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Re: Did you know that? (Dominions trivia)
Minor trick:
Sieging a Lanka, or abysian castle? Wolven winter, changing the temperature scales, and hence the supplies, can help starve your opponent faster. |
Re: Did you know that? (Dominions trivia)
It was an accident for me too. Down to 1 HP on a diseased capitol mage, and Late Winter was approaching rapidly. So I sent him solo into the indies, just holding one turn then retreating, so I could at least get up to 2 or 3 HP and live one more year. I was surprised to see he had the full 9 HP after retreating from the battle.
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Re: Did you know that? (Dominions trivia)
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Note that the units you send in also gain an extra point of experience for being involved in a battle, according to the manual. -Max |
Re: Did you know that? (Dominions trivia)
It is an exploit. No reason for a unit to ever die of disease, if you can keep a battle nearby.
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Re: Did you know that? (Dominions trivia)
With regen they won't die of disease anyway, or it'll take a really long time (like 10 years) for 10 Late Winters to wear them down. In my case above, it was that I'd only reached Const 4 just as the mage was about to die.
I'm really surprised that anyone would think that this is an exploit. I thought HB was joking! Maybe he was? Chris sounds like he's not joking though. |
Re: Did you know that? (Dominions trivia)
1) Did you know that the "Charge Bonus for First Strike" that Lances receive is a damage bonus equivalent to 30% of the unit's action points?
So for example, a Lance-wielding indy Heavy Cavalry (20 action points, 16 damage, strength not added) will deal 16 + 20*0.3 = 22 damage. If he is Quickened, his action points will double to 40, so he'll deal 16 + 40*0.3 = 28 damage. 2) Did you know that with Strength of Giants, a Light Lance 1st strike becomes at least as deadly as a Lance? Light Lances are 3damage plus strength of the wielder, while Lances are 16damage, but strength isn't added. The weakest Light Lance wielders are 9str (Jade Maiden, Nightmare, and Pegasus Rider), so after SoG they deal 9+3+4 = 16 damage before the 1st strike bonus, same as a Lance. Actually, most Light Lance wielders are stronger than 9, so Strength of Giants generally makes the Light Lance 1st strike more deadly than a Lance. |
Re: Did you know that? (Dominions trivia)
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50% FoA + 15% hammer = 65% off of 5 gems = 1.75 rounded down to 1 gems. and for 8 gem ring of wizardry 50% FoA + 15% hammer + 20% site bonus = 85% off of 55 gems = 8.25 rounded down to 8 gems? I haven't actually tested any of this, but I do know that natural construction bonus (such as on dwarven smiths) stacks w/ the hammer, so I would think FoA and site bonuses would as well. Another one: Construction bonus from the dwarven hammer applies to the cost of rituals and even globals, like FoA and Mechanical Militia. So you could get a 64 gem FoA and follow it with a sub-40 gem mechanical militia! |
Re: Did you know that? (Dominions trivia)
No no, I think it's funny, but I'm definitely not joking, sorry.
It's blatantly and obviously an exploit. |
Re: Did you know that? (Dominions trivia)
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I though the only thing that affected both ritual casting cost and item construction cost is magic sites with a Const discount. |
Re: Did you know that? (Dominions trivia)
...Lifelong Protection only summons imps while the "wielder" is conscious?
-Max |
Re: Did you know that? (Dominions trivia)
[quote=Fate;655096]
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It is definitely not stacking, it is sequential. Because it is sequential, it matters not what the order is. Anyway, if it were additive, FoA+Hammer would put a 25 gem item to 6 gems, but they will in fact be 9 gems every time. |
Re: Did you know that? (Dominions trivia)
Well, if it rounds at every step it can matter what the order is.
Personal bonuses (Master Smiths, etc) stack with hammers. The Forge and Site bonuses are applied separately. |
Re: Did you know that? (Dominions trivia)
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Prime example: You have The Steel Ovens, Forge and a Dwarven Hammer. You forge a Horror Helm. Applying the Forge puts cost to 5, then the Ovens for 4, then the hammer for 3. In game, the cost is 2 gems. To get this result, you must be rounding down between steps of the sequence, and you can't apply the Steel Ovens bonus first. |
Re: Did you know that? (Dominions trivia)
It does round down between steps.
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Re: Did you know that? (Dominions trivia)
That's an excellent point, I wasn't thinking of the rounding ripple effects.
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Re: Did you know that? (Dominions trivia)
You can press 'Shift-F' (free?) in the review battle screen.
This unlocks the numpad '7' and '9' keys to rotate the camera about its Y-axis, and the 'Home' and 'End' keys to rotate the camera about its X-axis. It also unlocks limits placed on the normal battlefield camera movement keys. |
Re: Did you know that? (Dominions trivia)
Very cool. Nice for storming forts, where you can never see what's going on in the gate.
It does seem to cause a seg fault if you rotate too far, though. |
Re: Did you know that? (Dominions trivia)
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-Max |
Re: Did you know that? (Dominions trivia)
If you wield all three of the following items, you get Awe+0:
Whip of Command Sceptre of Authority Crown of Command I needed to gate some units and wanted to increase my leadership, so I made all three, and ... ooh! Surprise, the Awe icon popped on. |
Re: Did you know that? (Dominions trivia)
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Re: Did you know that? (Dominions trivia)
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And I've got Aboleths in a different game with higher magic leadership, and they don't have Awe either. The unit I equipped has this leadership now: Normal: 115 (15+100) Magic: 55 (55+25) Maybe a high leadership bonus, from items or the heroic ability, gives Awe? |
Re: Did you know that? (Dominions trivia)
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Re: Did you know that? (Dominions trivia)
Interesting. So a unit that already has high leadership, of like 120, might get awe with only a couple of those. Or maybe an awe over +0.
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Re: Did you know that? (Dominions trivia)
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Innate leadership has no effect on what items are needed for Awe. |
Re: Did you know that? (Dominions trivia)
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Anyone knows how to see the sommoned creatures and heroes' gold/resource cost and random path in the game? I fould this picture in a wiki page. But when I right click the hero in the game, I can't see the gold and resource line. Is there an undocumented shortkey? http://www.letscorp.net/wiki/farm/do...rthBlooded.jpg |
Re: Did you know that? (Dominions trivia)
They probably used modding to get that hero to show up in a recruitment screen.
P.S.: Yes, there's an undocumented way to get it, too. Dunno if I should document it here, though. :p |
Re: Did you know that? (Dominions trivia)
... the artifact Sunslayer does 8 AN damage to any non-undead in its 5-square AoE, and is NOT MR-resistable?
-Max |
Re: Did you know that? (Dominions trivia)
You can mod in a new nation, put the summon creatures as recruitables in the new nation. Viewing the units from "Recruit Units" will show the Gold/Resource cost and random paths.
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Re: Did you know that? (Dominions trivia)
...Skullface gives undead leadership 10? This is useful if you want to Gateway some undead creatures to the front lines without giving the Rod of the Leper King to one of your powerful astral mages (thus diseasing him).
Skull Talisman gives undead leadership 1 but that's obviously not much good. The Rod of Death gives more (40?) but is an artifact. -Max |
Re: Did you know that? (Dominions trivia)
...sometimes (though very rarely) the gurus and yogi of monkey nations reincarnates after they die. Sometimes in equal power but sometimes more (or less) powerful?
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Re: Did you know that? (Dominions trivia)
Mostly less powerful. White Ones can reincarnate on occasion, too.
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Re: Did you know that? (Dominions trivia)
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+25: Champion's Trident Sceptre of Authority Whip of Command Sun Sword +50: O'al Kan's Sceptre Twin Spear (both of them) Sceptre of Corruption Crown of Command +100: Crown of Overmight An Ettin (three hand slots, two head slots) can get up to Awe +8 with that. |
Re: Did you know that? (Dominions trivia)
So a Wyrm can get +5? Awsome!
I wonder what the highest is for one of those 4-handed gods |
Re: Did you know that? (Dominions trivia)
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If lch has the formula right, that should be Awe +2, not Awe +5. On the other hand, one of my Davanas (one head, four hands) could have:
Again, if lch is right, the Davana gets Awe +6 from all of that. Nice, but I'm giving up a lot of slots that could be used for other things. Still ... good to know! |
Re: Did you know that? (Dominions trivia)
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@SlipperyJim: I bet mr Gandalf's talking bout the Wyrm at dom10, thus at Awe+2... The way we usually take it :) I think a 4-armed god could get to Awe+9 then... Maybe we understood why the DoW doesn't come with Fear too, even if it would be thematical IMHO :D |
Re: Did you know that? (Dominions trivia)
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Re: Did you know that? (Dominions trivia)
...the Banefire Strike that comes with the King of Banefires has a built-in Plague effect in addition to Decay? Sometimes SCs *don't* need forged equipment to devastate an army...
-Max |
Re: Did you know that? (Dominions trivia)
Kurgi's Gift causes insanity (around 12 but gradually increases)
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Re: Did you know that? (Dominions trivia)
In addition to more accurate scouting reports over normal scouts, spies can see things like the exact amount of PD in a province, unrest amount, and the number of revealed magic sites (though not which specific sites they are).
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Re: Did you know that? (Dominions trivia)
fungalreason:
Won't you be able to check them via F1? |
Re: Did you know that? (Dominions trivia)
I think you used to be able to, but now you can no longer see the enemy sites on the F1 screen.
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Re: Did you know that? (Dominions trivia)
You only see the site details on the F1 screen for enemy forts you are sieging.
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Re: Did you know that? (Dominions trivia)
Do you know that research points can go negative?
This has some effects: First a magic user set to research will always add at least one rp. Second you well never see if a magic user has negative research points. Third rp increaser's will start to increase rp from the negative rp total. Fourth, a rp experience bonus will decrease the negative penalty. Fifth, an example: Say you have a druid. Base rp 1, and you have drain -3. The druid rp is now -1. When set to research he will provide 1 rp to your research. After a few turns the druid gets experience. This increases his rp to 0. After destroying Ermor, you have a few spare skull mentors. You equip one on the druid. His rp increases by 9. So now your druid has research ability 9. (Not 10 as you would expect from the druid status screen). |
Re: Did you know that? (Dominions trivia)
Nice spot Soyweiser ;)
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Re: Did you know that? (Dominions trivia)
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Re: Did you know that? (Dominions trivia)
Looks like Edi should add this to the bug shortlist. The minimum RP should be 0 or 1, it probably was an oversight that they can go negative. I'd think that this check would only be done after all the RP are added together, too.
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Re: Did you know that? (Dominions trivia)
lch: It's not negative. It's 1 RP base, -2RP from Drain2 + 9RP booster +1 from XP. So 9 total [but it had RP1 in description all the time, so you'd expect it to get at 10 or 11 with mentor and xp].
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Re: Did you know that? (Dominions trivia)
Yes, I understood that, Zeldor. The real mechanic behind it for performing research seems to be doing ok. But the infoscreen for the commander isn't.
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Re: Did you know that? (Dominions trivia)
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(edit: While I do think the effect must be make clear. Something like: Research ability 1 (-1).) (edit2: I do think that the above description is not totally accurate. I doubt that under the hood it is really a negative research ability. I think that the penalty is just subtracted as the last effect. But research ability can never go lower than 1. It's a detail I know). (edit3: I forgot to refresh this page, multiple tabs... meh). |
Re: Did you know that? (Dominions trivia)
Isn't it a bug that -3 research = 1 RP but 0 research = 0 RP?
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