Dominions 6

Dominions 6

Sombre Warhammer
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.
Kellnaved 11 Jul @ 10:09am 
Uh Sombre, I currently play a few test games with Tzeentch and how much higher is the chance for being transfigured into a spawn then for other chaos factions. I swear to god it feels like 50%+ of promotions end up with a - cool looking - spawn.
Sombre  [author] 30 Jun @ 8:39am 
@Kellnaved: Yeah there are some options that work ok in the engine. That's why Nuln has a mortar wagon and chaos dwarfs have a blunderbuss troop and so on.

What doesn't work well is handguns, rifles, siege weapons that are not propelled.
Kellnaved 29 Jun @ 11:29pm 
I remember that the guy that made the confluence mod had a clockwork empire with flamethrowers, machine guns, mortars etc and he also had a dwarf nation (not Warhammer based that used guns and cannons) don´t know how well they worked. But maybe some short range options like shotguns or long range options like organ guns etc. could work if normal rifles aren´t that great in the engine.
Sombre  [author] 25 Jun @ 9:02am 
@redtroopers12: Modding for dominions is actually pretty easy so I would encourage you to give it a try and make a submod for the empire if you like. Check out the Warka example mod, that's a good starting point along with the modding manual.
redtroopers12 25 Jun @ 7:09am 
@Sombre: Ah okay. I don't like it, but I know almost nothing about modding.
Sombre  [author] 25 Jun @ 2:23am 
@redtroopers12: because that does work well in the engine.
redtroopers12 24 Jun @ 7:40pm 
@Sombre: Then why did you give the chaos dwarfs a blunderbuss unit?
Sombre  [author] 24 Jun @ 1:27pm 
@redtroopers12: Doesn't work well in the engine.
redtroopers12 24 Jun @ 9:23am 
Why no guns? I understand that dominions doesn't have vanilla guns, but other mods have done it before. Hell, I care more about the sprites than anything. The handgunners can shoot arrows, but just visualy look like their shooting guns.
Kellnaved 15 Jun @ 11:48am 
It is kind of the same with Nurgle's diseases. If you play a longer game where you grow big you have two pages of messages, where it spread, where it died out, what it gave etc.
Sombre  [author] 2 Jun @ 2:19am 
@Red Grail: I'm aware.
Red Grail 1 Jun @ 8:51pm 
@Sombre if they acted like mines you could just see "+25 gold" when you click the building.
Sombre  [author] 1 Jun @ 4:29am 
@Red Grail: People specifically asked for the events and without the events I constantly had people asking me if the coves were doing anything or even denying they were doing anything.
Red Grail 31 May @ 6:04pm 
Suggestion: Can Dark Elf corsair coves just give a flat 25 gold bonus instead of firing an event every turn? After a while the messages screen gets completely cluttered by cove income dice rolls.
Kellnaved 25 May @ 1:51am 
Kk. I just mentioned it because all other Chaos factions have easy access to - CHEAP - H1 and often H2 priests while Nurgle is the only one that practically can´t buff it's sacreds outside of the prophet party if it doesn´t want to use 300 Gold mages as H1 priests ...till the get the heralds. Norsca for example has its Shaman doubling as a H1 and gets H2s when the Yarls promote to Kings while Nurgle lacks both this potential options. But yeah just my opinion that Nurgle really lacks blessing options.
Sombre  [author] 23 May @ 1:54pm 
@Kellnaved: Yes, currently. I might add some sort of cultist in the future though.
Kellnaved 21 May @ 9:13am 
Somebre quick question on Nurgle: Is it really intended for them to not have access to priests outside of their H1 Sorcerers (300 Gold) and H2 Sorcerer Lords (cap only) from recruitment? I have quite a bit of problems to bless my sacreds with them before (especially since even the prophet can just drop dead from a promotion at any point) I can summon a few heralds but they are B5 in research. You sure you can´t fit some cheap priest in? Maybe the Shaman could be one?
Sombre  [author] 15 May @ 5:50am 
@Lord Concertino: You're welcome! Glad you enjoy. Subscribe to the kofi for updates and changelogs.
Half-Light 15 May @ 3:35am 
Love the mod, thanks for the work!
Sombre  [author] 10 May @ 10:30am 
@POVILUS: Thanks, will fix.
POVILUS 10 May @ 9:23am 
A tiny bug report: the Lahmian Progenitor gets a random name instead of Neferata.
Sombre  [author] 1 May @ 8:27am 
@kellnaved: Will fix, good spot.
Kellnaved 1 May @ 8:08am 
The "Bloodbeast" unique Hero of Khorne (id: 16302) has no claw(s) attack because it has got no hands because of the #itemslots. Is this intended? It has "#weapon 33 -- claws x2" in the files.
Sombre  [author] 1 May @ 1:31am 
@Baleur: Thanks! Glad you're enjoying it
Baleur 30 Apr @ 7:57pm 
One of the best mods ever created. Period.
Storoschewoj 30 Apr @ 3:32pm 
Thanks for all your efforts, the mod is fantatstic !!
Sombre  [author] 30 Apr @ 2:53pm 
@Storoschewoj: Border Princes and Estalia are rolled into Tilea in the mod. Nippon, Araby, and Ind have basically no information about them in the sources I use so no, very unlikely I would ever add them.
Storoschewoj 30 Apr @ 2:33pm 
Do you intend to add other WH old world nations like Border Princes, Estalia, Nippon, Arab, Ind etc to the game ?
Sombre  [author] 29 Apr @ 12:51pm 
Actually looking at my notes I don't think I wanted tomb kings leading magical things. That's the job of the necrotects.
Sombre  [author] 29 Apr @ 12:43pm 
@Volthar: I can bump that up a bit.
Volthar 29 Apr @ 11:35am 
the magic leadership for Lich kings(tomb kings) is -20. Not sure if intended or not but I thought I'd mention it.
Sombre  [author] 27 Apr @ 12:26pm 
I can take a look at that, I thought I'd mostly fixed it.
for some reason the great beastmen bray shamans, when they spawn with a mark, spawn at waaaay older ages than the regular great brays.
Kellnaved 23 Apr @ 3:03am 
Yes! National spells again and thematic item discounts!
Sombre  [author] 22 Apr @ 5:09pm 
Sombre Warhammer updates to version 1.3: Many tweaks, changelog here: https://ko-fi.com/post/Sombre-Warhammer-1-3-update--lots-of-tweaks-J3J81DXEFR
sage20500 13 Apr @ 9:18am 
*thumbs up*
Sombre  [author] 13 Apr @ 6:34am 
@sage20500: Technically possible. I might have a think about whether there's a good way to represent jezzails and ratling guns as crossbow style things.
sage20500 12 Apr @ 2:39pm 
out of curiosity, would it be possible to add a crossbow unit to Skaven to represent to flavor of the rattling gunners? Maybe have it be faster rate of fire to base crossbows but have less ammo to compensate?
Sombre  [author] 10 Apr @ 1:49pm 
@Churchill: If you don't recruit one then no, there's no guarantee. But you can just recruit one (or more).
Churchill 8 Apr @ 7:19am 
Regarding Bretonnia, is it guaranteed the game will give you a knight commander with magical leadership within the first few turns? It seems questionable to restrict your sacred units to Prophetesses, damsels, maidens and RNG.