Dominions 6

Dominions 6

Sombre Warhammer
603 条留言
Sombre  [作者] 18 小时以前 
@Lordlynel: You can't directly assign the corruptor ability via dominions mod commands. You have to copy an existing monster that has it, including copying all their other tags. So I decided against this.

The focus on males is because there are (were) some complications involving having Azazel shift to target more than one gender and most commanders you would want to convert are male in dominions.
Lordlynel 22 小时以前 
It feels a bit bizarre that azazel is treated as a seducer, given that he lacks a specific targeting of males in lore. His abilities are described as supernatural corruption/convincing, which is exactly what the corruptor ability does. (thats also what dominions azazel, who has the same mythological inspiration as WHF azazel, has)
Sombre  [作者] 10 月 15 日 上午 2:54 
@TheMineKnight: Thank you for your kind words! You are welcome to re-use the sprites from this mod for other purposes if you want.
TheMineKnight 10 月 14 日 下午 4:53 
I love this mod. I Wish I could use some of these models myself, and play around with them to make new versions of the creatures, because holy shit are they are well made. And the units are good, and flavourful. The Factions play well. This Mod is honestly a masterpiece. Thank you for all the hard work and dedication.

You are a blessing to this game and this community.
Sombre  [作者] 10 月 5 日 下午 1:59 
@Gom: Thanks! Glad you're enjoying it
Gom 10 月 5 日 上午 4:02 
This is one of the most impressive user-created contents I've seen, so big kudos to you and thank you.
Sombre  [作者] 9 月 23 日 上午 2:40 
@Lordlynel: Sure that's reasonable.
Lordlynel 9 月 22 日 下午 5:42 
(right now they feel kind of hard to justify over the other knightly orders in the vast majority of games, and I figure it might help give them a niche)
Lordlynel 9 月 22 日 下午 5:41 
given their description as tracking down beastmen warbands in small groups, could the hunters of sigmar perhaps be given a small patrol bonus?
Sombre  [作者] 9 月 22 日 下午 5:29 
@Big Daddy: Ah welcome to the game! Lots of content to enjoy without mods, but if you like Warhammer this mod does have a lot to offer I think.
Big Daddy 9 月 22 日 下午 1:06 
Just started playing the game so i wont be playing mods for awhile but man i just had to subscribe this looks insane :-)
Sombre  [作者] 9 月 22 日 上午 7:12 
@Lordlynel: Yes I'm aware, just not something I've done.
Lordlynel 9 月 21 日 下午 5:22 
(using that system you could technically make them two handed at full functionality when mounted by giving the mounted version two-handed and +3 atk, and the dismounted version no attack boost, but that may be too janky, not sure)
Lordlynel 9 月 21 日 下午 5:21 
right but they aren't two handed even when used on foot
they don't have a mounted and dismounted version like jomon samurai cavalry
Sombre  [作者] 9 月 21 日 下午 5:08 
@Lordlynel: Yes, two handed weapons get a malus in dominions 6 when used by a mounted thing. To avoid this malus the weapons were changed.
Lordlynel 9 月 21 日 下午 4:02 
It seems many cavalry units with two handed weapons in the art and description don't actually have two handed weapons

Is this intentional?
Sombre  [作者] 9 月 21 日 上午 8:39 
@godofluna: Glad to hear you're enjoying them. No, very little chance of that happening. I don't enjoy making Pretenders.
godofluna 9 月 21 日 上午 6:33 
I love these nations, any chance there will be at least 1 unique pretender for the nations in the future? I don't like using the normal pretenders with the mod
Sombre  [作者] 9 月 16 日 上午 4:04 
@Nightcloak27ttv: I had set a resource size on the screaming bell to avoid this, which works for twiceborn, so probably it's a bug (in dominions) that it doesn't work for lichecraft. I'll check.
Nightcloak27ttv 9 月 15 日 下午 7:01 
not sure if this is intentional or not but because of the use of the old mount system if you cast lichcraft with a screaming bell you get a size 9 lich chassis (god lich is the title on it). I found this absolutely hilarious and I love it but I figured I'd mention it in case it wasn't intentional
Sombre  [作者] 9 月 14 日 上午 5:40 
@Ultramarine N47: It's intentional, they're supposed to be bad at rituals.
Ultramarine N47 9 月 14 日 上午 1:47 
true in their main description it states both. however the trait shows inept smith and direct negative wording.
the master ritualist states adept at rituals and positive wording. So I was just confused with that section that perhaps it was meant to be better.
however going back and reading the main description I think your right
Kellnaved 9 月 14 日 上午 1:28 
@Ultramarine N47. Well their description states they see forging and rituals as beneath them ... so I am pretty sure this is how it is intended to be. Their functions seems to be: Thug and Site Searcher.
Ultramarine N47 9 月 13 日 下午 7:58 
Not sure if this is old news or a misprint. I mostly play Elves and the Loremasters of Hoeth have a trait called master ritualist that states they are very good at performing rituals. However the value for this trait is -3 and therefore they honestly cant cast anything.
They are terrible smiths and have a -3 to smithing so Im curious if this was a typo when adding both traits or if it was intended.
Thank you again for this amazing mod!!!
Kellnaved 9 月 13 日 上午 11:24 
Now I am sold. :-D Great update anyway. Skaven gets really flashed out. Hope to see someone in a nice MP playing them with their new toys!
Sombre  [作者] 9 月 13 日 上午 9:39 
@Kellnaved: There are also advantages to being size 6, like the ability to wade through size 3 troops.
Kellnaved 9 月 13 日 上午 8:28 
Well, then they must have been pretty overpowwerd before. :-p Now the Kinghts of Ursun are:

-) cap only
-) limited rec 3
-) AND size 6

Meh! They probably could have acutally used a buff considering you only get small amounts of them and Kislev is not exactly on the top of the power curve.
Sombre  [作者] 9 月 13 日 上午 8:00 
@Kellnaved: If they turn out to not be very good I can buff them. I think they're probably still useful.
Kellnaved 9 月 13 日 上午 7:53 
"-- KISLEV -- Bears, including those ridden into battle, size 5 -> 6 (turns out bears in dominions 6 are size 6)"

That#s quite a nerf. conserning buffing them and halfing their damage output / attacks per tile. If this is necessary for thematic reasons maybe a few stat boost would be in order to compensate at least some of this massive nerf?
Sombre  [作者] 9 月 11 日 上午 3:38 
@Der Kaiser: No. I don't personally use DE and I don't think the maker of DE uses Sombre Warhammer. If you want to use them together I'd recommend looking into automatic mod merger tools.

I suppose you could also ask the creator of DE, perhaps they'd be interested in doing that work.
Der Kaiser 9 月 10 日 下午 9:21 
are there plans to have the mod work with Dom Enhanced without glitching
Verteks 9 月 7 日 下午 12:53 
Thanks for the input. I think I'll recreate the situation with a test game and see if the upgrade goes through and how severe the issues are. We do indeed have a Skaven so they might be seeing some strangeness especially if unit IDs have been adjusted.

Great work with mod! Really appreciate the work you're putting in. Unfortunate that a host's mistake is making the update painful when it absolutely didn't need to be with the static versions available. I'd consider making the note on this bold and highlighting it even more in the mod description, maybe even bringing attention to actually confirming the correct dm file is loaded in the lobby. The annoying thing is that the host claimed they had loaded the static version.
Sombre  [作者] 9 月 7 日 下午 12:31 
This is a good lesson in why you use a static version to avoid these kinds of bugs.
Sombre  [作者] 9 月 7 日 下午 12:31 
@Verteks: Probably lots of events not working quite right, the extent of which is hard to predict. You will have a turn where national spells aren't right either but they'll probably be fixed the next turn. If someone is playing Skaven I imagine they will have various issues.

I doubt the game would be ruined but as I say it's hard to predict everything that will go wrong with events because they're complex and loads of them will have shifted IDs, forgotten they've already fired the maximum number of times, and so on.
Verteks 9 月 7 日 下午 12:16 
A host in a game I'm part of accidentally picked the current version of the mod (1.31) and the recent update has naturally caused a conflict due to automatic workshop updates. If we upgrade the mod on server, what sort of risk of breaking it are we looking at? A game that won't load, broken scripts, entirely missing units?
eddieballgame 9 月 6 日 上午 10:13 
@Sombre...I did. In fact, I turn these updates into PDFs; thank you again.
Sombre  [作者] 9 月 6 日 上午 5:02 
@eddieballgame: You're welcome! Check the kofi for full changelogs. I might do a video about the patch as well I guess.
eddieballgame 9 月 5 日 下午 6:56 
Thank you, Sombre, for all the excellent work you do/share. This mod is so good.
Sombre  [作者] 9 月 5 日 上午 8:41 
@JJ "Mayo" Knock-out: Interesting! I suppose I could prevent this by making the two use different IDs. It does make sense he'd just grab the nearest bonebreaker and start riding it around though.
JJ "Mayo" Knock-out 9 月 5 日 上午 8:14 
This is definitely not a bug and working as intended, but still wanted to mention it:

I used Gift Of Reason on Bonebreaker Rat Ogre and made it my prophet. However, a Bonebreaker Warlord lost its mount, which led to him uuuuuuh... claiming the prophet as his new mount.
I wonder how this will affect the Arena.
Sombre  [作者] 9 月 2 日 下午 5:04 
@Hope#1243 they're gone forever, unless they happen to be immortal like Tretch or Nakai.
Hope#1243 "Salmonsüppen" 9 月 2 日 下午 2:02 
A question on unique heroes, are they gone forever if they get killed and doesn't have immortality? Or does the event refire eventually and you can get another one.
Kellnaved 8 月 23 日 上午 6:44 
Hm, I am not extremly familiar with the Empire lore. Griffons maybe? Like the Dark elfs have their sacred manticores? Giants? Are there any benevolent dragons in the empire that could fight for them? I know that the probablay have the best vanilla magic access and therefore vanilla summons but a national summon is ALWAYS more fun. :-D
Sombre  [作者] 8 月 23 日 上午 4:46 
@kellnaved: I'm not sure what later game national summons would make sense for the empire and wouldn't involve huge amounts of sprite work. They do of course have access to an incredible variety of vanilla lategame summons.

The Amber Wizard Lord's description covers this.
Kellnaved 8 月 23 日 上午 12:16 
Playing Altdorf after a LONG time again I kind of miss some later game national summons. Any chance you might add something for them in the future for the later game stages (Conj 6,,7)? Elfs have their dragons, Chaos their princes and demons, all the undead factions have some later game summons, chaos dwarves got some really cool ones lately.

Also the Amber Wizard Lord (17445) doesn´t have a rider + mount, it is just one unit (which is cool if he is supposed to be a heavy thugg).
Sombre  [作者] 8 月 21 日 上午 1:48 
@Ultramarine N47: Glad you're enjoying it! Keep an eye on the kofi for an update coming fairly soon: https://ko-fi.com/sombrewarhammer
Ultramarine N47 8 月 20 日 上午 9:39 
Just want to again say how amazing this mod is and how incredibly grateful I am for all your hard work and sharing! I have been absolutely addicted to this since I found it! 12/10 score
Verteks 8 月 19 日 上午 11:13 
Fair enough. My fault for assuming you hadn't already considered these options. Then this leaves the unit in a strange position in my opinion. Maybe it's the lack of experience, but I don't see how I could justify investing the gems given the low protection and hit points of the riders (even after fire resistance). A pity since the Warsphinx itself without its riders is something extremely survivable and easy to buff with the national spells.
Sombre  [作者] 8 月 18 日 下午 3:34 
@Verteks: afaik sleep clouds don't work on warsphinxes or their riders.

#noremount has nothing to do with the warsphinx. It's for commanders.

#mountiscom also has nothing to do with the warsphinx. It's for the mounts of commanders that are also supposed to be treated like commanders, which is pretty exclusively the province of pretenders with divine mounts.

#regainmount doesn't do anything on troops.

I don't really need suggestions on how to mod things. I'm an experienced modder and if I need help working out how to do something I haven't done before I have other experienced modders I can ask.

Regarding the fire breath, the riders have fire res 5. This could probably be increased. I can take a look.
Verteks 8 月 18 日 上午 6:41 
Also of note: it's easy to separate riders from mounts with certain spells like sleep cloud; something that affects the mount and rider separately and potentially disables the mount while not doing the same to the rider. Currently this offers the enemy an easy method of killing your elite Warsphinx troops.