I recorded some dominions 5 during the end of the beta, here is a link: https://www.youtube.com/watch?v=9vdmgLZhoBc (so far there are like 27 turns, game is in progress and will probably end at about 30-40?)
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# ¿ Nov 28, 2017 17:20 |
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# ¿ Apr 26, 2024 10:04 |
Naksu posted:I beta-tested this game, kinda.
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# ¿ Nov 28, 2017 19:16 |
lol that the last patch included a fix for too many dang units exploding making the game break.
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# ¿ Nov 28, 2017 21:00 |
Bloodly posted:So...there's a hard timer of sorts on games now, other than simply people getting more power? Everyone can lose? Can someone explain that last screenshot, please?
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# ¿ Nov 28, 2017 21:21 |
Great Gray Shrike posted:Taking the Air go fast bless x5 gives your units +150% combat speed. Taking Water's quickness adds 100% combat speed, and these will stack and multiply together to get up a total of 5x combat speed if you take them both. jBrereton fucked around with this message at 23:58 on Nov 28, 2017 |
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# ¿ Nov 28, 2017 23:56 |
Kitfox88 posted:i can't wait to buy dom 5 when i have actual money!!!
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# ¿ Nov 29, 2017 01:16 |
Kitfox88 posted:clown mod gifs https://www.dropbox.com/s/rf645cy7vi9m53w/clowns_dom5.7z?dl=0 e: Turin Turambar posted:This is one of the slightly obscure mechanics that stumpt new players: jBrereton fucked around with this message at 16:30 on Nov 29, 2017 |
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# ¿ Nov 29, 2017 15:39 |
violent sex idiot posted:pretender still blesses everything on your team every turn outside of your dominion, it just loses the bless effect on itself.
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# ¿ Nov 29, 2017 17:13 |
CommissarMega posted:Modding question here- I want to move MA Marignon into the LA, and also have LA Marignon in it as well, but I can't for the life of me figure out how. Any help? #description "Puts MA Marignon into LA, as well as LA Marignon, which remains in the Late Era." #selectnation 50 -- MA Mari #era 3 #end #end ^^ tested it, works.
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# ¿ Nov 30, 2017 01:29 |
ninjewtsu posted:i bought dominions 4 during the sale for like $7 to see if i'd be interested in dropping a lot mroe on 5. is there any kind of beginner's info stuff available? there's a massive mess of spells with fairly rough distinctions between them (i know remote site searching is a thing, but those spells aren't exactly all grouped together. there's a bundle in thaumaturgy, but then also the death one is in conjuration? are there others that i'm missing? there's pretty much no way to find out without going through every single spell in the game) Augury (F) is F2 Thaum 3 Auspex (A) is A2 Thaum 4 Voice of Apsu (W on land) is W2 Conj 4 Voice of Tiamat (FAWE underwater) is W2 Conj 5 Gnome Lore (E) is E2 Thaum 4 Arcane Probing (S) is S1 Evo 3 Acashic Knowledge (FAWEDNBH) is S3 Conj 6 Dark Knowledge (D) is D1 Conj 3 Haruspex (N) is N2 Thaum 3 Bowl of Blood (B) is B1 Blood 2 quote:in general i've just been kinda flailing about trying to figure out what magic is worthwhile (most of it isn't?). i've managed to get some pretty high level casters, now what do i do with them? In general as EA Ulm you have a ton of early troop buffs in E, like Strength of Giants (+4 strength, so +4 damage per attack) and Legions of Steel (handy versus archers), debuffs like Destruction which delete enemy armour, or Earth Meld which hold enemies in place, plus later on you ways to clear unarmoured mages with Rain of Stones at E3A1 on Warrior Smiths (even at E1A1 this is possible in vanilla, you use 1 gem to cast Summon Earthpower, and then two to cast Rain of Stones), and good damage spells like Magma Eruption, plus a little bit of potential skelespam on top with your light D casters. You can also Flaming Arrows with any Warrior Smiths you get at F2, although if you're using unshielded troops without Arrow Fend up it might not necessarily be a great idea. I'd get the basic magic down pat before worrying about thugging and so on. Learn what the first 4 or 5 levels will do for you/your enemies and go from there.
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# ¿ Nov 30, 2017 13:40 |
ninjewtsu posted:thanks for the info! so it sounds like i should be building a ton of troops to buff as EA ulm then? i was trying to avoid that aside from sacreds since i've pretty much always heard that mages decide battles and troops fall off in effectiveness fast (especially in EA?) Turin Turambar posted:Well, I think he also did MA and LA... CommissarMega posted:I tried it, and I still can't seem to pit MA Marignon and LA Marignon against each other. Here's my code (also I wanted the divine Glyph because as a Muslim, I feel kinda compelled to use it): For the Marignon thing, try this? https://www.dropbox.com/s/8i33be0tnwg9iqb/MALAmari.dm?dl=0 (there's more code than I'd like to post in the thread because changing names means having to redo the #descr, #summary and #brief of a nation - even then MA Marignon is currently not displaying its descriptions and so on right because it shares a kingdom name with LA Mari, which is great stuff, but it does run)
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# ¿ Nov 30, 2017 16:30 |
I would say that overall through the beta and into right now I have come to like misfortune and at least minor order/prod/growth (like O1 at the very least) when I always used to run L3, because the turmoil events you can get despite running luck now are so devastating that it's pretty much never worth it anymore.
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# ¿ Nov 30, 2017 17:57 |
Van/TNN is the best at sucker punching people since they can't see your glamoured stuff, and especially in dom 5 you can sneak through a prov or too as well on turn 0 of your mega stealth attack, which is extra nice. Pan you can sneakily move, but as soon as your 400 guys are surprisingly not obviously on the border anymore there is only one place they can be (unfortunately for wily people who notice this, 400 pan men will obliterate any kingdom).
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# ¿ Nov 30, 2017 23:19 |
violent sex idiot posted:yeah but you can forge it with a weaker mage i think right?
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# ¿ Dec 1, 2017 06:21 |
Tom Clancy is Dead posted:I guess I'll buy this during the next sale and do blitzes or something? Since I don't have time for real games still. I will also take a swing at updating the mod inspector at that point if it isn't already done. Also hi! We thought something terrible had happened to you at Burning Man due to your disappearance from IRC.
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# ¿ Dec 1, 2017 23:05 |
Fort/Regen is almost unquestionably The Best One, since you get a big prot bonus on your pretender as well as slash/pierce/blunt res, and N7 regen stacks with spell regen to provide A Lot of regen inside your own dominion at ench 2/Conj 4. It also never really goes out of style as a troop buff since Temper Flesh is not easy to replicate on a lot of stuff. The one downside is you get a sort of mediocre banish/smite compared to N. jBrereton fucked around with this message at 01:56 on Dec 2, 2017 |
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# ¿ Dec 2, 2017 01:51 |
boho posted:Two questions: - Recruitment - Nation-specific god selection which I believe they are not 100% bound to follow but will try hard to quote:What are some of the classic late-game strategies?
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# ¿ Dec 2, 2017 01:56 |
One of the main differences between Dominions + Civilization is that the game map actively degrades in quality most of the time, and there isn't a lot you can do to fix it up (particularly if there are domkill nations on the map, which is one of the reasons they're usually banned in MP here). Research is almost exclusively about widening your options in battles. There are like a handful of ways to improve the map/outputs with spells, including nation-specific gold/resource enchantments, but in the base game you can't have your commanders build a farm that consistently adds pop, or a mine that adds resource output/gold or similar. If you got a little bit into modding you could change that pretty easily, but especially before the new Cataclysm game-ending condition, the worsening map is quite an important way that games have a natural end, which is I think why people didn't tend to add such things.
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# ¿ Dec 2, 2017 17:24 |
Fir bolg own m8 Eriu as a nation is fairly pish though, a good one after ulm is something like Ashdod, who have enough common ground with the magic of Ulm to be readily understandable while also doing quite a lot of different stuff (esp death). jBrereton fucked around with this message at 16:40 on Dec 3, 2017 |
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# ¿ Dec 3, 2017 16:36 |
Drone posted:Those units only being recruitable in caps is due to them not being included on nation recruitment lists and instead being tied to the special start sites that start in the cap (as far as I know)
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# ¿ Dec 3, 2017 22:28 |
Drone posted:Okay I take it back, these Fir Bolg have been doing pretty well against indies based purely on their K:D ratio.
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# ¿ Dec 3, 2017 22:33 |
dtkozl posted:Do withering weapons count as magical?
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# ¿ Dec 3, 2017 22:34 |
The Bramble posted:Will the recuperation trait remove diseases?
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# ¿ Dec 4, 2017 12:06 |
Presumably the pantokrator smashed up his boat.
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# ¿ Dec 5, 2017 14:04 |
This but mapgoods LA
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# ¿ Dec 5, 2017 21:30 |
Squiggle posted:Oh, huh - I didn't realize they added actual units and traits and poo poo in the patches. - Half a dozen or so totally new nations - Innate casting - Yuge changes to everything Zoroastrian + Agarthan - Event modding - Land recruitment for underwater nations (at least through modding even if they didn't do it in vanilla) - Bunch of unit commands - GUI upgrades like Communion master/slave icons + info - Stat fixes.
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# ¿ Dec 5, 2017 21:33 |
On Yomi? No. Or at least it would require having an innate AN to use N gems for Tengus as well as everything else.
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# ¿ Dec 7, 2017 13:46 |
If you know the fort is otherwise p much empty, the way to kill a PG like a monolith as MA Ulm is to use the spell Shatter after closing a few times with Attack orders.Turin Turambar posted:I was reviewing LA Eyrtheia, and I'm not sure what to do with them. Underwater gets you a decent RP mage so it is Useful.
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# ¿ Dec 10, 2017 00:20 |
Absum posted:I haven't really used it yet but didn't they add the Advance and cast spells order for stuff like this?
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# ¿ Dec 10, 2017 00:24 |
violent sex idiot posted:you just need to connect to download your turn file, and then also connect again to upload your turn when you are done. generally people just connect and stay connected as they play their turn since thats easier.
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# ¿ Dec 10, 2017 04:00 |
Turin Turambar posted:Lol, is this Hero a joke? It's also really useful to have a cloud trap capable immortal since you can give him a couple of gems and make him burn any enemy army's gem supply pretty much risk free.
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# ¿ Dec 10, 2017 17:16 |
Ramc posted:plague carrier iirc just means anyone near him in a fight will get diseased, it isn't the population kill like with a bane venom charm. His paths are very good.
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# ¿ Dec 10, 2017 20:43 |
Here is a mod, which makes Vamp Lord/Count/Lichcraft/Call the Worm That Walks/Wraith Lord into transformation rather than summoning spells. Ideally, this would preclude undeads/lifeless/mindless casting it, but that is not possible due to #spec values not stopping 10130 from affecting mindless, lifeless, or undeads casting things as of this patch. Maybe that'll change, but for now it still cuts down on vamps in particular drastically.
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# ¿ Dec 11, 2017 23:21 |
Some of the trinket weapons are very usable, specifically spears on a unit with worse than a spear
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# ¿ Dec 11, 2017 23:29 |
pedro0930 posted:I assume for repelling and not getting repelled? quote:Is there any good AoE weapon option besides fire brand and frost brand? Mace of Eruption looks like a mini fire brand. The chain lighting whip might work similarly. Although their AoE damage number seems a bit too low.
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# ¿ Dec 12, 2017 08:35 |
This is an update for the old Allied Rec mod for Dom 5. What is Allied Rec? You put a basic commander (almost always the cheapest 1 rec point commander - an exception is Erytheia, who uses their cheapest Amphibious commander for this) on top of an ally's fort, and a site spawns, allowing recruitment of 3 different troops from your nation. If they leave, the site goes away. Mainly they're medium infantry/archers, but it does mean that for example allies of Caelum will get access to flying troops, or Abysian allies will get access to units with heat auras. Main snag is that you can't give Wait orders to units stationed in friendly provinces, so you will end the turn with an idle commander warning, but that's out of my control.
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# ¿ Dec 12, 2017 11:37 |
violent sex idiot posted:at least one of them is a professor at some university in sweden, mathematics i think
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# ¿ Dec 13, 2017 02:50 |
Applebee123 posted:So man is now another mass thunderstrike communion nation? That might actually make them good.
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# ¿ Dec 16, 2017 14:15 |
Torrannor posted:How many negative mage levels do the trinity gods get when apart?
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# ¿ Dec 16, 2017 15:32 |
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# ¿ Apr 26, 2024 10:04 |
Here is a new and wondrous mod that adds a bunch of things to Yomi to make them a) more interesting, and b) better What specifically does it add?: - Prophetshapes for their commanders. Phophetshaped Bandit Leaders get pillagier, Bakemono attract their friends, Demon Generals can build fortresses, Shugos attract 2 Kuro-Oni per turn, and Dai Oni allow you to recruit a new sacred oni in your capital. There is a turn 1 event to remind you of this (press i on your capital if you ever forget!). I could not make it t0, I think. - New fort recruits. Attendants are guys who are trying to show off to the Oni, and are high quality if not very well armoured naginata troops. They are only 11 gold instead of about 15ish because the nation still only gets 75% income (I cannot mod this). Ritualists are sacred and have censers which do poison damage, but they get shot up rather easily and are quite recpoint heavy on a faction with bad forts. - Bandits and Bakemono are cheaper where there is Turmoil. Since Turmoil can be a complete disaster in Dom 5 but the faction is supposed to have it, I thought this was a reasonable idea. The faction also spreads turmoil even without End of Weakness up. - Oni have Slothpower as they always should have. - Demon Priests now have 5 RP and divine inspired researcher (a bit like an MA Man Monk), and Namanari are reduced down to 1 commander rec point and are recruitable in swamps as well as Highlands without a fort (but are also down to 5 RP). There is a new Mountain Sage who is recruitable in mountains for 105 gold and 2 comrec. A1 100% (AEND) means you get native access to Karasa Tengus. - Namanaris can turn into a W2D1N2 mage called a Yomotsu, which is a spy, with a spell you can cast in swamps for 12 gems. This means you can get Nushi later without building your pretender to do it. - Some new events that promote using the Raid command. - Your start army is now 15 Ko-Oni and 10 Oni.
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# ¿ Dec 17, 2017 23:48 |