Name of the file: Dominions 5 Cheat Codes - Author: DAV - [PC] |
Cheat Codes: ------------ Submitted by: David K. Tips & Tricks: --------------- 1) Commanders have a leadership value which determines how many squads you can lead. However, this is not a set limit. Lets say you can lead 2 squads, you can actually lead more than that. However, this comes at the cost of a morale penalty for all your troops. That said, you CAN add one additional squad without a morale penalty, but only if it has 5 or less units in it. If you set their battle orders to guard commander, they dont count as an additional squad, and they will forever stick with your commander and protect him/her. Very useful, especially when the commander is a squishy mage or priest. 2) Your mages/priests will have a wide selection of spells and will choose to cast what they think is best. However, you will probably not always agree with them. You actually have some control over what they cast. To do this, go to your mages province, click army setup, and then "set battle orders". There you can click on cast a specific spell to set which spells should be cast in the first couple of turns of the game. 3) Lets say youve set the spells to be cast by your mage. Now you have 15 mages left to set all the orders with because you decided to go mage heavy. Instead of clicking and setting commands for all of them, you can copy the orders of the first mage to the other ones. To do this, hover over one of their orders, press CTRL-1. Then, hover over "set battle orders"> for the other mage and press 1. This will copy all the commands. 4) When you take over a region and then leave again, the region can easily be taken over by single scouts, or even some random events. To prevent this from happening, always leave some defenses. To do this, click on the region, and in the top of the screen click on Defence: 0 +/-. Here you can produce a standing army for not a lot of money. The cost of each additional troop is increased by 1 every time you click on the +. Once you have 10 defence value, youll start reducing unrest. Once you get to 15, youll also have patrol strength, which means your defending units will try to find scouts/spies/assassins every turn and root them out. 5) Theres a couple of options in the preferences you might want to turn on. First of all give orders to new commanders automatically puts mages to research immediately instead of defend when they get produced. Warn on end turn makes sure you dont forget about commanders, as you will get a warning at the end of the turn if a commander is idle. Multi-turn movement allows you to set movement orders that will take more than one turn to complete. Lastly theres show tips when starting game. This puts tips in the main menu. You can cycle through these with t. Very useful ones in there! 6) When you have troops with the sacred attribute, you can bless them with priests. Blessing gives a +1 morale. However, you can increase the effectiveness of the Bless spell when creating your pretender. Once he has 4 or more in one magic path, you can spend points under bless effects in order to add effects to the bless spell. Lets say you have 4 in air and 5 in earth, then you would have 4+5 points to spend on bless effects. This can get quite crazy quite fast. 7) Lets say youve hit someone, and your troop has a damage of 20 and they have a protection of 15. In most games this would mean you would do 20-15=5 damage. Here, both roll 2 dice. Lets say you roll 4+2 = 6. This gets added to the damage. The defender rolls 5+6. Instead of 11 being added to the protection, we have what they called an open ended 2d6 roll. This means the 6 is turned to a 5 (so now we have 5+5), but you get to roll another die. Lets say this is 6 again. It gets turned into a 5 again (5+5+5), and you roll again. This time its a 4. Therefore, your damage was 20+4+2 = 26, but the protection is 15+5+5+5+4=34. Now the protection is higher than the damage, so no damage is done. This means that very weak troops still have a chance of hitting and damaging your pretender, so watch out! 8) When giving orders to troops, there are options such as attack rearmost enemy or attach archers. However, theres no option saying attack commander or attach mage. Therefore, if you have a mage in your army, it might be good to put them a little bit in front of your rear units (e.g. archers), or put a block of units behind the mage, so when they are walking forward, they can intercept the flying units landing on top of the mage. 9) Spells require certain skill levels. If you have death2, that means you have 2 skill levels in death magic. However, skills with e.g. 3 skulls need 3 levels of death magic. In order to increase it you can click on a mage and press empower. Here you can spend gems to increase skill levels. First skill level is 50 gems. Afterwards its 15xtarget level (so from level 2 to 3 would be 45 gems). If you dont have enough gems of the type you want. You can click on the mage and then alchemy. This allows you to turn gems into astral pearls (2 gems per pearl), and then turn those pearls into gems of a different type (2 pearls per gem). This means it will cost you 4 gems to increase an other gem by 1. Very expensive, but can be worth it. How to Buff Air Elementals: --------------------------- Written by Shinuyama -=Introduction=- Buffed Air Elementals are obviously pretty good. If you want to ride the Iron Whirlwind though you may have noticed that mages hate buffing air elementals and will buff pretty much anything else if they can. This is how you make them do it. -=Turn 0=- Have absolutely nothing in range of the buff spell other than the mages casting buffs and the mages summoning elementals. Place all mages into each others' squares, such that they buff each other with aoe1 buffs when cast. -=Turn 1=- The buff mages cast the buffs they want to cast on air elementals, on each other (in a simple situation, all mages are size 2 and in groups of 3 - earth mages cast Iron Warriors on all the squares of mages, including the elemental summoners). The Air Elemental Summoners start casting air elementals (completing their cast 0.62.5% through the round, and finishing their cast at 1.25% - 25% into turn 2). -=Turn 2=- When turn 1's air eles appear, they'll 'fly up' but still count as being on the square they flew from for one full turn. The buff mages now buff the air eles. Everything else in range must have the buffs, or be a 'worse' target than a 14hp single-per-square air elemental that mages just seem to hate buffing. So ideally, everything else already has Iron Warriors or Quickness or whatever you're casting and the mage is forced to target an air ele (perhaps while swearing at how his powerful spell is being 'wasted' on some kind of ??? local breeze gust and how do we even know if it's actually helping us at all anyway). Note: If you have too many buff mages, some will change what they casting. This is fine if it is a random spell like Iron Will or Blade Wind, but if they default to a summoning spell, that will potentially cause the others to redirect their spells to those new summoned units - Horde of Skeletons or Raise Dead or w/e, and then not buff the air elementals. Thus if your mages default to summoning spells then you must not have 'too many' buff casters and do the math to figure out 'exactly how many' you need. -=Turn 3=- More of the same. Turn 2's air eles will be buffed by buff mages, and air ele summoners will start making more air eles to be buffed on turn 4. It's very rare that you have air mages powerful enough to do this, and usually it's something like a4 eagle kings with a storm and summon stormpower doing this. -=Turn 4=- There is a bit of a hiccup on turn 4. The air eles (if you're still summoning them somehow) will only appear after turn 5 has started, meaning the buff guys won't buff them (they'll change spells due to having no targets for the buffs and will instead cast Blade Wind or Horde of Skeletons or whatever they feel like). The 125% cast time has slowly but surely caught up with you. This means that the only way to buff air eles cast on turn 4 (who pop out like 10% into turn 5) is to use longer cast time spells one some buff mages (like Mist or something) so they too are behind the times and thus start casting like 20% into turn 5 or whatever. Something like Mist -> Iron Warriors -> Iron Warriors -> Iron Warriors -> Iron Warriors would result in the last spell in that list being started to cast 50% through turn 5, aka turn 5.5, which means the air ele would exist to be buffed etc. -=Turn 5=- If you absolutely feel that buffed Air eles are required in even the 5th slot of a script, you will need longer cast time spells (potentially multiple) or spells that cause mages to fall unconscious and only 'wake up' in time to cast buff spells on air eles at the exact right moment. |
View: 1542 times |
Updated: 2021.02.20 |
Print the text |
Comments