Dominions 6

Dominions 6

评价数不足
EA Frostlings, Reign of the Ice Queens (now DE compatible)
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
520.515 KB
2024 年 4 月 25 日 上午 10:32
11 月 19 日 上午 5:22
4 项改动说明 ( 查看 )

订阅以下载
EA Frostlings, Reign of the Ice Queens (now DE compatible)

描述
Now updated to include a version compatible with Dominions Enhanced 2.12!


To the north of the regions occupied by the Vans, Chuds, and Rusian peoples are polar regions where the entrance to Kokytos is rumored to be located. Tribes of nomadic Frostlings, distant cousins of the rimvaetti wolfkin, eeked out a meager subsistence living across the arid taigas and tundras.

Bune, one of the Ice Devils of Koyktos, once corrupted an unknown Queen of Elemental Water, and their union led to the creation of an all-female magical race of pale-skinned humanoids. While few in number, these creatures somehow self-propagate by magical means, and soon there were enough to sally forth and conquer nearby Frostling tribes with superior magical and martial prowess. The leaders of these magical women, self-described 'Ice Queens' styled after their origin mother, realized the value of Frostlings as thralls and minions. One by one, petty chiefs came to pay tribute to and worship the Ice Queens, and permanent settlements were built around their temples and halls.

Now with the Awakening God, the Ice Queens, their progeny, and their Frostling subjects roll forward like a frigid fog to consume all who oppose them in their path.



-----------
DESCRIPTION
-----------

Welcome! This mod attempts to bring the Frostlings faction from the Age of Wonders series of games to Dominions 6, with the greatest influence from Age of Wonders 3 in particular. I tried to make the Frostlings fit within the Dominions universe lore as best as possible, and to give them enough differences that they are not an Early Age reskin of Vaettiheim. This nation is obviously not based on real world nations or mythology, but I did include a real life myth from the Saami people of northern Scandinavia in the description for one of the heroes.

Credit also goes to makers of SpriteGen and sprite artists of the Magic Enhanced mod for Dominions 5 for some of the units or inspirations for sprites.

Magic:
- This is primarily a Water and Death nation, with medium access to Nature and Air, and weak but important access to Fire. Heroes give moderate Blood and Astral access.
- Frostlings have 7 national combat spells and 3 national ritual spells.

Priests:
- H1 mage-priests in every fort, H2 cap-only mage-priest.

Troops:
- Frostlings are size 2 with stats similar to Vaetti, but have 10 cold resistance and -5 fire resistance (however, there is a very early national spell to buff fire res in a moderate AoE), snow movement, and are mostly stealthy
- Frostlings cavalry include dire wolves and mammoths
- The sacreds are large female magic beings with magic weapons and can be recruited out of any fort, provided it is at least Cold 1 in that province
- Cap-only mindless inanimate made out of ice with cold power and ice protection

Summons:
- There are 3 units that are either ritual or combat summons

Items:
- No special items

Infrastructure:
- The capital has a powerful Ice Castle, but outlying forts are fortified villages. These take only 4 turns to build and cost 800 gold, but have weak wall strength, much like EA Rus in Dominions 5 (This turn-advantage may be too powerful and get changed in a future patch)

Scales and Domain
- Cold 3 and dominion spreads cold. Unfortunately, I could not figure out a mod command from the manual on how to prevent excess population deaths from cold like with Niefelheim. This may get changed in a future patch if this mod command becomes available


I may make additional tweaks to balance and add a missing attack sprite for some of the heroes. I welcome your feedback!
6 条留言
Ddraig Lleuad 2024 年 12 月 22 日 下午 5:04 
Found a fix for the temperature popkill issue; while you can't make events that add pop as a percent, you can make SITES that do that, so you could give frostlings a handful of events that add/remove sites according to cold scales in their forts.
isiarca 2024 年 12 月 16 日 上午 12:40 
The Tracker doesn't have recpoints set, so the "copystats" you did makes it cost 6 commander points. Other than that minor hiccup, I've been having a good time with this mod.
Ddraig Lleuad 2024 年 5 月 1 日 下午 3:13 
I guess if you wanted a janky solution to the temperature popkill thing, you could give them a hidden event that checks if a province is a) under Frostling dominions, b) in winter, and c) at cold 4+, and adds +2 growth scales there. That'd be enough to cancel out the popkill, and it wouldn't be entirely a game mechanics thing, I can see Frostling life blooming in winter.
Ddraig Lleuad 2024 年 4 月 27 日 上午 10:04 
Oh, one other thing that occurs to me, on closer examination: Leadership. Ice Guardians and War Maidens being magic beings is fine enough, but it'll make the logistics for them a pain when your choices are basically 20 ldr witches and the morale penalties that entails, or 40 ldr queens who can do formations and morale bonuses (which war maidens kinda want, at only 12 morale), but are also, y'know, 600g slowrec caponlies. If it's intentional, fair enough, but if not, maybe give it a second look.
Hajduk  [作者] 2024 年 4 月 26 日 上午 6:59 
Thanks for your feedback. After further test play, I've implemented some of the balance changes in v 1.01 (see change notes) you've suggested to make the mages more powerful given that they are in EA.
Ddraig Lleuad 2024 年 4 月 25 日 下午 1:40 
For a nation supposed to be primarily water and death, offcap they only random D1, and even in cap they top out at D3. That's... poor. This is EA, you know? You've got Witch Kings, Hangadrott's and Sauromancers to compare to. Native D4 is an important breakpoint for how much of a death nation you are, that's Skullface's and the big summons like Wraith Lords, but as-is their death access is so-so.

Only 1/3 of your anyfort mages having a 2 to work with also stings. At least the A1's can summon Northern Glows, but what the D1's are supposed to do without spending a fortune on skull staffs...

Last, I can see what you're going for with White Witches, but fire/water primarily breaks you into acid magic in Dominions. I'm not saying Frostlings shouldn't be massing Green Lions and hurling acid bolts, but if you feel like it's out of theme, maybe rethink their pathing and implement frozen flames another way, like national spells restricted to white witches.