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Messages - Zonk

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1
Other Games / Re: Dominions 5: Warriors of the Faith Released!
« 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.

2
Other Games / Re: Dominions 5: Warriors of the Faith Released!
« 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.

3
Other Games / Re: Dominions 5: Warriors of the Faith Released!
« 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.

4
Other Games / Re: Dominions 5: Warriors of the Faith Released!
« 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)

5
Other Games / Re: Dominions 5: Warriors of the Faith Released!
« 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.

6
Other Games / Re: Dominions 5: Warriors of the Faith Released!
« 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.

7
Other Games / Re: Dominions 5: Warriors of the Faith Released!
« 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.

8
Other Games / Re: Dominions 5: Warriors of the Faith Released!
« 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.

9
Other Games / Re: Dominions 5: Warriors of the Faith Announced!
« 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.

10
Other Games / Re: Dominions 5: Warriors of the Faith Announced!
« 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)

11
Other Games / Re: Dominions 5: Warriors of the Faith Announced!
« 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)

12
Other Games / Re: Dominions 5: Warriors of the Faith Announced!
« 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).

13
Other Games / Re: Dominions 5: Warriors of the Faith Announced!
« 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

14
Other Games / Re: Dominions 5: Warriors of the Faith Announced!
« 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.

15
Other Games / Re: Dominions 5: Warriors of the Faith Announced!
« 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.

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