roughly that of a normal spell cast (i.e. the length of time in a Dominions 4 combat turn). I assume morale checks occur at that interval, which is also when the game looks to see if leadership requirements are fulfilled.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on February 15, 2018, 03:43:02 am
Looking for a replacement player in Bay12 Round 502

http://www.bay12forums.com/smf/index.php?topic=169134.0 (http://Text)

One of the biggest nations in the game currently.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 15, 2018, 11:12:56 am
(It's Ragha, specifically. And they're definitely in a good place, developmentally as well as diplomatically.)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on February 15, 2018, 11:34:57 am
How do people play Ragha, generally? Do you tank the temp scales one way or the other for cheap points and just focus on one half of your troops/mages, or do you go for something in the middle that lets you either use seasonal changes or castings of wolven winter/the heat equivalent in order to recruit the full roster?

I remember the Zhayedan immortals were absolutely terrifying in 4, but they were hysterically expensive to actually produce. Don't know what changes they might have gone through for Dom5.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 15, 2018, 11:59:15 am
The big changes for Dom5 were 1) riderless gryphons are Stupid (think riderless MA Atlantian lobsters, if that helps), and 2) you have to return gryphons to the capital to get a new rider.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on February 15, 2018, 05:46:51 pm
They're still quite good though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on February 16, 2018, 04:28:28 am
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 16, 2018, 05:37:29 am
I have. Round 410 here had me start 2 away from another nation; rush, kill, and absorb them after expansion ended; and get piled on by 3-4 nations in response. It was ugly, sloggy, and required a lot of conniving and defensive play, but I ended up domkilling everyone around turn 100. It was also NationGen, so we all had somewhat wonky nations.

It really helped that only one of the 3-4 (I think it was 4) wholeheartedly committed to war; the rest picked a few provinces off my borders and made a few strong but unreinforced incursions. The midgame was a lot of holding out until they got their flanks attacked, then clawing back and consolidating my lost territory.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on February 16, 2018, 01:44:49 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: PrimusRibbus on February 16, 2018, 02:59:37 pm
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.

Declarations of war mean nothing in single-player. There is no diplomacy and you are effectively at war with everyone from turn 1.

I'd go as far as saying that AI declarations of war are pure fluff; the vast majority of the time an AI has declared war on me I haven't seen the slightest change in aggression from how they were treating me before the declaration.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 16, 2018, 04:48:06 pm
Not true, actually. The AI has at-war and not-at-war states, and so long as you've never killed their pretender you can cycle back and forth between them (the "You killed our God! This war will not stop..." message is quite forthright in this regard). I could be mistaken and invading them when you're not at war might also lock you into war; can't recall for sure. But as long as you keep strong borders (either garrisoned troops or 20+ PD), the AI will normally be willing to stay in the not-at-war state, and will not attack you w/o declaring war (although they might declare war at the same time their troops cross your border). In Dom4 if they were at war with a third nation they'd sometimes start a war with you if you were sieging the third nations' forts, but that was because they'd consider the third nation the province owner and attack it, but since you controlled the province outside the fort it would set them to war with you.

In single player I've certainly come back from multiple declarations of war to win. As long as you can keep an AI at bay and don't kill their pretender and aren't actively invading them, they will eventually go back to not-at-war with you if there's an easier target for them to attack.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on February 16, 2018, 07:46:35 pm
I've managed to get it to that not war state even after killing a pretender. Its easier to think of it as an agro scale that increases and decreases as things happen. Killing the pretender will effectively max out the scale.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on February 17, 2018, 01:15:36 pm
That's interesting. I thought they were at a constant state of war once they started. Do they send a message once they have calmed down?

How long does it take and what are the conditions? Does each side have to not conquer any territory for 3 years or something?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 17, 2018, 03:21:53 pm
No message when they calm down - they just stop attacking, and might declare war again. It shouldn't be three years, but I can't remember exactly how long it takes.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on February 18, 2018, 12:41:38 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 18, 2018, 03:05:03 am
Well, except psychological tricks and diplomacy, which is probably relevant when you're getting swarmed. AIs are also a lot less loss-adverse, which was the overwhelming factor in the case I cited there. Ofc, AIs also wouldn't have swarmed me right then, so it's a bit of a wash, that...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on February 18, 2018, 05:09:14 am
That, and an AI will always manage a large number of holdings/commanders just as effectively as a small number. They never forget or lose track of anything they've got, and will be continuously using everything in their power to increase the size of their doomstack.

Sure, the AI is worse at using any of those assets than a player would be (broadly speaking...), but if they manage to carve out a decent territory for themselves it can be terribly annoying to deal with.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on February 18, 2018, 02:36:13 pm
Ok I've watched this battle 5 times and can come to no conclusion other than the crossbowmen are targeting my commanders directly. I have 5 commanders in the middle of archers (in front of them) and cavalry (in the back of them) but by no means near them. Cavalry is on hold so they don't move, archers actually take a step forward to make the gap even bigger. Then the crossbows fire. They go straight to the commanders every time during the fight. If someone wants to look at the save file then tell me a good upload site.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 18, 2018, 03:21:44 pm
It's possible - missile aiming got changed/improved a lot in the last patch or two, so this could be something that's been there since Dom5 came out but hadn't been noticed when archers shot wildly for the first few months. I could see logic shenanigans like "a commander is a 'unit' like everyone else, and we're gonna target a random unit" leading to what you describe.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on February 26, 2018, 09:42:10 am
So a lot of mods got moved over to dom 5, I would suggest we have the next round (503) with some mods (Worthy heros for example).

501 is most likly done in 10-12 more turns, its a lot less messy then 428.

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).
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on February 26, 2018, 10:48:36 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on February 26, 2018, 01:23:34 pm
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.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on February 27, 2018, 12:07:14 am
Anyone have a way to make armies I put on the sides of the battle to move forward, instead of right to the center, without having them attack the rear? Because I just watched my guys walk right past the cavalry units right in front of them. I would set it to attack cavalry, but I was fighting Pangaea and it's like a gamble on whether their flanking units are cavalry or not.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on February 27, 2018, 03:29:00 am
Well....

No real solution, but as a general tip if a commander has 3 slots for inf (+1 for body guards), feel free to use them all, on all the commands, as long as there is no moral disadvantage, to spread your troops into more squads, which you can give different orders if you desire.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on February 27, 2018, 03:37:51 am
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.

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.
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on February 27, 2018, 05:43:20 am
Dominions 5.15
27. Februar - johan   
This update has two new middle age nations Phlegra, Deformed Giants and Phaeacia, Isle of the Dark Ships. There are also new spells and tweaks mainly for the greekish nations.
Spoiler (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Coffeespoons on February 27, 2018, 07:59:25 am
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?

Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on February 27, 2018, 08:26:29 am
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.

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.
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.

Ahh, derp, yeah. I still don't know the actual changes done to the bless system. Honestly not really sure why I keep posting in here, as I don't know diddly about Dom5...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on February 27, 2018, 09:20:19 am
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.

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.

EDIT: Phlegan's Cyclops Shamans get to summon goddamn war sheep. If that's not the greatest thing ever I'm not sure what is. More seriously the sheep are kinda trash, with all of the problems you expect from an animal. Low protection, low morale, okay attack, low defense, terrible MR and so on. However they are also upkeep free, have great HP and generate enough supply to feed themselves and a single human soldier. You get 2 per turn per Shaman which isn't the worst in the world but not the greatest either. If you want to recruit enough Shamans to get a sizable chunk of sheep chaff I won't stop you but Phlegan can probably recruit better stuff.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on February 27, 2018, 11:02:23 am
Phlegra is actually pretty fun, especially if you feel like opting out off the bless stuff. The build in slaves + masters are fun, the giants that kick ass, are fun, getting 100 gold worth of slave-warriors from that one commander / turn is fun... dunno how well they do in lategame, but its good stuff.

The otherones are intresting, especially since your dominion is quite relevant, getting that 1 point of contact and then invading is great, but one really should play them with some UW-friendly pretender. To bad they don't have a "Sail-move and pillage the same turn" ability, but that might be a bit op, too.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on February 27, 2018, 11:14:55 am
Does Phlegra even have any sacred units? Is the Master sacred as well or is the only sacred unit they have that one mage-priest? Either way you don't opt out of the bless stuff so much as forcibly ejected. Phlegra has no real sacred worth investing it.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on February 27, 2018, 11:17:11 am
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?

Quote
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...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on February 27, 2018, 12:09:45 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on February 27, 2018, 01:13:09 pm
Phlegra seems like a giant nation where you'd almost never want to recruit giants.

Tyrant and Elder Cyclops are very niche. You might want one cyclops for forge duty and a tyrant is your only D access for hounds of twilight, but you're not likely to go for them in combat. The tyrant doesn't really have great paths for thugging (E is good but not really enough by itself, so they're only decent at phoenix pyre if you pump them full of reinvig and accompany an army or at least mouflon blockers) and the cyclops has even worse stats and no gear, despite a chance at A2 for mistform, and they're too expensive to compete with your other mages, not least because oppressors are communion masters so you'll never need another high path unit, just send some shackled mages along with them for less cost, less fatigue per actual caster, and more versatility.

You'll also recruit a few shepherds to get sheep, whose supply bonus is nice and they're free of upkeep and a decent distraction + evo-catcher and the shepherd is already decently priced for a mage, even if it's just N1. But the big guys aren't nearly worth 300+ gold.

The main weakness of the nation, aside from the giants being a trap, is that your troops are terrible. I think you'll want an awake expander for that reason alone. But at least they're not hard to spam. And if you go the mouflon route, those are decent blockers for a short time, they can even do a bit of damage, which makes them well worth it if you consider that all they cost is the shepherd's upkeep as he generates them. Hounds of Twilight would solve the problem a bit if only they were more spammable. But requiring four gems and one Tyrant's turn per each, their role is gonna be very niche. Mix them with your mouflons (sheepdogs!) for the fear effect, maybe.

tl;dr: Basically Marverni with elemental paths instead of astral, except worse because your mages and forts cost more and your freespawn blockers aren't sacred.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on February 27, 2018, 01:35:05 pm
I don't think that Phlegra's troops are terrible. The human troops that is, not the giants. 8 gold for humans with 10 in most stats is a pretty nice deal, especially since their low morale can be easily boosted with taskmaster. Once you deal with morale they are on par with many other units while being a fifth cheaper. The soldiers are disposable blockers thanks to their long spears and moderate armour, while the warriors flank and the archers pretend that short bows are still relevant in MA. That should be enough to expand and then hold the line while you get your mage communions sorted out.

All good, I ain't mad at you, only mildly annoyed at Illwinter's approach.

As far as I'm aware, Illwinter treats Dominions as more of a passion project than anything else. Then you combine the fact that their head designer is a Swedish professor focusing on classical mythology and hings start to make a lot more sense. Unfortunately there's no real or good way to change the way they design their games. We just have to accept that they'll make what inspires them, which is obviously heavily focused around the Mediterranean. Besides. I think most of us would take a MA Phlegra over another MA Machaka, no matter how representative it is.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on February 27, 2018, 02:02:30 pm
Yeah, maybe the troops aren't too terrible, all things considered. It'll still be tough to get good expansion with just them, based on my exactly one try so far.
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 27, 2018, 02:04:09 pm
KO is a prof of comparative religion, not classics, IIRC.

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...)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on February 27, 2018, 02:47:09 pm
Also not much representation of North American cultures, beyond LA Atlantis poking around with some arctic circle cultures somewhat. Plenty of fun myths and religious practices to pull from there. I could definitely see things like wendigo or skinwalkers getting interpretations, but even just general views of Iroquois or Pueblo societies could lend themselves to some very interesting Dom nations. At least, that's what I think.


And I know from CoE how much he likes totem poles, so there's that too.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on February 27, 2018, 03:32:57 pm
KO is a prof of comparative religion, not classics, IIRC.

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...
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.

Quote
(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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on February 27, 2018, 04:41:17 pm
Silver and Gold Doggos are pretty good, too - 25 protection and like every resistance you can get is harsh if the enemy somehow doesn't have anything to deal with it.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 27, 2018, 05:54:19 pm
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.

Well, yeah. And aside from a small number of new units, this let them crank out a handful of nations quickly because the rest was existing assets. The reason we got the particular nations we did was the age of the cyclops pretender graphic, but the speed and quantity of nations is pretty much all about efficient use and re-use of resources.

How so? It seems pretty straightforward to me; just a way to save some gold.

Actually, come to think of it there aren't any super-cheap temple-spam nations in LA that I can think of off the top of my head, so I do suppose it'd generally be more a bonus for capping a fort in practice than anything else.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on February 28, 2018, 11:22:28 am
Everyone should expierence the beauty of a battle full of giant hurlers, with prec. 8
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on February 28, 2018, 11:28:21 am
Everyone should expierence the beauty of a battle full of giant hurlers, with prec. 8
In 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.

Why the full major bless? Because even with the +prec, they were still so prone to hitting each other/themselves that I had to give them air shield to stop some of the bloodshed.

Agarthans are allergic to efficacy, however, and once they figured out that they were actually killing people with thrown boulders, the hurlers decided to stop all that nonsense and just rush the enemy in melee, where they could fail in peace.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Jilladilla on February 28, 2018, 07:54:41 pm
Desperation? I'm curious what you mean by that. Curiosity I can understand for certain though, hurlers are bad and you were curious if they could be made not bad. But why desperation?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on February 28, 2018, 10:26:49 pm
So let's say I am under siege and want to get 10 earth mages into that castle. What's the best way? Can I just have them attack the siegers and immediately retreat, causing them to run inside?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 01, 2018, 12:11:16 am
75% chance each will retreat into the fort (87.5% if they have relevant survival); if not, they'll retreat into a random province.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on March 01, 2018, 02:22:05 am
as the current main graphics producer for NationGen
Do 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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 01, 2018, 02:58:58 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on March 01, 2018, 01:38:36 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 01, 2018, 01:42:55 pm
Most of my knowledge regarding African myths is related to yams, so I can't really comment.

That, and a trickster who got a couple men into a bloody fight with each other by wearing a two-tone hat.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Majestic7 on March 01, 2018, 02:05:12 pm
The new MA nation of island dwellers (inspired by Carthage as Berythos is by Phoenicia?) is kind of interesting. It starts on an island if possible with seafaring troops. The bad news is that the island might be generated too far away from land to reach it by sailing....
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 01, 2018, 02:22:34 pm
I thought Berytos was more Carthage, especially considering it was the Carthaginians with their blood sacrifice and worship of Ba'al. Or maybe I'm just mixing things up because Phaecia looks like a silly fantasy version of Phoenicia. Which it is.

That said, Berytos is described as "the Phoenix Empire", so eh... And considering the colossi are still around, it's effectively the same people anyways.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Majestic7 on March 01, 2018, 02:31:41 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 01, 2018, 02:51:48 pm
Berytos is mostly-Carthage Phoenicians (see p143, Dom4 manual). Phaecia is a more "mythically Phoeniciany" Phoencian nation that outlasts the Carthage-Phoenicia-analogue's destruction by Arco and incorporates some explicitly Greek elements. It's playing with timelines, but I'd say it's still moderately clear where stuff is coming from, and it's pretty clear Phaecia isn't meant as Phoenicia-full-stop.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 01, 2018, 03:07:29 pm
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.

Well, Berytos does have war elephants, so I guess that's a point in their direction. That said, I think Albright's explanation ("shit's mixed up, yo") is the most accurate.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Majestic7 on March 01, 2018, 03:15:48 pm
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!.

I understand that balancing a game this complicated is difficult, though and it doesn't affect those who prefer playing single player.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on March 01, 2018, 03:52:14 pm
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!.

I understand that balancing a game this complicated is difficult, though and it doesn't affect those who prefer playing single player.
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 01, 2018, 09:22:10 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on March 01, 2018, 11:41:37 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on March 05, 2018, 03:34:52 am
Cavalry seems a little too good against PD. PD doesn't have any formations or strategy, so there are many occasions where a handful of cavalry just run around the massive blob of units and go straight for the commander(s), killing them either instantly or in a couple of turns. 30 units could take out 50 PD provinces with few casualties, it just doesn't seem right.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 05, 2018, 05:04:03 am
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.

So, according to the inspector, the only differences between the two (aside from recruitment and availability) are the fact that the Berytian summon has a chance of 2A instead of 2S for its random pick, the Berytian has 3H instead of 1H (arguably useful, as it's the only national 3H Berytos has access to outside of the beefy hero melqart), and it actually costs 35 more gold (resulting only in slightly higher upkeep).

Potentially useful? Sure. But remember that it's Blood 6 and 99 slaves. At the same level, you could cast Five Gates three times, and have enough slaves leftover to cast Infernal Disease three times as well before you'd used up 99 slaves. Even the ice devils cost less, at 88 a piece. And none of those options cost gold upkeep.

...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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on March 05, 2018, 06:09:05 am
Does bane venom charm works on troops in besieged castles?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on March 05, 2018, 06:36:55 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on March 05, 2018, 12:28:07 pm
...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.

Empowering in blood can cause pretty sever horror marking now, so it's not great for getting long term use out of a mage.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on March 05, 2018, 01:03:26 pm
Horror marks are way overrated - unless its your pretender, don't even care. Lightless laterns can be used for 100 turns without issue, even horror mark spam takes extremly long to be relevant...

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 05, 2018, 01:39:10 pm
Magic and misfortune (possibly also enemy luck?) scales supposedly make a difference in how often marked units get spontaneously attacked, but I don't think there are any hard numbers on occurrence rate.

And yeah, I'd also like to see something like that. I'd actually thought a bit about a nation designed around dealing with increased horror presence/attacks in their dominion, but giving them better national tools for dealing with horrors (even just high-morale bodyguards with magic weapons).
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on March 05, 2018, 01:44:17 pm
Lightless lanterns give very little horror marking. Blood empowerment can give like 20 or 30 in one go.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 05, 2018, 01:45:56 pm
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...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on March 05, 2018, 04:26:10 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 05, 2018, 04:46:07 pm
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.

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.
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 05, 2018, 04:58:41 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 05, 2018, 05:19:07 pm
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.

In other stories... Uttervast as a pretender chassis. For those who don't want to risk not getting a lucky vastness freespawn in the first year.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on March 05, 2018, 06:06:59 pm
Yeah, horrors are different entities entirely from the void things that R'lyeh works with. They're based on the ones from Earthdawn, and the new game timer is basically the Scourge from earthdawn lore. However, this distinction doesn't really make much sense, since Earthdawn's horrors are basically an overall group that includes all kinds of nasty void things, and August Derleth's united mythos stuff (including, but not limited to, Lovecraft's works) included many beings very different in nature. So putting them in the same universe does leave a very similar category of things - however they function differently in a narrative sense. I'd be in favor of the lines being blurred as long as they maintain their unique mechanics.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 05, 2018, 09:34:28 pm
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.

My many Otherness-crushed former portal-tenders wish that was true. The last time I lost someone into the Void (MA R'lyeh, Dom5) I was attacked by a Great Otherness. Anything that can attack you at the Void Gate can attack you in the void.

Horrors have their own agenda and creep into the world when it catches their eye. The other void beings are generally off minding their weird tentacular business until something with more tentacles than them persuades them to come drive fleshlings mad.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on March 05, 2018, 10:56:59 pm
I had a Golem left on the battle field, basically immune to the infinite swarm of insects and undead that were being summoned, but I guess the turn limit kicked in as he routed but did not actually retreat... he just disappeared. It says he died but the battle logs don't say how. Anyone have any ideas?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on March 05, 2018, 11:13:41 pm
Routing Golems stop providing leadership for themselves, so they dissolve. The manual has a little more detail

Quote
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 06, 2018, 12:34:34 am
In Dom4, a humble Handful of Acorns would have stopped that. I don't know any reason to think it wouldn't now, but it might not.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on March 06, 2018, 07:19:02 am
Well the acorns give 1 magic command, but the thing is a golem has astral magic so it already has magic command.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 06, 2018, 07:49:13 am
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?

...actually, does mindless even remove leadership? Ivy Kings are still mindless, aren't they?


Also, huh. Don't think I've ever actually seen normal void summons show up in "lost" events. And between the belly maw, mind slime and potentially also float cat horrors, I'd say that the "horror" voidies are at least as tentacly as the non-horrors. They're just less prone to cooperation, apparently.

It's strange. I mean, elder things are supposed to actually be fairly civilized (they were also somewhat hilarious with a fire bless in Dom4), so one could imagine a pact-like agreement between them and the starspawn, but that doesn't really work for any of the other ones. Hell, the horrors seem to have more of a communal civilization than many of the void summons, which again could make sense if you were venturing into the aether as a tentacled lion tamer and binding the wild beasts to your will, instead of trying to deal with a "neighboring" civilization that really doesn't like you very much.

But that doesn't exactly work either, because how the heck are you supposed to "tame" an otherness? You can't even mentally dominate it, because it doesn't have a mind to begin with. And what about the immobile ones? "Behold! I have journeyed into the weird mists and braved many horrifying challenges in order to present you with... this moderately-aggressive houseplant!"

For someone who just doesn't "get" it, the line of distinction isn't very clearly drawn.


Also, since blood empowerment is horror-marking now... That still leaves mindless/inanimate commanders as good targets for blood empowerment, because horror marking doesn't work on them. Neat.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 06, 2018, 04:10:05 pm
It's not mindless removing it - mindless leaders are fine, if uncommon - but #noleader. And the Acorns come after that. Hence why large MA Agarthan statue gardens should always have a Marble Oracle with a Crown or some Acorns.

Although hmm, test this. The bit about Inspirational Leadership not giving command to scouts in 5.16 is probably just the bless, but it could have been more general.

Were Ivy Kings ever mindless? Other ivy things were and are, but Kings aren't and weren't in Dom4...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 06, 2018, 04:46:59 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 06, 2018, 05:38:10 pm
Ivy Kings were introduced in Dom2, the one I played the least of. And now I need to go bleach my eyes from looking at its (demo's) UI right after looking at Dom1's (demo's) UI. *shudder*
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 06, 2018, 06:39:00 pm
Alright, I must just be misremembering something again. As per usual.

And yeah, haha... Good lord, Dom1's UI was... Painful. Both to look at and to actually try and use. Remember having to type in the province code for every targeted ritual? And having to assign individual researchers to different projects, since they weren't managed by the research screen? And having to manually assign tax rates in each province, especially if you took Turmoil scales which just added unrest every turn instead of directly affecting income?

The one singular thing I liked about Dom1's interface was actually the way the map was handled. Yes, it looked like a somewhat moldy orange peel, but the pixellated display let it do those fun things with representing a province's climate, and how things changed over the course of a game.

Dom1 was also the "bad old days" of clamspam. I think they only cost something like 10-15 water gems, and *every* nation could use pearls from the get-go because you could use them to directly boost research.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 06, 2018, 06:49:07 pm
Dom1's UI was horribly clunky, but the painful part is how it still managed to *look* so much better than Dom2's, sigh...

(Random !FUN! fact: you could bypass the can't-research-past-lvl-4 limit in the Dom1 demo by spewing out enough pearls to go from lvl 3 to lvl 9 in one turn. Clamspam beyond compare...)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on March 07, 2018, 11:03:35 am
Sounds funky...

Looking forward to Dom6, maybe in full 3d or something.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Wysthric on March 08, 2018, 07:32:37 pm
Sounds funky...

Looking forward to Dom6, maybe in full 3d or something.

Still with ~50 sprites from Dom 2
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on March 11, 2018, 11:29:30 pm
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.

Also, fuck ravens of the underworld who attack rear and instantly route all commanders wiping out 55 PD.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on March 12, 2018, 12:54:19 am
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.

Doesn't seem too unusual. Death by dominion is always going to be a sudden death spiral- as dominion in provinces decreases they're less able to defend themselves against enemy dominion spread which means dominion will decrease further. It's worth noting that preaching happens at step 6 of the turn resolution, while other dominion spread happens at step 39, so if your first two preachers raised the dominion up to the limit then the next 10 would have done nothing. And then later on in the turn all the sources of enemy dominion spread would have come and snuffed out your belief. What was your maximum dominion score, incidentally?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on March 12, 2018, 03:26:26 am
 I only had 5 dominion initially. The thing is I watched my dominion hold out for dozens of turns at 3 dominion in each province. I'm wondering what caused the sudden 3 candle drop on two provinces. I don't think I've ever seen such a huge jump before. How many temple checks would that require?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on March 12, 2018, 04:23:09 am
If dominion was maxed in a province then any temple check that is there will go to a nearby province. So if you were the last one left alive and only had 3 territories, you would have had every single temple check hit those territories.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 12, 2018, 01:59:26 pm
Also and relatedly, while the hostile dominion is below its cap in all its provinces, it can stop there and boost that rather than spreading out. Once all internal provinces are "full", all dominion from temple checks will inevitably roll outwards until it hits something hostile. That can make the last push come suddenly - though bad rolls where dominion that might have stuck in non-maxed enemy provinces can make strange random pushes happen.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on March 12, 2018, 07:45:27 pm
So I'm trying EA Mekone now, and am seeing this nation only spell called blessing of the god-slayer. No idea what it does. My first guess is it gives him some anti-sacred or anti-god trait for a year. However the "expected to kill a god in a year" makes me wonder if there is a consequence to not succeeding.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Zonk on March 12, 2018, 07:48:40 pm
It's something the Basileus is meant to cast on a Polemarch (you can pick which one). The Polemarch will gain attack and defence bonuses, inspirational +1 and halt heretic. After 12 months the bonuses end and there are no negative consequences.

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)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 12, 2018, 08:03:23 pm
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)

Which, really, just makes him better for leading the charge into enemy territory. Also that's a heck of a buff for how cheap that spell is. Gotta say, I really do love the flavor of LA Pythium's cult-wars, and it's nice to see more spells that play into that.

These are also the kinds of things where the mod inspector (hallowed be its name) falls a bit short... There's not a whole lot of sense you can make out of "Unknown: Unknown Effect 511 (654)?", hehe.


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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on March 12, 2018, 08:48:06 pm

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.

That sounds epic.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 12, 2018, 08:52:49 pm
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)

Worth mentioning that there can only be one of these at once, so you can't have a horde of buffed Heliodromi...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on March 12, 2018, 11:29:58 pm
I just saw a unit with dominion immortality, which said he was immortal as long as he was in my dominion. I thought that was how immortality was suppose to work. Did they change it? If not then what is the difference?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on March 12, 2018, 11:55:45 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 13, 2018, 05:55:24 am
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.

Huh, that's a pretty big change. Neat.


Also, anyone used Hell Power with a bunch of keledones yet? Biggest and most ridiculous defensive position ever! Sure, you'll lose all of them, but think of the mayhem!

And does anyone know if the Phlegran tyrant's combat casting trait goes through berserking? If it doesn't, that seems like kind of a waste.

EDIT: Hey... Soul Vortex uses the same rules as regular life drain, right? So it doesn't attempt to leech from inanimates? Theoretically then, you could just pile up a wall of keledones and get a communion master to cast Vortex. They all get the buff, and anyone approaching them gets hit by a wall of stacked life drain.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 13, 2018, 11:07:22 am
Innate Spellcaster goes through berserk (I know this from a test where I gave a mallqui a berserking amulet to try to efficiently kill it off), but I strongly doubt combat caster does.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 17, 2018, 10:45:36 am
If anyone has a little free time this weekend and would be willing to do me a solid, we're stress-testing the hopefully-final release candidate for NationGen 0.7.0, aka Dom5 NationGen.

Github download page: https://github.com/elmokki/nationgen/releases/tag/0.7.0-RC2

Dom3Mods thread: http://s7.zetaboards.com/Dom3mods/topic/11057263/
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on March 17, 2018, 12:12:20 pm
I was looking forward to it being updated. Will probably do another one of the play through a bunch of random nations once.
Spoiler: This looks promising (click to show/hide)

Ok, slight bug, this first nation I genned has a some agarthian summons that are unusable, like Rhuax pact which requires roots of the earth.Github already has this as an open issue.

Got some errors thrown at me while trying to filter for specific units, settings code 0:
- Generating nation 1/1 (seed 1624059300)... !!! full ring on slot armor tried to link to bronze_trousers on list legs, but such item was not found. Check your definitions! Pose [mounted], race Boreal human
!!! full ring on slot armor tried to link to bronze_trousers on list legs, but such item was not found. Check your definitions! Pose [mounted], race Boreal human
!!! full ring on slot armor tried to link to bronze_trousers on list legs, but such item was not found. Check your definitions! Pose [mounted], race Boreal human
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Wysthric on March 17, 2018, 05:52:53 pm
I keep getting Error writing mod: .\mods\nationgen_statue_of_efflorescence.dm (The system cannot find the path specified)
(Or whatever name it generates.)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 17, 2018, 06:06:48 pm
etgfrog: that was an odd little error. Very simple, very dumb, very confusing, very easy to fix once I waded through the spaghetti definitions. I have to say that in terms of cohesion that was one of the more visually pleasing nations I've seen in a while, even if it was nothing flashy.

Wysthric: that sounds like there's no mods folder. Add a new folder called mods under the base directory. (I swear this happens every 2 or 3 releases, and both I and Elmokki are guilty of doing it, sigh...)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Wysthric on March 17, 2018, 07:03:30 pm
Hooray, it seems to have worked!  :) Trying now.

Edit : Just got a random huge lizard sacred called a Metal Master. lml
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on March 17, 2018, 07:40:35 pm
Spoiler: Found one (click to show/hide)

Also, another bug, also setting code 0:
- Generating nation 1/1 (seed -1248370852)... #needs for armor, item jomonpants and item nanban hauberk on slot legs failed. Roles [mounted], race Oriental human
#needs for armor, item jomonpants and item nanban hauberk on slot legs failed. Roles [mounted], race Oriental human

I just genned the nation I linked earlier to see what you mean, except...
Spoiler: Nothing Flashy?! (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 17, 2018, 11:57:52 pm
Thanks, these sorts of non-crashing bugs don't necessarily get reported. And/or they never showed up because something was broken but the recent modifier revision is shaking a bunch of unseen junk loose.

As to the bronze astral freaks (for whom I had no problem seeing/getting all the commanders?!?), I didn't say they were bad - they're certainly not... just not flashy.

Spoiler: E.g. moderately flashy (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 18, 2018, 05:07:29 am
That one winged bandar looks like he's wearing a chef's hat. Which, really, is fairly terrifying.

Also, was that a 170g spellcaster with gem generation? Or is that just pearl cultivation? Either way, neat. And yeah, that 4random blood mage does look pretty beastly... Fairly young, too.

But obviously, nothing comes close to the supreme domination of the almighty Frogherd!
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on March 18, 2018, 05:28:08 am
Tried it. Notable nations:
Postigmar, era of the supreme mages. Everyone is swallow on trample ichtyids with gluttony.
Spoiler (click to show/hide)
Argan, Glory of Arch Exalted Alchemists. Doesn't have any alchemists, but novice alchemists are flying demons, middle alchemists are just flying, and arch alchemists are neither.
Mynria, Glory of the Ancient Degenrate Geomancers. Have hilarious name, old age earth-blood with some astral mages, most godawful leadership ever (no one has more than 40) and pretty cool sacreds.  :P
Spoiler (click to show/hide)
Sadly, cursed swords are not actually cursed, as much fun as it could be. They just have "Halt Sacred" effect on them. Also every commander except spy and priest (level 1, and also their only priest  ::) )have magic leadership of 10. Every unit have huge resource costs, fire resistance 15 and wasteleand survival, but their starting site gives you 75 resources. I'm surely playing those.  :P
EDIT: Aye, very cool sacreds. Encumbrance 10... :X.Their other infantry is not much better - 5 to 8 encumbrance. Any idea for pretender on this ones?
Also, goddamit.
Spoiler (click to show/hide)
Who is the most suicidable god?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on March 18, 2018, 07:43:39 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 18, 2018, 11:27:39 am
If the size requirement for Grab and Swallow attacks was dynamic based on unit size, I'd've give carp- and koi-men that instead of trample/swallow, but alas, that would have let them eat things twice their size, so trample/swallow it was...

I've tried to make better leadership more common over the year or so, w/o entirely eliminating the possibility of awful leadership; the problem is NG is random, so sometimes you'll have a pure-garbage-leaders nation. It's possible some of those might have better squads/formations/bonuses even if their numbers are parred down to 40, though; I have done that to mix things up a little.

How are the numbers of ranged units seeming? I need to do a walkthrough of all vanilla nations and see how many have no missile troops; I suspect the answer will be "EA/MA Abysians & EA/MA Atlantians", in which case we may need to add an almost-mandatory failsafe ranged unit generation test so walls don't go without ranged weapons.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on March 18, 2018, 11:52:19 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 18, 2018, 11:59:40 am
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.

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?

Speaking of, wahey! Ur's got another pretender chassis with recuperation! Didn't have the bull before, used to just be solar eagle and the rumbleturd earth serpent. 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.

Couple of them had blood magic to patch themselves up if they were lucky to not be feebleminded or such, but good luck with your blood economy and spending RPs on Blood 3 as Ur.

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.

Vaetti riding a troll riding a moose... Or just an acrobatic tower of dudes all sitting on the next one's shoulders. The ultimate weapon in the fight against giants and monsters!
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on March 18, 2018, 12:05:42 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 18, 2018, 12:28:01 pm
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.

Current priority queue is dedicated ranged troops > skirmishers or other troops with secondary/thrown weapons > infantry > anything else, with siege defense bonus adding priority w/in any given category. 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).

My current temptation wavers between "add a mandatory ranged unit to almost all nations if none exist" and "add a T1 or T2 mage to the wall if there's nothing ranged"; both would be fairly in keeping with vanilla. In fact, vanilla also has "add a wall-only ranged unit if the nation has none" for EA Vanheim and Helheim...

And yes, if you check your manual, wall defenders get unlimited ammo in addition to +20% range, so the couple of vanilla nations with boulder/discus throwers hurt... and those wacky illithids are apparently slurping down cranial fluids between rounds to refresh their mind blasting...

Frumple: obviously, the answer is for me to add caveman cavalry units, with the corollary being hoburgs can ride cavemen riding bears. And hoburgbred can ride fossilized cavemen riding fossilized bear skeletons.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 18, 2018, 02:54:57 pm
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...

I feel like humanoid-mounted howdahs (or even just howdahs in general) are a criminally underused concept in fantasy tomfoolery. And I'd still like to see manned siege engines for Dominions... Something with a nice big attack but human-level HP to simulate the engineer crew working it, which when killed reverts the thing to its base state: Incapable of attack, immobile, inanimate, but with big prot and HP. So you can easily lose its deadliness in a fight, but it can be recrewed afterwards.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 18, 2018, 03:01:59 pm
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...

As I have no truck with such filth, I certainly have no idea what you're talking about. Uh, or that what you're talking about is filth. Wait, let me start over...

It would be pretty easy to do the crewed siege engine as a #secondshape/#firstshape combo. There's been a bit more movement in that direction with Dominions between Ragha's griffons and Uruk's Mushussu chariots.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on March 18, 2018, 03:25:14 pm
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.

Could do something similar with mage labs, now that I think about it; small number (like 1 or 2 per 10 pd past a threshold or somethin') of random summons and/or a few start-of-battle enchants tossed out, stuff like that. X% chance based on amount of PD for PD commanders to have a random low tier item?

Can't recall if there's anything like that currently in game or not...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 18, 2018, 03:54:05 pm
Actually, having temples add a priest and/or a small number of nation-specific temple guards to PD (no fort) or wall defenders (fort) would be a rather neat little addition...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Dostoevsky on March 18, 2018, 08:28:48 pm
Trying out RC2 for NationGen (with, of course, a multitude of thanks for your continued work on it) and I have a few observations:

Regarding ranged units, after several batches of roughly a dozen nations there were on average 1-2 nations per batch with no ranged units. That seems acceptable enough to me, I guess.

(In one case there was a nation whose only ranged troop was their sacred - flying samurai who could also throw a single lightning bolt. Unfortunately, the fort defenders were only normal spearmen of the nation.)

I'm also encountering more nations than I'd expect with regular recruitable troops suffering from old age. Intended? It is an interesting wrinkle (pun slightly intended).

It's been a while since I ran nationgen on Dominions 4, so perhaps a fair bit of the 'new' I'm seeing is from the later Dom4 version, but on the whole I'm quite impressed with what this is putting out.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 18, 2018, 08:35:10 pm
What races were the old troops?

Also, oh god, I hadn't considered what happens when you have tengu eligible as wall defenders...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Dostoevsky on March 18, 2018, 08:49:31 pm
I've done some culling of mods, so can only pull up two 'old age' examples: Bandar, and Halfmen. In each case only some of their troops were old, with others of regular age. In the halfmen case there were centaurides and minotaurs old by default, with other minotaurs of normal age (if it makes a difference).

In the case of the lightning-throwing sacred being the only ranged unit, the main race was Sobek.

Though I think I may have found one better: a nation with illithids as their generic ranged troop. In this case the walls were indeed manned with ranks of illithid mind-blasters. No illithid PD in that case, at least...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 18, 2018, 09:13:55 pm
That's actually not as worrisome; vanilla has illithids on R'lyeh's walls (albeit mixed with melee troops), and mind blasts have 10 ammo so it's not quite as much of a jump as it is with the 1-ammo Lightning Strike. LS is also typically something vile like 8AN damage vs. Mind Blast's MR-based mess.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Dostoevsky on March 18, 2018, 09:27:58 pm
Good points all.

In this case the nation only had a few token illithid tossed in amongst decently-equipped lizard troops, which made kind of an interesting 'normal troops, but with mind-blasters manning the walls' situation. Also cheap ranged sacreds, which slightly mitigated not having other ranged options. But I guess that's more luck of the draw than anything else.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 18, 2018, 09:29:18 pm
Forgot to ask, do you have the nation seed for a nation (or seeds for nations) with some randomly old troops?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Dostoevsky on March 18, 2018, 11:05:49 pm
For the two examples I've kept, yep. Here:

340171066 with settings integer 1. Ugwatbal has the elderly Bandar.

-838800082 with settings integer 1. Nikale has the elderly halfmen.

Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 19, 2018, 04:17:56 am
That's really weird because their troops' ages look fine to me.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on March 19, 2018, 05:59:30 am
Ok, I tried several times to gen a nation that has some sort of gem generation on temples, I guess its a filter option but doesn't actually appear.

Also...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on March 19, 2018, 06:33:56 am
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on March 19, 2018, 06:43:14 am
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
unzip somewhere, run the nationgen.jar
If you don't have java run time environment installed, it wont work. Link to get it: http://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html (bit of an IT warning, uncheck most of the boxes that says to install things, you only want the runtime environment installed, not bloatware)
After you run it, set the nation amount to 10 or something then hit start.
It will create a mod in the mods folder of nationgen, copy the .dm and the folder in there to the mods folder of the game. If your not sure where the dominion's mod folder is, in game under tools is the option to open user data directory.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on March 19, 2018, 08:19:57 am
Round 503 nationgen wackyness?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: bulborbish on March 19, 2018, 08:51:16 am
Round 503 nationgen wackyness?
I would be up for it, since 501 is winding down and I want more dominions games for my fix.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on March 19, 2018, 09:43:13 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on March 19, 2018, 10:20:34 am
The past nationgen games usually had a variety of different ways to select nations to stop that happening. Random draw. A pool of selections with picks/bans. So on and so forth. So obviously a nationgen game would have some kind of selection process to stop people from picking out the most OP nations.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on March 19, 2018, 10:40:23 am
The new sacred effects are less exploitable then before, so it is all doable.

In a test game I got pigmen riding a size 2 elephant, with like 6 strenght to it. Once dismounted its just a lil angry elephant with near 0 combat value, but are they ever just the cutes baby elephants.

Now we just need to find some willing fool to do all the hard work for a new round.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 19, 2018, 11:24:30 am
I'm not sure I'm willing to play (though I usually lack resolve in that regard), but I might be willing to do the game setup part (not admin, mind you: setup), as encouraging others to play NG gets people to test it and give feedback. I'd strongly recommend against "generate 10000 nations until you get the one you want", though; round-robin-draft-2-veto-1 or random seeds are a lot less unwieldy even if they're more work upfront. I'd also recommend waiting until we have a stable 0.7.0 release, though; the current release candidate is pretty close to being there, but it still has some issues we're trying to fix.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on March 19, 2018, 02:36:31 pm
The best way I see doing it, set the filter so the primary race is what you want, create 10 nations, look through them for one that fits your play style and practice for a bit to be sure.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Dostoevsky on March 19, 2018, 05:28:17 pm
That's really weird because their troops' ages look fine to me.

Upon further fiddling, looks like the old age troops was an odd interaction with the "Sites Improved" mod I was also running. Updating that mod changed the problem caused (added additional troops instead of making them old), so I'm guessing there's an ID issue there or the like.

At any rate, sorry for the false alarm.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on March 20, 2018, 05:47:18 am
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Grek on March 20, 2018, 07:42:53 am
The usual way to balance it is to generate N nations per player and let each player choose only from their own pool.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on March 20, 2018, 08:07:19 am
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 differences between each unit wont be much in a single race nation, what I would recommend doing if you want a bunch of unique units is to generate a foul spawn nation. You can do this by selecting the nation restriction tab, select primary race, press the add button, click on it below the remove button, then scroll down and add foul spawn. After doing this you can go back to main then generate a nation. You can also narrow things down with the other restrictions, but do try to remember that some filter options will result in no nations possible to generate, so it will just attempt to generate nations forever. If you see it go above 5000 nations filtered out, you may want to abort generating, which the only current way of doing so is to close 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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 20, 2018, 12:46:37 pm
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?

The individual troops for a given nation will be drawn from two races, tending more - sometimes exclusively - towards the primary. Generate a batch (I like 10 or 40 for various reasons); you'll see more variety.

I also recommend clicking the "generate preview images" checkbox on the second tab, though if it slows generation down too much for you, the wonderful in-game "Create a Pretender" tool in Dom5 lets you visually preview nations even better, albeit not quite as quickly.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on March 22, 2018, 02:56:57 am
I just noticed, the nationgen mod used BYOND code/engine.... What does this mean? Does this have any potential for SS13 crossovers?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on March 22, 2018, 05:53:20 am
Would be fun if that was how things work.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 22, 2018, 07:57:45 am
I just noticed, the nationgen mod used BYOND code/engine.... What does this mean? Does this have any potential for SS13 crossovers?

All it means that Java looks like BYOND, but is not. Or rather, that BYOND looks like C/C++ and Java, so one might mistake the former for one of the latter. Trust me, NG is written in Java, not BYOND.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on March 22, 2018, 01:20:49 pm
So something in my computer is recognizing the Java code as BYOND and labeling it as such?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on March 22, 2018, 01:23:27 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Dostoevsky on March 22, 2018, 07:49:16 pm
Doing some more testing of NationGen (RC3 this time), and I think I've found an actual bug this time - at least, it persists after turning off after all other mods.

In one batch I had two nations with ranged sacreds, one using an "exceptional long bow" and the other using an "exceptional composite bow." In each case, the ranged weapon received no strength bonus (as opposed to the 1/3 from their normal equivalents). Is this intended?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on March 22, 2018, 07:53:34 pm
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 22, 2018, 08:10:33 pm
Odd. I'd say you should bring it up on the Dom5Mods thread (here: http://s7.zetaboards.com/Dom3mods/topic/11057263/3/) as I'm gonna be traveling for a week and will have no access to my dev machine and possibly limited forum access.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Dostoevsky on March 22, 2018, 09:13:22 pm
I've been resisting making an account there (for no reasonable reason), but I guess I'll go ahead and do it.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on March 22, 2018, 10:41:07 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 23, 2018, 05:04:10 am
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.
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 all terribly frustrating for wannabe medieval historians who read an article somewhere about lopsided longbowmen, and who have since dedicated their lives to protesting Gygax's influence.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on March 23, 2018, 07:24:24 am
Sorry. I meant bows and such specifically. My apologies.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 23, 2018, 07:45:24 am
It's almost certainly happening because of a bug with the Mod Inspector (which if you check lists all missile weapons as #nostr rather than the new #bowstr), which is where NG pulls its database of vanilla definitions from. I fixed NG's purely custom items, but the derived custom items like the fancy bows where this was actually noticed were beyond what I could deal with last night, so fixing it will be in Elmokki's hands.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on March 25, 2018, 12:46:51 pm
Question - do all those longdead from diffirent races that you can see on dominspector actually show up somewhere in game? If it wasn't for people requesting feature of Ermor raising diffirent skeletons from diffirent races from time to time and no one correcting them, i would have thought that that's what they are. Are they used?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on March 25, 2018, 01:06:57 pm
They do show up in the game. Certain nations get racial undead lists on top of the default human ones, so they have a chance of showing up whenever regular undead could appear. This is most apparent as Lanka and LA C'tis with their re-animators and massive undead armies marching around. Other nations like Caelum or the Norse Giants need to use spells like Raise Undead or Horde of Skeletons on the battlefield to see their racial undead. Getting a big, strong longdead giant is pretty dang nice, if only when compared to the regular kind.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on March 25, 2018, 01:15:17 pm
Ok, thanks. After posting, i guessed that they come from reanimator bless. Can they appear in that way?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on March 25, 2018, 01:21:40 pm
To be frank I have no idea. I haven't touched the reanimator bless because of how terrible I've heard it is. So... Something you'll need to experiment with and find out yourself.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on March 25, 2018, 05:19:51 pm
Its just bad, even the silly ideas (blood veng. + reanimator or death explosion + reanimator) don't pan out to be effective for anything. Its about 2 points to expensive for how bad it is.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on March 25, 2018, 10:12:41 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on March 25, 2018, 10:30:59 pm
I am well aware of that. I'm just saying that 1-to-1, the giant longdead/souless are better than the human ones. So if you get them without any change in the overall numbers... So much the better. Utgard also has very cost-efficient skelespammers, if you don't mind communions. EA/MA are definitely more questionable..
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on March 26, 2018, 03:46:50 am
Doesn't Tien'chi got like that one national spell that gets freaking sacred ghosts and like 20 to the gem?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 26, 2018, 05:34:47 am
LA T'ien Ch'i and EA Sauromatia, yeh. They've only got the little paralyze attack, but it used to be pretty funny to slap a fire or death bless on them in Dom4. Death bless in particular, because it meant that each 1-hp spirit now had an effective 11 hitpoints.

Also, MA Jotunheim also gets the immensely economic D1 vaetti hags for low-level spamming, and the astral randoms make for decent slaves to a gygja if you really want to invest in some spammery.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on March 26, 2018, 07:13:45 am
Did some testing with horrors - you can't seduce horrors, it seems. You can horror seed horrors however, but its not very useful.

A Fort with 0 PD, but troops in the garrison + horror seed commanders (also inside the fort) will dump the horrors outside the door, slowly creating a stack of horrors. So if you want to do some silly things, get some free spawners that produce living units, horror seed a handful of commanders in that same fort and turn your free spawn units into horrors 1:1 - maybe you realllllly want to block a throne or something.

A sneaking horror-seeded unit will also never mark enemy units in the province it is in.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on March 26, 2018, 07:43:26 am
So...EA Ry'leh strategy? Porpal mothers building swarms and swarms of horrors outside of their thrones...assuming there is enough underwater thrones to stall the game.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 26, 2018, 08:13:35 am
Pangaea also has living freespawn. And in some cases they've even got a little blood magic to help with slave collection!

Presumably also works for turn-summoned units like swans, wolves and muflons. Miflons? Muffins. They're muffins. They even have a supply bonus, just like real muffins.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on March 26, 2018, 08:30:07 am
You can't use the "summon" ability of commanders if the castle they are in is under siege, but it works on commanders that always summon without a care for the what they are doing. So I don't think it works on swans-heards or werwolfs, since they use the "Summon Allies" command.

Swans to Horrors would be extremly effective however.

You just have to endure the "X has turned into a horror, fighting nothing" spam every turn.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on March 26, 2018, 08:57:24 am
Oh, they can't do that? Odd, thought they could still summon during sieges in Dom4, but I'm not sure.

So, yeah... polypal mothers, pans, a few pretender chassis... what else?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on March 26, 2018, 09:31:18 am
EA Maverni pigs :3

And while we are in Blood, one could use the soul-bound contracts to turn imps into horrors.

Been playing a little CoE 3 - i adore horrors there, they hardly ever show up where you want them and then they roam all over the place and kick ass.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on March 28, 2018, 12:15:39 am
Anyone know the relation between the frost weapon bless on sacred archers and the fire arrows spell? Do you get both?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on March 28, 2018, 12:23:05 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on March 29, 2018, 08:07:52 am
Spoiler: patch notes (click to show/hide)
Quote
AI can sail
I don't know why I laughed at this.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on March 29, 2018, 09:10:19 am
Quote from: Patch Notes
Smaller less likely to be hit than larger if in same square.

MA Jotunheim weeps. Not by a lot though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 29, 2018, 09:21:50 am
Of course not; the tears freeze and block the ducts.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Jilladilla on March 29, 2018, 03:55:53 pm
Right. Technically the wrong place to ask, but I feel it needs a mention again:

I'm here to request a sub in for a Dom 4 game; Round 28. MA Agartha. Very late game. At war with Arcoscephale.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ChairmanPoo on March 30, 2018, 02:51:52 am
Is it just me or they added additional tracks to Dom V?

Its kind of welcome btw.  Compared to 3 and 4 I've found that 5 is lacking in the music department... a shame you cannot import/export tracks
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Zonk on March 30, 2018, 02:26:20 pm
The new tracks are controversial; some feel they are too generic and would like to have the old ones back. Or even the option to switch/alternate between the two.

By the way, for those who didn't notice, the map workshop on Steam now actually works. Should fill up pretty soon.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on April 02, 2018, 06:48:46 pm
Could someone shed some light on how this happened?

My pretender was at 9 health and was diseased in a province without my dominion. I set a bunch of priests to preach and a nature mage to cast cure disease on them. The next turn the province turned to mine, the spell cast, and my pretender still died. My first guess is that disease triggers before dominion calculates and before spells are cast, and that somehow my pretender loses at least 9 health per turn while diseased.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on April 02, 2018, 07:08:08 pm
You don't heal when diseased, but the 10% health reduction per month is based on your current max HP. Hence, for diseased prophets and pretenders going from hostile or low dominion to high can be fatal because max HP increases but current HP does not.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on April 02, 2018, 08:23:24 pm
Ah that max HP thing makes sense.

Also, just retried curing a diseased unit on 1 health. It worked and they didn't die... Maybe... My pretender contracted another disease immediately upon being cured? I found a well of pestilence in that province.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Culise on April 02, 2018, 08:26:44 pm
It is a bit curious, though.  Given my understanding of the relevant steps of turn resolution...
Quote
6. Preach Priests preach the word of their god, and dominion is adjusted accordingly.
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.
...Cure Disease should have gone off before disease calculations. 

Ah, a Well of Pestilence would do that.  Site effects are step 41, after rituals and before disease calculations.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on April 03, 2018, 06:16:05 am
That's another nice feature the later titles brought to the series... methods of curing disease. In Dom1/2, if your pretender or big beefy fellow caught an infection, well... only thing you could do was just count the many, many turns (1hp loss per turn, regardless of maxhp) until they just fell apart, or maybe cast twiceborn if they had useful magic and hope they didn't get too many afflictions.

I think the only ways of dealing with it were Arcosephalian priestesses and maybe the holy grail, if it even existed back then. Potentially also just being pangaean, though I don't recall the details of recuperation's evolution.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ChairmanPoo on April 03, 2018, 07:38:20 am
I wish there was a way to get Dom3 music in the game. 


Edit there might be a way: The tracks are avaiable online. 

But yeah Dom3 and 4 music was better than Dom5, hands down
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on April 03, 2018, 07:48:22 am
What were the musicians credited as before? Håkon Nilsson and the Coptic Roosters? Never managed to find any real information on the artists.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ChairmanPoo on April 03, 2018, 11:56:19 am
Dunno, but I found a playlist in youtube with most tracks
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on April 03, 2018, 12:42:42 pm
I think the only ways of dealing with it were Arcosephalian priestesses and maybe the holy grail, if it even existed back then.

Standard go-tos were GoH, Grail, and casting Fairy Court, which got you a full healer prior to Dom4. A Ring of Regen would essentially let you live forever so long as you periodically went into combat, though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on April 03, 2018, 01:01:33 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on April 04, 2018, 03:37:05 am
So apparently wishing for a gate stone will forcibly remove an amulet of the fish, instantly killing your god and destroying the gate stone.

Does anyone know of a mod that let's me redo a turn? I like the ironman thing but holy shit the number of crippling mistakes you can make is too high. It's pissing me off.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on April 04, 2018, 08:32:53 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on April 05, 2018, 12:08:05 am
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.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on April 05, 2018, 04:57:58 am
Well, it wouldn't really be a mod then; it'd be a third party utility for file management.  If we're gonna get pedantic about it...

And the game can't define what is an essential or non-essential item, there are far too many variables to consider that the game doesn't even really keep track of. But I agree, 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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Zonk on April 05, 2018, 07:35:36 am
Quote from: Kagus
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.

When a mage dies from disease/old age, items are sent to the laboratory if there is one in the province.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on April 05, 2018, 08:42:40 am
Spoiler: Patch 5.20 (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on April 05, 2018, 09:23:08 am
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.

It's Dominions. At some point you just have to throw up your hands and accept that that is how the devs have made the game. Heck, in 3 and possibly beyond people could send you a ton of trash items in a turn to fill up your magic item treasury. Any items you forged in the same turn would thus be lost to the aether because forging happened after trading and so you'd lack the space to put them anywhere. Edge cases and quirks abound in Dominions, past, present and probably future.

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.

That would be a third-party utility, not a mod. You are correct that it would be relatively easy to make, since it just a bunch of file checking/copying. Bugger if I know if anything like that exists though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Shadowlord on April 05, 2018, 03:59:50 pm
It'd be relatively simple to code an external save-backup utility which just monitors the save folder and backs up the saves when their timestamps change, provided Dominions is actually saving the save files.

(I do not have Dom5, mind you)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on April 10, 2018, 05:49:24 am
When does snow show up in battles? Is it whenever there are cold scales? Random?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on April 10, 2018, 07:39:46 am
Unless I'm mistaken, it's whenever you cast the spell rain in a province with cold scales.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on April 10, 2018, 08:40:31 am
O sorry I should have realized that wasn't specific enough. When I said snow I meant like the ground texture on the battlefield. Like what makes the ground and background white.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on April 10, 2018, 11:32:07 am
Cold scales in the province, yes.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on April 10, 2018, 05:41:36 pm
That can't be it. I used woven winter and attacked that province. The ground was green, the province in 2 cold scale.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on April 10, 2018, 06:42:05 pm
From my understanding, its a 33% chance per cold scale for snow to be on the ground.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on April 13, 2018, 09:23:13 pm
Can anyone think of a way to easily get vampires over rivers? Specifically a D4B4 vampire Queen. Capital spawned completely surrounded by water.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Culise on April 13, 2018, 10:00:32 pm
That's nasty luck.  I can't think of an easy way to do it; the only magical transportation ritual those paths give you, Stygian Paths, is Thaum 8 and would require a Skull Staff or some other Death booster, in addition to being a bit risky for the caster. 
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on April 13, 2018, 10:12:17 pm
Yeah that's expensive. I'm thinking I'm just going to boots of the planes all my guys out. I have the worst lucky when trying to play LA Ulm. I don't know how many times I've quit because I immediately run into river spam or 20 heavy cavalry blocking every path.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on April 14, 2018, 05:25:28 am
Is the vamp queen worth it for Ulm? I know she's discounted, but at least in Dom4 she was still a very pricey chassis. I think what I did mostly was just take a blood fountain with the necessary death pips, and use the rest of the points for scales (like growth!) and dominion. With the easy high blood skill and bonus dousing I'd just rush a couple counts out of the capital and then start making the Illuminated swarm by building labs everywhere. Much as I'd like to make her work, I'm not sure what a queen would do better in that situation (her freespawning certainly can't be relied upon for anything useful).
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: etgfrog on April 14, 2018, 06:46:33 am
They end up costing about the same. Blood fountain with 2 death, 3 blood leaves you with 239 points left over. The vampire queen with the same leaves you with 219 points left over. So you can grab essentially the same amount of scales. If you take death and blood up to 4 to grab bless you end up with 175 for the blood fountain and 163 for the vampire queen. So it becomes a strategic choice because the vampire queen is immortal vs blood fountain starts with a higher dominion. The main benefit is late game where you can bring the vampire queen out without much worry of if it gets killed, unless your up against another astral nation where soul slay is a potential problem. You can grab 1 extra scale with the blood fountain and LA ulm loves magic dominion.

Overall...I'm leaning to that your right, your not going to be needing to bless a bunch of units and your not going to be wanting a front line high death that you cant already get from a few vampires in communion.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on April 16, 2018, 12:42:29 am
Blood 4 Death 4 is pretty important for the boosters you get from that, so I tend to go for them. Also, with the same dominion and 4D4B, the fountain has almost 100 more points.

I also read a guide that made a really good point. The vampire queen can help with early wars. Since LA Ulm is strongest lategame, the worst thing that can happen is an early war, in which your god can make the most difference.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on April 20, 2018, 12:08:00 pm
So it looks like 502 is looking for a sub for Ragha. Moderately well-progressed game (turn 58), strong position. If anyone is interested, shoot me a PM or pop into the thread: http://www.bay12forums.com/smf/index.php?topic=169134
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Grek on April 20, 2018, 11:15:59 pm
The big advantage for a vampire queen in LA Ulm is that you can give her paths your nation doesn't normally get much of and then bring those into a communion. There's a lot to be said for 1-3 pips in Earth or Nature on a vampire queen for boosters (Earth Stone, Armour of Twisting Thorns), communicant buffs (Earthpower, Personal Regeneration) and big Earth/Nature combat spells that can be cast in a communion.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on April 21, 2018, 01:49:28 am
Your smith priests can make communion pieces so I don't see a problem with buffing other mages to get those powerful buffs.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on April 22, 2018, 02:02:07 pm
As some of you lot had expressed interest in doing a NationGen game at some point, and I said it would be better to wait for a more stable version: NationGen 0.7.0 RC5 just was released, and it's probably what's gonna be 0.7.0 barring any huge issues we find. So now's about as good a time as any if there was still interest.

https://github.com/elmokki/nationgen/releases/tag/0.7.0-RC5

Added encouragement/discouragement:
(https://image.ibb.co/hUKuoc/dantih.png)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on April 24, 2018, 01:09:54 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ArKFallen on April 24, 2018, 05:59:47 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on April 24, 2018, 09:43:37 pm
Anyone know exactly what bloodletting does? It is just a heal, or does it push your health past it's natural maximum?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on May 05, 2018, 01:13:28 pm
How do I measure the chance to hit of magic spells vs MR?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Zonk on May 05, 2018, 01:15:56 pm
Most spells have a base penetration value of 11 + (mage path level - spell path level)/2, rounded up.

So Soul Slay (Astral 3) cast by an Astral 4 mage will have a penetration value of 12 before any special bonuses from items or blesses.

You can look at the DRN table in the manual to see what the % to affect a specific MR is.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Edmus on May 05, 2018, 06:27:56 pm
This is an excellent tool for penetration calculations. It does communion fatigue, to hits and sieges too.
https://winkit.se/dominions/calc.html#spellpenetration
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on May 06, 2018, 12:01:19 am
This is an excellent tool for penetration calculations. It does communion fatigue, to hits and sieges too.
https://winkit.se/dominions/calc.html#spellpenetration

Well I found a new tab to keep permanently open :)


Now, I'm going to try out EA Ulm, and given the number of earth mages I will be pumping out and how badly I will need them, I was wondering if it would be worth it to throw some blood onto my pretender so I can forge some blood stones. The problem being that EA Ulm has no blood mages and it seems to be a nation meant to succeed early, quite the opposite of blood. Does anyone think it's worth it, or should I just go full scales or super-combatant?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on May 06, 2018, 12:42:06 am
In dominions 5.01, I would have paid a huge sum for some bloodstones. Ulm's variety of low power magic can really benefit from boosters later on in the game, so a rainbow pretender designed to build bloodstones, elemental staffs and others might be something to try (dwarf is ideal for this). Ulm's troops and earth magic can do pretty well against rushes in the early game, so probably don't need a super-combatant.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on May 06, 2018, 09:55:15 am
If you don't already have Blood on your pretender or a site which grants bloodslaves then breaking into blood is definitely not worth it as Ulm. Too much time wasted gathering slaves for too little benefit.

But if you do have a reliable source of bloodslaves without searching with random commanders then you should definitely start making Bloodstones. They are excellent magic items to have, even if it's only one guy making them on and off.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on May 11, 2018, 02:41:24 pm
So does anyone have any favorite custom settings? I've never deviated much from the default as the only reason I can see the point of doing so is making a game easier or harder, and I still have yet to beat the hardest AI.

EDIT: Also, is there a default population increase value, or do I need growth to get more population? If there is a default, how many death scales can i take without nuking my population?

EDIT 2: Also also, what do you guys think about celestial rainbow + misfortune scales?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on May 11, 2018, 06:57:30 pm
With no growth/death scales population is constant, aside from random events that change things up.

Misfortune is a good dump scale, particularly if you're playing with rare random events. You just have to have an easy way to deal with barbarian attacks.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on May 12, 2018, 11:40:25 pm
With no growth/death scales population is constant, aside from random events that change things up.

I.....Need to go restart a game.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on May 13, 2018, 01:08:16 am
With no growth/death scales population is constant, aside from random events that change things up.

I.....Need to go restart a game.
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on May 30, 2018, 11:33:21 am
...still going. Lots of small-but interesting bits here.

Spoiler: Dominions 5.22 (click to show/hide)

It's not mentioned, but looking over the pretender lists a bunch of the older graphics look A LOT shrarper, so it seems KO did some cleaning of old low-res stuff on the sly...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: George_Chickens on May 31, 2018, 12:59:06 am
Would everyone say the game is worth 50 Australian dollars, or is it best to wait for more content patches and fixes?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on May 31, 2018, 01:16:11 am
Despite the number of fixes in that list, the game is very stable. It just has an incredibly large number of moving pieces and they sometimes interact strangely... but waiting for fixes isn't really necessary. And there's enough content that you won't have experienced it all by the time more content is patched in. So if you're interested in it for what it is, and think you might be willing to pay $50Aus at some future date, you might as well do it now.

IMO. I was a day-one buyer who's been mucking about with this since Dom1.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on May 31, 2018, 09:57:38 am
Would everyone say the game is worth 50 Australian dollars, or is it best to wait for more content patches and fixes?

I would watch some let's plays first and/or read some after action reports first. (The LPArchive has two for Dom 3 which are horribly outdated but are enjoyable to read and give you a basic understanding of what the game is like). As much as I love Dominions, and I fucking love Dominions, I know that it is very much a niche product. Make sure you know what you're getting into before you buy it full price.

But if you do think that the game is for you, then you definitely should get it. The only reason to wait would be to get it on sale. The game already has a massive list of nations, units and spells to play with and is very much stable and complete. If you don't think you would enjoy the game then further patches won't change anything. If you would enjoy the game then further patches are just icing on the cake and you can easily wait for them while already owning the game.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: George_Chickens on May 31, 2018, 10:17:20 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on May 31, 2018, 10:29:10 am
Oh. Well the adding of snow/winter broke a lot of the old maps, so the map selection hasn't improved. However workshop support means that it's easy to collect/install maps from the community. So I would say that if the list of new features and nations doesn't excite you, grab it on sale.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: nenjin on May 31, 2018, 10:31:45 am
Quote
Can no longer seduce over unfrozen river

Apparently love does know some bounds.

Quote
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've always generated random maps to play so this has never been an issue for me. It's a slightly more of an issue in Dom 5 because no one remade the 3rd party map generator that I used in 3 and 4, and the one Dom4 and 5 has just never quickly produced maps I enjoy.

Anyways, I think Dom5 is worth the price.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on May 31, 2018, 10:34:15 am
You can also consider buying when it's on a level of sale that fits your budget, but keep an eye on the two hour timer for no-questions-asked returns, and if at an hour and 45 minutes, you don't think it should be interesting, consider doing a refund. I'm not sure that you can really get into the game properly in two hours though, at least in the sense that you won't get a thorough understanding of the breadth of the game and won't see much at all of the depth.

I'd recommend reading AARs as the most effective way to get a feel for the game. I don't consider video to be a great medium for Dominions, although although YouTube has them most plentifully. There are a handful of good Dominions 4 AARs that I could recommend, but since Desura doesn't exist any more, I can't find the links to any but my own (https://cruxador.wordpress.com/about/). Still, some should turn up in Google.

Edit: took so long on this that I got triple ninjaed.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on May 31, 2018, 11:35:27 am
I'd also add that the map generator is a lot better than it was in Dom4, though I absolutely loathe certain things about the maps it makes (foremost being my personal bugbear, connection density). A lot of players find it to be great, and the maps it makes are both less obnoxious structurally and more visually pleasing than Dom4 vanilla random ones. And as Cruxador points out, Dom4 maps still work in Dom5 - they'll just have no winter graphics and really ugly procedurally drawn dominion overlay... but if it's too bad looking, you can turn off dominion overlay in the map filters.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on May 31, 2018, 11:41:44 am
I finally looked at the new priests/spells that Arco got and I have to say that I enjoy the life and death theme that LA Arco has going on now. Admittedly I'm not certain how useful some of it will be, like exchanging nature for death gems at a 1-to-1 ratio with their new priestesses, the Lampads apparently reducing troop loses while using Stygian paths or Rhapsody for the Dead being an AoE spell that makes non-mindless undead flee, but it's pretty dang flavourful and a definitely improvement over what Arco used to have. Much better than MA and LA Arco being functionally identical.

Also 'Gift of the Moon' making wolves invulnerable amuses me for some reason, even if it is probably useless.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on May 31, 2018, 03:00:28 pm
Does the exchange go both ways? Because turning nature gems into death gems at a 1-to-1 sounds goddamn amazing.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on May 31, 2018, 04:16:19 pm
It's one-way... but it's what you're describing, not death-into-nature. So 1 Panageis-turn + 3n => 3d, thus allowing LA Arco to have some guaranteed death income despite not having death income from capital sites.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on May 31, 2018, 04:39:16 pm
Whoops. I got things mixed up. It's nature gems into death gems, yeah. Given that nature gems are useful in and of themselves I'm not sure how great the ability is, but if you need death gems then it's definitely nice. And chances are that you will need Death Gems, given all of the stuff LA Arco has now which requires death gems.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on May 31, 2018, 04:46:09 pm
Well, unless things have changed, nature gems are the most common gem type available from random sites. And while they certainly have their uses, it's my understanding that they pale (hah) in comparison to death gems... Especially when talking about higher levels of research. Not to mention smithing!
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on August 29, 2018, 08:15:14 am
Hmm... How about another multiplayer round here? MA? With mods? With many mods? With modded nations?  Disciples? Nationgen ? :P Disciples Nationgen(Oh god, that will be a pain to setup)? Anyone else wants to play?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sean Mirrsen on August 29, 2018, 11:28:04 am
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. :\
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on August 29, 2018, 11:41:58 am
I would join.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on August 29, 2018, 04:21:29 pm
I do love Disciples, though I'll have to figure out if I can manage the time commitment.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on August 29, 2018, 05:01:23 pm
I would be down for a Disciple game. I feel like it would be best to have teams of two for something like that, so that it's easier to communicate within and between teams.

Involving mods and/or nationgen with Disciples might be a bit much though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on August 29, 2018, 05:23:02 pm
In a way, I think Nationgen Disciples would help kind of "average out" each side, since one person picking the short straw won't automatically mean that their side will fall and one person drawing the extra-long awe+1 terrifying hoburgophants won't automatically have their side win.

And as the chief god of your disciples, you're being helpful just by being the dom daddy everybody needs, which can be achieved with pretty much any nation. Well... That's slightly ignoring the topic of sacreds, but hey.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on August 29, 2018, 05:35:28 pm
MA <...> Nationgen
Wait, how can it be both?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on August 29, 2018, 05:39:05 pm
MA <...> Nationgen
Wait, how can it be both?
Not both, of course. I just listed possibilities.  :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on August 29, 2018, 05:51:41 pm
I'm pretty sure you could run a mixed natgen/vanilla nation game, though, if you felt like it. Nothing else you could just jam the vanilla nations into the natgen mess.

... actually, that sounds vaguely interesting. Disciples game, either nation gen vs. vanilla or one gets gods and the other gets disciples. Could be neat.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on August 29, 2018, 06:13:29 pm
I would be all for that, actually. That sounds interesting and thematic as heck.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on August 29, 2018, 07:22:23 pm
It's trivial to mix them; just make sure "Hide vanilla nations" is unchecked on the second (options) tab - by default it's on.

I would love to say I'd organize this or even play in it, but I can't in good conscience ATM. I'd even love to say that at least I'd like to push out 0.7.0 RC8 to fix RC7's bugs and add a whole bunch more fishmen and imperials, but I can't commit really doing much of anything until mid-September because of 3D issues.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on August 30, 2018, 05:50:22 am
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. :\
:(

   So, mixed MA\Nationgen disciples, then? Who is, ugh, going to organize\host it? Me, i guess?
EDIT: Genned a batch of 20 nations, as fine as any, i guess? Will probably make a thread later today\tommorow, if no one objects.
http://www.mediafire.com/file/mi8cs3lcn0zylzi/vale_of_flowing_magma.rar/file
  I'm kinda tempted to claim dibs on Tissith already, although if i do, i may heavily regret this. Troops are nearing (Magic 0 :P ) Lemur Consul level powerful, but even with order 3, tops you can get is 7 units per turn. Well, it's commander is appropriate, so it's close to lemuria disciple i wanted to try for long time, but did not get\seeked for opportunity. Also, some of it's mages have resource bonus. What do i even need this for, stupid RNG? It's all about recpoints! Ahem. Does resource bonus from commanders apply for allies? If it is, it looks interesting. Also, can mages research in allly's laboratory? If they can, it looks mighty interesting.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on August 30, 2018, 09:17:37 am
Unless it's changed from d4, I don't think you can research in an ally's lab.

That said, you can have allies build things (and then cede the province (back) to you, if d5 didn't simplify that), allowing you to sidestep extra costs or take advantage of discounts. It just takes a bit of sometimes-fiddly micromanagement.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on August 30, 2018, 10:02:18 am
It just takes a bit of sometimes-fiddly micromanagement.
And really, isn't that what Dominions is all about?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on August 30, 2018, 10:47:18 am
Bonuses don't apply to allies, no. And fussy province-swapping is still key for exploiting your allies cheaper buildings or more interesting forts. NG supports different fort types, so if you want walled cities but you're only allowed pallisades, your allies may be able to help...

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.

I'd recommend doing some sort of ordered draft to pick both normal and NG nations (and I'd also recommend more than 20 - I usually did 100 with NG games in the past; if that's too big of a search space, I'd say go with number of teams x10) to create a less admin-biased setup. But I'd also make sure you had a fixed player list before you jump into generation, especially if that will impact how big the nation search space ends up being. You can re-use that same seed/settings combo with a larger number of nations if you really are enamored with the idea of being/fighting ( :P) one of those nations you already generated...

However, it's not my game, nor do I want to get entangled in it.  :-X If first-come-first-served is what everyone wants, my fussy love of order, symmetry. and structure need not be considered.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on August 30, 2018, 11:24:19 am
Don't forget to screen the output too. There was a Dom4 NG game where an icthyid nation got cheap recruit anywhere D2 assassins.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on August 30, 2018, 12:42:00 pm
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on August 30, 2018, 12:48:09 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on August 30, 2018, 01:16:41 pm
...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.

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.

Joining NG mods together manually is dangerous due to numbering and some other reference issues; it's far safer to generate a specific mod with those nations' seeds defined and let NG handle the messy bits of joining them (like custom items and spells).

I completely agree about custom descriptions, though. I was really happy when we did Round 4.10 (http://www.bay12forums.com/smf/index.php?topic=144007.msg5680284#msg5680284) here that we had every nation customized and described. It really added something.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on August 30, 2018, 01:23:05 pm
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.
Oh, forgot about that.
...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
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on August 30, 2018, 01:29:17 pm
The in-game preview shows foreign/terrain-limited stuff as well, even though NG isn't doing any of that right now. That's the units to the right of the other ones, with a gap between them. Open Ur in Create Pretender for an easy example.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on August 30, 2018, 02:34:19 pm
Created the damned thing. Now, how we will be actuallly playing?  :P (referring to this part)
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
?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on August 30, 2018, 03:43:10 pm
How many players do you have? That's the key point. 4 teams of 2? More? Less? Let's say it's 4x2. Then you need to make your teams, and I'd then pick an order among the teams. 1st team picks their NG disciple or vanilla pretender, then 2nd, then 3rd, then 4th picks their NG disciple AND vanilla pretender, then 3rd picks the one of those they didn't pick, then 2nd, then 1st. Basic round-robin snake draft, so it's fairly fair.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on August 30, 2018, 07:58:46 pm
sneky snek draft is best draft
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on August 30, 2018, 08:30:37 pm
write custom descriptions
You mean for players to write descriptions of their troops and nation?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on August 30, 2018, 09:52:06 pm
Yep. And then have the admin/whatever merge them all together in the final mod. It's easier than it sounds and adds a lot of flavour to the game that you otherwise wouldn't get.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on August 31, 2018, 04:14:10 am
I, personally, can't even write up succession game report "from first person" without it being a wretched disaster. So, i most likely will not even try writing description for my nation. Totally not opposed to other people doing so, though.  :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sean Mirrsen on September 12, 2018, 05:22:45 am
If anyone feels like playing on a hugenormous map, I spent the last four days drawing province areas on Glory of the Gods by hand.

(https://i.imgur.com/AEyChVg.jpg?1)

It's also got a couple minor tweaks, like a few removed winter crossings over channels that seem too wide, an extra province in the large lake on the big continent, and some warmer scales in the northeastern deserts.

Link: https://drive.google.com/open?id=1mZjd_nWERg8WaFXuY-u8Dqt1lKWEuHh5
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on September 13, 2018, 06:40:02 am
New patch, new nation - Phlegra, Sleeping Giants (burning explosive collars grimdark, ho!). Really damn communion heavy - all recruitable mages are either auto communion masters or auto coommunion slaves. Gets two special events:
1. In first year (may be random) - "mountain is shaking", +25 unrest in capital.
2. Later (fired at turn 19 for me) laestrigonians break free, one of the capital sites shifts from fire 3 to fire\death, freaking 6000 of populace in capital die and you get this guy:
Spoiler (click to show/hide)
I wasn't mistaken in my guess from sneak peek at their description that they will be size 6 monsters with beastly powerful magic and big unrest+popkill.  :P
His abilities:
Spoiler (click to show/hide)
Snake trusses attack 5 times.
You then able to recruit toned down versions of him in the capital (3 turns to recruit one. :o ).
Spoiler (click to show/hide)
And if you cast Gigantomachia global, you are able to recruit laestrigonian troops.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on September 13, 2018, 07:23:52 am
... man, there's some lost opportunity with those critters. They should either keep the boot slot (snake hatboot) or get either two extra helm slots (snake hats!) or just two hats (the medusa hair doesn't seem hat-y, the snakefeet wear the hats). Then give the sprite's snakes little crowns/hats and the innate kit some low/no stat helmets.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: George_Chickens on September 13, 2018, 07:45:47 am
The snake boot slot: bane of sheriffs for thousands of years.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on September 13, 2018, 05:01:46 pm
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on September 13, 2018, 06:03:25 pm
Is there a deadshape that's just the goat?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on September 13, 2018, 06:07:13 pm
I wish. It just goes poof when the rider dies.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on September 13, 2018, 09:22:49 pm
I bet these are them fainting goats.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on September 13, 2018, 09:49:46 pm
Mouflons are sheep, guys. They're not even fictional.

Anyway, my hot take:
Oppressor archons and generals are great additions, but replacing the elder cyclops with a cyclops smith means forging will be harder, and Phlegra still needs N on the pretender for rings of regeneration, your SC gets more attacks but still needs to carry D gems, and you have no access to human-sized rainbow pretender chassis so if you want to actually overcome these weaknesses in the proper way, you'll be taking an immobile, probably Demilich if you really want to rainbow or Statue of Fertility if you want to just get your N cheap and spend on scales, relying on Enchiladas for forging in D and archons otherwise.

It's also a pretty significant nerf that you can no longer freespawn mouflons for unlimited supplies and chaff, and don't have N site searchers in the age with the least N indies.

And your expansion is a bit weak as well, because your starting army isn't good, and your good units have huge resource costs, and you don't get your SC chasses right away (In my trial run just now, they popped on turn 31) and you can't really afford an expander because you need so many scales and you need someone who can patch up the paths you're missing.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on January 12, 2019, 06:40:33 am
It feels like the every game I've played recently has involved every AI waging war with me and usually only me. I buff up my PD and build forts but I keep getting 3-4 war declarations within a few turns. Sometimes they are at war with each other yet their armies really enjoy rampaging through my province.

Am I missing something here? Is there more than forts and PD that decides who the AI attacks?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on January 12, 2019, 05:40:10 pm
Unless the AI changed significantly in d5, uh. I'm not particularly sure if PD and forts have anything to do with the AI declaring war or attacking. They just kinda' did it at some point after they met your borders, most of the time. They're not picky about what they attack if they figure they can take a province, and sometimes not even if they figure they can't. I hear D5's AI is better, but the previous default was just kinda' spam spam spam spammity spam spam spam spammity spaaaam, etc.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on January 12, 2019, 09:15:39 pm
PD did and does matter for the AI's weird "diplomacy" - keeping a border with 20-25PD and not attacking them will make attacking you a lot less certain, as does keeping a reasonably large army floating around. By vague memories of dev talk and personal experience, it's a mix of overall army strength (which includes border PD), other distractions, and roll of the dice.

AI is still pretty spammy, but it's better with tactical setup and doesn't seem any more lobotomized than it was in Dom4.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on September 01, 2019, 12:52:13 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sirus on September 01, 2019, 01:24:23 pm
I'd be interested, though I'd need to purchase Dom5 first. Never played any multiplayer Dominions before so I'll probably be everyone's first target it'll be a fun learning experience :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on September 01, 2019, 04:15:36 pm
I would play.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Coffeespoons on September 01, 2019, 05:30:07 pm
I'm interested in a game
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on September 01, 2019, 10:39:39 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on September 02, 2019, 06:14:38 am
I would, but i'm already playing 2.5 games elsewhere.  :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Jilladilla on September 02, 2019, 07:56:22 am
Been too long since I've touched this. I'd be up for it.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on September 02, 2019, 10:30:39 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sirus on September 02, 2019, 03:50:47 pm
A shame, but it'll give me time to acquire Dom5 and try it out.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: chaoticag on September 03, 2019, 04:49:35 am
Huh, I'd been having a hankering for some dominions multiplayer but it's also rather stressful so that might not be a good idea. I might still be interested by then, assuming it's not nation gen.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on October 01, 2019, 10:13:43 am
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Knave on October 01, 2019, 10:39:29 am
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/)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sirus on October 01, 2019, 02:42:03 pm
Oh damn! Perfect timing if we indeed going to get a game set up.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on October 01, 2019, 04:58:05 pm
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?

Not anymore. Given the sale that's a pretty good time to get things up and running too. Any further comments before I make the thread? I was going to pick MA, given that 1/2 were EA/LA and 3 involved nationgen, but I'm open to suggestions.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on October 01, 2019, 05:34:34 pm
I'll just leave this there.
Spoiler (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on October 01, 2019, 07:02:02 pm
Calling down GfH on your own position is certainly a tactic I haven't seen before.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on October 01, 2019, 08:45:02 pm
I've done it before, in d4, I think. It wasn't particularly intentional, and the results were expected. When Scripting Goes Wrong.TM
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: feelotraveller on October 02, 2019, 04:42:03 am
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/)

Even cheaper on Gamersgate for the next day and half @ 55% off...  :)

https://www.gamersgate.com/DD-DOMINIONS-5/dominions-5-wariors-of-the-faith (https://www.gamersgate.com/DD-DOMINIONS-5/dominions-5-wariors-of-the-faith)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on October 02, 2019, 05:08:12 am
Well... shit. Sub 20 on D5 is super tempting. Don't think I'd play it much any time soon, though...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on October 02, 2019, 05:59:14 am
Calling down GfH on your own position is certainly a tactic I haven't seen before.
"Artillery salvo on my coordinates!"

Also, ouch.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on October 02, 2019, 08:11:38 pm
Round 4 is (finally) up. (http://www.bay12forums.com/smf/index.php?topic=174758.0)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on November 04, 2019, 01:12:24 am
Some time passed and it ended up being a little while since the last one, but I've started a new AAR. This time, the focus is on Marignon, with fairly conventional play but some solid diplomatic analysis.

The first post of the blog is here: https://cruxador.wordpress.com/2019/10/27/fire-and-cancer/ (https://cruxador.wordpress.com/2019/10/27/fire-and-cancer/)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on November 13, 2019, 12:33:28 am
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on November 13, 2019, 12:07:56 pm
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?

My recollection is that it is paused until the siege is lifted, and lost if the besiegers take the fort.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on November 13, 2019, 01:23:33 pm
Is x3 damage on moon blade and the likes before armor or after armor?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on November 13, 2019, 06:07:54 pm
All damage multipliers are before protection. Have fun :D.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on November 16, 2019, 12:32:52 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Jilladilla on November 16, 2019, 10:18:02 am
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.

It's decent. Not the best, but certainly workable... Can give more details to whoever actually takes over...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Endymion on November 17, 2019, 12:16:16 pm
Okay, I'll sub in. Ya'll have been making me nostalgic.

Especially the talk a page back about Gifts from Heavens casting at point blank. Back in dom4 it was a legitimate strategy because the spell just had -5 precision and not the inherent inaccuracy tag, so if you threw an eye of aiming on your spare 2E marverni druids they could accurately hit anything that was within 3 tiles or so. Give them a ~10 man bodyguard unit they stood a decent chance at killing any super-combatants that flew into the province. It was a rather fun game when I discovered that.

Sadly, dom5 nerfed the spell so you can't do that anymore.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 19, 2019, 11:24:51 pm
We're coming up on the 2-year anniversary of Dom5 on the 27th, which will be commemorated with two new nations (Ind and Na'Ba, both purported to be MA). That'll bring us to... 6 new nations post-release? Based on recent releases and some past commentary from KO, these'll probably have some specialized new mechanics attached to them, and they both sound to be drawing on some rich mythology that hasn't been explored in other nations. So that should be nice. :)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on November 20, 2019, 03:31:26 am
MA Na'Ba: Fa La La
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on November 27, 2019, 08:11:07 am
Well, looks like Ind is a joke, literally speaking.  Such fancy descriptions and not THAT fancy stuff. And 1S slow to recruit priest-commander, dagnabbit!
EDIT: Full sacred autoblessed fort PD!?  :o I take 100. And blood vengeance.
EDIT2: Cap only. Damn.
EDIT3: Or in swamp, but you can't rectruit any national troops there.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on November 27, 2019, 04:27:20 pm
Na'Ba has a lot of potential to build up into a very powerful nation with those summons.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on November 27, 2019, 08:27:36 pm
I'm loving both nations.
Ind seems harder to play effectively, what with having to manage those myriads of kingdoms troops. Some of the fluff is borderline-overdone, like yearly bird attacks on the warrior-hoburg provinces or the frankly useless homesick giants. Other than that, the Feminie troops are of very high-quality (19 def knights, 15 def infantry, with good armour). Cynoscephalians have good potential for sneak attacks and branching into blood. Orionde is average. Levying cannibals doesn't seem to be worth the commander cost, or the accumulating unrest.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 27, 2019, 09:41:23 pm
Stat-wise I'm not enamored with the utility of the cannibal heathens, but the commanders that gather them push back the unrest pretty well, TBH - if you went Order instead of Turmoil, anyway, which mostly means a lot less showing up. I have trouble wanting to go Turmoil because of the RP costs, though, especially if there's any chance of finding an Amazon province or two so I can put the huge sacred recruitment to use outside the capital (WTB: Glowing Hills). The recruit-everywhere H3 priests are kinda nasty, too.

I dearly want to love the Lost Tribe giants - they're such handsome boys! Very dashing! - but 30% homesick is brutal, yeah.

[And of course, since no one else mentioned it, another nation that can release Lords of Civilization is always !FUN!...]
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 28, 2019, 11:37:32 am
EDIT3: Or in swamp, but you can't rectruit any national troops there.

Bug, fixed in 5.39. The PD part, not the recruitment. Alas. It did seem like it was off, though.

It sounds like Na'Ba summons are getting nerfed a bit too.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on November 28, 2019, 01:10:07 pm
[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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Trolldefender99 on November 28, 2019, 01:46:15 pm
A bit outside my budget, but I ended up picking Dominions 5. I played Dominions 4 on a free weekend, pretty sure it was 4th one and it was a lot of fun. So Dom 5 should be just as fun
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on November 28, 2019, 04:52:55 pm
It sounds like Na'Ba summons are getting nerfed a bit too.
How so?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on November 29, 2019, 04:55:56 am
5.39 stated they were getting stat adjustments. I figured that meant nerfing given that people had been saying Na'Ba's summons were nasty. I haven't checked, though, so for all I know they got up/sidegraded.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on February 26, 2020, 01:37:47 pm
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.

Also, Naba is absolutely amazing, especially with scales to near top and the kind of resistance Marignon got in last round.  :P Suddenly sulphur haze is very useful and spammable enough thing, if bless allows.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on March 06, 2020, 10:10:31 am
New update. Nation of vaettis in LA (notable mostly because of unique size 1 sacreds), new sprites for jotuns, who also got nerfed into the ground by susceptible to shock 5 on everything, size 6 niefels, some new pretender-chimeras. Where is my damned Ubar?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on March 06, 2020, 06:26:50 pm
Was Vanheim getting trashed so badly in the giant matchup that they needed the shock vulnerability?

Also something of note: LA Marignon got a Plague Doctor. Immune to disease and Disease Healer 2. They also have Stealth 40 and Plague Doctor 3, which lets them spread the plague. I haven't tested them yet but I suspect that they could be really annoying in any research centres. Disease takes a long time to kill but if you can infect enough labrats that should put a dent in anyone's research. We'll see how that actually works in practice though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on March 06, 2020, 09:09:38 pm
Oh man. Does disease healer or immunity protect from bane venom charm any? Cause that sounds like a hilariously upgraded BVC carrier over whatever those servant things were.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on March 06, 2020, 09:33:28 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on March 07, 2020, 05:15:41 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: nenjin on March 22, 2020, 01:07:44 am
Been playing the Magnificent Ind, the coolest place you've never heard of.

The Gog Reavers specifically are, IMO, insanely good. Tough, strong, berzerking, they rip through stuff and just seem to keep going fight to fight. Back them up with a Bitch Mother to buff them up....they make excellent shock troops, as long as there's someone to sweep up the doo-doo droppings afterwards. With Mountain and Waste survival they can fend for themselves pretty well.

I feel like Viceroys are there to sit on recruitment centers to keep things tamped down. They're pretty crap leaders out of the box. Sorta like bureaucracy except as with everything else in Ind, you expect them to do everything.

The Giants of the Lost Tribe are similarly really beast. But only when their doorstep is the frontline.

Picoyne's seem almost completely useless.

All in all if you like geography REALLY mattering to your gameplay, Ind adds another level of consideration where you build things. I regret not making the most of my blessing on this playthrough, as the sacred troops are pretty solid.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cthulhu on March 22, 2020, 02:47:59 pm
Meanwhile I've been doing my singleplayer with MA phlegra for the freespawn troops, recruitable SC, and auto-communions.  This nation kind of feels like a crutch.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: oldark on March 24, 2020, 05:57:49 pm
 I just finished my second game of this and have been having a blast. My first game was as LA R'lyeh, I tied in last place. My greatest achievement was figuring out how communions work.   Second game just ended today with my playing EA Abysia.  Did great early game with my sacreds and fire magic then got my rear kicked by Vanheim.  Tried to swap to blood (they had heavy fire resist) but wasn't able to do it fast enough to be useful. Finished in second place (out of 4).   Will be starting my third game tonight or tomorrow most likely as MA Abysia and I'm super looking forward to it!
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on April 19, 2020, 12:04:41 pm
Can I get an opinion from the crusty oldsters here? Slowly inching towards another NationGen release, and the most recent proof of my barely-there attention span has been working on Asmegir and their associated Big Guys/Gals, Aesir. The question is, does this look balanced for a set of base stats on the troop-type versions if they're elite/sacred only (and will thus be getting either better stats, other abilities, and/or sacred status, albeit with a higher cost - and of course, their commanders/casters would be out-of-the-box thugs)?

Spoiler: Proposed Aes stats (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on April 19, 2020, 02:50:46 pm
Beefier glamour Anakites, eh? My sense it that cost-effectiveness is going to depend a lot on things like number of attacks and paths on commanders. It doesn't look totally out of whack, but if we're just thinking about whether the gold cost should be adjusted by 10-20, well, I can't provide that kind of precision.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on April 19, 2020, 03:58:17 pm
Probably the only path they'll tend towards is Air. Based on some discussion on Discord, I'm dropping the stealthy to +0 (which will equal 65 after base stealth and glamour) and will probably get rid of the reclimit. They're not likely to be multi-attack, though - sword/spear/axe and board plus reasonably heavy armor elites/sacreds.

And yeah, I'm basically looking for "does this seem unreasonable" levels of precision for feedback. I have a pretty awful time sussing what reasonable looks like for this sort of thing.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on April 21, 2020, 09:40:10 am
Well, if its sacred trooper that is probably ok, otherwise the gold cost seems low.  In fact, I would probably suggest sacred-only.  For an elite non-sacred, I'd suggest some sort of half-breed.

Protection 3, size 5 means that those hitpoints won't last long without bless or spells, as every little guy is going to be swiping away at it.  Trying to give your hobbits something to crush, eh?

MR 15 might be a bit high, maybe 14 would be better.  Then again, I haven't played Dominions 5, so maybe they nerfed MR or made more boosters/units available that could penetrate MR.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on April 21, 2020, 09:57:45 am
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?). As such I would support dropping them down to MR 14. There's enough units with that much MR that they wouldn't be exceptional, at least before Nationgen's usual shenanigans are slapped on top of them.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on April 21, 2020, 11:15:23 am
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 ;)
Fomorian Giants, Rephaite Warriors, Shadow Vestals, and most pertinently - Niefel Giants, all have 15 mr. Niefel Giants (together with R'lyeh units) are the only ones that can be recruited outside capital, though. 15 mr seems more fitting lore-wise, since the Aesir would then match the other giants drawn from the mythology, 14 mr being reserved for the more human-like Vanir.
But then again, 14 might be better from the balance standpoint. Kinda depends on how many a player can be expected to field in their army mix.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on April 21, 2020, 11:33:56 am
MR 15 on a sacred or commander isn't unprecedented but for regular units it is.

Fomorian Giants, Rephaite Warriors, Shadow Vestals and Niefel Giants are all sacreds. I explicitly mentioned that MR 15 is fine on a sacred unit because I saw how all of those units were sacred. But you mentioned that the Aesir could be non-sacred troops as well which is why I brought it up. Only R'lyeh goes above MR 14 on regular, non-sacred, non-commander units. Of course nothing stops you from setting things however you want. I'm just seconding EuchreJack here. MR 15 seems a little too high as a base unless the unit is limited somehow, either by being cap-only, sacred or a per turn recruitment limit.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on April 21, 2020, 11:42:06 am
Fomorian giants in NG get 15mr base, so it would be in line with what's already there. They'll have the same chances to be cap-only as them as well - 75% for elites and 95% for sacreds (and likewise no normal troops even possible), and they'll be strictly sword/axe/spear and board, so at 1 attack per square I'm not overly concerned about them being stronger than occassional-DWing Fomorians (or the size-5 mr-14 elephant men, who always get at least mainhand plus tusks...).

That's the bigger issue - they'd going to be comparatively slow to kill their opponents and be very vulnerable to swarming. Walls, not tanks. These will play more like harder-to-hit Reaphim, not plus-size vanir. Of course, their commanders will be ideal for thugging and might even pass for pocket SCs, but that's something that happens with all giant commanders once you can start fiddling with what their gear is.

[Also, if we're nitpicking, Laestrogonian troops are non-sacred recruitables that get mr 18, but those nightmares really shouldn't be compared to ANYTHING...]
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on April 21, 2020, 11:55:11 am
That all works for me.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on April 21, 2020, 01:15:54 pm
I'll just also throw in that Fomorian giants also get random afflictions, which is another significant balancing factor.

Also, the commanders will definitely pass for pocket SCs, the only reason I didn't mention it prior is because I didn't know that phrase.  Unlike Dominions 3, there are now item(s) to boost the hitpoints, which puts these guys into the pocket SCs territory.  I'd probably even consider a Gift of Reason* on these guys if I only had them as troops and not commanders.

And I agree with Il Palazzo that the question of MR 14 vs. 15 is a question of balance vs. lore.  Lorewise, MR 15 probably makes sense, but balance wise MR 14 makes more sense.  I will also add that, while they are vulnerable to swarming, that is just part of being a giant.

I will reiterate that the elites are way too cheap goldwise.  I would say the right number would be between 150 and 180.  But recruitment points might be a fairly decent limiter, I really can't say since I'm not familiar with that mechanic. Nevermind, just researched that "#reclimit 2" means that you only get 2 per province per turn, so the numbers are going to be limited sacred or not.  For that lucky 25% that gets them as elite not cap-only, they also get the micromanagement fun of actually getting them all in the same place.

*Not that anyone else should.  I just like Gift of Reason.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on April 21, 2020, 03:37:37 pm
The size 6 Fomorian giants don't get afflictions. That's just the size 4 ones.

The reclimit is going to be removed, actually. The recpoints will have a pretty similar effect, though. For recpoint calculation, they'll start as though they cost 133% more than their "racial baseline" even before any further abilities increase their gcost - and their maxage of 1000 increases that more. 120+80000+1000 by itself leads to 47 recpoints. That's a lot, and most would have 40-80 res cost as well. Still... I might want to slap an extra flat 20 recpoints on top of that. Test generation will decide, I suppose.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on April 21, 2020, 04:03:31 pm
Well, that proposal does seem nicer than the strict 2 per province, as player choice on scales could lead to more or less.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on May 09, 2020, 10:36:03 pm
If anyone is interested, there's a new NationGen version out: https://github.com/elmokki/nationgen/releases

Spoiler (click to show/hide)

Lots of new content, as befits a release 16 months or so after the last one. *hangs head in shame* In principle, it should run w/o a JDK or JRE. In practice, this has only been tested on Windows, as no devs have access to linux/OSX boxes.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Radsoc on May 10, 2020, 12:03:59 am
I used to have the habit of playing a little bit of Dom4 MP about every other day for over a year, some of the deepest sessions of any game strategy wise, but haven't gotten around to trying Dom5 very much yet. Any thoughts on the current state of Dom5 vs Dom4?

Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Kagus on May 10, 2020, 01:51:01 am
-snip-
Kangasharkman up in the corner there is looking particularly bitey today... And I love how those crab nobles (crabnobs?) turned out.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on May 10, 2020, 02:34:29 am
Any thoughts on the current state of Dom5 vs Dom4?

Well, there's... 8 or so new nations versus Dom4 at this point, some of which have fairly significant new mechanics involved. Jotun nations finally got their graphics and stats reworked too. It's pretty much the same old incremental grinding along - new modding and new nations periodically dropping, and it's been long enough that there's plenty on offer. But then I never needed sold on it, so my opinion is somewhat untrustworthy... ;p

(The biggest differences are still the Day-0 ones: simultaneous turns, recruitment points in addition to resources and gold, winter...)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on May 10, 2020, 08:13:14 am
Still not enough players for another game there?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on May 11, 2020, 11:50:21 am
I'm starting another AAR/Let's play blog

https://cruxador.wordpress.com/2020/05/10/skeleton-war/

This one... Well, the end of the link there should give a bit of an intro.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on May 11, 2020, 11:56:42 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on May 12, 2020, 08:26:58 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: RexMundi on May 28, 2020, 07:27:40 am
Recently been getting back into gaming and dom5. I didn't see a thread organizing a game atm, last I saw was 504. Interest check for a game of dominions enhanced mod? Or nationgen? Thanks for the nationgen work btw E.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on May 28, 2020, 07:39:24 am
At the risk of fucking up big time, because it would be my sixth game - yes for enhanced.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on May 28, 2020, 09:16:39 am
My other game is slowing down a lot, so I'll register some tentative interest for a nationgen game.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on May 28, 2020, 10:53:22 am
I shouldn't, but as long as I'm not admining I'd do something NG (I'm willing to help set the game up, but I don't want to run it). No interest in DE, though.

We should have another patch out this weekend or next week fixing the bugs from the last one. It might also have modernized Atlantians (we found some 6-8yo bugs that necessitate some adjustments) and/or Enkidu.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on May 28, 2020, 12:07:15 pm
By the way is it still possible to get D2 icthyid assassins? Because that happened once in a natinogen MP, and that was the most OP thing I ever saw out of nationgen. Granted, the admin should have cut that from the pool, but still.

Has there been much consideration of balance in general, or primarily focused on expansion of content?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on May 28, 2020, 12:50:28 pm
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.

Overall, my main focus has been on content. The other active contributor's main focus has been on data integrity, which has been hugely beneficial - though we have talked about functionality enhancement (e.g., UW nations). Balance is a moving target in NG - some effort is put in to curb the worst abuses and I try to make additions reasonable, but if people are playing "bring your own seed" NG it's largely futile - given time and CPU cycles, players mining for cheese will find it. The best balance for NG as it now exists is ensuring randomness to force most nations to have both good and bad points. Outright balancing nations would for starters require a very clear notion of what is and is not balanced, as well as a dedicated post-generation module that went through completed nations and enforced those standards.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on May 28, 2020, 01:17:50 pm
I tried nationgen once. Made like, 20 races and picked the ones that looked unique/good and tried a game. It was boring. Just felt like everything was watered down as nothing will ever be as specialized as a hand-made nation.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on May 28, 2020, 01:47:40 pm
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.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on May 28, 2020, 01:56:24 pm
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.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on May 28, 2020, 02:14:13 pm
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.

SpriteGen got a UI overhaul in the last release, and while it's not as freeform as what you're asking for, it's easier to use than it was.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on May 28, 2020, 04:58:20 pm
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.

Quote
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.

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.
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.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on May 28, 2020, 07:44:34 pm
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.


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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on May 28, 2020, 09:36:23 pm
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.

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?

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?

Obviously, the exact point on the spectrum that you want to aim at depends on the group you play with, but I think these systems sacrifice too much of the fun and uniqueness of the experience for the sake of the balance; in order to maintain appeal with a wider array of players, improvements to balance should prioritize methods with minimal impact on player enthusiasm.

Quote
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.
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on May 28, 2020, 10:52:54 pm
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.

YMMV, but drafting processes can be fun in and of themselves if you're into that sort of thing. Admittedly, I've played to completion two or three MP NG games where everyone took whatever trash a random hash of their name or somesuch gave them, so I may have more fascination with exploring mechanics and/or squeezing blood from stone than the average player.

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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on May 29, 2020, 08:42:44 am
I enjoyed the idea of our three player disciple team blind NG.  Not knowing what you're getting was fun, and balanced somewhat by three-nation teams.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on May 29, 2020, 10:39:47 pm
Well, I got a specific balance complaint that is probably worth considering: Blood nations are consistently too strong, in part because script considers a B1 to be equivalent to (for example an F1 mage, and prices them according to the value of the latter. Just repeating what I heard so I don't know if this is true of the new version or old info. I did just confirm that you can get S1 for 45g, which sequani stargazers also get, but on a nation where that's arguably the main feature since elder druids were nerfed in the transition to dom4, although of course boarspam is also important.

Also, it looks like the capital generated sites are all using the same graphics, on my end; all a picture of volcanoes. I didn't test this thoroughly.

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.
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.

Quote
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on June 05, 2020, 03:18:52 am
Tiruin wants to play too (not sure about the preffered mode  :P). So do we actually start something? NG game for 6 (or however much there is) players maybe?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on July 08, 2020, 02:21:07 am
In hindsight, i'm rather grateful that none of dom5 games there had any damned golems in them (or i just didn't pay attention?  :o Don't think they did anything important, anyways). In place where i play now, most games end with a torrential spam of golems from everyone capable of making golems. If game draws out long enough, someone gets their hands on blatantly exploity golem with ring of returning and horror harmonica. And before and during golem spam, everyone and their dog spams sea kings. Those always come with exactly same equipment or none at all. It's frankly revolting.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sean Mirrsen on July 08, 2020, 07:55:47 am
Welcome to "competitive" multiplayer, I guess. Esports and competitive-minded design has ruined plenty a good strategy game, because people keep trying to find a "meta" to exploit. It really makes me wish for more games with randomized elements in them, where you can't reliably hit any given "meta" and have to conform to what you're dealt. Like, say, Sword of the Stars and its semi-randomized research tree.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on July 08, 2020, 06:14:52 pm
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).
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on July 10, 2020, 04:08:28 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 10, 2020, 11:01:00 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on July 11, 2020, 05:22:45 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on August 02, 2020, 10:19:22 pm
I've completed my Skeleton War AAR.

Full list of posts (start from the bottom): https://cruxador.wordpress.com/category/skeleton_war/
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on August 07, 2020, 01:14:03 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on August 07, 2020, 03:11:51 pm
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.

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on August 07, 2020, 04:22:11 pm
Caelum/Nazca, C'tis and the monkey nations also have their national variations of the undead. Not that any of them are amazing, but I do like the fluff of different nations having their own undead instead of just summoning the same basic human variants.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on August 07, 2020, 04:49:15 pm
Don't some of the underwater ones, too? Could swear I remember that being so in D4 at a minimum (one of the shade summoning ones got extra nice shadow junk from underwater provinces), and I'd assume it carried over to D5...

Though I guess that might not be nation specific, exactly, I'unno. But place of summoning might factor in, too.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on August 07, 2020, 07:16:04 pm
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.

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.
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on November 12, 2020, 04:18:23 am
It's been a while since I've played. Has there ever been an update that fixed ranged units not leading their shots? It was painful watching them miss over and over.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on November 12, 2020, 06:10:04 am
It was fixed in one of the first patches. If it wasn't fixed properly then, it surely was a bit later.  :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on November 12, 2020, 06:48:38 am
Good to hear. I'm getting the urge to play again. Any suggestions on what nation and style to play as?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on November 12, 2020, 06:55:42 am
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.
EDIT: Ah yes, it wasn't that long while.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on November 30, 2020, 07:42:39 pm
What's up with how the AI attacks commanders? Their archers and fliers regularly target single commanders in the middle of armies. I keep a stack of men in the back specifically to counter any "target rear" commands they may have, and it's not like my commanders are bigger than my other units. I just don't see how it's reasonable that the AI can sent their arrows and flying units directly to my mages.

EDIT: And while I'm asking, is there a way to skip a commander for just one turn? I either have to cycle through 5 spies until I'm sure I didn't miss anyone, or set them to hide and forget they exist.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sean Mirrsen on December 01, 2020, 05:11:13 pm
I don't think there is a way to "skip" for just one turn.

As for archers, there's several possibilities. "Fire at archers" can target your commanders if they have bows, for instance. If they have bodyguards, the bodyguard squad is a valid target for any attack or fire order, and the commanders will be attacked along with them. If you have any long rows of infantry or archers spanning the width of the battle map, any arrows sent their way will mostly congregate towards the center, which can easily get your mages killed by the spread of fire if they're standing behind them, which is why my mages are usually off to the side. And of course either just "fire" or "attack" without specifying a target, or just giving no orders and letting the unit do whatever, can easily result in the unit choosing to attack a commander in range, among other useful behaviors.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on December 02, 2020, 02:00:02 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sean Mirrsen on December 02, 2020, 02:18:04 am
At the same time, many small squads will rout faster, and spread their damage around rather than focusing it. And you'll need a lot more commanders to control the many squads. If you need to do that kind of thing, you're almost better off recruiting a gaggle of basic scout commanders with shortbows.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: lemon10 on December 02, 2020, 06:30:34 pm
I've completed my Skeleton War AAR.

Full list of posts (start from the bottom): https://cruxador.wordpress.com/category/skeleton_war/
Very nice read, congrats on the skelepocalypse.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on December 03, 2020, 04:02:59 pm
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 made use of this when storming a fortress that had many dangerous enemy mages but few regular troops. Got all my archers killed/routed, but it worked well to spread out my damage and clear the fort for a followup assault.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on December 03, 2020, 05:00:29 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 03, 2020, 06:27:16 pm
W/o knowing specifics, I'd assume they were easier to surround.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sean Mirrsen on December 04, 2020, 12:44:03 pm
Also units that rout without their commander tend to run every-which-way so if there were still hostile provinces around the fort, that would account for a significant amount of killed archers.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 04, 2020, 12:55:09 pm
At the same time, that means it's more likely some will die, but less likely all will die.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on December 04, 2020, 05:26:54 pm
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.

Mostly in that it was intended as a sacrificial attack- sending in squishy archers unsupported got them targeted by fort towers, but I was still able to clear a bunch of Gygjas by dividing them into small squads.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 31, 2020, 10:03:55 pm
For some reason I have been working on a mod for Dominions and I have managed to complete one of the nations. The graphics aren't very good, being a mixture of Spritegen*, recolours and SNES sprites, and the balance needs some more work, but would anyone be interested in taking a look at it? It is about cultists making giant monsters out of flesh or stone to try and conquer the world for their dark god.

*If need be I can replace the Spritegen stuff with more recolours. I looked around and didn't see any warnings against using it in mods, but I didn't see explicit permission given either. Maybe my Googling skills just suck though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 31, 2020, 10:41:11 pm
No, one of the intended purposes of SG is to help the community make graphics. Using it in mods is fine as long as you credit the source.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on December 31, 2020, 10:50:14 pm
I was definitely planning to, if it was okay to use in my mod. I just couldn't find anything explicit about its use.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 31, 2020, 11:39:07 pm
I'm not sure it's written down anywhere. It might be. I've definitely heard Elmokki say it in the past when asked, though. And any junk in there that I specifically made (which is a lot of it even though I wandered off about 6mo ago) I have 0 problem with being used, either.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Duuvian on January 03, 2021, 06:18:53 pm
Any advice on a good bless combo with the Fire bless that causes an explosion on death?

I already am using the Earth resistance bless that gives +fire and +shock; thinking I'm going to try Fire resistance bless to try and make sure they are hugging the enemy lines when they explode.

I tried the Blood bless that shares damage among nearby holy units, but that just causes clumps of them to all blow up at once before they are all in range. It might be slightly better than without but not too much of a difference.

EDIT: The Blood Bless seems to keep them alive until they are in melee, but then once they start taking hard hits in melee they explode too many rows backwards instead of more towards their flanks. It does seem like a few explode from a single hit a bit earlier than one would expect from spread damage on a hard hit but maybe I'm imagining it. Maybe it's the pain share plus the explosion from the dead guy setting off the others? Dunno.

If, say, a giant pummels a 10hp blessed unit for 50 damage, and if there are four of the pain share blood blessed units with 10 hp around it, does it kill all 5 blessed units or do they all share 2 damage as that was their share of the saved dead guy's health pool?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on January 08, 2021, 03:15:37 am
I played around with fire explosions and you either use it with worthless trash (thats somehow sacred, so maybe 2 nation choices per age) or you pick units with natural fire resistance - explosions that trigger your own sacred unit rarly have a net postive outcome.

I want it to work, but heat aura on trash is just as effective as exploding trash... and far more consistent.

Damage is limited by the limp hit, so for example you take 999 damage to your arm, its gone and you take like 17 actual damage. So for your question, I am giving a uneducated: There is no way to ensure they all take the full damage
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on January 08, 2021, 03:22:09 am
If I want something to suicide bomb, I want it to be spammable cheap units. That means weak armor. That means they need more defense so they don't explode to ranged attacks before getting into melee range. So air shield or hard skin. But those are so expensive....
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cruxador on January 08, 2021, 03:44:01 am
Yeah, there sadly isn't really a viable build to use that I think. One of the better ones would be EA Marverni since as long as you make it to midgame, you will be spamming huge amounts of free sacreds anyway, and often in raid swarms of nothing else. In that context, if they all die immediately its no big deal, and if they took some tough stuff out along with, then it's fine. They have good HP to begin with and get more with Larger, so they can typically tank a few hits on HP alone, and you've got the paths to slap some natural armor buffs on them. However, the death explosion will still burn through them fast enough that you're gonna need something else to ensure the enemy doesn't reach your mages, which means you can't go for the pure build of pigs and mages (and the occasional vergobret) only, and you'll have less to spend on massive mage groups. So it's still generally worse than just not doing that.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Duuvian on January 11, 2021, 05:37:13 am
Hmm I hesitate in case I ever pick up a PBEM game here at some point (because I wanted to see the surprise reaction to this bless tactic) but

LA Bogarus Khlysti

The pain transfer gets them through the arrows, but once one goes up the lack of Fire Res sends a whole clump up at once.

With Fire Res, they are more susceptible to individual casualties as they take ranged fire but are less likely to have a chain explosion.

I think long term once you get Fire Ward and whatnot it would be enough, but that's mid to late game.

I considered Air Shield but the goal is only to have them make contact with enemy toops before exploding, not actual survival. Plus my capital mages shoot fireballs and have the -prec from aging due to being octogenarians with fire path.

The nice thing about Bogarus is that it doesn't have to rely on the bless, but if you can make Khlysti deadly they are CHEAP and in non-capital fortresses. A hero slowly freespawns them too without taking an action, though because of their unrest increasing ability that's not so useful most of the time unless you taxi them away. It's great though if the Patriarch is part of your army and not just blood huntng / researching / preaching with his really high priest level. He summons more mad bombers every turn, so you'll generally have at least a handful.

EDIT: Figured it out

Spoiler: steam screenshot (click to show/hide)

That's the Latus map from the Steam workshop. It's a Dom 3 map that was never finished, which is too bad. It's great for an all nations single player game.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Duuvian on March 02, 2021, 07:50:47 am
Apologies for the bump after the sneaky edit in the last post, but here is how exploder bless worked out:


Those were good LA Agartha units they killed too, Cave Knights and heavy infantry and such.

RIP Dispossessed Spirits, I think mostly dead due to my own priests' area undead nuke spam on a lone Agartha tomb ghost or whatnot they had been blocking

This is an SP game with the longest research setting on Latus, all LA nations active.

This time I made it to Aeris Gate before Caelum. Having pushed through, Ragha was just North and Lemuria just South. Lemuria was easy due to the above mentioned area undead nuke (air) but Ragha put up more of a fight. I bottled up Lemuria with priests and pushed Ragha back to it's capital, where my siege failed due to an immobile pretender tanking until my army ran away (long research made self-buffing immobile difficult to destroy as I had crap items and low level spells).

Almost immediately afterwards, Agartha barrels out of the West (the underground earth based planar thing) with a huge army and captures everything except my fort on the planar side of Aeris Gate (I had built forts on both sides of the gate). I moved everything I could to that fort, including the pretender which was a gamble, and summoned everything I could. I even mobilized the research mages from the capital and marched them about 4 or 5 provinces the the "Latus" side of the gate where I was assembling everything I could once the other side was blocked by the siege army. I managed to fight off several very large siege attacks as Agartha had Cave Grubs and other excellent siege units that breached my walls in two days even with the flying things I was summoning and siege defense peshti I build when a fort seems at risk. After a few attacks and rounds of summoning, I attacked with the Latus army and broke siege with the fortress army; then pushed out a bit before going back to the fortress when a big Agartha army appeared in scouted territory. This happened a few times, with Agartha losing huge amounts of troops and creatures each siege, while I was bringing in reinforcements from the Latus side every time the siege was broken.
Spoiler (click to show/hide)
Now I'm able to push back out. Unfortunately ALL of my research mages died from being magic batteries in the first siege break as I wasn't sure if I had enough troops. I must have scripted poorly as I had hoped to leave them on the Aeris side. Agartha still has a lot of troops around and two forts, one which used to be mine to the East and which i am now sieging. Ragha survived all it's depredations (it's capital blocks the scattered provinces North of Aeris and I didn't have time to bypass the fort to knock Ragha out before Agartha showed up). Ragha Ai made decent choices of fighting Agartha when they bottled me up and reserving it's strength. Now that I pushed Agartha back, Ragha has sent the army it could build with limited income to take provinces from Agartha and I. If it doesn't go West instead of South I'll have to wreck Ragha's army, which shouldn't be too hard though their dang birds kill my mages sometimes if I forget to script and hide the mages in a crowd. Lemuria was domkilled by Agartha, but Agartha failed to take it's former territy which is still neutral. I assume they were too busy sieging me; once I push them back and eliminate the scattered 100+ armies they have with my doomstack I'll see if I can send a thug with +supply items, a priest, and some peshti to go take those Lemurian provinces, mostly for the gem income.

While this happened I was skirmishing with Midgard. Aeris was blasted to low population by Lemuria's dominion, so it's not worth much gold income. However, my dominion and Midgard both have growth scales, so the area we are fighting over has a lot of income. I pushed too far into neutral after beating Midgard around and they retook some 200+ income provinces and now they have a 700+ army sitting the province next to my lightly defended fort and my army is three provinces away and smaller. Might be trouble; I should have smashed them when I had the chance and held that income from them instead of going for a neutral throne and pushing my border up against the Zotz nation and someother before they could take and fortify it.

Spoiler (click to show/hide)

The biggest annoyance right now is that some jerk called in the Wild Hunt. They killed my unique Patriarch Prophet dang and a bunch of 15 pearl Alkonosts.

I'm pushing for Conj 7 for nice things my Pretender can summon, but all my research mages died as magic batteries in a long battle. It will be a bit before I can rebuild those too, though my income has gone way up now that I'm expanding underwater, since I fought over low or dead population because of Lemuria dom for most of the early game.

Spoiler (click to show/hide)

Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Hamsmagoo on May 27, 2021, 07:53:40 pm
I'm making this post to gather more players for a massive game I'm making, but also to help push a game-hosting site my friend made. Blitzserver hosts long-term games through the network menu in the game, so there is no need use your email or manually move any files around. You'll see it's a far more convenient way to play a long-term game.
The game is called Epin Game. Link here:
https://blitzserver.net/game/233/status
To join, make an Early Age pretender, open "Network" in the Dominions 5 main menu, type "blitzserver.net" for the IP address and "10008" for the port. Then, select your pretender. From there, you just go into network menu to take your turns. You can check in on the game page for status of the game.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: RexMundi on May 28, 2021, 09:03:31 pm
Love the idea and look so far of that blitz server. Will ponder a pretender to maybe join after work. A question I have for yourself/friend who is running it: Is it possible to submit multiple pretenders for the same player? Or rather from the same key, as steam family share clones my key. I desire to include family in a game sometime however not all have a copy of the game as of yet. Ideally this would be a game I organized myself in the future. I know the game does not check cdkey is cheat pervention is turned off, and I understand how that would be not desired by others just as well as multiple pretenders from one key being seen as one guy playing multiple nations
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Hamsmagoo on May 29, 2021, 08:54:19 am
I'm going to say probably not but I'll ask and find out for sure. Are these family members all playing on the same computer as well?
So while I'm waiting for a response for him I will say that you'd have to do something weird to get around (like run multiple instances of Dominions) because once you connect to a network game with a pretender, that's it. When you join this game, you'll see what I mean.
As long as nothing in blitzserver, itself, prevents it then running multiple instances of the game should work. Especially if your housemates have it installed on separate computers. I'll get back to you when I know for sure.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: RexMundi on May 29, 2021, 01:11:21 pm
Thanks. I intend for a non-serious just us game, not really open online. We use steam family sharing, and last I tried setting it up with llamaserver since steam clones my key for sharing. it did allow multiple pretenders with multiple emails however when the first turn rolled it would give the multiple of same key in game error and not take any turn but the first with that key. Clearly this is all to prevent multiplayer abuse and piracy understandably. The issue lies in dom5 and the cheat prevention checkbox when I'd set up games via lan so the lack of an option to disable it in a multiplayer thing online is not unusual. I would just set up a lan game or port forward but since people have moved out lan is no longer an option and portforwarding is out with the network setup I got.

In the mean time while I hope for a sale, at this rate I may just buy the 2/3 more copies if this itch to play doesn't go away. Dom3/4/5 have given me enough enjoyment and I sure as fuck want Dom6 one day
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Hamsmagoo on May 29, 2021, 06:29:34 pm
Yes, so we did some experimenting and found the same thing. There is a CD-key check but it doesn't happen until turn one. So you can submit multiple pretenders under one key, but it will crash if more than one attempt to submit a turn.
If you do own Dom 5, I urge you to join epin game. We're trying to hold out for 9-10 players. Almost there.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: RexMundi on May 31, 2021, 03:40:14 pm
Submited my pretender for agartha.
edit: Also I love the option to dl map/worthy heroes right from the game page
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Hamsmagoo on May 31, 2021, 09:57:32 pm
The beautiful thing is that the game will download and install them for you if you don't have them. It's all automatic because it's hosting a blitz.
Thanks for joining, I'll wait another 20 hours or see to see if we can get a tenth and I'll post here when it's begun.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Hamsmagoo on June 01, 2021, 04:56:54 pm
Ok, the game has launched. To take your turn, select the game from the network menu in Dominions 5. I have the turn timer set to 36 hours at the moment.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: RexMundi on June 03, 2021, 01:19:12 am
No file moving, dom 5 saved the address so I could one click connect, and it rolled turn fine after I submited. Blitz server A+ idea and setup so far
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on July 27, 2021, 01:36:12 pm
Would anyone like to play a quick duel game (https://blitzserver.net/game/285#status) with me?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: The_Explorer on September 01, 2021, 04:55:26 pm
So I got roughly 600 hours of Dominions 5 under my belt, steam didn't track the hours for my games for a while so its not entirely accurate (steam doesn't track game time in offline mode).

Got Conquest of Elysium 5 and despite it being so soon to release, I already racked up 102 hours out of it.

So before I get into it, I actually like CoE5...with one condition...I only like to play it co-op with my friend and thats why so many hours. Otherwise, I actually don't really like the game very much when its just by myself and to me, obviously multiplayer makes almost any game better anyway especially when played with close friend(s).

I actually think Dominions 5 is a vastly superior singleplayer game. I tried multiplayer, tried co-op with my friend (that was a bit better but too complicated for us to work out our games together), and I vastly prefer singleplayer. I guess I'm odd one out because everyone loves the multiplayer in Dominions and doesn't like singleplayer (at least nearly as much), but say CoE is a vastly better singleplayer game and not that great for multiplayer compared to Dominions...

In Dominions its so much more involved. I have been playing a map (THE SAME CAMPAIGN/MAP) for ages (no idea how long, but its been on going for months, but don't play it 24/7, but not even barely in), a near 1500 province map. Its massive. Looks beautiful too. But it isn't that why I think the game is good at all. You got population, building, can semi-control your army (at least control how its setup), a very indepth magic system...POPULATION! I never see population barely in games these days. It reminds me of victoria 2 pops...like I always see stupid "1-100" or whatever number to represent a stupid pop. DOMINIONS HAS REAL POP (or real as it can be I guess)! Or I guess there is that space 4x game and Aurora that has pop, kudos to those. You can build too and all kinds of things. Its just so more involved. And I find the AI fine, I mean its far better than warcraft/starcraft AI and I enjoyed playing singleplayer classic warcraft 3 and the new starcraft for ages lol. Never even touched multiplayer in those and the AI was pretty jank, but was just tons of fun. Dominions is the same for me, but with AI thats actually fun to play against.

Then again, do I play competively? Nope. I suck at games. Maybe thats why I enjoy so much playing against AI and with my friend :P Maybe sucking at games makes them more enjoyable :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on September 01, 2021, 09:18:13 pm
It's totally legit to prefer single player, I can dig it. I think most people like Dom multiplayer and coe singleplayer for pretty much the same reasons you like it the other way around, dominions has so much potential depth and complexity. In single player you can fuck around, but 99% of dominions is the depth of the magic/item system and the strategies and counter strategies and counter counter strategies that the AI simply can't even remotely start to access, all it can really do is recruit armies of random trash and throw them at you, and thus the only strategy you need playing it is to come up with some way to defeat armies of random trash and then you'll win. Which I kinda think is maybe a bit of a loss of the potential of the game. Whereas in COE it's more of a coinflippy rngfest without much strategy or tactics to it, you just run around fucking around, not much room for a really competitive game. Although I agree that COE is quite fun in multiplayer, even more fun then singleplayer for the reasons you said.

That said, man, 1500 provinces is a absurdly huge map. Most games I see play on maps of about 15-20 provinces per player, and have about 10 players. Your map is like an order of magnitude larger. I don't think I'd ever have the fortitude to actually chew though that much of a map, but more power to you if you can.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on September 01, 2021, 10:01:57 pm
One thing that helped me play and enjoy a lot more single player Dominions was NationGen. YMMV with that because we never did get really deep procedural nation features, so it's mostly just what you recruit and maybe spells copied from other nations (with a small number of exceptions). Still, just having new troops to throw against troops you don't know how to counter does make for nice variety.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Cthulhu on September 02, 2021, 01:20:37 pm
Are there any multiplayer rounds in the works?  Thinking about getting back into this but the nature of singleplayer makes it hard to commit to playing unless I know I can slip into some multiplayer games, and considering how long they take I dunno if I'm ready to try with complete randos. 

I'm bad and have no idea what I'm doing, but I have played before, I started the original Dom3 game way back when.  I'd try starting one myself but it's been so long.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on September 26, 2021, 07:17:51 pm
Just had a siege battle where I'm attacking with 180 units, and the enemy (C'tis) has a bunch of priests spamming heavenly strike. Thing is, more than half of these struck my god until he died (8 times). Now I don't really know how to do the statistics for this one, but I get the feeling the chance of that happening should be somewhere around .0000000001%, and that's just the chance to hit and not magic resistance or anything.

Is there some mechanic I'm not aware of that lets your priests target the largest unit or something?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on September 26, 2021, 07:43:26 pm
It's been a while, but yes, mages will tend to target high hp units. This is why summons like the Crusher exist, they can draw evocation fire away from the damage dealing units in your army.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on September 26, 2021, 07:55:26 pm
So that's the default Ai for mages? Huh, good to know.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sean Mirrsen on September 27, 2021, 02:10:36 am
I'm pretty sure that, since mage commander orders are limited to just "cast", without the granularity other orders get (i.e. you can have "attack cavalry" or "fire at fliers", but not "cast at large units"), the mage AI just does the same thing that regular AI without specific orders does, and picks what to do according to battlefield situation. Which can and will include picking targets that result in the most damage dealt, picking most threatening targets, etc.

I find it curious that setting the orders to "do whatever" is the only way to get some advanced behavior out of your units. Like getting your Wardens to move up a few paces to get better shots with the crossbows, or to have your javelin-hurling warriors of all kinds to actually use their javelins without forgetting to get up close and smash their enemies' faces in.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on September 27, 2021, 01:57:56 pm
It actually makes a certain amount of sense - rather than giving your commanders instructions to engage specific targets according to an overarching plan in preference to things that might seem like more of a threat to them, you let them use their judgement and/or sense of self-preservation to pick their targets. The only thing that feels weird is that all units have the same judgement rather than some being more short-sighted or self-serving.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on October 05, 2021, 01:46:56 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sean Mirrsen on October 05, 2021, 02:30:55 am
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.

I don't know about mods, like game mods, but you could use something like Dropbox to automatically preserve your previous turns. You would have to symlink (or hardlink, I don't remember which I used) a folder inside your Dropbox to the saves directory of Dominions - this way Dominions would put its saves directly into Dropbox, which would immediately sync them. Then if you messed up, you go to the dropbox website and download one of the previous versions of the .trn file.

There are probably better automatic cloud backup services than Dropbox nowadays, but it's the only one I'm familiar with.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on October 05, 2021, 05:06:50 pm
Ooo, I like that idea. I've never used something like Dropbox before. Is it easy?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Chosrau on October 06, 2021, 01:53:09 am
You could also try this automated turn archiver

https://www.dropbox.com/s/mru8mslvxto4war/Dom5TurnArchiver_v2.zip?dl=0

Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sean Mirrsen on October 06, 2021, 03:25:10 am
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.

I've never used the turn archiver though. It might be a better option if you just need the save-backup and don't necessarily want to have the entire cloud-backup service thing that's intended for more general usage.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Moddan on October 06, 2021, 09:55:57 am
You could also try this automated turn archiver

https://www.dropbox.com/s/mru8mslvxto4war/Dom5TurnArchiver_v2.zip?dl=0

Thanks, this seems great for testing stuff.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: nenjin on October 06, 2021, 02:14:57 pm
I find the save folder and make backups for my SP. I back up ever few turns. Once you've gotten a guy cursed but only realize it like 5 turns after it happened, it's nice to roll back and try to avoid that fate.

Tedious and I could probably write a batch script to handle it, but savescumming is as savescumming does.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on October 06, 2021, 04:44:40 pm
Never did anything like this for single player, but I definitely loaded previous turns in mp games just to scout out someone's exact army composition or whatever. Even got into the habit of writing the turn number in my orders submissions to the llamaserver so I could look at my old orders as well.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on October 06, 2021, 05:26:06 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Sean Mirrsen on October 07, 2021, 10:21:07 am
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on October 07, 2021, 04:28:27 pm
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.

Yeah I have Java updated to the latest version. That was the first thing I checked.

Wait a minute... I doublechecked and while it said it automatically updated 2 days ago, the update number doesn't match the website. So I manually updated it and.... I'm still getting the error.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on October 10, 2021, 07:13:56 pm
Been playing marignon and ended up on a small continent surrounded by water. I have sailing commanders but not all of them. Is it impossible to bring a commander along for the ride with another sailing commander? Because it's going to be expensive to get all my mages moving if I have to use gems.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on October 10, 2021, 09:46:23 pm
Only way is with a pocket ship or some form of waterbreathing. Otherwise, yeah, it's gonna be teleporting.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on October 10, 2021, 10:17:46 pm
I was afraid so, on another note, I just discovered that independents can have bodyguards.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on February 02, 2022, 10:55:17 am
Someone in laugh thread advised me (http://www.bay12forums.com/smf/index.php?topic=139883.12150) (yeah, it's a link to the page  ::) ) to try to start another round there for a change of company. Quite perplexingly, as the thread is deserted and we had not a round for years. But well, no harm in trying. Will there be five-six players, i wonder?  :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on February 02, 2022, 11:01:12 am
I am ready for another defeat at the hands of marginally competent players.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on February 02, 2022, 11:32:51 am
I'm in the same boat as a1s. I'd love to play another round and fully expect to get stomped on by better players.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: RexMundi on February 02, 2022, 04:19:36 pm
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?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on February 02, 2022, 05:14:24 pm
Do the turns still take a hour, with an extra hour of testing tactics?
I probably don't have the time, but maybe I could try "half-ass" mode.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 02, 2022, 07:47:57 pm
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.

[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.]
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on February 02, 2022, 09:36:09 pm


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.

[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.]
What, no Obligatory Atlantis?
Oh well, we'll just have to run another one later!
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on February 02, 2022, 09:55:21 pm
How were ya'll thinking of hosting the game? I recently finished a game, so I might be up for another.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on February 03, 2022, 01:22:46 am
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
Well, looks like there are maybe six players. Will create a thread sometime soonish.
EDIT: And done. Which era are we playing? I gravitate towards middle, as i don't like early for all these supermen stomping around, and late is nice, but samey.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on February 03, 2022, 04:49:13 pm
I don't particularly care about the era, but most of the nations that interest me at the moment are in MA so...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on February 03, 2022, 06:56:50 pm
+1 Middle
Pretty much the only real loss is blood Mictlan.  But they get my favorite guy, Quetzalcouatl!
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 03, 2022, 09:02:08 pm
I'm very probably going to regret this, but... I'm in, and I'll vote MA.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on February 03, 2022, 09:49:42 pm
Oh, I was recently testing out some builds in singleplayer after a long Dominions drought. Think my upcoming work schedule would make a game difficult though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on February 04, 2022, 03:18:19 am
MA it is, then. I'll play as Ind.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on February 04, 2022, 07:58:23 am
Yeah. Middle would be my vote as well. Fine with all three, but I prefer middle and early :P.

I'm leaning towards Na'Ba myself, trying out different expansion strategies. It's easy to expand with their sacreds, they can stomp indies, but they sorta suck vs national troops so I'm not sure if it's worth doing it.

As for the other game settings, I read the opening post (http://www.bay12forums.com/smf/index.php?topic=179517.0) (wasn't sure if I should post this here or there but it seems like people are talking about it here.). Most look cool to me, although I got 2 comments. I'd prefer something other then the base games default generation, the base game maps are, to me at least both ugly and poorly made. Although I can certainly live with it if that's what people want or we can't find something better for our number of players. Second for score graphs is there a particular reason to go with No Info on Other Nations instead of Off? I don't think Eyes of God is a problematic spell. Both of these are pretty minor concerns for me though, if that's what people want.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on February 04, 2022, 10:32:10 am
Graphs were that way because i copied them from previous round without looking. Of course they are off.
How about Snerdryn (https://steamcommunity.com/sharedfiles/filedetails/?id=1492119021&searchtext=) for a map? Should be fine for now maybe eight players.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ndkid on February 04, 2022, 10:35:28 am
I don't want to yuck anyone's yum, but this conversation seems to have pretty decisively turned into something for PWYB
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on February 05, 2022, 08:17:28 am
Hey, so there's that 'vulnerability to salt' thingie on some units? Looks new. How do I get my hands on combat salt, though?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on February 05, 2022, 08:45:03 am
Enchanted Salt is a construction 4 earth 1 for 5 earth gems item. It essentially acts as a weapon you put in your miscellaneous slots like a stone bird. It gives you an aoe 1 melee range non repelling length 5 1 damage AN salt attack. Vulnerable to salt units are stunned by taking salt damage, so it's pretttty devastating against them since it's an undodgeable and irresistible stun. It was added to the game to counter the Jinn units from the Ubar nation line for the most part, and it does that very well. Also works against some types of ghosts! And Bizarrely the floating mind. Despite that being a jelly fish that lives in the, presumably, salty ocean.

DE (if you play with it) adds a couple of spells that let water mages spray salt evocations as well, but I'm unsure if the base game has any other sources of salt damage.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on February 14, 2022, 07:29:04 pm
Q1: anyone remembers what sites cause death 3 in a province? Or does any 'increases death' site from mod inspector does that (and I kinda vaguely remember there being more death-causing sites than what is listed there; wasn't there a blood one too?)?

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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on February 14, 2022, 07:46:15 pm
All sites that increase/decrease a scale will do so until they reach the maximum/minimum, so any 'increases death' site will eventually reach Death 3 unless opposed by someone's dominion.

I could have sworn that there was a blood site that increased death as well but I can't see anything like that. Weird.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 14, 2022, 07:57:10 pm
There's very few candidates. Looking at the inspector, for random sites you've got Draining Stone (D3, waste-only) and City of 1k Wonders (D1, any non-cave land) as uniques, Banefire Braziers (D1, any land) as rare, plus the commons Stale Current (D1, Sea), Dead Forest (N1, Forest), and Well of Pestilence (D3, any non-cave land). Generally, if you see death scales, it's a disease-ridden Well of Pestilence. I want to say there's variation as to how strongly they push scales, but the mod inspector doesn't show it, and in a neutral dominion any of them can spike up to death 3 if the RNG swings that way.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on February 14, 2022, 08:19:09 pm
If there's any variation/strength it's not declared or documented anywhere I can find.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 14, 2022, 08:25:41 pm
Methinks you're right. Looking in the modding manual shows the scale command for sites only takes one argument, which is the scale affected. I'm pretty sure I'm confusing sites with Thrones - though those only change the pretender's dominion, and they use the same basic site scale command. So yeah, any site that affects scales should be able to get you to +/-3 equally well...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on February 14, 2022, 09:36:25 pm
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.

Just theory-crafting here, but the problem is they aren't very killy and despite the 36 hp, not that tough either. Maybe the best you can do is give them water bottles and let the elementals take on the pd. A Jarl is more than twice the cost but at least can self-bless and comes with a shield and actual armor.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on February 14, 2022, 09:45:40 pm
Jarls ain't stealthy though. A dozen stealthy thugs in enemy territory, each soloing a 10-15 pd province first day of a war, is what I'm thinking here.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on February 14, 2022, 10:04:21 pm
In previous versions, I think the strategy was to use them as thugs with Snake Bladder Sticks + Armor.  Flying Boots/Trample Boots optional
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on February 14, 2022, 10:15:46 pm
The problem is how to make the scouts cost-effective. I'm assuming the basic bless idea is Larger + Regen, so you've got +5hp/rd... but the problem is that if you want them to be killy, they need at least a Frostbrand, and to not die they need some sort of shield or armor. That means you're looking at no less than 15 gems after a bottle of holy water is added. I'm not sure you can reasonably make this into something that can safely solo modest PD unless you really go nuts on the bless, and even then it's possibly dicey, especially since the kind of stuff that seems most likely to help would require very toxic dominion to buy (e.g., ethereal).
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on February 14, 2022, 10:43:25 pm
Solo the lightly defended provinces and double or triple up on the others would be the tactic there, I think. Still a hard sell if you're spending 15 gems on a thug without paths. Feels like you'd have better results with 3 nicely geared Skratti.

Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on February 15, 2022, 10:11:49 am
So if you're interested in this game, it's actually on sale.
https://store.steampowered.com/app/722060/Dominions_5__Warriors_of_the_Faith/ (https://store.steampowered.com/app/722060/Dominions_5__Warriors_of_the_Faith/)

Wish it was on sale when I had to purchase it to play multiplayer, but whatever.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 07, 2022, 08:56:28 pm
Playing Dominions again for the first time in 1-2y has kinda made me wanna go back and work on NationGen again. I had so much half-done work, especially on occidental nations and enkidu nations. I don't think I'm in a headspace where I can do that, but I keep going back and looking at the stuff, sigh...

(https://i.imgur.com/15o3GMo.png)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on March 08, 2022, 01:54:41 pm
Ind in Bay12 Round 5 is searching for a replacement.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on March 12, 2022, 01:08:13 am
Fiddling with MA Ermor and reviewing other nations, I think certain nations like MA Ermor are more suited for a single player game rather than multiplayer competition.  While a player certainly can play MA Ermor, they're both forced into early war with their neighbors and not well protected against such wars.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 12, 2022, 01:24:33 pm
They're quite capable of it - it just takes more finesse. Dominions doesn't have rock-paper-scissors balance - there's nations that are easier and harder along various axes, and domkill nations tend to set diplomacy to hardmode in MP. You definitely can't play Ermor the same as a living nation, though.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on March 12, 2022, 10:02:47 pm
They seem to be decently popular in multiplayer from what I've seen, maybe not as much as nations like Ulm or Ys, but certainly better then the unpopular nations like Eriu. And I think they are pretty good in an early war. A lot of times just a giant mass of undead can be good enough early, and a proper bless on lictors turns them into absolutely terrifying killing machines that can kill 10-20 times their own numbers in normal human infantry without taking a scratch. I think they do suffer in the mid game though with their bad research which leads to a mono dimensional threat profile. That said, strong early, weak mid gives them I think a bit of a leg up on the diplomacy game where they are as Albright says suffering in, since no one wants to be the first one to fight Ermor and you can sorta leave them until later when you can deploy good counters... just hopefully not too much later when they turn into the turn zombie apocalypse.

Edit: I guess I should say to make clear, it's not that Ermor has a weak mid game, their mid game is actually super strong, just that they can get there later then other nations, and that can be a huge deal if say, someone comes at you with thuam 6 when you're still on enchantment 5.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on March 13, 2022, 01:53:28 pm
I think MA Ermor is more popular because people like playing it, rather than it necessarily being a great MP nation.
I've seen a least a couple Ermor mega fails.
Their expansion needs to be timed out perfectly, and I personally think they need to lean on Indy mages more than others, yet they don't have the gold for it.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ZebioLizard2 on March 14, 2022, 07:20:44 am
Ermor's been there since the original Dominions and has always been kind of a popular fun nation. There's ultimately just something about being a big bad necromancer god with differing mechanics from normal nations and your whole shtick is turning the standard thing on its head and producing a bunch of undead hordes with some powerful sacreds and dark gem fueled summons to flood the world.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on March 15, 2022, 02:43:05 pm
Anyone knows how the affliction resistance perk works, exactly?
I see it on Phlegran gigantes, and they certainly do stay mostly healthy despite heavy fighting. But what does the number by the perk signify? Is affliction resistance 3 a bit better than 2, or a whole lot better?
And how does it interact with curses?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on March 15, 2022, 02:54:35 pm
Quote from: Dominions 5 Modding Manual
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.

If the modding manual is correct, then each point of affliction resistance provides less of a bonus than the one before it. I can't find anything about how they interact with curses, but I assume they stack multiplicatively.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on March 15, 2022, 04:56:36 pm
Ta.
I found this on the illwiki (should have looked there first), in case anyone's interested:
Quote
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:
Quote
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)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 15, 2022, 06:15:10 pm
One thing that's odd about this is that etherealness doesn't figure into it. Or alternately, that units like all of Lemuria's spectres have no affliction resistance. It makes sense that Therodian spectres can be convinced their leg got chopped off, but Lemurians seem to be aware of what they are and should be a bit less, you know, corporeal...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on March 15, 2022, 06:30:05 pm
That already seems to have been factored in etherealness negating damage. Once they're convinced they got hurt, they might just as well get a permanent wound.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on March 21, 2022, 04:42:59 am
Did I mention that I'm playing single player MA Ermor as the Titan of Forethought?  ;D
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on March 21, 2022, 08:21:32 am
What bless are you using on that bad boy? There's certainly an allure to a titan as ermor for SC duties but they seem hella expensive to me, especially the non death ones since ermor sorta needs that death 3 to get that dusk elder. And since you can get a rainbow titan on the cheap by taking the freak lord and twiceborning it I'm not sure when an actual titan titan would be worth it.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 21, 2022, 04:00:53 pm
That bit with Freak Lords seems like an oversight that makes the Twiceborn shenanigans LA Phlegra can use to make Laestrygonians more palatable positively pedestrian. I'm assuming it's based on not thinking about the second form and the fact that they're cavalry - lobster-rider pretenders turn into size-4 shambler mage wights, so it'd fit. For that matter, I seem to recall mundane elephant-riders turning into size 6 titans when I tested them, so it was probably just a mass script set by the devs that didn't take cavalry/mounts into account.

(The biggest downside of this would be the max dominion cost - a large part of the appeal of titans is their relatively high starting dominion, which Ermor definitely needs. Still, if you want a rainbow titan...)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on March 21, 2022, 04:10:26 pm
So, nobody got the joke where the Titan of Forethought is somehow in charge of MA Ermor, the anti-thesis to forethought?  ;D
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on March 21, 2022, 04:29:19 pm
MA Ermor is just EA C'tis long play to control the world from the shadows, eventually culminating in LA Ulms Illuminated ones who are clearly just a catspaw for the secret C'tis new world order. Now that's forethought.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on March 21, 2022, 04:38:32 pm
Is there a titan of five-dimensional chess?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on March 21, 2022, 05:05:57 pm
Is there a titan of five-dimensional chess?
I didn't know they made a titan based upon you...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on March 21, 2022, 06:30:01 pm
Spoiler: Smart Guy (click to show/hide)

Spoiler: Bless for Smart Guy (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on March 21, 2022, 07:18:25 pm
Huh, how do you have darkvision? Is that a throne? Also, the astral bless points don't seem to add up, 6 astral with 3 spent on mr and 1 on magic leadership.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on March 21, 2022, 07:36:54 pm
Correct on the throne and dark vision, I don't think it's part of the original bless.

MR +2 maybe solves the mystery? Or I just didn't bother to maximize.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Karlito on March 22, 2022, 09:56:21 am
Spoiler: Smart Guy (click to show/hide)

Spoiler: Bless for Smart Guy (click to show/hide)

No death? Now that's forethought!
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on March 22, 2022, 01:17:48 pm
I used to like doing no death ermor pretenders in the earlier dominions. Wouldn't even for a second suggest it's even a little multiplayer viable, though, or even particularly singleplayer, either. The start for it is just way, way too slow, heh. Even having it on a strong chassis for early push and/or research is just viciously slow going. No clue if D5 makes it any easier or not, but I'd be surprised if it did.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 22, 2022, 01:49:21 pm
As someone who likes to do high-death-but-imprisoned SP Ermor pretenders, I can assure you it's no easier in Dom5 than it was in earlier iterations.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on June 20, 2022, 10:22:04 am
New Bay12 round is up:
http://www.bay12forums.com/smf/index.php?topic=180009.0
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on June 23, 2022, 02:48:19 am
Spoiler (click to show/hide)

Those alternative bless effects look like fun, seems you can mod around with them.

Unrelated, there is a Dom5 MP Game (http://www.bay12forums.com/smf/index.php?topic=180009.0) starting up.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 03, 2022, 07:05:42 pm
Behold the majesty of fat vanara!

(https://i.ibb.co/z5hZ7PB/vanara-base-fat.png)

(I'm not saying I'm up to going back to working on NationGen, but the last couple of CoE updates are certainly tempting me...)

(Would it be... excessive to add, erm... "gourmand" vanara as a theme alongside the current standard, alpine, vanarabred, and winged varieties? Co-occurring most frequently with elephantmen, hoburgs, and ogres?)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on July 03, 2022, 08:27:13 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 03, 2022, 08:57:45 pm
Ugh, why is this so compelling?

(https://i.ibb.co/cbSLGXY/colossi-base-fat.png) (https://i.ibb.co/RpkM05W/colossi-base-fat.png)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ThtblovesDF on July 04, 2022, 01:56:49 am
Return to royal monkee.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on July 14, 2022, 12:46:52 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on July 14, 2022, 04:16:51 pm
ÆtherNomad is a king of OPness. When you think mods just can't get any more stupid, he cackles and unrolls something like this:
Spoiler (click to show/hide)
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on July 14, 2022, 05:06:08 pm
ÆtherNomad is a king of OPness. When you think mods just can't get any more stupid, he cackles and unrolls something like this:
Spoiler (click to show/hide)
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.
And if you don't kill off the nation by Year 5, they get to trade it in for Vast Teleporters.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on July 14, 2022, 07:02:14 pm
"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 :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 14, 2022, 07:08:48 pm
Let's not forget MR 30. The highest MR anything in vanilla has is 22, and that's Doom Horrors and God Vessels/Legion of Gods. The Uttervast this turns into only gets 20.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on July 14, 2022, 07:27:56 pm
"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 :P

I am genuinely curious how a single Sauromancer managed to take the gate out.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on July 14, 2022, 07:33:37 pm
Rigor Mortis. Sauromancer fatigued himself (and everyone else) out and then waited 150 turns for the turn timer to kill everyone.

Can see at some point he woke up long enough to cast horde of skeletons once.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on July 14, 2022, 07:46:25 pm
So the Eternal Gate is a stone being but not inanimate? Either that or the inspector is lying to me about what Rigor Mortis affects. Or Hellenika changed its effect.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on July 14, 2022, 07:47:49 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: a1s on July 15, 2022, 03:55:40 am
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).
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 15, 2022, 08:53:18 am
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.

Just siege it with, like, a scout- the game isn't won by conquering enemies, it's won by taking thrones (usually).

Immobiles can't lift sieges, but they can patrol provinces. If the whole conceit of my pretender is that I have something that's basically worthless for anything but not ever dying, I can assure you it'll be on patrol any turn I'm not empowering it.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on July 15, 2022, 09:12:29 am
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.
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.

Doesn't sound like the designer in this case would actually do something like that, but still.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on July 15, 2022, 09:21:21 am
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. 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.

Doesn't sound like the designer in this case would actually do something like that, but still.

They did.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 15, 2022, 09:23:59 am
Yeah, just checked. AE did precisely that. It's truly and entirely meant to be an inert lump of indestructible rock. And as long as you support it, that's what it will be.

Aside: dear lord Hellenika is bloated. I do not have a weak PC but the delay when I loaded the mod was very, very noticeable.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: The_Explorer on July 15, 2022, 11:24:04 am
Maybe its just me and a very small group of players that play/feel the same. But I find this game far better for singleplayer imo than CoE and one of the better singleplayer 4x's out there (especially fantasy ones)...where as I find CoE a ton more fun in multiplayer than singleplayer (and I have more fun multiplayer in that one than most 4x multiplayer games).

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
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 15, 2022, 11:59:11 am
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.

If we're going to be silly and really take this seriously, you can do it with a "mere" 315 gems/slaves by tanking your scales and putting 9 points into a path at the start, which also lets you have a bless... albeit at the cost of scales that'll doom you to die well before your imprisoned pretender gets loose. On the plus side, if you somehow last until 5y, your Uttervast will be e.g. 5S11B instead of just 5S.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on July 15, 2022, 12:16:58 pm
All scales dumped ✅
God imprisoned ✅
Bless only consisting of 9+ bless points in one path ✅

Honestly I think this sounds like you have made the ultimate build. But what nation to pick? I'm not familiar enough with Hellenika nations to know if any of them would do particularly okay like this. Acadeia could fix their scales I guess?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on July 15, 2022, 12:29:07 pm
Speaking of Arcadeia. I suspect you can do pretty silly things if your capital is sorta unconquerable.
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?
EDIT: Tir na Nog's Sidhe Lords, although they will cost a pretty penny. Alternatively, Caelum's seraphines.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 15, 2022, 12:53:07 pm
I'd argue you'd want Berytos or Sa'Ba even though neither have exactly what you're calling for. Berytos can bloodsac wildly, and Sa'Ba has some stealthy priests.

That, or play w/the nation the dumb thing is intended to be played with, Ylthule. You can take 9 points in a path on an awake Gate with one scale at -3 and all the rest at 0, and you get 5 bonus bless points in whatever path you pick anyway. That's with 9 Dom as well, mind you. They also have stealthy H2 priests, for that matter. If you want to start at 10 path points, you can tank another scale to -3 and get 10 candles.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on July 15, 2022, 12:58:10 pm
Whoops. Somehow i completely overlooked that hallowed wanderers have stealth and teleport.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 15, 2022, 01:21:52 pm
You don't really need to tank your scales with Ythule b/c of how many free points you have to work with, but even if you did they start with a site that gives you +2 to all scales but temp, so you could almost certainly spread the cheese on pretty thick with them. The downside, ofc, is that you only have indies for troops.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on July 15, 2022, 01:26:35 pm
I almost want to play this bullshit now. Almost. Although, as are many things in Hellenica, it would be supremely unfun to play against, so i wouldn't be able to.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 15, 2022, 01:44:48 pm
Let's not forget you get this nonsense on turn 2 if you play as Ylthule with a Gate:

Spoiler: Sure, why not? (click to show/hide)

(Note the BV is from the Gate's bless)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on July 15, 2022, 02:37:52 pm
How much slaves is 8.5 slaves?  :D
Spoiler (click to show/hide)
Well, game says 8.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on July 15, 2022, 04:50:37 pm
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).
Now to figure out how to install mods in Dominions these days.

COULD SOMEBODY PLEASE LINK TO THE MAP?! Google seems to think it doesn't exist.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on July 15, 2022, 05:22:39 pm
COULD SOMEBODY PLEASE LINK TO THE MAP?! Google seems to think it doesn't exist.

Bozmos? (https://drive.google.com/file/d/1Ve7KcIZEnyzryK2c6DcCLURaTE5AZHz1/view) I think this is the latest one. Not sure though.

Edit: Also you install mods by clicking tools and manuals on the main menu, then open user data directory, then putting the mod files in the mods folder. Same with maps.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on July 15, 2022, 05:27:19 pm
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).
A bunch of crude copypasted sprites and jpgs is cool for you?  ??? Well, whatever you say.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on July 18, 2022, 12:19:26 pm
I've never quite figured out how important precision is on archers. My thinking it they're mostly used in large-ish groups vs large-ish groups, so a rain of arrows will do about the same amount of damage regardless of precision. It's not a single mage casting expensive evocations, where each shot landing accurately counts. But maybe it's actually important here too?
E.g. look at the indie amazon vs the atavi archer. Is the amazon's 12 prc vs atavi's 10 really worth the extra 5gp and 11 recruitment points?
Did anyone maybe do some testing w/r to the varying effectiveness of low vs high precision archers?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on July 18, 2022, 07:44:48 pm
Tbh I have done some testing on the effectiveness of increasing precision of my archers, but it's extremely difficult to really get a intuitive grasp on how much it matters from simply watching it play out because as you say archers are normally a large scale thing. On a small scale archers even with a lot of a precision buffs will still miss a lot. On a large scale it's impossible to keep track of the increases in efficiency without more effort then I'm personally willing to put in, so I guess really only like... A LOT of testing and looking into the ultimate results would really help, more then I was willing to do at the time.

Here's my take on it though:

Precision, except for very high amounts of it, doesn't matter too too much. It sets a range where you have perfect (not actually perfect because there's a DRN roll) accuracy, which is where archers and mages are very deadly, but this range starts out very short and you need a lot of +precision to make it large enough to get an extra volley/cast an extra spell as the enemies close most of the time. Theoretically if you have ways to slow the enemy or otherwise keep them in or near this area, +precision might matter more, and there's theoretically break points vs specific combat speeds where precision gives you an extra "perfect" accuracy volley. But I have no idea where those break points are.

Outside of this perfect accuracy zone precision will lower the amount of deviation your shot will throw, but that deviation is on a bell curve anyway, not a hard number. So the actual gain in precision is... Hard to tell? If you're trying to hit a small target it will help more, but you're also likely using the wrong tool, if you're trying to hit a fairly wide area of squares, it'll help less and I think is, as you sorta said, matters less, firing into 200 dudes isn't going to be helped enough by +2 precision to make it worth paying more for it for the most part.

My ultimate take away is pretty much what you started with. Use archers in massed battles (or, often, not, since a lot of times archers suck) Use mages on advance and cast spells :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Il Palazzo on July 30, 2022, 05:40:25 pm
Q: the description of the swiftness air bless mentions something about helping to attack first in combat. The illwiki doesn't seem to have any mention of such mechanic. Is this a real thing (and how does it work, if so)?
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 30, 2022, 06:15:08 pm
It's derived from the higher combat move speed. It only applies to initial contact after moves. When you're stuck in, it won't help.

Quote from: Dom5 manual pg 75
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
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on January 22, 2023, 03:07:37 am
If there weren't only two of those goons in the "anime pack", i'd think that modders engaged in silly oneupmanship.
Spoiler (click to show/hide)
Hoshino also has a cursed book that gives her +3 to sorcery, which leaves her with enormous stats, yet only 1 innate astral. Unlike many, i generally don't mind magic duel (since, despite massive playtime, i have never been on either receiving or dealing end of particularly frustrating examples of it's usage), but it's vexing that Not-a-witch-Madoka the Great Destroyer or whatever can get easily destroyed by any decent astral mage, even though it is fairly unlikely to happen.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Duuvian on March 31, 2023, 01:56:10 am
I found this posted on the Steam discussion forums for Dom5:

http://dominionsmods.com/index.php?showtopic=4240

(https://i.ibb.co/T1WfFT2/unitroster-FR.jpg)

It sounds impressive, though I haven't tried it yet. The author said it hasn't been balanced for multiplayer.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on March 31, 2023, 02:20:14 am
Seen it too, but i have hard time getting past mostly vanilla sprites (usually not even recolored) and obvious jpgs from elsewhere. Nothing impressive about that part at all. Therefore i wonder how it received more vocal attention than most other mods, so to say, any at all. Perhaps it is because of aggresive advertising in place where it does not belong.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on March 31, 2023, 05:27:29 am
It's possible that a lot of thought and care has been put into the national rosters, unit stats & descriptions, custom spells, custom items, etc. and it's doing a good job translating the feel of D&D FR into Dominions despite the author not having the skill to make new sprites or the time/patience/confidence to teach themselves how to.

It's also possible that none of that is true, and it's just overrated.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on March 31, 2023, 07:14:26 am
Although some of the sprites are meh and it's difficult to match illwinters best work (although not so hard to match their earlier worse stuff that is still most of the game) I think quite a few of the sprites added by the mod are quite okay.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ZebioLizard2 on March 31, 2023, 07:45:16 am
Haven't given it a proper try but it does look quite extensive. That tends to get a nice look from people given how much effort that'd take.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on July 13, 2023, 03:46:56 pm
Dominions 6 is officially announced. (https://steamcommunity.com/app/722060/discussions/0/3800525036435042881)

We'll be getting more information eventually, but for now the announcement is just that they've been working on it and they're expecting to be finished by the end of the year. Maybe this will push me to finish Vanlaw/Mahinda. Not bloody likely.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 13, 2023, 07:01:35 pm
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...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Radsoc on July 14, 2023, 02:41:56 am
Had hundreds of hours in dom4. 5 a couple, just didn't resonate. Hoping for 6.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Coffeespoons on July 20, 2023, 03:54:36 am
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...

I've spent dozens and dozens of hours with NationGen.  So appreciative of the hard work you put into it and stoked that you'll be updating it.  Thanks!
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 20, 2023, 08:47:40 am
I'm serious when I say I'd better not make the time. I have trouble thinking of a worse release date for Dom6 if the goal was to sabotage me; that'll be right around the end of my first semester in a new degree program. Yeah, I'm gonna be tempted - SOOOOOO tempted - but I really need to ignore it. If I do succumb and mess with it, I'd need to wait until next summer - and even then, I probably won't have the time. This is the same sort of thing that forced Elmokki out of active development for the most part...
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Frumple on July 20, 2023, 11:36:43 am
Yeah, you got a higher priority, heh. Maybe even skip on D6 entirely so you won't have physical access to the temptation, you can come back to it for 7 instead :V
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on July 21, 2023, 07:18:40 pm
I definitely preferred Dominions 5 as a game, but yeah I had lots more time to play Dominions 3 & 4.

NationGen for Dominions 8 better be perfect, LOL.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on July 22, 2023, 10:00:35 am
We have a Steam Page for Dominions 6 (https://store.steampowered.com/app/2511500/Dominions_6__Rise_of_the_Pantokrator/)

Most notably, we're getting an entirely new magical path: Glamour. It's picking up 'illusions, phantasms, dreams and the stuff of forgotten legends' from Air magic, so we'll have to see how its inclusion works on the battlefield and what Air gets in compensation. Scales also seem to be more dynamic, with your choice of nation and pretender affecting their limits. Riders and mounts are also going to be separate entities, though I'm not sure how much that'll affect battles. Speaking of battles, unit sizes seem to be tweaked as well to be more granular, though I don't see the point that change. The only reason I can think of it's to make hoburgs no longer as small as bugs.

Obviously we're getting new nations as well, and one is even shown off in the store images. Pyrène is a nation obviously based on the Basques, that has gone from dwelling in caves to blood sacrifices to goat-demons, so Marignon is going to have a fun time with them. Pyrène also gets sacred Mouflon cavalry, which is awesome.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on July 22, 2023, 10:27:26 am
One thing I don't see mentioned is the rumors of new planes of existence. Which are the rumors I'm most excited about learning more about. I'm certainly getting pretty hype.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ZebioLizard2 on July 22, 2023, 10:31:17 am
Hopefully air gets compensation. I'm halfway expecting it to just lose all its fancy illusion stuff and get nothing but one or two spells.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on July 22, 2023, 11:00:24 am
We'll have to see, although I would be more worried about how they'll flesh out the Glamour school. Air is imo already quite a good path even without illusions. It has air shield, fast movement, air elementals, and probably the best evocations in a lot of situations. It can certainly afford to loose the illusion elements which I do think is honestly a pretty minor and in most cases weak part of the path (could even be an air buff buff in some sense, I want my off script air mages to be casting evocations most of the time, but they freaking love phantasmal warriors.) and still remain a very good path, even with zero compensation. But since those illusory elements are so weak, the glamour school will have to get a lot of new stuff to catch up to the other schools in usefulness. Although there's a lot of low hanging fruit there with various illusion summons and stuff like invisibility buffs (Which might be opop)

I'm interested to see if glamour thematically replaces blood as the 4th sorcery school and blood gets kicked out to be its own thing, or if it's going to be the fifth sorcery school.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ZebioLizard2 on July 22, 2023, 11:19:28 am
Air Elementals were mentioned.. I cannot remember where I saw it exactly that they're getting some serious nerfs. Though mostly I just don't want it to become the school of pure Lightning at this rate I suppose.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on July 22, 2023, 11:32:27 am
I've heard that ethereal tramplers are getting nerfed to deal half damage, which is certainly a nerf to air elementals, although probably not a fatal one. Also with size changes we'll have to see where they end up on the size charts, although I can't imagine that'll be a nerf to them, I doubt anything that's currently smaller will become as large, and anything currently the same size already can't be trampled so it can only be an improvement.

Edit: Reading the store page more closely and the rumors, apparently Glamour isn't just going to be an illusion school, but rather has all the various weird/tricky/old power spells in it. Things like luck from astral, and apparently spellsinger communions are becoming a spell instead of a trait and they'll be in glamour. (Elf Communions, here we come? Maybe? Unless it's still nation restricted.) So certainly not worried about the spell school lacking stuff in it.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on July 26, 2023, 12:07:23 pm
Yikes. The new changes revealed so far make it very clear that NationGen is gonna need A LOT of work to be made Dom6 compatible. Separating mounts and riders will require core engine rework as well as a huge data and graphics overhaul. Adding Glamour as a school might not seem like it'd immediately be a massive problem, but it would; there's reams of data that'd need recoded (in the linguistic sense). NG has some rather large files full of hand-coded associations between words & concepts and spheres of influence, and all those would need reviewed and sorted. As would every nation's graphics components for their mages (and possibly sacreds) b/c there are various items and graphics that thematically align with air or astral or whatever.

Yeah, I'm gonna need to stay FAR away from NG and might be better off staying away from Dom6 to protect me from temptation. Which is a shame, because...

It's nice to see Air being taken down a peg. It's been far too strong over the last two iterations with both the strongest combat evocations (and combat summons) and some of the most devastating battlefield enchantments. There will be more than a few nations that will still have both air and glamour, but I suspect a lot of elves, forex, will not be slinging lightning any more. And when you do have nations that do both, the casters will have their skills split between two paths now - what once was a mighty slinger of thunderbolts and weaver of illusions may become a mighty weaver of illusions who can make a tiny spark jump from one finger to another. Nations like Berytos will just become storm factories with no particular tricksieness up their sleeves. I am rather curious if "fate" is going to be lumped in with Glamour; I could see that going either way thematically. It would be a move to make Astral more "pure" and alien, but given how much overlap you have between fate and the stars in myth I feel like it'd be a hard sell.

Re: adjusting unit sizes, this is a change that was unexpected but welcome. Having spent way too much time fussing over these particular mechanics, the 1-6 size scale is wonkier than it might seem and some more granularity will be welcome. At the moment, size 1 covers everything from single spiders and scorpions up to 4-5' goblins. Size 2 is arguably more consistent, as it's mostly "human-sized". Size 3 is a mess again - there's very "short" size 3 humanoids, but it also includes lesser giants, some (but not all) trolls, reasonably-large animals, knights on barded steeds, etc. 4-6 are all a bit subjective; they're all "1 per square", but exactly how big they are is mostly just a subjective measure to determine who can trample who. If we're increasing square size (which it sounds like we are if normal unit numbers are going up), it makes good sense to stretch out the size scale. Likewise, if we're differentiating b/tw mount and rider, some more granularity can't hurt. I'm wondering if AoE spells and effects are going to get adjusted as well; otherwise, this will end up being a buff to evokers even as the descriptions say that the new version is increasing the importance of armies and making battles less dependent on mages.

Anyway, it'll be interesting to see what other changes get announced even if I need to stay away from it. More Late nations means we'll probably finally see some nations like Ur and Machaka coming to the degenerate era of men and steel, which should be interesting.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on July 26, 2023, 12:21:05 pm
I wonder if ranged combat mechanics are going to stay the same. My understand of how arrows work currently is if they land in a square with anyone in it, after choosing a target the to hit roll has a bonus based on the size total of the units in the square. In essence, the more dudes in a square, the more likely an arrow is to hit them (and also more likely to bypass a shield) so with 10 size to a square that's quite a big buff for arrows abilities to hit people/bypass shields if the roll remains the same.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: USEC_OFFICER on July 26, 2023, 08:36:37 pm
According to the manual it's:

Quote
Attacker: DRN + (Size points in the square) +2 if magic weapon
Defender: 2 + DRN + (shield parry value x2) – (Fatigue / 20)

But those rolls don't show up in the combat logs so I'm not sure. If it is being rolled then I wouldn't be surprised if they halved the bonus to keep things relatively balanced. Something to wait and see how it works, I guess. Assuming that those rolls still exist and they're added to the combat logs, of course.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on December 31, 2023, 02:06:20 pm
A thing I never understood in Dominions 5 - how do you properly play as LA Marignon? For one, it seems to be the only nation that cannot expand by itself, unless you get very lucky with indeps. Starting footmen are so ridicolously inept you are actually better off without them. Warring is also odd. People seem to insist on hellblessed flagellants, but I don't see what bless can make them able to win fights. There was a bug (which was used to great effect with MA Marignon in one of the Bay12 rounds) where blood vengeance activated before luck, but even that is fixed now.
Never even seen Larignon being used to any actual effect. First I seen it played was somebody in Bay12 round trying to play through hellbless and blood and flopping it entirely. Next was my own attempt at mixed approach, which mostly resulted in me learning a lesson - if you want to play through blood, go all in. And the last was a blitzer that seemingly played through troops and navigators, but let all mages stay in the capital like lemons for all 50 turns. Apparently, he also spent crapton of cash trying to domkill someone with temples and missionaries.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: E. Albright on December 31, 2023, 02:31:11 pm
Against the AI, I always used pikes to expand. It seems to work. YMMV.

It looks like LA Mari is getting some love in three weeks when Dom6 releases. It remains to be seen if that'll be relevant here, though - since it appears to be summons, that seems unlikely...

Spoiler (click to show/hide)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on December 31, 2023, 05:09:49 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Micro102 on December 31, 2023, 05:21:24 pm
I hope I will be able to spam armies of horrors even harder than LA Ulm in the next version.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ZebioLizard2 on December 31, 2023, 11:31:11 pm
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.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on January 03, 2024, 04:03:34 am
Very fair, I suppose I should have said human sacreds instead of human nations :P

Although off the top of my head I can't think of too many summonable sacreds for human nations that I'd say are worth taking a hell bless, big issue with hell blessing summons is you are investing so much into something you don't get right away. It's rough spending all your points on something that doesn't help you early game. The fact that most summoned units are hard and expensive to mass in great numbers as well hurts too. Mictland has Ozies, but then again they are an exception to the first point about human sacreds not being worth a hell bless as well :P

I guess some people like doing quite heavy pig blesses for Marverni, I'm not sure it's not a meme, but at least it's some level of popular sometimes :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)

Ah! MA Ermor and LA Lemuria always take hellblesses for their (technically) summoned troops... And they still count as human... right?

Any more sacreds summons worth a hellbless for alone? I can't think of any off the top of my head, but I could easily be forgetting some... Maybe Se'ir (although most of those nations are not doing it for them alone) and I think Jotun Wolfs are sorta close, especially if you can expect a reasonable chance to control mother oak. Do people hellbless Sentinels? I've always sorta gone for a more moderate bless on them, but I could see it.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: EuchreJack on January 05, 2024, 08:24:20 pm
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.

Mictlan are fairly typical hellbless nation, since in EA and LA, they're a blood nation, so they can control where their dominion has dominance.  Dump their hostile neighbor into hell, while they keep relatively neutral dominion over a friendly border region.

Flagellants suck. Best not to put them in the same category as pretty much any other sacred troops.

it's still a meme.
...I thought all nations in Dominions were a meme.  :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on January 05, 2024, 08:34:19 pm
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.
Definitely seen EA Xibalba's freespawned hellblessed beast bats being used decently effectively, with combination of Death Explosion+Charged Bodies+Blood Vengeance+some other stuff, of all things.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Criptfeind on January 06, 2024, 09:23:43 am
Yeah, I'm sure Supayas can be great and maybe a bless for them is a better idea, they can maybe bit a bit hard to mass for the first war I guess if you want to also research and site search, whereas condors can be summoned at conjuration 3 at a pretty good rate. Well, not sure if it's "good" just that I've seen it done and win games. :P

I think they are sometimes considered opop for a lot of reasons... They sure do have a lot of amazing stuff, great magic access, flying, recruitable innate caster 2 is sorta insane, and of course spammable ghost sacreds.

The "kill me" bless on EA Xibalba is a interesting one to me, I've never tried it. I pretty much always go with a very killy bless. +strength +bloodsurge sometimes +attack ect. To turn the Ozies into blenders and make the recruitable sacreds into decent can openers if I need them to hit elites that my bats can't otherwise kill. It's also a decent bless on beast bats, improving their attack to make sure they get that fatigue in vs giants or be able to trade with medium tier troops. I'd be interested to see how it works out, although my first thought is that any sorta death explosion bless tends to be in the more "meme" category :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: Duuvian on January 11, 2024, 09:58:24 am
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.

Spoiler (click to show/hide)

With the bats you wouldn't need some of the other blesses foot troops need, so you might have to take less 4s in certain paths to open up the low level blesses. I can't remember which has the fast movement speed blessing for example, but if it's water you could cut that out of the build entirely with cheap flying sacreds.

I was trying to make Bogarus's awful sacreds useful so after trying a half dozen or so attempts at making them offensively powerful I tried using the pain reflection bless similar to the five-fold angel's ability. That was far too costly in points so I tried the death explosion bless and found it too vulnerable to arrows. I tried adding air shield but that didn't work as well as what I came up with later: adding to the death explosion bless the fire/electricity resist in earth blesses, charge bodies, and finally the battle map movespeed increase in either air or water, I forget which. The fire/electricity resists are to slightly lessen self-damage; I haven't done the math but I figured the electricity resist is less useful than fire resist to prevent a chain explosion from the fire damage, however with too much fire resist they tend to persist long enough for other friendly units to stack up behind them and the electricy resist might allow the enemy to step forward and fill the gap if the charge body drops an attacker but the friendly sacred unit survives the hit and electricity damage. I suppose that happens on rare occasion, so that way when another sacred friendly explodes next to them for their last few hp they have a better chance of exploding right next to a full square of enemy units.

I set them up in a long line in the front and have them attack closest. Behind them I put expendable chaff like Dispossesed Spirits, though if I have fire resistant things I put those there as well. Behind them go infantry and monsters then archers with mages mixed in where I want buffs to land. If there are flyers on the other side I usually make a trap for attack rear flyers behind everything else with non-exploding units (an exception would be a super explosive blessed commander with the amulet of vengeance; I'm not sure how that stacks or if so with the bless) . If I have enough cheap sacreds, I set up a few smaller groups to attack archers, rear, large monsters, and cavalry instead of only attack closest in a big line. Don't assign any of them to attack flyers, since you want them running forward and not back into your lines. Try not to let valuable units near a line of unexploded blessed units since they can blow up half your army if it queues up behind them before they've all exploded, so put everything on hold for two rounds that can take commands. I place expensive things that don't take commands behind a line of holding infantry that helps delay it from rushing straight ahead and queueing up behind the blessed units before they've exploded.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ZebioLizard2 on January 13, 2024, 12:02:10 am
And we've got a trailer. https://youtu.be/0QRPcw69KiQ?si=Az-RuPndeUCv6wKs (https://youtu.be/0QRPcw69KiQ?si=Az-RuPndeUCv6wKs)
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on January 13, 2024, 12:34:29 am
Which was out on steam since Dec 12.  :P
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: ZebioLizard2 on January 13, 2024, 11:11:41 am
Which was out on steam since Dec 12.  :P
Now in Youtube format then.  ;D

But here's some more stuff from Lucid on Dom6. https://youtu.be/4d8fRkHp-FQ?si=doNhAc2CeY1U85N3 (https://youtu.be/4d8fRkHp-FQ?si=doNhAc2CeY1U85N3)

Sombre has some discussion on the new modding ability of the system as well.
Title: Re: Dominions 5: Warriors of the Faith Released!
Post by: MCreeper on January 14, 2024, 12:06:08 am
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