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The Thread of Many Questions
Topic Started: Sep 2 2013, 05:52 AM (51,394 Views)
knightofni
*Spicy* Crew
Arstyanyaxz,Sep 22 2013
08:42 AM
Ohlmann,Sep 21 2013
07:40 AM
If it's like in dom3, administration will not take ressource from nearby forted province.

What exactly does this mean?

Exactly what it seems to mean : that if two forts border each other, they will not take resources from each other.
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Shatner
*Spicy* Crew
The administration value of a fort does two things:
1) acts as a multiplier for THAT PROVINCE's income (so a province with an admin of 50 and an income of 200 would instead provide 300gp/turn)
2) steals admin% of the resources from all neighboring friendly, non-fortified provinces

So let's say that province A has an admin value of 50 and 0 resources. Province A is adjacent to province B (200 resources), province C (50 resources), and province D (100 resources, has a fort built there). This means that Province A's fort will draw 50% of the resources from province B and C for a total of +125 resources. It won't touch province D because that province has a fort of it's own.
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LDiCesare
*Spicy* Crew
It also draws only from provinces from the same land/water type. Land forts don't get resources from water provinces unless I am mistaken.
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Scaramuccia
Tartarian
Quote:
 
The administration value of a fort does two things:
1) acts as a multiplier for THAT PROVINCE's income (so a province with an admin of 50 and an income of 200 would instead provide 300gp/turn)

dom3 manual says that it is a HALF of an administration value.
so 200 + 50 admin = 250g
don't know if it is correct and don't know dom4 formula.
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knightofni
*Spicy* Crew
I've just lost two SC's (fomorian kings) in a SP game to very cheap counters, and i'm curious to know what I could have done to avoid their demise.

- One was killed by the "Decay" of a Bane's sword. He did kill the bane, rout the army accompanying it, but then died due to decay. Is their anyway to survive a hit from decay ?

- Second one was killed by a big group of Sylph (mercenaries). He didn't have time to buff, so the AN attacks made quick work of him. I'm sure that a ring of lightning would have saved him, but could anything else have helped ? It was an attack, so the sylph attacked me before i could cast any spell.

Gear was nothing astounding, but good enough to defeat Hinnom with those guys without losing a single one. Weightless tower shield, Weightless scale armor, frost brand, horror helmet.
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Shatner
*Spicy* Crew
Decay is an "MR resists" so higher magic resistance would have done the trick... or higher defense so the weapon never connected.

Instant electrocution? Nothing you could do except have lightning resistant equipment. The elemental armor (E2F1) is nice because it protects against cold, fire, and lightning while also offering a large amount of protection. Bit high, encumbrance-wise, but it covers a lot of bases with one slot. Another option is the lightning rod (E1 or E2), and there's also an E1A1 tower shield which offers lightning resistance in addition to being a high-parry shield and auto-shocking an adjacent opponent each round.
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Balor Patch
Markata
knightofni,Sep 23 2013
01:10 AM
Is their anyway to survive a hit from decay?

Regeneration will outlast Decay.

Regarding administration, do castles draw resources across rivers and passes?
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Harv
Maenad
Why do water nations seem to have so much trouble keeping their dominion up?
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Shatner
*Spicy* Crew
Because it's cold in the water...

Seriously, it's usually because water provinces are large (and thus bordered by many land provinces) and relatively few in number. That means that there are more avenues for black candles to come in, and less of a chance for a water empire to build up the large stockpile of white candles that will resist erosion from foreign influences.
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knightofni
*Spicy* Crew
Balor Patch,Sep 24 2013
07:48 AM
knightofni,Sep 23 2013
01:10 AM
Is their anyway to survive a hit from decay?

Regeneration will outlast Decay.

Regarding administration, do castles draw resources across rivers and passes?

Are you sure about the regen ? I was under the impressino that decay was increasing your age 'til you'd die.


Admin takes resources over rivers, even if not cold. I haven't tested for passes, but i assume it's the same. I'd prefer the opposite

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Ohlmann
Dom 5 Beta Team
Have anyone an opinion whether death weapon (D9) and fire weapon (F9) work together ? Both icon sure appear, but the battle log is not very helpful to see whether it work. It seem so (I.E. I have see three damage check on some damage with very different strength and armor), but I am not too sure.
Worthy Heroes - UW Expanded
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Ohlmann
Dom 5 Beta Team
Also, invulnerability work as fixing your natural protection to the invulnerability value against mundane attack. So it don't work very well with high natural protection unit (say, atlantean deep one who start at 9 natural protection) and there is the usual diminushing return with armor.

Because of that, stygian skin and stygian rain are a lot less good than one may believe at first sight. In particular, D1Wx thugs who buff stygian skin before going frontline will often take more damage than if they didn't, because of the fatigue and critical hit it will add.
Worthy Heroes - UW Expanded
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Schneeble
Member Avatar
Tartarian
Shatner,Sep 28 2013
04:54 AM
Because it's cold in the water...

Seriously, it's usually because water provinces are large (and thus bordered by many land provinces) and relatively few in number. That means that there are more avenues for black candles to come in, and less of a chance for a water empire to build up the large stockpile of white candles that will resist erosion from foreign influences.

Incidentally, this "feature" is one reason that I like the default sailing range. It encourages mapmakers to make smaller ocean provinces, which in turn improves (ever so slightly) the experience for underwater nations. Ideally, maps with oceans would also include a few "island" provinces only accessible from the sea (or by sailing), as well as a few dead spots. Such changes would make the oceans look more like the land: similarly sized provinces, islands in the place of lakes, dead spots to mimic mountains or other quirks of map shape...

On top of all of that, the movement changes that result in more MM1 armies also makes the experience between UW and land nations more similar. All of that sort of relies on maps being made to fit the new quirks of gameplay, though...
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Ohlmann
Dom 5 Beta Team
Schneeble,Sep 28 2013
02:50 PM
Incidentally, this "feature" is one reason that I like the default sailing range. It encourages mapmakers to make smaller ocean provinces, which in turn improves (ever so slightly) the experience for underwater nations.

There is a very important thing to do before doing that : allowing more than 1 sea province move per turn. Without that, it will worsen the UW experience quite badly.

Currently, smaller sea province mean sea army even slower than now, which would be a very bad thing. Being locked at 1 province per turn is already painful enough.
Worthy Heroes - UW Expanded
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Corinthian
*Spicy* Crew
Ohlmann,Sep 28 2013
10:23 AM
Have anyone an opinion whether death weapon (D9) and fire weapon (F9) work together ? Both icon sure appear, but the battle log is not very helpful to see whether it work. It seem so (I.E. I have see three damage check on some damage with very different strength and armor), but I am not too sure.

I am fairly sure that it did not work together in D3. Because both effects work through adding a new secondary effect to existing attacks and they would overwrite any effect that was already there. Including other blesses. So fire weapons would overwrite death weapons or the opposite.
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