/domg/ - Dominions General

Sneeze based lore addition

Dominions is a fantasy turn-based war game created by two dudes. One of them is a teacher.
The game combines a simple presentation with an extremely wide array of strategic options, including over 2800 units, 800 spells and 300 magic items. Turns are resolved simultaneously, with players planning battles rather than directly controlling them.
It has simplistic graphics but is easily moddable and extremely deep.
Basically, it's an autist’s wet dream of a war game.

>Steamgroup
steamcommunity.com/groups/vanheimageofvidya

>Group chatroom
steam://friends/joinchat/103582791434709795

>Our pastebin
pastebin.com/qaccWnMt

>Dom4 Manual
jaffa.illwinter.com/dom4/manual_dom4.pdf

>Dom4 Inspector
This is a community resource that has every unit, spell, and item in the game in an accessible database.
larzm42.github.io/dom4inspector/

>Multiplayer guide
web.archive.org/web/20150430021604/http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/core-mp-concepts-that-i-wish-somebody-had-told-me-about/

>Play by email guide
steamcommunity.com/sharedfiles/filedetails/?id=202096551

>Pretender designer
bsielski.github.io/pretenders/

>Debug Mod
For testing battle formations and spells
dropbox.com/s/eo3qbjlixfghvs4/Debug.zip?dl=0
forum.shrapnelgames.com/showthread.php?t=36453

>Where do I get it?
It is available on Gamersgate and Steam.

>THE BASICS
>Read the manual
>Read the wiki
>Read the pastebin
>Watch some LPs by Sy, Maerlande, or Nuclearmonkee
>Jump into MP head first, the best learning experience is by playing the game

Submit completed games here:
docs.google.com/forms/d/1jHX_ZoJi6zIvDq6ANdp-W1Y89W5_fmShuDyHmAj5qC4/viewform

Results Here:
docs.google.com/spreadsheets/d/1dlrvyEqLFYIaXRc49TheMmfdoP8jEh1m5rZJHJAzDWQ/edit?usp=sharing

>Dominions 5

illwinter.com/dom5/

Previous Pantokrator

Other urls found in this thread:

z7.invisionfree.com/Dom3mods/index.php?showtopic=3488
twitter.com/AnonBabble

First for HAIL ERMOR!

Can you upload your mod to the mod inspector? Just tried it 3 times in a row and it crashed the browser every time.

Dominions 5 battle videos yet?!

Should of watched the forbidden stream

dnno if any of the like 20 people who watched it made a video
It's a real cluster fucker now, everything firing at once, troops moving at once, etc

Are any of the Titan chassis good? I know about asshole batman but are any of them specifically chosen for the body and not the paths?

Awe, fear, flying and gemgen are all strong traits. Plus scale spreading.

Huh that seems like a weird problem. I'll try it now. Is there something I need to do specifically to make it mod inspector compatible or something?

It works fine when I use it ingame.

Well stuff like 25% good events or gem generation could be worthwhile

Tried to upload it as well and it didn't work.
Don't really know how to fix that unfortunately.

Sneed's Freeze and Sneeze

Titans are probably the best chassis in general.

Furthermore, Krewlod must be destroyed.

Illwinter gatcha when?

Full slots, typically thuggable, mobile, (usually) no drawbacks like popkill, sometimes nice benefits (gemgen, awe, inspiring researcher) decent starting dominion, access to both focused or broad magic paths depending on specific chassis, and slightly high but not awful cost to add new paths. They also don't look like shit.

I'm a scrub, but I like the titan chassis. It does a lot of things "pretty okay" without necessarily giving up on anything. There are probably very good reasons to take specific pretenders that s do one thing extremely well (need to awake expand with no investment, for example), but you can generally do a lot of things with the titan chassis.

There are some nations whose titan options suck, but for the most part there's something usable there for the strategy you have in mind.

Not only does the Bronze Lance deal untyped damage (as opposed to pierce), it uses #copystats instead of #copyweapon. Similarly, not only is the Bronze Tower Shield initialized with #newweapon instead of #newarmor, it also uses #copystats instead of #copyarmor.

Their thugs are good, but not good enough to need a nerf statwise. However, they are extremely cheap for effectiveness: they're good combat mages, they can thug, and they have a good gold:research ratio to boot. Consider a price upgrade, to around ~200g per. Also, I see what you're doing with the magic-boosts and such, but it ends up with Returned heroes having base paths when they're recalled. Consider eventmodding.

Nation's really fun to play: You can spam Thunderstrike and Earth spells, but you can also just mass Nobles, let them cast a couple national buffs, and drop them on enemies sans any items and expect most of them to be alive when the battle's over. Very different style to vanilla nations.

Well this was a nice change of pace

was it pd?

I wish, I don't have that kind of cash. It was mainly my warriors of steel and shamans that sealed the deal.

>Managed to beat 200 units of shitty chaff with 100 actual warriors
>Backed up by actual mages
>Oh, and your fucking GOD
Is this supposed to be impressive or something?

He's new, please do not bully.

Shinu will be good this time!

who here

I wasn't saying its impressive, I know its chaff. But since I have been doing poorly in the war I figured I might touch upon it. That is why I said it was a nice change of pace.

ran his free chaff into ur army
came out ahead in gold trade
hm
hard for me to understand why you recruit 4 different troops too

Only 7 of Lanka's troops cost anything so...

Best items to give to Oracle that is going to end up in combat?

I usually stick with the generic firebrand and vineshield build, although I give them winged boots too if I have an air mage. If you get Kin-breaker he's a great thug

Sorry, I'm an idiot, I meant the astral fountain pretender

I was thinking a clam of pearls, dancing shield, dancing trident, and maybe a girdle of might for reinvig. Could also forge lifelong protection-- would that be good? I've never used it

z7.invisionfree.com/Dom3mods/index.php?showtopic=3488

On second thought I don't really want to horrormark my pretender

ded

It's turn 27 and we have 4 capitals changing hands already:
Jomon's capital has been successfully sieged by Atlantis, who is now in full control.
Abysia's capital is under siege by Patala.
Lemuria is still under siege by Midgard, they have two unsieged forts at present- their other 3 are being sieged by Midgard (2) and Patala (1).
And now, Ragha has successfully managed to besiege Bogarus' cap! Their forces are deep in enemy territory, surrounded on all sides by Bogarus' provinces, so it's unlikely they'll last long, but who knows. Unblessed Zhayedan are still Zhayedan.

Jomon has 0 forts left now so they're pretty much done for. And Abysia only has the 1 fort and one other province so they'll likely be the next to go. Lemuria has the virtue of having thrown up 4 forts shortly before being attacked, so they'll last a little longer.

>Jomon has 0 forts left now so they're pretty much done for
>0 forts
Uhhh, you don't get to bring scouts (underwater, apparently).

Oh he got a Ryujin fort up? Honestly impressed.
No, I don't have any underwater scouts yet. Thanks for setting me straight!

My Wild Dragon might not live for long but at least I got my crabs, sharks and shrimps. Though I would really like to see that Atlanthean Idol of Beasts domkilled first.

the gold and gems have been paid

>tfw you can't crash the world's economy with your alchemical and magical gold

The gold and gems are on their way, please return the province to Jomon.

>jomon literally on life support

Blitz time, join the steam chat!

>implying you can trust frogs that have been going around liberating provinces from Ragha (read: backstabbing Abysia while it was being crashed by Ragha)
>implying I have enough troops to swiftly take my capital back anyway
>implying crashing these frogs isn't the best course of action
Send turn revision right now.

>implying
My dragon literally feels itself more alive than when he decided to commit sudoku, Atlantis.

Or maybe not crash the frogs, but crush the frogs. Crush the frogs!

In other news I have sent a small force into the lands of Bogarus and they have been chase for the last 3-4 turns by a massive force of 200 strong. As it stand I have managed to evade being intercepted and actually managed to take their capital for a turn.

>Ermor

...

>casts Earthquake

Just count the posts jesus christ

>counting each and every post instead of looking at the amount of replies in the bottom right.
What are we cavemen?

>son of the previous pankoman
Who won Dominions 4, Jomon?

I thought it was Abysia

It's a reference to the story of Izanagi, the overgod of Shintoism. Amaterasu, Tsukuyomi, and Sussanno are his children born via the method mentioned in that story.

Said god is an expy of Sussanno.

Izanami when?

Death magic, obviously, but do you think she would have blood? She NEEDS a kill-aura at the very least, considering her threats to Izanagi.

Death gods tend to not have blood magic though. Maybe 3D + Deathscales on province

That actually makes sense and is pretty cool.

We've been through this already. There have been infinity panko/wo/mans. It's an eternal cycle.

If they've got paths you want, it's not bad to pay a scale or two for the SC chassis which can kill whole armies as soon as it has some equipment and buffs researched.

Sure, the fort will be free for retaking as soon as I receive the payment.

>panko/wo/man
wow remember that last female that had the gig?
I bet a troubadour was actually doing all the work, am I right fellas?

Hey this is all great and very useful criticism. I'll do all of the simple changes immediately and reupload it in the thread.

For the recalled heroes, I was thinking of just putting them in a boosted chassis version of the aeolian stormborn. Would that work or you just think I should just do event modding as you suggested?

Thanks for the criticism again, very useful stuff to hear, and I'm glad you enjoyed them.

Did your minor changes + put magic boosts on the stormborn. My bad for missing that, I guess I was tired when I was finishing the mod up.

http ://s000.tinyupload.com/index.php?file_id=00471341981014637992

Still can't upload it to the inspector for some reason, but I'm probably just missing something from staring at this thing for so long.

Admin could you add 8 hour delay pretty please?

wtf can MA Ulm do against Foul Vapors in year 2?

Done.

Win the battle fast. Spells like Earthquake or Maws of the Earth will help.

You can forge resist items for mages, the troops will have to either die or win fast - they still can die after battle though.

That having said foul vapors is what, ench5? You should have similar research and that can cover your resistances when using indie N mages.

If he wasn't expecting to fight MA C'tis, he could legitimately not have the spells if he rushed Conj 3/Evo 6

What Ulm units are worth for early expansion?

A9B9 Ancient stone hurlers

Klaus no, Agartha isn't Ulm

(MA)

Rangers of Ulm

Pikeneers

Now that you have given that, to seriously respond, a couple of tower shields to catch missiles, otherwise mass crossbows and pikeneers.

Do even need crossbows or missile catchers? I have had success with just pikes. 18 prot goes a long way

Oh no I said something stupid forget my post.

Depends how much effort you want and how much you care. If you're being lazy and not taking first hit into account and have missiles and want to wait for the enemy to come to you then yeah a missile catcher is always great.
If you go full pikeneer and make sure you're stacking the odds in your favor with tile positioning then you're fine

>tfw pikeneers are no longer god-tier in dom5
>ulm will use axemen instead because they one hit kill shields

Figured out the issue with the mod inspector: You forgot to add an #end for the header, and you forgot the 0 for "0.66". Very important, that.

I understand your reasoning for not giving the nation Death magic (champion's skull) but I find it weird that a nation so focused on their ancestors uses Astral/Air magic to contact and summon them, rather than Death.

I also like your comments about anti-giant weaponry. Very thematic. Have you considered giving the xpshapes better equipment, such that acknowledged demigods aren't still using the weapons of a Macedonian Noble? Also, are you aware that you can xpshape into a monster that firstshapes into a montag? That would allow the final xpshape to be claimed by different gods with special abilities according to their divine heritage.

Bugs:
There is an "s" on the random for the Thracian Sorcereress.
The "Summon Aeolian Commanders" spell has "Summon Aeolian Commanders" as a nextspell. Presumably you didn't mean to include that last "s"?
The Aeolian Bag of Winds isn't national to Macedon.

>Ilithids and Starspawn aren't sacred
>They don't have blood to play with horrors
>Void gate summons are mostly boring and useless except for one or two
>tfw R'lyeh is full of wasted potential

>giving blood to underwater
they sure should have more national spells tho

>tfw the freespawn creation is underplayed because this isn't a porn game

Fine, instead of blood, give them them national spells and rituals to play with Void things and insanity, kind of like national horrors

Once again, thanks for pointing shit out and great criticism. I'll get to work on fixing stuff right away.

Yeah you are right about the death magic thing, I was trying to avoid that issue. I was also trying to justify it thematically with the resurrection as a sort of pact thing they have with Aeolus, where he can bring back heroes for a bunch of air gems into a new chassis. I did try to give some death access through the hero, but I just feel like a lot of the death spells aren't very thematic for this nation (horde of skeletons, shadowblasts, banefires etc). That might actually be a good way to differentiate the nation in later ages though.

That is a great idea with the firstshape thing. I was trying to figure out how to do that but I didn't really know how to use montags. I'll try to look up some examples and see if I can get that working. If I did that sort of system I might also allow them to diverge earlier into different paths and specialties. You've mentioned you're reading the comments though so you've probably seen my ideas on that front.

Again thanks for the help, I really appreciate it. People like you and other playtesters always help this mod get better and better.

>B9 nerfed; doesn't grant Strength anymore
>N9 nerfed to oblivion; doesn't grant HP anymore
>W9 buffed to high heaven; requires +1 W but grants +3 ATK, only 1 less DEF than in Dom4 and two actions/turn a la true quickness
it's not fair

Montags are pretty easy. You just give the same montag value to a set of monsters (#montag [number >2000]) and use it in place of a monster's ID number except with a negative in front of it to differentiate it from normal monster IDs.
For example: if you have a montag of 2100 for your demigods, you'd use #damage -2100 to summon them with spells, or #firstshape -2100 for a monster that randomly selects a shape from all monsters with that montag.

Montag is easy, you just put the - montag number where you would have a monster number and then it will randomly pick one of the monsters that uses that montag number. So if you got 5 monsters with montag 2000 or something and put the monster number of the firstshape to -2000 the monster will randomly first shape into one of those 5 monsters.

1) it's W10 now
2) quickness only grands +2at/+2def now
3) life isn't fair

Also if you get hit with decay while you have quickness on you age way faster.

I just realized that, since Blade Wind deals slashing damage and can be blocked by shields it can trivially destroy shields.

We're getting there

Why are Knights of the Chalice so trash?

But why?

Furthermore, EarlyVanilla Machaka must take his turn

What did they mean by this?

Because you are.

heat auras are easily worth 10 gold. Problem is the MM1