Dominions 6

Dominions 6

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EA Myrmecos, Clan Confederation
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2.027 MB
23 Jan, 2024 @ 12:43am
26 Jan, 2024 @ 5:10pm
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EA Myrmecos, Clan Confederation

In 1 collection by Coleslaw
Arthropodia (Coleslaw's Nation Mods)
3 items
Description
Changelog:
6.1.2: Fixed sizes on many units
6.1.1: Fixed item slots on commanders

This is the latest version of EA Myrmecos, newly transferred from Dominions 5 to 6. It's likely that I've overlooked something in the transfer process so if you see anything weird, please let me know in the comments. The new mount system, especially for a mount with multiple riders, is particularly tricky so keep an eye out for strange behaviors from that unit.

"In a distant past age, the Myrmecosa were elevated from simple ants to intelligence by the Pantrokrator, who needed them to serve as a workforce in its mines and farms. They worked industriously and faithfully to fulfill their master's wishes for hundreds of years, living in simple clan societies ruled by the queens, the only members of the population capable of reproducing. The sterile workers labored to supply the Pantrokrator's armies with foodstuffs and metals, thinking little of the outside world. Slowly the clan societies grew larger, and a loose network was created to allow trade between them, and the exchange of male drones for mating. Eventually enemies came to threaten the peaceful Myrmecosa. They banded together and created the Council of Queens, where the Matriarchs, rulers of each clan, could meet and discuss matters of importance for the whole race. Slowly, power is moving from the clans themselves to the central Council. The disappearance of the Pantokrator and the arrival of the awakening god, dubbed the Queen of Queens by Her faithful, has prompted the creation of the first organized church in Myrmecosa history. These devout followers worship the queens as embodiments of the God's power on earth, and would see the God Herself crowned as the new Pantrokrator and bring order and stability to the world once more."

This mod is mostly unchanged from its Dom5 incarnation aside from a few tiny adjustments. If you played it Dom5, it should play almost exactly the same.
14 Comments
Paladin Ranty 21 Apr @ 9:47pm 
Gotcha, thank you!
Coleslaw  [author] 21 Apr @ 9:35pm 
You can recruit the faction units according to normal Dominiosn rules: you need forts for most troops, temples for priests/sacreds and labs for mage commanders. You can only recruit some units in the capitol.
Paladin Ranty 20 Apr @ 5:15pm 
Hi, love this mod, really scratches the itch for a tribal ant faction. Question: can I only recruit the faction troops in the capital, or do I have to have temples or forts to recruit?
Helios 19 Apr, 2024 @ 11:01pm 
Sorry I didn't know how modding works in dominions.I do have two other questions. Are they just not underground starts due to just being imported from 5 or is there a reason i don't know about? Also why do they have so few pretender choices? With scale changes on pretenders it's a bit constraining with so little choice but the two custom they have are so great I doubt i'd play anything else anyway. This really is my favorite nation in dominions and I love how they play and how much they love communions. Only possible thing I could ask for would be sacred troops outside the capital or some national spells besides the single summon as nice as it is.
Hajduk 19 Apr, 2024 @ 2:16pm 
Great mod, I remember it from Dom 5

Because two-handed weapons now take a penalty while mounted, the ants on the beetle's back only have 6 attack so they are almost useless at repelling. There are two ways to fix this, either give them an additional 3 attack or make a separate new weapon for them that has the same name but a different ID that is not tagged as two-handed.
Coleslaw  [author] 8 Apr, 2024 @ 2:13am 
Unfortunately due to how modding in Dominions works, conflicts like that between different mods are inevitable. It's not really something I can fix, because if I change it to fit around one mod some other mod will also want to use the same weapon/monster IDs. I can guarantee that my mods work with each other, but beyond that it's a bit of a crapshoot.
Helios 2 Apr, 2024 @ 10:26am 
When using this with worthy heroes the clan spears weapon spear is replaced with hateful vines and the actiana/lunar sovereign lose the anti undead touch for a wing swat.
jirizelenkajun 6 Mar, 2024 @ 10:27am 
I am enjoying your mods a lot!
Will you be giving the custom Titan Pretenders any scale adjustments?
Rephreshmint 8 Feb, 2024 @ 2:47pm 
Really enjoy the mod, the commanders are really cool. Great work and thanks.
Coleslaw  [author] 26 Jan, 2024 @ 5:12pm 
Small update to fix unit sizes