Dominions 6

Dominions 6

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Sombre Warhammer
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49.993 MB
13 nov, 2023 @ 14:09
15 nov @ 18:06
49 ändringsnotiser ( visa )

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Sombre Warhammer

Beskrivning
I make mods for fun, not profit, but if you enjoy my mods and would like to tip me for my work you can do so on Kofi: https://ko-fi.com/sombrewarhammer

Discuss the mod with me on Discord here: https://discord.gg/byXJKZCetK

If you want to download this mod manually rather than subscribe on the workshop you can always get the latest version here: https://llamaserver.net/sombre/Dominions6/Mods/

This modpack contains 6 mods.
Sombre Warhammer
Sombre Warhammer Poptypes
Sombre Warhammer AI Pregenerated Pretenders
Sombre Warhamer AI Starting Forces Boost
Sombre Warhammer Strigos submod
Disable MA Vanilla Nations

Important: Only enable either Sombre Warhammer Current Version or one Sombre Warhammer Static Version at a time. If you're playing a multiplayer game I STRONGLY recommend using the Static version, or you risk the game breaking if I update the mod.

Latest changes:

See my Kofi for full changelog: https://ko-fi.com/sombrewarhammer


--- Sombre Warhammer 1.41 ---

Adds a selection of 26 Warhammer nations to the Middle Age. 24 either entirely created or extensively updated for Dominions 6 by Sombre and 1 nation created by Sasooli. The nations added here and their titles ingame are:
Beastmen (Beastlands)
Bretonnia (Bretonnia)
Cathay (Cathay)
Chaos Dwarfs (Zharr-Naggrund)
Dark Elves (Naggarond)
Dwarfs (Karaz-a-Karak)
Khorne (Khorne)
Kislev (Kislev)
The Empire (Altdorf)
The Empire (Nuln)
The Empire (Middenheim)
Greenskins (Black Crag)
Greenskins (Bone Nose Tribe)
High Elves (Ulthuan)
Lizardmen (Itza)
Norsca (Norsca)
Nurgle (Nurgle)
Ogre Kingdoms (Goldtooth Tribe)
Skaven (Skavenblight)
Slaanesh (Slaanesh)
Tilea (Tilea)
Tomb Kings (Nehekhara)
Tzeentch (Tzeentch)
Undead (Nagashizzar)
Vampires (Vampiria)
Wood Elves (Athel Loren)

Additional credit for borrowed sprites from Sturm, Executor, Llamabest, Burnsaber, Deathjester, Mormacil.

Compatibility: This mod uses a wide range of monster, site, weapon, armour, montag, nametype, nation etc IDs. Consequently it is very unlikely to be compatible with other mods which add substantive content. No effort has been made to avoid IDs used by other mods. It is guaranteed to be compatible with LA Warka and of course with the Sombre Warhammer Poptype mod.


--- Sombre Warhammer Poptype 1.8 ---

A submod to allow Sombre's Warhammer nations to replace independent recruitables and independent province defence with national recruitables and PD. This mod only works in conjunction with and REQUIRES the Sombre Warhammer mod. It is included in the Sombre Warhammer modpack on the Steam Workshop.

Compatibility: This mod will ONLY work with Sombre Warhammer enabled. It should never be used separately from that mod.


--- Sombre Warhammer AI Pregenerated Pretenders 1.3 ---

A submod which requires the use of Sombre Warhammer. All this mod does is provide AI controlled Warhammer nations with a selection of pregenerated Pretender builds. These builds use more points than usual (roughly equivalent to the bonus points from a master AI I think), all the Pretenders are awake, and they all have Dominion score of 6. This should help the AI have more thematic, interesting, and useful scales and blesses. Using this mod should increase the challenge Warhammer nations provide in single player considerably.

Compatibility: This mod will ONLY work with Sombre Warhammer enabled. It should never be used separately from that mod.


--- Sombre Warhammer AI Starting Forces Boost 1.5 ---

A submod which requires the use of Sombre Warhammer. All this mod does is gives every AI controlled Warhammer nation an additional starting army and several basic priests. This should help the AI with early expansion, providing a better single player experience.

Compatibility: This mod will ONLY work with Sombre Warhammer enabled. It should never be used separately from that mod.


--- Sombre Warhammer Strigos submod 1.0 ---

A submod that allows the selection of the Strigos nation, which is basically all the Strigoi bloodline content from Vampiria without the other bits.

Compatibility: This mod will ONLY work with Sombre Warhammer enabled. It should never be used separately from that mod. You must enable this mod AFTER enabling sombre warhammer for the load order to work correctly.


--- Disable Vanilla MA 1.1 ---

A simple mod packaged with Sombre Warhammer which moves all the Middle Age vanilla nations into the Early Age. This is intended to allow people to play games with random nations where they only get Warhammer Nations, not vanilla nations.

Compatibility: Should be compatible with any mod that doesn't use the base game MA nation IDs (except the One Age Mod, obviously)
Populära diskussioner Visa alla (16)
74
17 jul @ 12:39
bugs and missing stuff
MK3 MK-X14Z
13
12 maj, 2024 @ 15:13
Just a question on balance
Fraud
8
17 aug, 2024 @ 6:43
Multiplayer Crush
Tai
640 kommentarer
Sombre  [skapare] 1 dec @ 2:20 
@LordAdmiral_PAV: While it would be cool and interesting for sorcerers and the like to be able to improve by gaining experience and rank and the attention of the gods, this is sort of something that's true for all magic users and it would be a lot of work. So not so much a priority.
LordAdmiral_PAV 1 dec @ 1:44 
Hello! I haven't checked for updates for a long time, but I see that the mod is getting better and better with each update. I have a suggestion regarding chaos sorcerers and possibly sorcerers from other factions. It would be logical to add the ability for them to increase their rank, as is done for Chaos Champions. After all, they draw their strength from the blessings of the Chaos Gods. Or other powers in the case of other factions.
Sombre  [skapare] 26 nov @ 10:59 
@Joe_Schnoops: I can prevent the assassination events until turn 5. It would require too much code to make it so individual commanders have a set safety window from assassins, so I won't do that.

If you are very concerned about your grey seers I recommend giving them council guard bodyguards. That's canonically what they're there for.
Joe_Schnopps 26 nov @ 8:52 
Well frankly both, an assassination in the first 2-3 turns, as well as it being the freshly birthed greyseer that's been targeted. Admittedly, it's not;
Greyseer Recruited
Eshin Assassin
but rather, the Greyseer would have the one turn to decide what his path in life is going to be, and then to be promptly hit with the event after ending turn
Sombre  [skapare] 26 nov @ 5:25 
@Joe_Schnopps: What's the issue, that the assassinations happen in the first few turns of the game? Or that they happen to a commander the turn it's recruited?
Joe_Schnopps 26 nov @ 5:07 
I don't know if you'd want to change it, but Skaven have the same issue as @Blightstar, where Eshin Assassin will sometimes take out lords turns 2-3, particularly greyseers.
Sombre  [skapare] 25 nov @ 5:25 
@Blightstar: I can make it so he is never attacked the turn he spawns, yeah. Good catch.
Blightstar 25 nov @ 4:12 
Just had an amusing but bit sad event as Norsca: I got special message that Sayl the Faithless has joined my cause... but he was also attacked by Slaanesh herald the same turn, killing him and his single bodyguard. Could it be changed that he either gets a bit more bodyguards when he spawns or, if possible, not get attacked the same turn he spawns?
Sombre  [skapare] 19 nov @ 15:01 
@Joe_Schnopps: There is value in being a flying commander, especially one that can bless Morghasts, and with the right bless (and equipment if needed) the Harbinger can quite happily beat up small forces on his own.
Joe_Schnopps 19 nov @ 12:27 
loving the mod so far, but I just found the Morghast Harbinger to be super underwhelming when I got it. It doesn't lead many troops, only 2 army groups, and has no starting magic, whilst your liche council exceeds it phenomenally. The Wight King could even be deemed better as it has multiple army groups available.
I do really appreciate the really in depth descriptions for the heroes though, it's a great addition and really adds a lot of flavor.