Dominions 6

Dominions 6

Sombre Warhammer
640 Komentar
Sombre  [pembuat] 1 Des @ 2:20am 
@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 Des @ 1:44am 
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  [pembuat] 26 Nov @ 10:59am 
@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 @ 8:52am 
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  [pembuat] 26 Nov @ 5:25am 
@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 @ 5:07am 
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  [pembuat] 25 Nov @ 5:25am 
@Blightstar: I can make it so he is never attacked the turn he spawns, yeah. Good catch.
Blightstar 25 Nov @ 4:12am 
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  [pembuat] 19 Nov @ 3:01pm 
@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 @ 12:27pm 
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.
Sombre  [pembuat] 18 Nov @ 4:14am 
@Lordlynel: They'd turn to soup. It's undignified they so they won't do it.
Lordlynel 17 Nov @ 9:23pm 
why would the mummified commanders not be able to go underwater? Mummies in dominions take damage for going UW but still have poor amphibian
Sombre  [pembuat] 15 Nov @ 3:32am 
@fknight: Yes, it's intentional. They add their strength to that damage and it has not been my experience that they can't hurt things.

The princes and kings are mummified.
fxknight 14 Nov @ 1:54pm 
Sorry if this has been asked before, but is it intentional for the blue and pink horrors of Tzeentch's ranged attacks to do negative damage? Other Tzeentch ranged attacks (like the Chaos Warrior's fire attacks) also do negative damage. Makes it really hard to hurt anything at all with them.

Also, in support of the earlier question about Nekehara and poor amphibian, I completely understand that the mummified priests shouldn't have Poor Amphbian, but the Princes and Kings look totally skeletal, like the heralds. Did you really mean for them to not have it too?

Thanks for one of the most amazing mods ever!
Sombre  [pembuat] 13 Nov @ 2:04pm 
@herewardthewake: Yes, it's intentional.
herewardthewake 13 Nov @ 12:32pm 
@Sombre Yeah just feels like being able to make 120 siege points just from commanders in 1 turn at a Citadel is quite a unique and unpriced power.

Also is Throgg for Norsca really meant to have acid vulnerability rather than resistance?
Sombre  [pembuat] 12 Nov @ 1:44pm 
@herewardthewake: I can take a look at them. There's probably an argument for them being 2 CP like the higher tier military commanders.
herewardthewake 12 Nov @ 9:48am 
Thank you for your work Sombre!

I have just won a game with Dwarves. I think they are in decent shape, however I think there's an argument for saying the Engineer is a bit overpowered at 1 commander point. I felt like I could spam them very easily, making both fort defence and attack quite trivial. I would suggest increasing commander point cost to 2, and maybe also increasing gold cost to 200.
Sombre  [pembuat] 11 Nov @ 8:53am 
@SleepyLazyPanda: No worries! Glad you're enjoying the mod.
SleepyLazyPanda 11 Nov @ 7:10am 
thanks a lot, I didn't know :cozybethesda:
Sombre  [pembuat] 11 Nov @ 6:13am 
@SleepyLazyPanda: Undead can't preach in dominions.
SleepyLazyPanda 11 Nov @ 4:17am 
thanks for the very fast answer
ok I get it for the mummified commanders, it makes sense, so only the scout and the herald can go underwater because the other are mummified

If I may, I was also wondering about preaching : I can preach with liche acolytes but not with my tomb king (lvl 3 priest), not with Settra (lvl 4 priest) nor with my prophet (he's a herald), although I can build temples with him. Seems strange, doesn't it? or am I missing something?

Cheers
Sombre  [pembuat] 11 Nov @ 3:29am 
@SleepyLazyPanda: The mummified commanders aren't able to go underwater without magic items (they'd turn into soup). The skeletal commanders can.
SleepyLazyPanda 11 Nov @ 3:05am 
hi
such a cool mod thanks a lot, I'm having a ton of fun

I'm playing Nehekhara and I noticed that most commanders and unique heroes don't have the "poor amphibian" trait, while all units I've seen so far have it, is it intentional? it feels strange

cheers
Sombre  [pembuat] 9 Nov @ 4:45am 
@Lordlynel: Ah that must have been added at some point and I didn't notice.
Lordlynel 8 Nov @ 5:11pm 
@Sombre You can assign the corruptor ability with dominions mod commands though. Per the modding manual (and what I have seen in other mods), it is #corruptor)
Sombre  [pembuat] 29 Okt @ 3:13am 
@wartole: No, that would be very onerous to maintain. All my mods are compatible with each other but I have no idea about anyone else's mods.
wartole 28 Okt @ 6:17pm 
is there a list of compatible mods?
Vanya0 27 Okt @ 6:37am 
Oh, ok, Thanks for responding
Sombre  [pembuat] 27 Okt @ 6:33am 
I cannot speak to the compatibility of divinitus but since "First Gate of the Maze" is a starting site for Tzeentch and you don't have it (or any of its successors) at all (and instead have temple of the void, which I imagine is a divinitus site) I am relatively confident this is a mod compatibility issue.
Vanya0 27 Okt @ 6:26am 
Yes, but only Divinitus with this mod's compatibility, Sorry for late answer.
Modlist is
Sombre Warhammer 1.4
Sombre Warhammer Poptypes 1.8
Sombre Warhammer AI Pregenerated Pretenders 1.3
Sombre Warhamer AI Starting Forces Boost 1.5
Sombre Warhammer Strigos submod 1.0
Disable MA Vanilla Nations 1.1
Divinitus 1.15.2 Warhammer Sombre Compatibility
Sombre  [pembuat] 27 Okt @ 5:41am 
Джесси Бургер: Are you using several mods at the same time?
Vanya0 27 Okt @ 4:53am 
I have posted a screenshot on my account that shows the sites on the capital
Vanya0 27 Okt @ 4:51am 
I dont have a gate at all... If it's supposed to be a site, it's not there
Sombre  [pembuat] 27 Okt @ 4:27am 
中国的皇帝: Which number gate do you have in your capital currently? If I had to guess I'd say something's gone wrong with the process if you've reached 0 secrets to unlock but the gate hasn't progressed.
Vanya0 27 Okt @ 4:22am 
How to get the impossible maze? As tzeench, it just says i need 0 more secrets to unlock the gate
Sombre  [pembuat] 20 Okt @ 2:36am 
@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 19 Okt @ 10:21pm 
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  [pembuat] 15 Okt @ 2:54am 
@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 14 Okt @ 4:53pm 
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 ♥♥♥♥ 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  [pembuat] 5 Okt @ 1:59pm 
@Gom: Thanks! Glad you're enjoying it
Gom 5 Okt @ 4:02am 
This is one of the most impressive user-created contents I've seen, so big kudos to you and thank you.
Sombre  [pembuat] 23 Sep @ 2:40am 
@Lordlynel: Sure that's reasonable.
Lordlynel 22 Sep @ 5:42pm 
(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 22 Sep @ 5:41pm 
given their description as tracking down beastmen warbands in small groups, could the hunters of sigmar perhaps be given a small patrol bonus?
Sombre  [pembuat] 22 Sep @ 5:29pm 
@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 22 Sep @ 1:06pm 
Just started playing the game so i wont be playing mods for awhile but man i just had to subscribe this looks insane :-)
Sombre  [pembuat] 22 Sep @ 7:12am 
@Lordlynel: Yes I'm aware, just not something I've done.
Lordlynel 21 Sep @ 5:22pm 
(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)