Dominions 6

Dominions 6

57 ratings
Sloop's Comfy Balance Mod (SCBM)
3
2
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
10.852 MB
2 May, 2024 @ 6:35pm
11 Feb @ 8:47pm
6 Change Notes ( view )

Subscribe to download
Sloop's Comfy Balance Mod (SCBM)

Description
v1.09

Are you tired of

Weak nations?
Units you would never recruit?
Overpriced or superfluous items?
Spells and rituals that aren't worth casting?
Mages with crosspaths and nothing to do with them?
Pretender "gods" afflicted and terminally diseased after a poke from the local militia?
The sad state of pretender titans, titanlets and half of the monster roster?
Boring pretenders that bring nothing but their magic paths?
Pitiful starting armies?
Lackluster magic sites?
Why won't he wear a helmet?

Sloop's Comfy Balance Mod is a vanilla+ balance mod that prioritizes buffing the weak over nerfing the strong, QoL improvements, adds minimal original content and aims to avoid and roll back changes that prove controversial, regardless of whether I personally like them. Dozens of players have provided input on the mod over the course of several years in Dominions 5, and now SCBM is finally ready for Dominions 6.

Modified versions of Worthy Heroes and Better Arena, a repopulation system similar to Rebirth and Improved Spellcasting AI are included baked into the mod. A version of OneAge compatible with SCBM's changes is included as a separate mod you can turn on. Do not run the standalone versions of these mods alongside SCBM if you want your game to work.

Full documentation, version changelogs and a direct download link to the mod (and the OneAge version) can be found here:

https://docs.google.com/document/d/1zeDyK8Zb_p4lIJ0yp3a3ikMprRkmBCWvy31_4jBen3Q/edit?usp=sharing


For a version without the pretender changes that's compatible with Spark of Divinity, you can find SCBM for Spark of Divinity on the workshop.


ID ranges used in SCBM (this is for other modders):

-- MONSTER ID RANGE 13000-13499
-- WEAPON ID RANGE 1000-1299
-- ARMOR ID RANGE 400-499
-- ITEM ID RANGE 1900-1949
-- SITE ID RANGE 1500-1599
-- MONTAG ID RANGE 2000-2099
76 Comments
Tanaka 9 hours ago 
In our current MP game Sloops mod changes the way Ctis sacred crossbows work, and we believe it made their attack type change from ranged to melee. Negating things such as airshield specifically.
Lourdes 9 Jul @ 12:49am 
I would really want Piconye gitting built-in cold resistance. Their vulnerability to Murdering winter, which you can't fix by any bless is the reason why I stopped playing them after winning some MP games.
Lourdes 9 Jul @ 12:47am 
@Cat in a fedora, as for weapon blesses - it's not really true. I play MP games and only MP games since dominions 3, I was veteran even there. And I did A LOT of testing with blesses even in dom3. Regular strength boosting blesses (blood surge or just str+1, larger) are already more effective then any other kind of bless. Because never become obsolete. Most blesses are almost negared later with antimajic. Also MR-based blesses work bad vs elite units, because they frequently have high enough MR. Some weapon blesses are frequently on-damage. If you already did damage - +srt blesses add you AN damage boost (beacause any damage after prot is AN). In real MP games huge amount of people now take + str, and I NEVER see most of weapon blesses. So yuor comment, with all respect - is really fasr from MP reality. And it's only MP reality is the only reality wrth balancing.
spire69 8 Jul @ 12:33am 
@QuartzMech LA Agartha doesn't have a summon olm spell, only MA Agartha has that. Both in basegame and, as you said, sloops. You may have misread the inspector.
QuartzMech 7 Jul @ 3:47pm 
Why did you remove the ability to summon Olms from LA Agartha? Its not in the patchnotes but it shows up in mod inspector and I don't have access to it ingame.
Kong Ster Kang 5 Jul @ 2:26pm 
@Cat in a fedora. I know how about hard-coded old-age. LA_Abyssia's sacred mages do not have this in base game dominions. In the base game, they are effected by the unaging bless.
Cat in a fedora 30 Jun @ 10:48am 
@Lourdes, most weapon blesses are incarnate for the simple reason of that most of them are extremely strong, provided they are put on the correct sacred, if that was changed it would massively impact the balance of several already strong nations well beyond the vanilla intent.
Cat in a fedora 29 Jun @ 10:40am 
@Kong Ster Kang. This is because certain units in dominions have a preset starting age, these units are not effected by unaging initial age reductions. a example is the Sacred crossbow lizards in LA Ctis.
Cpt Pennysworth 20 Jun @ 3:30am 
Fantastic Mod. Amazing work Sloop. May fortune shower you with riches for eternity.
Lourdes 18 Jun @ 11:37pm 
Please let many more blesses non-incarnate only. Many incartate-only blesses are just uncompetitive for incarnate, because if you pay high price to wakeup earlier, they are not good enogh. And if it's improsoned god those blesses are obsolete when he wakes up, and uncompetitive with such incarnate options like regen or blood vengance. And.. some blesses would be good to test on BEST POSSIBLE units then MUST work. Like on piconye. And you see that even on them,, oven on-hit effects- acid weapins (too low chance to corrupt armor) and Life-Draining Weapons (too smalll aculally life drain) is not competitve. death weapons (MR negates it later too easily, and too many competition) - too. MAYBE IF ALL THOSE WEAPONS WERE non-Incarnate, people would test them more. Elemental on-damage bless efects are just uncompetitive to investing in strength by pure logic later in game. MAKE ALL THOSE NON-incarnate!