Dominions 6

Dominions 6

Dominions Enhanced v2.13
145 条留言
msilbey 12 月 2 日 下午 5:54 
Thank you for your hard work on this great mod!
Cat but Scary 11 月 29 日 上午 9:08 
LA Houssa seems to have something preventing units from recruiting properly.

Hard to tell exactly what is happening, but *sometimes* I get the units I paid for the following turn, but usually I do not, and they remain in the recruitment bar taking up the same resources. No patterns that I could discern.
Sloop 11 月 27 日 上午 10:58 
Unmounted sprite for Feminie's mod hero Avtandil is repeating the mounted sprite (blue_avtandil1/2) instead of using the unmounted verison (un_blue_avtandil1/2).
Sloop 11 月 23 日 上午 11:41 
The commands adding growth to LA Aby's cap site and changing their cap to a cave is bugged. #selectsite doesn't have an #end before the #newevent starts, it's down below #newevent's own #end.
worst noob 11 月 21 日 下午 7:11 
you should give the 2 basalt blessings different names its confusing to script
worst noob 11 月 20 日 上午 7:12 
i find it weird that the shura and ghost general units have salt weakness seems like an over sight considering non of the other ghost units are affected by salt.
PlagueWizard 11 月 16 日 上午 12:07 
Question, is it intentional that LA Ulm still have Nature summons and Charm of the Crescent Moon? With fortunetellers no longer being SDNB but SDGB, you either have to get lucky and have the right hero show up or hope one of you Exalted ones rolls for Nature.

It'd be nice if they had some Glamour nationals/items, with the changes made to DE going from 5 to 6, combined with the changes in vanilla to how communions/sabbaths work, LA Ulm feels a lot less effective.
Shovah 11 月 11 日 下午 1:49 
LA Abysia lists the Ember Lord in their summons futuresite, but do not have access to the summoning spell for it. Not sure which part is the error.
Vanya0 11 月 11 日 上午 6:36 
This is probably the cause with overlapping creature ID's. If you have even two creature modifying mods, you can suddenly start rectruiting Klullus or the Vastness from a fort. The game can't handle multiple mods adding too much ID's
PawnSacrifice 11 月 10 日 下午 4:43 
So for LA R'yleh there's an enchantment "One With the Void" that will turn dreamers in the province into void beings, however when it goes off it only summons "Destrier" and when I look it up, it's a horse. I have a couple other mods running but everything else has been working fine, no other nation mods.
Peeping peacock 11 月 8 日 上午 11:15 
Why is arcane analysis tham 7 now from tham 9?!?
Astral nations get complete control of the globals wayyyyyyy too early now for no real cost
Globals in general were nerfed to later research levels as well, there's no reason for the strongest dispel tool to be so easily accessible.
It completely removes any mind games or strategies around overcast costs
Disenchant exists as a surefire way to get rid of game winning globals, but there's no reason to use it with how overbuffed analysis is now.
Sloop 11 月 8 日 上午 10:42 
LAtlantis's Send Tupilak has been raised from D3W1 to D5W1 (and costs 1 gem more). This makes it impossible to cast natively even with boosters, and non-natively requires a 40 gem booster to cast.
No matter how much Tupilak PTSD you may have, you can't just be effectively removing vanilla nationals from nations.
noor 11 月 8 日 上午 4:20 
Two bugs:

- Zemaitia's Vedun commanders all spawn with "No Name" as their name. Haven't been able to identify why, since their id isn't present in the DE's mod file.

- The events caused by LA R'lyeh's 'One with the Void' spell have an monster id error; they reference 3518 (destrier) when they seemingly should reference 6537 (dreamer dummy)

Thanks for a great mod!
The Art Of Fury 11 月 8 日 上午 1:57 
Everything should have a counter, thus horror mark should be able to be removed with a cost.
Vanya0 11 月 8 日 上午 12:37 
Horror mark is this way for a reason, it can never go away even if you are dead or change forms. It lessens each month a commander is dead, but is always present if you got it. It's... Consequences of your magic actions
The Art Of Fury 11 月 7 日 下午 8:47 
Request for a new astral spell to remove horror mark on commanders.
Sloop 11 月 7 日 上午 1:37 
Some inconsistencies with the Morvarc'h Wraith that the Knights and Princess ride. It's an ethereal wraith, but it's copying stats from a longdead horse. The biggest problem is the Never Heals tag. IMO making the wraith horse a full wraith instead of the strange mostly-skeletal hybrid it currently is would make the most sense. Get rid of Never Heals, Inanimate, Pierce Resistance and the low longdead HP. Cold and Fear are the missing wraith elements, but you may want to leave those off for balance purposes, especially not the double layer of fear.
anaris 11 月 2 日 下午 5:04 
does this mod use enough events to hit the "event cap" i have heard about on its own?

testing something else for compatibility, and just wanted to rule this out as a cause for my code not working
benfa 11 月 1 日 下午 8:29 
None of the powers in my game have claimed a nearby throne. What gives?
spathi4tw 10 月 26 日 上午 10:58 
Pangea's "Wrath of the Forest" spell produces an Asphodel spell result. Instead of the described forces (animals, awakened tree, and Ivy Lords) it creates manikins, mandragoras, etc. All owned by Asphodel, even though they aren't in the game.
AliensOnMars 10 月 23 日 下午 2:39 
It's great to see this back btw thank you!
AliensOnMars 10 月 23 日 下午 2:39 
It might be worth adding to the description a list of the other mods this incorporates for people's awareness e.g. worthy heroes and magic enhanced.
The Art Of Fury 10 月 14 日 上午 5:09 
Michael the archangel is visually holding a spear but is only equipped with a sword, pls fix inconsistency.
Brownie 10 月 13 日 下午 5:09 
MY FAVOURITE MOD IS BACK
machinecode 10 月 9 日 下午 5:31 
thanks for the update
Lord Koth 10 月 8 日 下午 3:57 
The Reanimation Amulets C'tis gets at Cons 3 for 5 gems seem... excessive. Either a higher research level or more expense seems reasonable if they're kept. Same with a Master Ritualist item for 5.

Regardless of the above balance concerns though, there is an actual issue with them. You've seemingly got them flagged as usable by Cold Blooded units, not C'tis units, as Pale Ones are quite capable of picking them up if dropped. Or equipping them from inventory. Neither of which seems intended given the description.
Vanya0 10 月 7 日 上午 7:33 
Ghoul and Demon units are mostly Undead command, and are affected by banish undead spells, probably the "Ghoul with the sword" is the one bugged one
HappyHead 10 月 7 日 上午 7:32 
Bug?
The added ghoul untis for Ubar are considered undead units- but should be considered magic units. They're marked as magic demons properly on the unit info but the game adds them to the commander's undead pool. Maybe something got messed up when the new ghoul zombie units were added? Kinda funny that normal ghoul is magic but ghoul with a sword is undead, but it makes the new zombies less usable

Also, not sure if this is a bug or not, but the Ifrit Pretender ubar uses, son of the first flame, has had its unique skin changed to the standard ifrit sultans? Can that be changed back? I get the sultan skin may fit with the lore a bit better, but the vanilla skin is visually distinct which is nice because the Ubar hero usually has to run with an entourage of ifrit sultan commanders.
Vanya0 10 月 7 日 上午 6:50 
@wartole Yes! But the new nation from the yesterday's update is not updated yet
wartole 10 月 7 日 上午 2:59 
does this work with divinutus?
BadCub 10 月 6 日 下午 2:38 
Don't know if this has been reported yet, but the ritual for summoning demon knights is called 'Bind Fiends.'
Barbed wire 10 月 1 日 下午 12:32 
Not sure if this is mod related or a Dominions 6 bug. But howler units of the Republic of Dogs have the wrong attack sprite assigned.
Meriados 9 月 29 日 下午 7:50 
What happened to stellar decree?
Drasath 9 月 29 日 下午 12:11 
easily the best mod for Dom 6 right now
Vanya0 9 月 28 日 下午 12:35 
@Brybry It was just an issue on my side, for some reason my game couldn't load the sprites, and messed up the nations, adding random creatures to random nations, like Ktullu to the Man. Was bewildered before i finally figured it out
Brybry 9 月 28 日 上午 11:33 
@Бомба-щекотунка

If it shows up on the main menu at the top left you're probably good. Just check EA Nation list for Bantay Tubig. If it's present the mod is active.
Peeping peacock 9 月 21 日 下午 12:05 
Thank you for bringing this mod to Dom 6! Me and my buddies actually only started playing Dom 6 when this mod came out. We all hate glamour :ojchicken:
Peeping peacock 9 月 21 日 下午 12:01 
Werewolfs don't have darkvision despite werewolf variations having darkvision and regular wolves having darkvision. Very noticeable when lunar potency is up.
Vanya0 9 月 19 日 上午 1:21 
how to use this? i think it just doesnt work when i "enable" the mod, no new spells or anything else
Elerus 9 月 14 日 下午 7:31 
Really enjoying the mod, but I wanted to report a potential bug:
The spell "Lost Land" simply doesn't work. I've tried it across two different games and it does nothing. It takes the Gems, but the selected land is neither hit by a flood nor does it sink.
Kakhelian Red Guard 9 月 9 日 上午 11:01 
Are the Ancestor Riders for late age tien chi supposed to be commanders?
Void 9 月 7 日 下午 4:04 
Hello I trying playing with the druids with the maiden trinity god. But when the map is created the three mages dont have any magic path, am I doing something wrong? Maybe in the creation of the god?
Cyber Witch ~ 9 月 2 日 上午 9:27 
Wow Im a huge fan of all the crazy changes and the new nations. So far I really really like the abyssial ones from MA and the focus on underwater undead summoning.

Kinda struggling with a decent pretender design but I love how clear and defined the mechanics are. Thats kind of rare in modded nations.
Lord Koth 9 月 1 日 下午 6:20 
Having a sprite bug with (EA) Demonbred where I'm getting a solid black square around them whenever they do anything, so presumably something on the sprite sheet isn't blending correctly. Technically noticing it in 2.8, so presumably could have been fixed, but don't see anything in the change log about it.
Moon Horse 8 月 30 日 上午 4:13 
Thank you. I fixed it on my end by changing the #itemslots for Drakon and Hound of Hades to 18669568 but hopefully you look at it in the future updates
karlsc2000  [作者] 8 月 29 日 下午 9:41 
@Moon Horse Sounds like a bug! Will take a look.

@Zan Thanks, will fix that.

Going to leave the flipper as is for now, will take a look at it when Oceania gets another balance pass.
Moon Horse 8 月 28 日 下午 2:25 
why remove one of the crown slots for three headed pretenders?
Zan 8 月 28 日 上午 7:49 
For Rotterland: Refugee Mermage has gift of waterbreathing 90 on land, 30 underwater. They can move underwater with the 90 size points for 1 fight, and then 60 size points worth of units drowns afterward as the mage assumes watershape.

@karlsc2000 For Oceania: Yes, hoof attack on land vs poison barbs is probably fine. Barbs just tend to be more predominate underwater, especially among indies. I guess the balance decision can be made on whether or not Oceania in DE feels weak underwater or not. If they need help, removing the flipper may help.
karlsc2000  [作者] 8 月 27 日 下午 4:28 
@SuperEdgy Should have been fixed in 2.8.
SuperEdgy 8 月 27 日 上午 10:01 
Noticed an oversight, seems that Fennoscandia's Sea Captain can't actually sail now. Due to them only being able to sail size 2, when they all are size 3. Unless I am misunderstanding anyway. Love the mod!