Dominions 6

Dominions 6

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Sombre Warhammer
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53.513 MB
13 Nov, 2023 @ 2:09pm
23 May @ 1:49pm
47 Change Notes ( view )

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Sombre Warhammer

Description
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 1.31 ---

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)
Popular Discussions View All (16)
74
17 Jul @ 12:39pm
bugs and missing stuff
MK3 MK-X14Z
1
22 Jul @ 3:20pm
Using this mod without steam?
ChanceHades
1
22 Jun @ 4:32am
No Warhammer pretender chassis?
Swizzle
546 Comments
Sombre  [author] 26 Jul @ 1:13pm 
@Hajduk: I can take a look. Possibly I made them size 5 so they'd be 2 to a square.
Hajduk 26 Jul @ 10:06am 
What are your thoughts on make Kislev bears and bear cavalry mounts size 6? Bears are size 6 in the vanilla game, and making them size 6 would allow them to move forward through ranks of size 3 infantry. This is especially important for undisciplined bears so they can get to the front
Sombre  [author] 21 Jul @ 4:14am 
@Cidolfus: There aren't any modifications of existing custom events in the mod. There are thousands of custom events required to make the various mechanics work. If you wanted to add things like you describe (as a submod would be most sensible) it wouldn't be very hard, though event modding isn't completely straightforward.
Cidolfus 21 Jul @ 12:40am 
Are there custom events in this mod that are Warhammer themed? Like instead of a Barbarian Horde attacking a province, it would be a Greenskin Horde, or the centaur-satyr attacks being replaced by Beastmen attacks. Would it be easy to edit the existing events to add this myself?
Sombre  [author] 18 Jul @ 5:33pm 
@edubores: It's not likely, no. A gyrocopter wouldn't really work in the dominions engine and the same is true of e.g. handguns.
edubores 18 Jul @ 2:45pm 
Hello friend, do you intend at some point in the future to add mechanical units for the dwarves (like their helicopters) and more firearms and cannons for the factions that use them? Great mod, very fun to play.
Ultramarine N47 17 Jul @ 9:37am 
Thank you very much for your reply and time! Thank you! ill try that!
Sombre  [author] 17 Jul @ 1:53am 
@Ultramarine: Thanks! Glad you're enjoying it.

To cross a non frozen river connection you need to have all your troops and commander either floating, flying, amphibious (or poor amphibious), or swimming.

Sailing doesn't help, though sailing might allow you to get there via full water provinces if they border.

Or you could use magic movement via spells to get past that connection.
Ultramarine N47 16 Jul @ 10:08pm 
This is hands down one of these most well balanced and comprehensive mods that absolutely captures the old world!!! Thank you so much for all your hard work and effort, cannot be more appreciative for you sharing!!!

I am totally lost as to how to cross any body of water that isnt frozen and feel dumb. ive searched everywhere online and no answer so I have no idea what im doing wrong.
Is there somthing im missing?
Thank you for your time.
Sombre  [author] 11 Jul @ 11:19am 
@kellnaved: Each step has a 20% chance to result in a spawn, as opposed to 15% for the other Ruinous Powers.

So if you start with an aspiring champion there is a ~50% chance they'll turn into a spawn eventually, along the path to Daemon Prince.