/domg/ - Dominions General

What your new years resolution should be edition

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 3000 units, 900 spells and 400 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/wjbSA98Y

>Drawfaggotry
dominionsdraws.imgur.com/

>DOMINIONS 5 IS OUT.

>Where do I get it?
Currently only available on Steam.
store.steampowered.com/app/722060/Dominions_5__Warriors_of_the_Faith/

>Manual
illwinter.com/dom5/dom5manual.pdf
illwinter.com/dom5/dom5tables.pdf

>Mod inspector
larzm42.github.io/dom5inspector/

>Multiplayer guide
steamcommunity.com/sharedfiles/filedetails/?id=1212948582

>Debug mod
dropbox.com/s/gc9io6paebo4pj3/Debug_501.zip?dl=0

>How do I change the fonts?
Replace guifont.ttf, guifont_fancy.ttf and guifont_texty.ttf in the game's 'data' folder (C:\Steam\steamapps\common\Dominions5\data usually).

>Is there an easier way to play multiplayer?
Yes.
rpgcodex.net/forums/index.php?threads/dominions-4-pbem-manager-new-stuff.104015/
Works for Dominions 5 just as well.

>Completed games
Submit them here:
docs.google.com/forms/d/e/1FAIpQLSeuclmaCiRo8vcTztsKjPJxnBgRDE-E1uNvE5j0x5wDZMMhRA/viewform
Results:
docs.google.com/spreadsheets/d/1OxILAa3Y_O7Vk2NFhKAAQfStHqh1WJXMkGCim9sQ_ns/edit#gid=1292233344

>OP pastebin
Just copypaste it and link the previous thread below.
pastebin.com/RbFWcFcU

>Previous Pantokrator:

Other urls found in this thread:

llamaserver.net/gameinfo.cgi?game=NewYearsMeme
twitter.com/AnonBabble

grats user, you're halfway there Your best comm slaves only have 19 HP, so you actually need nat 8 for +1HP or your double regen is no better than +1HP and personal regen. Really doesn't seem worth it.

That one's archived

I need a pinochet~

And I need FUCKING TURNS

Happy new year, you bunch of whiny scrubs.

or blood 5 instead of blood 4

take 3 luck and hope your first hero isn't the 3H guy, but taking a non-awake pretender as MA Ermor is a bad idea unless there's a horseshoe up your ass IRl

>update 5.09
>"New message for The World has Fallen"

someone pls post it, the old one was fucking awful

So, can we return to normal hosting schedules now?

Everyone will be far too drunk and/or hungover. Give it another eighteen to twenty four hours or so.

>Doing things
Reeee

Drinking heavily is an entirely respectable /domg/ tradition.

Only if you drink home alone

People could be doing that. I mean, they would ideally be doing their turns at the same time, but drinking heavily alone and miserable on holidays is, again, a fine and respectable /domg/ tradition.

FUCKING NORMIES

give me some good water battle magic I feel like a retard for not knowing what to do with my w2s1 mages

Water elementals

Okay I'll just forge up some water lenses and go to town

Communion master into Cold bolt

summon water elementals and cast Body Ethereal on them.

BE has 5 range now. You most likely want to create a "lane" for your water elementals in the center, with troops on the flanks so that they can be sure to get into the fight. Matching the cast time of BE to when the elementals get summoned is a bit annoying, since it's different for the first summon and the second. I still haven't figured out the best placement for them.

Communioned cleansing water is also good against massed longdead, since it's relatively low AN damage with scaling AoE.

Ice strike can also be good against troops with little to no protection.

falling frost is almost always better just because of the scaling AoE. You basically only want ice strike against frost resistant, low prot enemies.

Also remember that Water Elementals turn into Ice Elementals in cold provinces, which can be either highly effective or hilariously suicidal depending on your formations. I've seen more than one battle where Ice Elementals got stuck behind a player's own troops and ended up freezing them all to death with their cold auras.

having lanes for the casters in the middle solves this issue anyways. You don't want your eles stuck behind your guys even if they don't have auras, since they're the important elite troops that die at the end of the battle, so you REALLY want them fighting

>land forts don't get resources from adjoining water provinces and vice versa
another very important piece of information tucked away in a footnote
>tfw placed line of coastal forts for strategic value and was banking on the connecting water provinces to give them some res

New MA game on random map has big river for underwater nations.

llamaserver.net/gameinfo.cgi?game=NewYearsMeme

Ouchy

C'tis' army got the better end of the stick when we moved two armies at each other and caught both of my armies moving into his territory, making this hurt a lot more than I feel like it should have. Don't do swamp gas kids.

It seems like most people who play Ulm use pike troops and not the shield troops despite using xbows.

You get less friendly fire damage and you have more staying power with tower shield troops, so aren't they the better choice or what am I missing?

I like how he only got 13 kills (on this screen), but 285 guys of yours died.

repel used to make them always much better in melee. Now I'm not sure

I really like pikes. Shield infantry might be the better choice when you're using crossbows. I think pikes are better individually with repel though. Or maybe not with repel changes. Regardless, I'm going to use pikes forever and always.

Foul vapors. It's why I feel pretty stupid about marching another one of my armies into the same province as another here.

No love for the flailmen? Two 16-damage attacks per turn, 6/square, with an attack bonus vs shields.
mostly asking because I just learned flails hit twice, what the fuck Illwinter don't hide that shit away in the weapon details window

I like flails, yeah

Frozen Heart is pretty bae.

Usually whenever I play games like Civ I love maps where the players are mostly split up between 2-3 continents, forcing them to at some point come across the oceans once they've had time to war with neighbors and tech up.

However I feel that Dominions doesn't really have the same ability due to lack of technology and nation specific magic paths and such. Do you think it would be possible for a game of Dominions to be played like this or would it be too annoying to have to fight across ocean provinces or find ways to fly over them?

Flails hit TWICE?

wtf i love flails now

There's a reason Flags aren't total shit.

You could find some maps with some chokepoints across water, actually getting across oceans is pretty painful for most nations and laughably easy for a select few nations that have sailing commanders

So this is the power of tattoos
Woah..

To be fair, Berytos human troops are basically recoloured indies

pretty sure he's also fighting the AI

>militia is bad
you're blowing my mind here user

>Only if you drink home alone while doing turns you instantly regret when sobering up, or forget entirely until you see what you did next turn.
ftfy

>you can't blood hunt underwater
>there's no mermaid bloodslave sprite

Nice "game" Illwinter.

>tfw you can't even get alcohol because you don't have a license

why can't dominions make me drunk

shillfraaaaaaauuuuud

>Went to a house party
>Night went well at first but too much was had and drama ensued
>I wish I was at home shitposting about gem casting on /domg/

>I work at a casino
>On New Years Eve

No Dominoes for me.

Oh, cool. Looks like I have a Vanjarl with Heroic Quickness. That'll go nice with the Quickness bless.

Gotta go fast.

Blood needs oxygen, which is only attainable in the air.
I realize how silly this sounds when gills exist

Gotta mind blast.

how's the pay

What's the point of recruitment points for regular troops? Didn't gold and resources already limit your production?

The commander points change was great in my opinion, being able to pump out 2 shitty commanders and/or scouts or pumping out 1 mage a turn was great, but the recruitment points for regular units seems kind of pointless.

To keep you from shitting out a 500-stack on a newly built/claimed fort and make Order actually viable.

I just wish we had some mages cost 3 commander points. And some others (like Onaqui) cost 5.

my new years resolution is for man to take their fucking turn

yes please

>my elite units killed a horde of chaff
whoah...

Yea, asphodel wrecked my mages with foul vapors early in our war. Poison ward isn't even effective against that shit cause it's only 5 resistance.

RIPSantaMaria will be over as soon as the turn processes.

Graphs and "AAR" incoming.

did i win?

T3L3 was pretty much considered to be superior to O3 (unless you're really big on blood hunting). By making order more important it makes O3 or T3L3 less of a no-brainer.

Nerfs gold-efficient units and spam, mostly. Resources aren't arbitrary numbers, they're supposed to reflect quality of armor/armament. Rec points, meanwhile, are completely arbitrary (abysian superhuman infantry costs less than standard human infantry), which lets you jack up the cost to balance stuff without making it too expensive or unconvincingly resource-intensive for its equipment.
Zotz spam is a good example. They have barely any equipment, they shouldn't be resource-heavy. They're pretty weak units, they shouldn't be gold-heavy. But Xibalba can recruit them in all forests/caves, their (sensibly) low resource cost allowing you to spam the shit out of them and win by just massing lightweight flying stealthy wimps attacking rear on your armies while 20 more clear the PD on every undefended province behind you. Recruitment points tends to limit you to

Many nations don't really mind low rec points. The big hit to T3L3 was Luck/Misfortune going from 15% luck/unlock to 10%. That's 45% to 30%, you're only getting 66% of the bonus good events you used to, in exchange for a measly 9% less income drained from T3.
Anons are also saying that removing a bunch of events and so lowering the number of individual possible events nerfed it, too. I don't really get this, I would've assumed it would go from X chance to get one of 100 events to X chance to get one of 50 - less variety but same number of events. Can a wise user explain if this is not the case?

Being able to spam low-resource units was the only thing keeping them from being strictly worse than armored troops, though.

Recruiting 30 low-resource units can be more combat effective than 10 armored units, but you trade gold to get combat effectiveness quickly.

Now you can only recruit maybe 15 dudes max from your fort anyway, why would you bother with the guys who aren't armored?

Xibalba was a problem, but they could have been handled individually without making all low-resource units much worse.

Also
>Rec points, meanwhile, are completely arbitrary (abysian superhuman infantry costs less than standard human infantry)
They're meant to represent the difficulty of finding suitable recruits and limited facilities to train people.

Abysians have low rec point costs because their superhuman statistics are due to their race, not because they're heavily trained.

The events they removed were the high value/threat ones, notably invasions and big gold rewards. That makes misfortune more viable due to a smaller chance of events that really fuck you, and luck weaker due to less income over time.

Can you link wherever this is listed? I've tried searching for it but it's hard to find any Dom5 discussion via search engines yet.

>Undying
>Undead Command
>Half Dead (two death scales, AKA never ever)
Death seems a little too shitty minor bless-wise for non-death nations. I agree that death nations should get the most out of it, but the only thing living ones can really take at all is Undying, and that's only particularly useful on skinshifters/with luck (that you won't have on minor blesses).
Even putting 4 into it doesn't help, Withering Weapons is garbage. Shit, death blesses seem bad in general outside of Undying and Reforming Flesh for undead sacreds.

Undead command has some edge usefulness on high blood nations like Abysia or Mictlan, as demons count as undead and you have garbage undead leadership. It's especially useful as Abysia because you can't really summon demonic leaders until blood 6 or blood seven but get good demonic troops well before then.

Undead Command does have certain niche uses, mostly to accelerate expansion and with prophets. Sceleria might want it, for example, because it allows them to load shadow vestals onto their prophet on turn 2. Nazca might want it for similar reasons.

Withering weapons is fabulous if you're fighting a war of attrition, especially on archers and flankers. You can get rid of entire contigents of mages with it.

RIPSantaMaria graphs.

But it should really have something for general use in the attack; good for 95% of sacreds
>fire res, good for anyone
Air
>swiftness; good for many sacreds
>precision; good for all sacred mages
>shock res; good for anyone
Water
>defense; good for 95% of sacreds
>cold res; good for anyone
Earth
>reinvig; good for all but undead nations
>strength; good for most sacreds
Astral
>magic weapons; good for any sacred without them already
>magic res; good for absolutely anything
Nature
>low light vision; good for any nation without darkvision
>poison res; good for anyone
>HP; helps anything, if not greatly
Blood
>strength again
>HP again
>you probably won't take either because Blood Surge is great
...
Death
>undying HP; "good" for anyone but not really because it only kicks in when a unit's doomed

Even just adding general utility options would help. Cold or poison resistance (since the dead resist them naturally) would be great.

The winner was me, Uruk.

My capring and early expansion was godawful until my pretender woke up. Sceleria and Agartha got into an early war, Man and Pythium went AI early, so the main contenders ended up being myself, Atlantis, Abysia, and Maringon. I tried to march into AI Man, but Mari and Atlantis were already on top of it. Mari tried to Malakal Atlantis into attacking me, but Atlantis saw through the much larger nation's deception and warned me of incoming attacks, so I was able to counter his forces somewhat.
Mari used charged bodies + fire shield on an awake? virtue, but he didn't take enough shock resistance. I used Swarm to suicide bomb his mages and flags, causing some serious attrition. He tried to thronerush, but he was slowed just enough by the combined effots of myself and Atlantis.

I rout-killed his Virtue on its way to a throne, and Mari went AI. The rest was just cleaning him up. Agartha took his turns quickly, but didn't seem to do much.

As for Uruk as a nation, I think it's solid. Your troops aren't as bad as Ur's, you have beefy communion mages, big S, sufficient nature and water access, and some air. Longbows are still good. Maidens of the Moon are actually very solid sacreds, but this bless wasn't quite the right one for the nation. I'd also opt to not take an immobile.

In the way of stupid tricks Uruk can pull:
>Any n2 Ensi can cast Foul Vapors, and your troops are tankier than theirs
>Any n2 ensi or foreignrec shaman equipped with some gems / a cornupica can provide the important spells like Mass Protection
>Big S is Big S, and you have beefy sacred comm slaves.
>Get E2 access somehow, it gets you golems, crystal coins, and all the other goodies.
>Kullus are pretty shitty, to be honest. Expensive aquatic research slaves and little more.

Jesus, well I can't siege iit either way and they still have an army ratting around my territory but at least I did this (this is like turn 12 and this was p much my starter army).

Withering Weapons is easily the best weapon bless in the game, sans perhaps magic weapons.

It tells thugs/SCs to fuck off, and is a key selling point of the D4 bless. Spirit Sight can also be kind of nice too.

DAMN YOU ILLWINTER HIDING WEAPON STATS ON THE WEAPON STAT PAGE

No but seriously it's a little odd. There's plenty of room to show every attack on the unit card.

They even do that for some units, like the claw/claw/bite of EA shamblers.

I'm seeing two different claws for both indy and Atlantian shamblers. Mazzik list a single claw with hidden 2 attacks, however.

Silas, if you're here. Come back.
Nargo lied about the blitz being over.

giants are pretty good at fighting cowardly birds and bats

I thought I remembered seeing a claw/claw bite/bite before too.
Like the claw hitting the enemy was one attack, then the claw clamping down was a claw bite attack, then the bite from the mouth was another bite attack

What's the lore explanation for Ermor's commanders lacking amphibious?

censors and lictors are too dignified to get wet, so they refuse to enter water

This is actually the only way to get more than double turns, Congrattis, it stacks

So why hasn't Wizards of the Coast sued the shit out of Illwinter for pretty much directly ripping Illithids and Aboleths? Has Dominions just been too obscure to notice?

Whats the lore reason of the horrors?

We have a lot of gods and monsters banished by previous Pantokrators to voids or hid outside of the realm of the world and places outside of time but the Horrors seem to be something different, I don't believe they are trying to take the Pantokrator throne so what are they?

The OGL means they cant, same reason Pathfinder got away with it.

Also those things are themselves shameless ripoffs of Lovecrafts monsters so it would be fairly retarded for them to do so.

Doom Horrors are previous pantokrators who go crazy after being lost in the void for so long.

Check out the lore to Earthdawn. That's where they come from.

Pretty sure they're just there to be Lovecratian ultimate spook. So there are voids and places outside of time and whatnot but horrors come from the void of voids and the shack in the woods of places outside time. sounds cute though, even if Doom Horrors don't seem strong enough to be full-blown Pantokrator-tier.
Retardation doesn't matter. If legal teams can sue, they will, if only to justify their employment.

they cant

take your fucking turn you inbred fish fuck
all I want for new years is my LAsports turn

I swear to god im mixing the ammonia and bleach in my humidifier if my next turn isnt posted this year

>lore to Earthdawn
Blood elves/blood wood nation when?

Vanheim are already blood elves

Not the fucked up Earthdawn ones. Eardawn blood elves, best blood elves.

>be 100% fully amphibious nation
>can't get land res from water forts or water res from land forts
what did shillwinter meme by this?
last LAsports turn was 28th
it's gonna be jan 2nd and a full 5 fucking days
>LAsports is the only game I'm not eating complete shit in
jfmsu
vanheim are just uncucked scandinavians

Soooo, anyone found anything interesting to do with Erytheia? They just seem very ordinary.