Dominions 6

Dominions 6

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MA Sargassia, Kelp Parasites v1.1
   
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26 Jan, 2024 @ 3:10am
20 May, 2024 @ 4:07am
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MA Sargassia, Kelp Parasites v1.1

In 1 collection by EnragedEggplant
EnragedEggplant's Nation Mods
52 items
Description
When a star fell into the ocean and destroyed R'lyeh, it brought illithids invaders to this world. While many nations have perished, Sargassia persevered thanks to their unusual minds. Sargassids, the lowliest race of Sargassia, became extremely important to the nation's survival, as their newfound ability to parasitize on other creatures allowed them to turn the illithids against each other. Nonetheless, Sargassia was not left unscathed - the marodins' psyche was too humanlike, and this flaw made them fall and become extinct during the invasion.

Changelog:
v1.1
Fixed coastal recruits
v1.0c
Skeleton Calcification scales now
Fixed summons requiring Blood instead of Holy
v1.0b
Removed Head Butt from the thaumalgae
v1.0
Initial release
7 Comments
EnragedEggplant  [author] 20 May, 2024 @ 3:24am 
Ah, damn it. I knew that patch would break coastal recruits. I'll fix it for MA Sargassia and other nations with coastal recruits.
Jam_and_Toast 19 May, 2024 @ 5:52pm 
Another bug: Sargassia has a basic commander, priest, and some basic units on coastal recruit, but not coastal fort recruit. This is because the "coastrec1..." command is being parsed as "coastrec". "coastrec" allow the given unit to be recruitable as foreignrec on coasts, and "coastfortrec" will allow them to be recruited in coastal forts.

Oddly, "coastcom1..." does work, but only outside of forts. You'll need to add "coastfortcom" for that; while the modding manual states that "This commander can be recruited in (terrain) provinces with or without fort." it isn't true.
Lordlynel 28 Apr, 2024 @ 5:12pm 
oh that makes so much more sense
EnragedEggplant  [author] 28 Apr, 2024 @ 4:44pm 
Blood magic summons is a bug, they are supposed to be holy summons that you get access to with your prophet.
EnragedEggplant  [author] 28 Apr, 2024 @ 4:43pm 
Thank you! Glad to hear that you liked them. As for algoids, I think I should be able to do that.
Lordlynel 28 Apr, 2024 @ 4:42pm 
Cont.
In the MA, you have these cool summons that require blood magic, but literally no blood mages of any kind. I think that replacing the death randoms on the parasite starspawn with blood randoms would make it difficult but more possible to get enough sacrifices to empower other mages to cast the summons. This also seems good because normal r'lyeh starspawn don't have death magic anymore (was removed in 6)

In LA, it feels weird that there are no parasite units of any kind. Even if most of the summons should be gone, keeping the calcified manikin summon would be cool and relatively harmless (the sargassids aren't allowed to parasitize living things anymore, but can still infest skeleton).

Finally, the normal calcified skeleton summon should probably have some scaling with caster level (both your calcified manikin spell and the vanilla reanimation do)
Lordlynel 28 Apr, 2024 @ 4:41pm 
I've been playing some of each age of sargasssia, and its been great fun!
A well made nation
Some suggestions:

EA sargassian generic algoids feel incredibly strong, and also kind of invalidate your other kelp units. Maybe making them not recruitable from unforted coastal provinces would help tone them down and give you a reason to recruit the laminarid, so that only your underwater forts can recruit them.