Dominions 5: The FANCY pissing war
- srifenbyxp
- Joined: Tue May 20, 2014 4:49 am
- Byond Username: Srifenbyxp
- Location: UK
Dominions 5: The FANCY pissing war
So what's new with Dominions 5?
-Real time combat
-Custom blesses (77 individual effects)
-New and unique banishment and smite spells for every magic path.
-History playback after game over.
-Better random maps.
-New recruitment system for commanders and normal units.
-New build/upgrade forts system.
-New, more granular movement system in strategic map.
-Winter shown on map and affects movement
-Dominion overlay.
-New retreat rules (units can disperse after battle, good leaders prevent this).
-Improvements in AI.
-Better 3d performance, better looking terrain.
-Three new nations (Uruk, Rus, Erythea).
-Some old nations have been reworked and updated (Marverni, Sauromatia, Yomi, Abysia, Lemuria, Ur and others).
-More spells, magic items, special abilities, events, monsters, titles, thrones, …
-Improvements in UI.
*Conservative casting is now saved with script and is shown in UI.
*More info related to province defese, supplies, attack and defense siege scores, commander max squads and type shown.
*Monthly casting and monthly forging are now options in the UI.
*Nation description show more info like unit roster.
*More info for items.
*More info in Battle summary log.
*More info conveyed in province connections.
*Spell lists show gem cost and type (ritual or not).
*Magic sites show up as icons in the map.
*Events show thumbnail image of the location.
*Much better army setup, with less micro.
*New UI screen: Battle Overview.
*Holding TAB in army setup will show hearts for afflicted units.
*Multi turn order movement for armies (saved for the next turn)
*Provinces flags are highlighted indicating where you can move to.
-Updated battle system:
*Repel weapon changed
*Critical hits bypass less protection
*Shields can be damaged
*Units recover 1 fatigue/turn
*2-hand weapons do more damage
*Str contributes to bow damage
*New orders: hold & fire and advance & cast.
*Harassment penalty halved
*Better cavalry
*Flying needs one turn to move from one point to another
*Formation fighter increase unit density
*Pierce damage affects shields
*New stun and new sleep effects
-Changed mechanics:
*Sieges are faster now, and need time to repair damage
*Limp or cripple affects strategic movement
*Fear effect is capped, so overlapping fear auras aren't as strong
*Stronger gem income on every age
*Pillaging made more effective
*Pretender gods get their own bless
*New UW province types.
-New setup game options:
*Max turn limit/game mode on games (Cataclysm: Horrors attack!)
*Selectable AI level for mp games.
*Customizable global spell slots.
*Customizable story event settings.
*More customizable site frequency.
*Random starting research option.
Why this doesn't have a steam workshop section or online multiplayer without the fucking hassle yet I don't know. Even so, it's still a bretty good game bro.
Want to see me stomp skubs over with Ulm? Click this: https://www.twitch.tv/videos/204898540##
Skip to 1:10:00 (Hour and ten minutes mark you fucking heretic) for the highlight.
-Real time combat
-Custom blesses (77 individual effects)
-New and unique banishment and smite spells for every magic path.
-History playback after game over.
-Better random maps.
-New recruitment system for commanders and normal units.
-New build/upgrade forts system.
-New, more granular movement system in strategic map.
-Winter shown on map and affects movement
-Dominion overlay.
-New retreat rules (units can disperse after battle, good leaders prevent this).
-Improvements in AI.
-Better 3d performance, better looking terrain.
-Three new nations (Uruk, Rus, Erythea).
-Some old nations have been reworked and updated (Marverni, Sauromatia, Yomi, Abysia, Lemuria, Ur and others).
-More spells, magic items, special abilities, events, monsters, titles, thrones, …
-Improvements in UI.
*Conservative casting is now saved with script and is shown in UI.
*More info related to province defese, supplies, attack and defense siege scores, commander max squads and type shown.
*Monthly casting and monthly forging are now options in the UI.
*Nation description show more info like unit roster.
*More info for items.
*More info in Battle summary log.
*More info conveyed in province connections.
*Spell lists show gem cost and type (ritual or not).
*Magic sites show up as icons in the map.
*Events show thumbnail image of the location.
*Much better army setup, with less micro.
*New UI screen: Battle Overview.
*Holding TAB in army setup will show hearts for afflicted units.
*Multi turn order movement for armies (saved for the next turn)
*Provinces flags are highlighted indicating where you can move to.
-Updated battle system:
*Repel weapon changed
*Critical hits bypass less protection
*Shields can be damaged
*Units recover 1 fatigue/turn
*2-hand weapons do more damage
*Str contributes to bow damage
*New orders: hold & fire and advance & cast.
*Harassment penalty halved
*Better cavalry
*Flying needs one turn to move from one point to another
*Formation fighter increase unit density
*Pierce damage affects shields
*New stun and new sleep effects
-Changed mechanics:
*Sieges are faster now, and need time to repair damage
*Limp or cripple affects strategic movement
*Fear effect is capped, so overlapping fear auras aren't as strong
*Stronger gem income on every age
*Pillaging made more effective
*Pretender gods get their own bless
*New UW province types.
-New setup game options:
*Max turn limit/game mode on games (Cataclysm: Horrors attack!)
*Selectable AI level for mp games.
*Customizable global spell slots.
*Customizable story event settings.
*More customizable site frequency.
*Random starting research option.
Why this doesn't have a steam workshop section or online multiplayer without the fucking hassle yet I don't know. Even so, it's still a bretty good game bro.
Want to see me stomp skubs over with Ulm? Click this: https://www.twitch.tv/videos/204898540##
Skip to 1:10:00 (Hour and ten minutes mark you fucking heretic) for the highlight.
Last edited by srifenbyxp on Sun Aug 22, 2021 9:46 am, edited 1 time in total.
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
-
- Joined: Wed Sep 17, 2014 6:07 pm
- Byond Username: Dezzmont
Re: Dominions 5: The FANCY pissing war
Custom blessing is amazing. It radically opens up the nations and strategies. You never are saddled with bless effects you don't want, and can fine tune your blesses to your sacred units. LA Man Air Bless with extra precision and wind guide on Wardens is fucking insane, your sacred snipers basically 360 noscope everyone and if anyone gets close they just gut them because they have heavy armor and swords. It is espeically good because most blessings in 4 and earlier had contradictory benefits, such as blood benefiting death but also making you tougher. Because those effects were seperated and expanded upon you aren't saddled with effects you don't want. And incarnate benefits strongly encourage awake and weak pretenders on some nations, like Marignon Flaggelent Flame Weapon+air shield spam... which just got crazier because you can combine it with death explosion and spread those fuckers out for comical suicide bombing.
Also most nations who were under-preforming got an overhaul or new units, especially aquatic nations which struggled with extremely weak units that were hardly stronger than underwater indies despite UW nations saddled with poor economy, causing them to just flounder and probably lose the game to a land nation that invested in a tome of water breathing, sent some mages underwater, and just murdered the fuck out of weak, armorless fish people using armored land troops. Some UW nations got stronger amphibious units like EA Ry'leth, others, like Pelgia, are just insane underwater with a sacred formation fighter in an environment where ranged attacks basically don't exist meaning that to beat Pelgia in the water as a land nation will require you to dedicate an unreal amount of resources. The fact that non-magical commanders also can be recruited twice as fast in most cases means nations that had too much invested in non-mages are significantly stronger. Here is looking at you Thug style Pan and EA Abysia with Minotaur dreadnaughts and Assassins for days.
Combat being real time means the defender loses a LOT of their advantage, especially in smaller fights. Assassination is now an extreme threat for mages, especially as casting has a delay.
Human and human sized nations now will have a better time. While giants are still terrifying, if they are too badly outnumbered they suffer heavily. Reach weapons and the formation fighting change make it REALLY easy for formerly god tier op giant nations like the Neifelheim to become completely overwhelmed. It isn't like the bonus happens too fast, so if the Neifelheim player is smart they can use indies and summons to create chaff that prevents the overwhelm advantage from triggering. It just is no longer possible to roll into an Indy province with 10 units and take it over no matter how big it was.
Formations holding no penalty on most commanders isn't a huge change, because it was always worth doing anyway. Formation Fighter however is now nutso, as it increases unit density and makes outnumbering crazy easy. Arcoscephale benefits a lot from this, even though their native blesses are bad, and honestly now your wannabie Greeks are probably the foremost giant slayers of the setting.
The fort change dramatically changes the pace of the game, as getting a new castle is much more feasable and because non-mage commanders come at a two for one special getting a second castle set up causes expansion to increase. The game's early phase of eating up the indy provinces is much shorter. You still should take it slow your first few turns if you aren't running a giant nation or a SC god, but now you really need to understand how to efficiently create and snowball expansion parties, because you have less time to cement your boarders and find your magical resources.
UI change I hate and want to figure out how to undo: I can't see faith on provinces by default.
UI change I love, new research screen, which combined with better research speeds feels very unfrustrating. You can much more quickly grab low hanging fruit options.
UI overall is dramatically better, and its easier to tell what is happening almost all the time. Unit information rarely is nested in places that make no sense, for example age is now its own stat and not something nested in endurance.
Overall a worthy upgrade. Dom 3 to Dom 4 was a bit shakey in some ways, but Dom 4 to dom 5 is like a realllllly clear improvement.
Also most nations who were under-preforming got an overhaul or new units, especially aquatic nations which struggled with extremely weak units that were hardly stronger than underwater indies despite UW nations saddled with poor economy, causing them to just flounder and probably lose the game to a land nation that invested in a tome of water breathing, sent some mages underwater, and just murdered the fuck out of weak, armorless fish people using armored land troops. Some UW nations got stronger amphibious units like EA Ry'leth, others, like Pelgia, are just insane underwater with a sacred formation fighter in an environment where ranged attacks basically don't exist meaning that to beat Pelgia in the water as a land nation will require you to dedicate an unreal amount of resources. The fact that non-magical commanders also can be recruited twice as fast in most cases means nations that had too much invested in non-mages are significantly stronger. Here is looking at you Thug style Pan and EA Abysia with Minotaur dreadnaughts and Assassins for days.
Combat being real time means the defender loses a LOT of their advantage, especially in smaller fights. Assassination is now an extreme threat for mages, especially as casting has a delay.
Human and human sized nations now will have a better time. While giants are still terrifying, if they are too badly outnumbered they suffer heavily. Reach weapons and the formation fighting change make it REALLY easy for formerly god tier op giant nations like the Neifelheim to become completely overwhelmed. It isn't like the bonus happens too fast, so if the Neifelheim player is smart they can use indies and summons to create chaff that prevents the overwhelm advantage from triggering. It just is no longer possible to roll into an Indy province with 10 units and take it over no matter how big it was.
Formations holding no penalty on most commanders isn't a huge change, because it was always worth doing anyway. Formation Fighter however is now nutso, as it increases unit density and makes outnumbering crazy easy. Arcoscephale benefits a lot from this, even though their native blesses are bad, and honestly now your wannabie Greeks are probably the foremost giant slayers of the setting.
The fort change dramatically changes the pace of the game, as getting a new castle is much more feasable and because non-mage commanders come at a two for one special getting a second castle set up causes expansion to increase. The game's early phase of eating up the indy provinces is much shorter. You still should take it slow your first few turns if you aren't running a giant nation or a SC god, but now you really need to understand how to efficiently create and snowball expansion parties, because you have less time to cement your boarders and find your magical resources.
UI change I hate and want to figure out how to undo: I can't see faith on provinces by default.
UI change I love, new research screen, which combined with better research speeds feels very unfrustrating. You can much more quickly grab low hanging fruit options.
UI overall is dramatically better, and its easier to tell what is happening almost all the time. Unit information rarely is nested in places that make no sense, for example age is now its own stat and not something nested in endurance.
Overall a worthy upgrade. Dom 3 to Dom 4 was a bit shakey in some ways, but Dom 4 to dom 5 is like a realllllly clear improvement.
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
Re: Dominions 5: The FANCY pissing war
Gonna have to read through the dom5 manual today, then start playing in the evening
Dom5 inspector WHEN
Dom5 inspector WHEN
- srifenbyxp
- Joined: Tue May 20, 2014 4:49 am
- Byond Username: Srifenbyxp
- Location: UK
Re: Dominions 5: The FANCY pissing war
There's a yellowish outline that indicates your dominion faith. They did it to clear out the game UI.
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
Re: Dominions 5: The FANCY pissing war
what are some tips for understanding / creating good pretenders for dom5? ive heard that making shit pretenders is a good way to lose before the game even starts so im open to any and all advice.
-
- Joined: Wed Sep 17, 2014 6:07 pm
- Byond Username: Dezzmont
Re: Dominions 5: The FANCY pissing war
Keep the manual open durring design, understand how combat calculations work, and reference your nation's needs against pretender options.
For example, if you understand how precision works you know Man archers are insanely good if they can get more precision, but their damage needs help for them to scale late game. Man needs both resources and cash in spades, and mid man lacks good blessables.
As such it makes a lot of sense for man to use a sleeping pretender with fire 4 to learn the flaming arrows spell, and air 4 to use wind guide. Or you can just get a pretender who can create items that pathboost air by 2 to get wind guides off.
Pay special attention to the stats magic rank gives you. Earth and water are popular on SC pretenders intended to help your early game on slow nations for this reason.
More pretender types are valid. For example human sized 1 dominion casters are actually usable now. So fewer pretenders are trap options. However you must design your pretender to fit a need, rather than spending at random. Some nations need a path boosting crafter, others an early game Sc, others still just want good bless effects and scales.
For example, if you understand how precision works you know Man archers are insanely good if they can get more precision, but their damage needs help for them to scale late game. Man needs both resources and cash in spades, and mid man lacks good blessables.
As such it makes a lot of sense for man to use a sleeping pretender with fire 4 to learn the flaming arrows spell, and air 4 to use wind guide. Or you can just get a pretender who can create items that pathboost air by 2 to get wind guides off.
Pay special attention to the stats magic rank gives you. Earth and water are popular on SC pretenders intended to help your early game on slow nations for this reason.
More pretender types are valid. For example human sized 1 dominion casters are actually usable now. So fewer pretenders are trap options. However you must design your pretender to fit a need, rather than spending at random. Some nations need a path boosting crafter, others an early game Sc, others still just want good bless effects and scales.
- srifenbyxp
- Joined: Tue May 20, 2014 4:49 am
- Byond Username: Srifenbyxp
- Location: UK
Re: Dominions 5: The FANCY pissing war
I always imprison my god for maximum points, Fire is pretty OP now. Blood is blood and astral is now slightly more useful, there's a spell for lvl 5 astral that does a magic search on an area with all 9's across every magic.
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
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- Joined: Wed Oct 25, 2017 2:07 am
- Byond Username: Amuys
Re: Dominions 5: The FANCY pissing war
Gods are self blessing now in your own Dominions, so having an ethereal flying lion with flaming weapons is perfectly valid.srifenbyxp wrote:I always imprison my god for maximum points, Fire is pretty OP now. Blood is blood and astral is now slightly more useful, there's a spell for lvl 5 astral that does a magic search on an area with all 9's across every magic.
- srifenbyxp
- Joined: Tue May 20, 2014 4:49 am
- Byond Username: Srifenbyxp
- Location: UK
Re: Dominions 5: The FANCY pissing war
Ethereal Calverley with resistance to afflictions is also nice, no more of the AI bottlenecking castles with monsters. Just have them walk through the wall, at least from what the description leads me to believe.
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
-
- Joined: Wed Sep 17, 2014 6:07 pm
- Byond Username: Dezzmont
Re: Dominions 5: The FANCY pissing war
The astral search spell always existed and was considered bad.
Many strats required astral and astral 5 is arguably the most powerful path you can have on a pretender because it grants a generic path boost and three astral path boosts, meaning astral 5 is effectively astral 8, meaning you unlock doomsday spells like wish and mass enslave.
Many strats required astral and astral 5 is arguably the most powerful path you can have on a pretender because it grants a generic path boost and three astral path boosts, meaning astral 5 is effectively astral 8, meaning you unlock doomsday spells like wish and mass enslave.
- srifenbyxp
- Joined: Tue May 20, 2014 4:49 am
- Byond Username: Srifenbyxp
- Location: UK
Re: Dominions 5: The FANCY pissing war
Anyways, I'm making a spessmen Mod for it. I need someone to do sprites,
*Still working on the list but:
*Still working on the list but:
Spoiler:
Last edited by srifenbyxp on Wed Dec 06, 2017 7:52 pm, edited 3 times in total.
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
Re: Dominions 5: The FANCY pissing war
i vote we all add each other on steam and do a blitz game this weekend so you can stomp me and i can learn how to blitz
- srifenbyxp
- Joined: Tue May 20, 2014 4:49 am
- Byond Username: Srifenbyxp
- Location: UK
Re: Dominions 5: The FANCY pissing war
I'm free all day Friday and All day Saturday after 12 PM
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
Re: Dominions 5: The FANCY pissing war
im free friday after ~1 pm cst and then the weekend im all free aside from whenever my parents decide to come for our weekly meal
-
- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Dominions 5: The FANCY pissing war
I got it, now to try and make ea agartha not hot garbage.
- Super Aggro Crag
- In Game PermaBanned
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- Byond Username: Super Aggro Crag
- srifenbyxp
- Joined: Tue May 20, 2014 4:49 am
- Byond Username: Srifenbyxp
- Location: UK
Re: Dominions 5: The FANCY pissing war
So we have 4 confirmed for Saturday around 2PM EST?
Also incomplete mod progress ver 2.0, It's sloppy as fuck at the moment but im not going to post the entire exact character stats. This is a overview of the unit really. Still need someone to do the sprites for meh.
Also incomplete mod progress ver 2.0, It's sloppy as fuck at the moment but im not going to post the entire exact character stats. This is a overview of the unit really. Still need someone to do the sprites for meh.
Spoiler:
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
Re: Dominions 5: The FANCY pissing war
im good for that.srifenbyxp wrote:So we have 4 confirmed for Saturday around 2PM EST?
EDIT:
oh hey the provisional dom5 inspector is out boyos
https://larzm42.github.io/dom5inspector/
- srifenbyxp
- Joined: Tue May 20, 2014 4:49 am
- Byond Username: Srifenbyxp
- Location: UK
Re: Dominions 5: The FANCY pissing war
Kay, also almost done with mod draft, need to do a few more and then it's making the actual mod. Here's my Narsie~~~
Essentially the only way to kill Narsie is to spam Banishment and hope it works.
Essentially the only way to kill Narsie is to spam Banishment and hope it works.
Spoiler:
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
-
- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Dominions 5: The FANCY pissing war
Hmm you know we never did say how we would meet up.
Edit: Eh I'm going back to bed for a bit
Edit: Eh I'm going back to bed for a bit
- srifenbyxp
- Joined: Tue May 20, 2014 4:49 am
- Byond Username: Srifenbyxp
- Location: UK
Re: Dominions 5: The FANCY pissing war
Okay, tomorrow same time.
/tg/ Discord in the vidya general.
Download this MODS
https://drive.google.com/open?id=1OQBiN ... 0TQMMhRpD9
/tg/ Discord in the vidya general.
Download this MODS
https://drive.google.com/open?id=1OQBiN ... 0TQMMhRpD9
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
-
- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Dominions 5: The FANCY pissing war
Dunno I might pass that's 5 am for me and not sure anyone else would show.
- srifenbyxp
- Joined: Tue May 20, 2014 4:49 am
- Byond Username: Srifenbyxp
- Location: UK
Re: Dominions 5: The FANCY pissing war
Whats your timezone nerd
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
-
- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Dominions 5: The FANCY pissing war
AEST it's GMT +10 but without that poncy daylight savings time from nsw.
- srifenbyxp
- Joined: Tue May 20, 2014 4:49 am
- Byond Username: Srifenbyxp
- Location: UK
Re: Dominions 5: The FANCY pissing war
Dayum, yup. You gata stay up all night for us then bucko
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
- srifenbyxp
- Joined: Tue May 20, 2014 4:49 am
- Byond Username: Srifenbyxp
- Location: UK
Re: Dominions 5: The FANCY pissing war
Multiplayer match tomorrow?
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
- XSI
- Joined: Wed Apr 30, 2014 5:41 pm
- Byond Username: XSI
Re: Dominions 5: The FANCY pissing war
I got this gifted not long ago
I'd be up for multiplayer stuff, as long as it's not during a time when I'm already in something
So basically, poke me and I'll check my schedule
I'd be up for multiplayer stuff, as long as it's not during a time when I'm already in something
So basically, poke me and I'll check my schedule
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
Re: Dominions 5: The FANCY pissing war
we should set up another game soon since the last one kind of fell apart iirc. maybe this weekend?
- srifenbyxp
- Joined: Tue May 20, 2014 4:49 am
- Byond Username: Srifenbyxp
- Location: UK
Re: Dominions 5: The FANCY pissing war
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
- 1g88a
- Joined: Mon Oct 26, 2015 6:19 pm
- Byond Username: Ig88A
Re: Dominions 5: The FANCY pissing war
Dominions fucking owns and i wish I'd gotten into it a long time ago. I can't even remember a game that's made me think like this, a game where coming up with strategies is almost as fun as actually playing the game.
DEAD: ADMIN(Hornygranny) says, "you play in my universe, normie"
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