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| Walter's Wobblies; New newbie game. | |
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| Tweet Topic Started: Jun 17 2011, 03:23 PM (3,643 Views) | |
| Stagger Lee | Aug 27 2011, 04:50 PM Post #61 |
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Fartpistol
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FYI Shatner - there is no option to go AI for a few turns. Once the turn hosts with orders to set AI, it is irreversible. Unless everybody wants a rollback. Maer loves those.
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| Ecanus | Aug 27 2011, 07:41 PM Post #62 |
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Tartarian
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The bless ready nations, like you and mictlan both have, are pretty newb friendly in the early game. Just slap a bless on the neifles or jags and go. You'll almost always survive till at least the midgame. Seems like kind of a bad decision on mictlans part to go after you in the early game, as that last battle at your capital just showed (I have a few scouts out and I was curious :P). If he'd been more heavily fire blessed, and had left his slingers at home (who mainly succeeded in killing a bunch of jags) it may have turned out very differently. Never bring missile troops if your facing prot 19 guys with shields and you have prot 6 guys with no shields, it wont end well. It's also hurting his expansion quite a bit. If I had been in mictlan's shoes I might have gone after a target like tien chi who's power doesn't start ramping up until a little later in the game (unless the WoFE are blessed, then its a little more equal). Or just grab up those 5 unclaimed provs to the south of both you guys. But now its too late for both those options, and he just lost a big number of relatively expensive jags and an expensive mage. Also, why didn't you divine bless on the first turn? If you'd had some regen on your neifels, you probably wouldn't have lost any. |
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| Six | Aug 27 2011, 08:23 PM Post #63 |
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Chud
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Yeah, those stupid slingers were set to guard commander but I didn't keep them far enough away. They were really there to siege, not fight. Funny thing about those national slingers.. if you leave them unscripted they think they're melee troops because they have spears and shields, but set them to guard and they think they're missile troops.
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| Ecanus | Aug 27 2011, 08:41 PM Post #64 |
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Tartarian
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I love dominions. Sometimes the most difficult aspect of the game is navigating the completely undocumented 'features' of the combat AI. I think how the meele with missile weapons thing works is if they're within range at the end of their movement, but cant meele, they fire their missiles. At least this is what i've seen on javelin troops. Slingers couldn't move because they were guarding, so as soon as everyone got in range they opened up. |
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| Nimiria | Aug 28 2011, 06:09 AM Post #65 |
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Troll
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Hmmm how exactly do I make this divine bless, or normal bless etc.? And how long do they go? I set my mage to cast spells but he did not bless I guess. I just played 2 or 3 times vs the AI and it was very easy there, so now I have my first game and it seems that I must learn very much. And of course it has no language pack or a manual in my language so its difficult for me. |
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| Shatner | Aug 28 2011, 03:17 PM Post #66 |
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*Spicy* Crew
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Bless is a spell cast by a Holy-1 or better caster. Divine Bless is a spell cast by a Holy-3 or better caster. Casters have paths such as the Water-3, Death-2, Holy-2 that all of your Niefel Jarls come with by default. Having one or more paths in Holy makes that caster capable of casting divine spells, such as Bless, Sermon of Courage and Banishment. When you click on a commander, if they have a little three-candle symbol followed by a number, that's how high their holy path is. So, divine spells are distinct from normal spells in that they don't cost any fatigue and are all researched and available at the beginning of the game. If you tell a caster to "cast a specific spell" and scroll all the way down to the bottom, you will see the list of holy spells. Alternatively, you can look here on the wiki (http://dom3.servegame.com/wiki/Spells#Divine). Now, onto blessing. Blessing only matters for units which are sacred. You can tell if a unit is sacred if it has a larger three-candle symbol next to it's abilities (such as next to the cold resistance 100 symbol that all your troops have). For Niefelheim, all of your commanders except the Gygja and the Skratti are sacred while the Niefel Giant is your only sacred non-commander. When you cast bless, there will be a pulse of white light that encompasses a small cluster of your units. Any sacred units caught in the spell's effect will be blessed; it will have no effect on normal, non-sacred units. Blessed units receive a +2 bonus to their moral AND whatever the bless of your god is. You created the bless bonus when you created your pretender. When you were adding to their magical paths, for every path that was >= 4 you provided a bless benefit. The higher the path, the higher the benefit. A fire bless increases the attack skill, a water bless increases the defense skill, an air bless adds arrow resistance, an earth bless as reinvigoration, a nature bless adds regeneration, a death bless increases the chances of you wounding the enemy, an astral bless increases magic resistance and a blood bless increases strength. For example, if your god had Earth-4 and Nature-4 then when your sacred units were blessed they would receive +2 moral, reinvig-2 and 5% regeneration. Divine bless is the same as normal bless except it bless all of your troops on the entire battle. It is worth noting that when you make someone your prophet they become a Holy-3 caster, therefore your prophet can always cast Divine bless. Also, your prophet is constantly blessed, even when out of combat. |
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| Ecanus | Aug 28 2011, 07:35 PM Post #67 |
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Tartarian
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You could have scripted your niefel jarl to cast it on the firs turn of combat. Go into the battle orders screen then go to cast a specific spell. Once that was done all you neifels would have had 10% regen and would have healed most of the damage they took from the jags and slingers. Probably wouldnt have lost any. Thats one of the reasons a nature bless is so common for the giant nations. Usually a nature bless plus an earth bless. The earth bless, if high enough, can give you a protection boost but the big thing you get is reinvigoration which reduces the fatigue on you units. Fatigue is very bad, it loweres def and attack, leads to more critical hits, and if it gets high enough your units pass out. This is actually one of the primary mechanics that makes you giants dangerous. They have a cold aura that causes fatigue in nearby units, thus they actually don't have to kill many themsleves, the enemy just freezes to death and passes out. |
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| Stephmo | Aug 29 2011, 08:15 PM Post #68 |
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Chud
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Hey hey guess whose flight plans were altered 'cause of that hurricane! Mine =O So, I'm still not back, but I'm able to play my turns. Hooray! |
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| Ecanus | Aug 31 2011, 01:54 PM Post #69 |
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Tartarian
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Is the turn timer set to 24 hours? I thought we we're supposed to be on a 36 hour hosting schedule? |
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| Maerlande | Aug 31 2011, 03:22 PM Post #70 |
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Dom 5 Beta Team
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Fixed. I forgot about it. |
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FAQ Dom4mods FAQ My Dominions 4 Guides and Videos: Pretender Design and Analysis Maerlande's Videos My Nickname Source The Maerlande Chronicles | |
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| Ecanus | Sep 1 2011, 07:47 AM Post #71 |
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Tartarian
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It's alright. I stalled a turn, but it wasn't a particularly exciting one so no harm done. |
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| Cowbird | Sep 1 2011, 07:16 PM Post #72 |
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Chud
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...and C'tis went AI. |
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| Shatner | Sep 5 2011, 03:46 PM Post #73 |
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*Spicy* Crew
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How come the next turn hasn't posted? It says "Next turn due: 11:50 GMT on Monday September 5th" and it's Monday 15:46 GMT. |
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| Stephmo | Sep 5 2011, 03:53 PM Post #74 |
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Chud
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Llamaserver doesn't seem to be working at the moment. |
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| Shatner | Sep 6 2011, 08:48 PM Post #75 |
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*Spicy* Crew
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Just a heads up to everyone, it looks like Llamaserver is gonna be down for a couple days longer, meaning I'll have to wait a while to see how much further Mictlan is dropping my standing in the army size chart. To quote Llamabeast from this thread over in the Shrapnel Forums
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7:14 PM Jul 11