Dominions 6

Dominions 6

EA Myrmecos, Clan Confederation
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
Picklefather Nurgle 26 Jan, 2024 @ 3:10pm 
Nice! Didn't love these guys as much as Vespika, but they were up there with my top 5 custom nation mods.
MK3 MK-X14Z 26 Jan, 2024 @ 6:47am 
hi not importend
your mod uses the same ID as EA phlegton
i will write the other Creater too
Coleslaw  [author] 23 Jan, 2024 @ 4:54am 
Great catch. Dominions 6 changed how item slots are defined, so all the values had to be adjusted. I've fixed it.
isiarca 23 Jan, 2024 @ 3:38am 
The units in this and Vespika all seem to have 5 arms and 2 or 3 slots for bows. 4-armed beings dual-wielding bows makes perfect sense in itself, but the 5th arm and some of them having 3 bow slots looks like a bug. The 3 bow problem is almost exclusively a myrmecosa thing, with no vespikan units affected other than the Warden of the Distant Prison.

Very happy to see your mods in dom6 btw. I've had a lot of fun with them in the past, and I'm looking forward to playing them again soon.