Dominions 5: The FANCY pissing war

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srifenbyxp
Joined: Tue May 20, 2014 4:49 am
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Dominions 5: The FANCY pissing war

Post by srifenbyxp » #361407

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.
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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.
dezzmont
Joined: Wed Sep 17, 2014 6:07 pm
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Re: Dominions 5: The FANCY pissing war

Post by dezzmont » #361762

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.
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Deitus
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Re: Dominions 5: The FANCY pissing war

Post by Deitus » #361777

Gonna have to read through the dom5 manual today, then start playing in the evening

Dom5 inspector WHEN
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srifenbyxp
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Re: Dominions 5: The FANCY pissing war

Post by srifenbyxp » #361894

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.
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Deitus
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Re: Dominions 5: The FANCY pissing war

Post by Deitus » #361960

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.
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dezzmont
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Re: Dominions 5: The FANCY pissing war

Post by dezzmont » #362135

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.
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srifenbyxp
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Re: Dominions 5: The FANCY pissing war

Post by srifenbyxp » #362548

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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Re: Dominions 5: The FANCY pissing war

Post by Amuys » #362551

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.
Gods are self blessing now in your own Dominions, so having an ethereal flying lion with flaming weapons is perfectly valid.
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srifenbyxp
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Re: Dominions 5: The FANCY pissing war

Post by srifenbyxp » #362561

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.
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Re: Dominions 5: The FANCY pissing war

Post by dezzmont » #363513

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.
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srifenbyxp
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Re: Dominions 5: The FANCY pissing war

Post by srifenbyxp » #363786

Anyways, I'm making a spessmen Mod for it. I need someone to do sprites,
*Still working on the list but:
Spoiler:
Leaders:
Unknown: (Spy Leader)
Abilities: Stealthy <40>, Fool Scouts <20>
Description: You don’t know who this person is, but he said he’ll help.
Equipment:
-Weapon-
Crowbar (8 Blunt)
----------------------------
Warden: (Unit Leader)
Lead – 40
Abilities: Blunt Res <1>, Slash Res <1>, Castle Def, <2>
Description: Often bored out of his skull, sits in a chair and then sits some more. It’s ill advise to have the Warden do his job.
Equipment:
-Weapon-
Hybrid Taser: Length 30 / Fatigue Damage (A lot) / 5 pierce
Stun Baton: Length 1 / Paralyze / 10 Blunt
-Armor-
Warden’s Jacket (Chainmail Cuirass)
Warden’s Hat (Iron Cap)
----------------------------
Head of Security: [Sacred LvL 1] (Unit Leader)
Lead: 80
Abilities: Blunt Res <3>, Slash Res <3>, Fear <3>, Patrol <10>, Trample, Ambidextrous <3>, Inspirational <1>
The head-honcho of the security force, normally all manner of criminal scum is crushed beneath his heel. It’s also the unspoken rule that Heads of Security do not enforce the law, they are the law.
Equipment:
X-01 Gun: Length 30 / Fatigue Damage / 20 Fire Damage
Harden Stun Baton: Length 1 / Paralyze / 15 Blunt
----------------------------

Captain: leader 120
CMO: Research: 7 | affliction healer
HOP: Leader: 40: Magical: 40 Task Master
Scientist: Research 14
Roboticist: Research 11
Research Director: Research 21: Adept Research +4
Chaplin: 2 Holy / inquisitor
Quarter Master: Research 8, Supply bonus
Chief Engineer: Research 8: Defense bonus / fire resis / amphibious
(Conjure spell lvl 3) Wizard (6? Magic) 20 astra
AI: Research: 10
Cyborg: Research: 8
-----------------------------------------------------------------------------------
Units:
Assistant
Grey Tider (Sacred) (Mindless, Berserker, Ambidextrous)
Security
Shitcurity (Sacred)
Detective
Engineer
Atmos
Doctor
Chemist
Geneticist
Viro
Cargo Tech
Miner
Janitor
Bartender
Chef
Botanist
Clown
Mime
Curator
Lawyer

Magic Shit:

(Conjur lvl 4) Contact Traitor {Unit}
(Conjur lvl 5) Contact Ling {Unit}
(Conjur lvl 6) Contact Ops {Unit}
(Conjur lvl 7) Contact ERT (Sacred) {Unit}
Conjur lvl 9) Contact Death Squad (Sacred) {Unit}
(Construction lvl 6) Contact Clock {Unit}
(Blood lvl 6) Contact Cult {Unit}
(Blood 9) Contact Narsie (666 blood) (Sacred) {Leader}
(Construction lvl 9) Contact Ratvar (300 astral / 300 earth) {Leader}

Heroes: (Need some famous names)
Cent Comm Commander

Pretender God:
Admin: Cost 300 (all 3 magic) Cost per magic path - 40
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.
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Deitus
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Re: Dominions 5: The FANCY pissing war

Post by Deitus » #363818

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
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srifenbyxp
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Re: Dominions 5: The FANCY pissing war

Post by srifenbyxp » #363819

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.
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Deitus
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Re: Dominions 5: The FANCY pissing war

Post by Deitus » #363828

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
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Incomptinence
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Re: Dominions 5: The FANCY pissing war

Post by Incomptinence » #363857

I got it, now to try and make ea agartha not hot garbage.
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Re: Dominions 5: The FANCY pissing war

Post by Super Aggro Crag » #363875

Ea agartha my fav in dom4
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srifenbyxp
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Re: Dominions 5: The FANCY pissing war

Post by srifenbyxp » #364029

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.
Spoiler:
Leaders:
Unknown: (Spy)
Abilities: Stealthy <40>
Description: You don’t know who this person is, but he said he’ll help.
Equipment:
-Weapon-
Crowbar (8 Blunt)
----------------------------
Warden: (Unit Leader)
Lead – 40
Abilities: Blunt Res <1>, Slash Res <1>, Castle Def, <2>
Description: Often bored out of his skull, sits in a chair and then sits some more. It’s ill advise to have the Warden do his job.
Equipment:
-Weapon-
Hybrid Taser: Length 30 / Fatigue Damage / 5 pierce
Stun Baton: Length 1 / Paralyze / 10 Blunt
-Armor-
Warden’s Jacket (Chainmail Cuirass)
Warden’s Hat (Iron Cap)
----------------------------
Head of Security: [Sacred LvL 1] (Unit Leader)
Lead: 80
Abilities: Blunt Res <3>, Slash Res <3>, Fear <3>, Patrol <10>, Trample, Ambidextrous <3>, Inspirational <1>, Unrest <-10>
Description: The head-honcho of the security force, normally all manner of criminal scum is crushed beneath his heel. It’s also the unspoken rule that Heads of Security do not enforce the law, they are the law.
Equipment:
-Weapon-
X-01 Gun: Length 30 / Fatigue Damage / 20 Fire Damage
Harden Stun Baton: Length 1 / Paralyze / 20 Blunt
-Armor-
Great Jacket (Full Plate Mail)
HoS Beret (Iron Cap)
----------------------------
Captain: [Sacred LvL 1] (Unit Leader)
Lead: 120
Abilities: Blunt Res <1>, Slash Res <1>, Inspirational <3>
Description: The Captain, A.K.A: King, Big Daddy, YOUR BOSS. The HoS may think he’s the law but the Captain’s word trumps all. Why this individual was put in charge is anyone’s guess, but any that goes against his word is as good as dead.
Equipment:
-Weapon-
Antique Laser Gun: Length 30 / 25 Fire Damage
Officer’s Sword: Length 1 / 25 Slash
-Armor-
Captain’s Hat: (Iron Cap)
Captain’s Breastplate: (Plate Hauberk)
----------------------------
Chief Medical Officer [Sacred LvL 1]
Research: 7
Abilities: Healer <2>, Shapeshift (Hulk)
Description: Constantly yells at everyone to turn up their suit sensors, heals the ones who do turns them on, stuffs sleeping bodies in the morgue then forgets about them.
Equipment:
-Weapons-
Circular Saw: 10 Slash
(Transform: Fists 20 Blunt)
-Armor –
Medical Jacket (Leather Cuirass)
----------------------------
Head of Personnel (Unit Leader) [Sacred LvL 1]
Lead – 45 / 45 / 45
Abilities: Task Master
Description: The guy who deals with everyone about every single issue but never does. Normally passes the time by throwing fake IDs at Assistants and giving the Clown Captain level access.
Equipment:
-Weapon-
Hybrid Laser Gun: Length 30 / 20 Fire
Baton: Length 1 / Fatigue Damage / 10 Blunt
-Armor-
HoP Vest (Chainmail Cuirass)
HoP Hat (Iron Cap)
----------------------------
Scientist: Research 14
Abilities: Mounted
Description: The nerd that does the research, makes fancy gear, and yells at the Roboticist to not make the Clown a H.O.N.K Mech. Often found riding a Xenomorph.
Equipment:
-Weapon-
Tech Lance: Length 1 / 15 Pierce
Claw: Length 1 / 10
Claw: Length 1 / 10
-----------------------------------------------------------------------------------
Research Director: [Sacred LvL 1]
Research 21:
Lead: 40 / 80 / 40
Description: The guy in charge of science and worshipper of lord Singulo, often yells at miners to do their intended jobs.
Equipment:
-Weapon-
Xray: Length 45 / 15 Pierce + 10 Fire
-Armor-
RD Lab coat: (Leather Cuirass)
-----------------------------------------------------------------------------------
Chaplin: [Sacred LvL 2]
Ability: Inquisitor
Description: Get people drunk. Run around the station looking for people you're allowed to behead with your armory of pop-culture references. Behead corpses if you can't find any. Be best friends with security, despite the fact that they should probably arrest you for your murderous tendencies.
Equipment:
-Weapon-
Null Rod: Length 1 / 15 Blunt
-Armor-
Chaplin’s Hoodie: (Leather Hauberk)
-----------------------------------------------------------------------------------
Chief Engineer: [Sacred LvL 1] (Unit Leader)
Lead: 40
Research 8:
Abilities: Defense bonus / fire res / amphibious / Siege Bonus
Description: The man who’s in charge of keeping the place together, walks around with a fully loaded tool belt and plenty of duct-tape to fix the biggest of holes in the wall.
Equipment:
-Weapon-
Jaws of Life: Length 1 / 15 Slash
-Armor-
Enhanced Rig Suit (Full Plate Mail)
Enhanced Rig Helmet (Full Helmet)
-----------------------------------------------------------------------------------
Clown: (Unit Leader)
Lead 0 / 40 / 40
Abilities: Shattered soul
Description: Honk! Play harmless pranks and hope you don't get your chest caved in! Honk! Nag the HoP for an all-access pass. Honk! Nag robotics for a H.O.N.K. Mech. Honk! Use both tools to break into the Captain's office and HONK in his face. HONK!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Units:
Assistant
Abilities:
Description: AKA Space Bums. Be the kid in a candy shop. Steal things to see what funny message pops up when you commit suicide with them. Beat people/objects with toolboxes. Never, EVER remove your grey jumpsuit. Gangbang the captain to death with fellow grey tide drones and blame it on the clown. Never assist anyone.
Equipment:
-Weapon-
Makeshift Spear: Length 3 / 18 Pierce
-Armor-
Makeshift Armor (Leather Hauberk)
Helmet (Leather Cap)
Round Shield
-----------------------------------------------------------------------------------
Grey Tider (Sacred)
Abilities: Mindless, Berserker, Ambidextrous, Undisciplined
Description: There’s nothing more dangerous than a bored assistant turned suicidal, Grey Tiders are numerous byond counting and are often found at, during, and after a crime scene. In some cases, all three at the same time.
Equipment:
-Weapon-
Tool Box: Length 1 / 15 Blunt
Makeshift Spear: Length 3 / 18 Pierce
-Armor-
Traffic Cone: (Leather Cap)
Grey Jumpsuit: (Leather Cuirass)
*Moves very fucking fast – Map Speed of 20
-----------------------------------------------------------------------------------
Security Staff
Abilities: Formation Fighter
Description: Deal with the various dirty fucking criminals running amok on the station. Taser people in the eyes. Pretend the Lawyer doesn't exist. Dogpile on traitors. Constantly get bitched at. Harm baton people to death, claim they were "resisting arrest". Flashbang crowds until they are deaf and blind forever. Arrest someone for a legitimate cause, get called shitcurity.
Equipment:
-Weapon-
WT Auto rifle: Length 30 / Pierce 20
Stun Baton: Length 1 / Paralyze / 15 Blunt
-Armor-
Security Armor (Chain Mail Hauberk)
Security Helmet (Iron Cap)
-----------------------------------------------------------------------------------
Shitcurity (Sacred)
Abilities: Formation Fighter
Description: Basically, whenever Security is doing something that would get them fired, charged, imprisoned, sued, and/or charged as war criminals under the Geneva convention.
Equipment:
-Weapon-
Combat Shotgun: Length 10 / 25 Blunt
Stun Baton: Length 1 / Paralyze / 15 Blunt
-Armor-
Riot Helmet (Full Helmet)
Riot Armor (Plate Hauberk)
Riot Shield (Kite Shield)
-----------------------------------------------------------------------------------
Engineering Staff
Abilities: Defense bonus / fire res / amphibious / Siege Bonus
Description: Get shot by the emitters, get brutally murdered by an Operative, get drunk in the bar, fix absolutely nothing.
Equipment:
-Weapon-
Fire Axe: Length 1 / 20 Slash
-Armor-
Rig Suit (Full Chain Mail)
Rig Helmet (Full Helmet)
-----------------------------------------------------------------------------------
Medical Staff
Abilities: Healer <1>
Description: Inject people with chloral hydrate and drag them to surgery and give them a sex change appendix removal. Get arrested when you do 'free' brain removals. Cry and hide in a locker once the cryo pods get broken.
Equipment:
-Weapon-
Scalpel: Length 1 / 5 Slash
-Armor-
-----------------------------------------------------------------------------------
Cargo Staff
Abilities: Supply Bonus >5<
Description: Promote shorts as they are comfy and easy to wear. Steal emitters cargo in general. Whine because Security arrested you for ordering guns.
Equipment:
-Weapon-
Tool Box: Length 1 / 15 Blunt
-Armor-
Discount Armor (Scale Hauberk)
Discount Helmet (Scale Cap)
-----------------------------------------------------------------------------------
Service Staff
Abilities:
Description: A mash up of everyone in the service sector of the crew, within this mess of a group is the mime.
Equipment:
-Weapon-
Cleaver: Length 1 / Slash 18
-Armor-
Service Jumpsuit: (Leather Hauberk)
-----------------------------------------------------------------------------------
Roboticist
Abilities: Mounted (Rides a Cyborg)
Description: Build some nifty robots and BIG STOMPY MECHS! Dismantle the station for more metal. Have your cyborgs that you built turn on you when the AI goes rogue.
Equipment:
-Weapon-
Tool Box: Length 1 / 15 Blunt
Ram: 15 Blunt
-Armor-
-----------------------------------------------------------------------------------
Magic Shit
(Conjur lvl 3) Contact Hanzo
Type: Assassin
Abilities: Stealthy <60>, Scale Walls, Patience <3>, Beckon <10>, Blink
Description: A ninja that follow his orders, which may or may not involve in killing everything that moves. Kills everyone regardless.
Equipment:
-Weapon-
H2D Energy Katana Length 1 / 20 Slash
-Armor-
Spider OS (Samurai Armor)
*Map Move of 20 minus armor penalty
(Conjur lvl 4) Contact Traitor
Type:
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

(Conjur lvl 5) Contact Ling
Type:
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

(Conjur lvl 6) Contact Ops
Type:
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

(Conjur lvl 7) Contact ERT
Type:
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

(Conjur lvl 9) Contact Death Squad
Type:
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

(Construction lvl 6) Contact Clock
Type:
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

(Blood lvl 3) Contact Slaughter Demon
Type:
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

(Blood lvl 6) Contact Cult
Type:
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

(Blood 9) Contact Narsie (666 blood) {10 Blood}
Type:
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

(Construction lvl 9) Contact Ratvar (300 astral / 300 earth)
Type:
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

(Conjure spell lvl 3) Wizard (6? Magic) 20 astra
Type:
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

Heroes:
Cent Comm Commander
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

C.O.D.E.X.
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

Geist Dangerous
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

Miku Frost
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

Grand Master Ian
Abilities:
Description:
Equipment:
-Weapon-
-Armor-

Pretender God:
Admin: Cost 300 (all 3 magic) Cost per magic path - 40
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
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Deitus
Joined: Tue Feb 17, 2015 5:26 pm
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Re: Dominions 5: The FANCY pissing war

Post by Deitus » #364314

srifenbyxp wrote:So we have 4 confirmed for Saturday around 2PM EST?
im good for that.

EDIT:

oh hey the provisional dom5 inspector is out boyos

https://larzm42.github.io/dom5inspector/
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srifenbyxp
Joined: Tue May 20, 2014 4:49 am
Byond Username: Srifenbyxp
Location: UK

Re: Dominions 5: The FANCY pissing war

Post by srifenbyxp » #364416

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.
Spoiler:
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To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
Incomptinence
Joined: Fri May 02, 2014 3:01 am
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Re: Dominions 5: The FANCY pissing war

Post by Incomptinence » #365008

Hmm you know we never did say how we would meet up.

Edit: Eh I'm going back to bed for a bit
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srifenbyxp
Joined: Tue May 20, 2014 4:49 am
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Re: Dominions 5: The FANCY pissing war

Post by srifenbyxp » #365112

Okay, tomorrow same time.


/tg/ Discord in the vidya general.
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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.
Incomptinence
Joined: Fri May 02, 2014 3:01 am
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Re: Dominions 5: The FANCY pissing war

Post by Incomptinence » #365117

Dunno I might pass that's 5 am for me and not sure anyone else would show.
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srifenbyxp
Joined: Tue May 20, 2014 4:49 am
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Re: Dominions 5: The FANCY pissing war

Post by srifenbyxp » #365129

Whats your timezone nerd
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
Incomptinence
Joined: Fri May 02, 2014 3:01 am
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Re: Dominions 5: The FANCY pissing war

Post by Incomptinence » #365154

AEST it's GMT +10 but without that poncy daylight savings time from nsw.
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srifenbyxp
Joined: Tue May 20, 2014 4:49 am
Byond Username: Srifenbyxp
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Re: Dominions 5: The FANCY pissing war

Post by srifenbyxp » #365167

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.
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Lumbermancer
Joined: Fri Jul 25, 2014 3:40 am
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Re: Dominions 5: The FANCY pissing war

Post by Lumbermancer » #365206

llama
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
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srifenbyxp
Joined: Tue May 20, 2014 4:49 am
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Re: Dominions 5: The FANCY pissing war

Post by srifenbyxp » #368350

Multiplayer match tomorrow?
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
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XSI
Joined: Wed Apr 30, 2014 5:41 pm
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Re: Dominions 5: The FANCY pissing war

Post by XSI » #368391

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
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Deitus
Joined: Tue Feb 17, 2015 5:26 pm
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Re: Dominions 5: The FANCY pissing war

Post by Deitus » #372690

we should set up another game soon since the last one kind of fell apart iirc. maybe this weekend?
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srifenbyxp
Joined: Tue May 20, 2014 4:49 am
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Re: Dominions 5: The FANCY pissing war

Post by srifenbyxp » #374654

Look what I did:

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AN ARMY OF PRETENDER GODS - but I cant move any of them. :honkman:
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
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1g88a
Joined: Mon Oct 26, 2015 6:19 pm
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Re: Dominions 5: The FANCY pissing war

Post by 1g88a » #378391

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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