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The Thread of Many Questions
Topic Started: Sep 2 2013, 05:52 AM (51,367 Views)
Heartless
*Spicy* Crew
Found it:
Quote:
 
MISSILE COMBAT
Missile combat is different from melee combat in that it doesn’t use defense values.  Instead, the game 
determines which square a missile hits, depending on a unit’s Precision, and the range of the attack.  If 
there are units in the square, they may be hit, whether they are friendly or enemy.  Missiles can’t 
distinguish friend from foe.
If the range from attacker to target is greater than Precision/2 – 2 (half the Precision, minus 2) then the 
missile will deviate from the target.  The amount of deviation is equal to the range x 1.25 / Precision.
The game will randomly determine whether the missiles deviate long or short, left or right, or some 
combination.  The actual distribution is a bell curve – most projectiles will fall within the middle of the 
deviation range, but some will land at the extremes.
Once the game decides where a missile lands (even if it is far away, that square is affected), there is a hit
calculation that uses the following values:
Attacker:  DRN  + (Size points in the square) +2 if magic weapon
Defender:  2 + DRN + (shield parry value x2) – (Fatigue / 20)
If the attacker’s roll is greater than the defender’s then a hit is achieved.  Damage is calculated 
identically to melee combat (see above).  However, note that most missile weapons are listed as 
“strength not added,” meaning that only the weapon damage value (plus a random number) are 
considered.  Crossbows and some other weapons are armor­piercing, meaning that only half of the 
defender’s Protection value is used.  Some spells can even be “armor­negating,” which means that armor
affords no protection.  Lightning spells are armor­negating.  Fire spells are armor­piercing.
93
Precision values greater than 10 count double for the amount above 10.  Thus, a Precision value of 12 
is actually calculated as Precision 14.
Thus, the more units in a square, or the bigger the units in a square, and the more tired they are, the more
likely someone is going to be hit by a missile weapon landing in that square.
While it may seem that missile units can’t shoot very far without having their shots deviate hopelessly, 
in practice massed units can deal severe damage to an enemy simply due to the number of projectiles in 
the air.  Everything that goes up has to come down somewhere!
Note:  Unlike in Dominions 3, missiles can now cause shield hits.  Previously all missiles were deflected
if they hit the shield, but now the shield is simply treated as Protection, just like in melee combat.



More questions: How does AP translate to bonus damage on lances first strike, is it 1:1 2:1?
How do etherial spears work (Nazca with Summod on, their Supayas have weapons that are "MR negates" I.e. do these still have to deal with armor, and do these just do enemy MR +2d6 vs 10+2d6 or do they use the supaya's MR or what?)
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Gregstrom
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Serial Lurker
I don't know about the AP damage bonus on lances. It's more likely to be 2:1 though.

'MR negates' weapons do the normal damage vs. Prot roll. However, the defender gets an additional MR save to negate the damage entirely. Pen is probably 10 or 12. Weapons with MR Negates are basically a bit weak.
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goldboy
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Chud
Quick question, does blood slave income from magic sites count toward 'gem income' in score graph? Does anybody know?
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Villery
*Spicy* Crew
goldboy,Oct 11 2016
02:38 PM
Quick question, does blood slave income from magic sites count toward 'gem income' in score graph? Does anybody know?

Yes, it does

goldboy
 
Also, I remember it was possible to keep diseased units alive by using ring of regeneration and a battle in dom3, not sure if thats still possible in dom4.


You can do this in Dom4 also. I'm not sure about the question regarding disease sites - I imagine it might be like leprosy, where some % of the army is afflicted and must fail an MR check to become diseased
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nordlys
Chud
What happens to immortals if they die in friendly dominion but their capital is under enemy dominion?
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Itwastuesday
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*Spicy* Crew
They attack the capital, and if they lose, I think they'll die for good.
Eagles may soar high, but weasels don't get sucked into jet engines.
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Zonk
Dom 5 Beta Team
I think nordlys was asking what happens the capital is under enemy dominion BUT still owned by the immortal's nation.

Having tested it and what happens is that the immortal doesn't show as truly dead in the battle report (you don't get the grave symbol) but doesn't actually respawn in the capital.


What you describe sounds like what *MIGHT* happen if the immortal's capital still has their dominion in it, but the province (fort included) is owned by someone else.
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Chaoticag
Markata
A little curious about one thing. For magic spells do any of them get treated as missiles for the purposes of air shield? Say something like falling stones specifically. Would an air sheild protect the caster from a falling rock splitting their head in two?
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Gregstrom
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Some spells are deflected by Air Shield, but not many. Missiles dealing normal damage (such as Iron Blizzard) will be deflected IIRC. AoE effects like Rain of Stones are not deflected despite their damage type.
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elvorand
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Tartarian
OK, here there are a probably silly question:

Can flying units move in the battlefield of an underwater battle as his normal speed?. They can't fly in a storm (some of them) but I haven't read a word about that and all the spells capable to make a unit fly can be invoked at underwater.

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Rejakor
*Spicy* Crew
They can't, except supayas (ghost nazcans with ghost wings). I'm unsure if anything else can fly underwater but I doubt it.
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elvorand
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Tartarian
Rejakor,Nov 2 2016
12:41 PM
They can't, except supayas (ghost nazcans with ghost wings).  I'm unsure if anything else can fly underwater but I doubt it.

That's what I think (it's common sense) but why the spells 'gift of flight' or 'mass flight' can be cast underwater?.

EDIT: There is no info in the Mod Inspector but I can't cast flight in a underwater province , I have made the test
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DeFlow
*Spicy* Crew
I have a question about bidding mercenaries...

I play versus a combination of difficult and mighty AI and they seem to always get the mercs even when I bid 1.75x/2x their price.

What should you bid to get mercs off the AI like this?
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Anumen
Markata
Quick question:

From the manual I just learned that all weapons that do piercing damage are 20% AP (enemies protection is reduced by 20% when rolling for damage). Armor piercing has the same effect except it is 50% (enemies protection is reduced by 50% when rolling for damage). Does anyone know how these two effects combine on weapons that do piercing damage and are armor piercing (such as crossbows)?

I can imagine 3 ways it could be working
1) Only the best value is used, so you never get more than 50% AP effects.
2) The 2 values are added together for 70% AP!
3) One value is used and then the other is used (so piercing reduce protection to 80% and then AP reduce it to 40% (since 40 is 50% of 80) for an overall 60% effect (I hope this one is true)

Also, now that ranged attacks can do “shield hits” it seems like crossbows are extremely good, especially if 2) or 3) is the way they are working…
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Gregstrom
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IIRC the 20% AP from piercing is calculated separately from normal AP. It may also not interact with shields, making crossbows not quite as amazing as you'd think (but still very good).
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