Dominions 6

Dominions 6

LucidsThematicGemGen
54 Comments
Uncle Al 14 May @ 11:03pm 
Frozen Heart doesn't have the #nofind tag, which I assume is an oversight as all 'body part implant' type items tend to have it.
Sick Puppy 11 May @ 2:53pm 
New update broke the mod.
Noboto 21 Mar @ 10:03am 
I miss something for necromancers, something easy to make
Kong Ster Kang 18 Mar @ 8:56am 
I figured that the actual effects were working as intended, but the description confused me a little regardless. I see it has been changed now.
@Haychy101 The const5 Cornucopia gives 2 temp N gems and only takes N3 to make
Molay 17 Mar @ 9:07am 
iirc when brainstorming that idea, the idea behind terrafoil was precisely not to boost glamour magic. So yes, -1 to all except glamour was, back then at least, the intended design. Lucid did not want his items to be path boosters, merely gem generators with some neat and unique effects (many have downsides). For this gem gen the downside is the loss of non-glamour paths by 1. So AFAIK terrafoil is working as intended, though the description might be worded wrongly.
Kong Ster Kang 17 Mar @ 6:15am 
I don't know if this is the correct place for this question, but; In game the Terrafoil's description states that it increases the wearers glamour magic but reduces all other magic paths. However, the item effects state it increases glamour by +1 and decreases magic by -1 resulting in effectively staying the game level of glamour but reducing all others by one. Is this how this item is intended to work?
haychy101 8 Mar @ 4:55am 
Would it be possible to list the required const level for each item
haychy101 23 Feb @ 5:34am 
Is it really fair for both nature items to require glamour?
Lucid  [author] 29 Jan @ 9:22pm 
Updated mod to v2.1... Change log:
Added truesight to eyes of gaia.
Changed fairy in a bottle from n/a to n/g lowered cost 20%.
Storm in a bottle - added airshield 80%
Added hp to armors chassis of mountain (6), cloak of astral storms (2)
Lowered paths required for cloak of astral storms from A4S1 to A3S1, Cost 20A5S
Crucible of stone now also gives +4 Str
Reduced heartweaver scarab cost 20% 25b->20b
Removed blood crosspath from frozen heart.
Cthulhu's Staff - removed shattered soul insanity. Added raise on kill frog 33% Changed gem cost from 15 to 20 and path from 3->4.
crawlers 25 Nov, 2024 @ 8:54am 
They stormed an admittedly not well manned fort, and they definitely had the paths to cast (sabbath slave/master can be used by any blood mage). I will have to see what they do in a larger battle.
Lucid  [author] 24 Nov, 2024 @ 11:01pm 
Well units with temporary gems still require a 'gem use threshhold' of difficulty to use their gems.

So if battles are too easy, they wont use them. The other option might be not having enough paths / gems for the spell you want to cast.... that aside it would be a bug in the game most likely so share on discord and we will report it.
crawlers 19 Nov, 2024 @ 6:01am 
That is acceptable, but I seem to have trouble convincing the mages to cast using their own blood either. A fort storming operation resulted in them refusing to cast, for example. I suppose I will keep testing to see if something changes. These were 27 hp larger blessed monkeys so they had plenty of health to cast from.
Lucid  [author] 18 Nov, 2024 @ 10:41pm 
So blood temp slaves are changed in dom6. Now temp slaves are actually using your own blood. So you use your blood & take ableeding effect.

Share a screenshot in my discord. Should work fine.
crawlers 13 Nov, 2024 @ 5:00pm 
I have had a hard time getting blood temp gem items to work. It seems to give temporary blood slaves to the commander but these do not show up as units in battle, instead staying in their inventory and thus can't be used. Has anyone else had this issue?

I had commanders scripted to cast spells (including ones that do not need to borrow from other commanders that they can cast without help, such as sabbath slave) that did not do any of that.
Sick Puppy 13 Nov, 2024 @ 12:11pm 
Seems to be an issue when running it with the mod spark of divinity. Unchecking spark of divinity made it work again.
Lucid  [author] 9 Nov, 2024 @ 10:06am 
Anyone else have the issue?
Sick Puppy 8 Nov, 2024 @ 11:49pm 
Mod stopped working. Uncheck and check doesn't work. ._.
º¿º 4 Oct, 2024 @ 5:36pm 
@anyone having problems getting items in this mod to work, e.g. with Spark of Divinity: Uncheck and check Lucid's mod in the menu to make it load after your other mods.

Since this mod uses the `newitem` command, other mods that explicitly use low item numbers can overwrite Lucid's items if it loads first.
Dendro 28 Jul, 2024 @ 4:58pm 
Not working anymore with Spark Of Divinity, not sure if it's an issue fixable here or with spark just letting you both know.
Halvarca 14 Mar, 2024 @ 2:55am 
Thanks for everything you contribute to the game and community, Lucid!
Lucid  [author] 13 Mar, 2024 @ 9:30pm 
@Yugonostalgia yeah the choice to have tmp blood stuff make you bleed is illwinters not mine...

But i like that it does! Blood magic is a sword with no hilt!

You can also throw on regen items if you dont take the enchanted blood bless or cast the mass regen spell.
Lucid  [author] 13 Mar, 2024 @ 9:28pm 
Yeah illwinter added some new items to the base game and it messed up some modded games.

Basically when the game was made, the item was item number 51, then when the patch hit there was a new number 51.

In the next patch (think its in beta right now) they will make it so this doesnt happen again in the future (changed the range that modded items are assigned).

New games will have items work fine though.

So TLDR is some games may have had games messed up but should be fine going forward.
Halvarca 13 Mar, 2024 @ 9:08pm 
On second glance it looks like new games are just missing the blood items.
Halvarca 13 Mar, 2024 @ 5:25pm 
Along with other item mods, this is broken for me after the 6.09 update. This was mentioned as a possibility in the patch notes and is to be expected in ongoing games. But in new games the items from this mod don't appear in the list of all items to make on a mage, they're nowhere to be seen. Maybe its just me? Any way to fix this?
Rhadamanthine 28 Feb, 2024 @ 3:36pm 
@yugonostalgia It's a limitation of the mod command, not a mod choice. I agree with you, but if you add healing/recuperation as buffs to the item, then it makes the item more valuable than it should be. There should be a separate command for temporary item blood gems. I do like the idea of powerful mages having the ability to use their own blood to power spells in battle though--I've wanted that feature for a while now.

#tmpbloodslaves <slaves>
The monster can use his own blood equal to this number of
blood slaves for combat spell casting. Using a temporary blood
slave this way will result in the profuse bleeding affliction on
the caster
Yugonostalgia 17 Feb, 2024 @ 10:32pm 
Oh yeah one more thing - The Chromatic Barrier Glamour shield's autospell seems a big disproportionately strong - range 30 three AOE autospell is a bit.... much. There's a much lower range glamour stun spell i think that should be used instead~
junkmail4mjd 17 Feb, 2024 @ 12:04am 
in the mod description it doesn't say that you need glamour to craft the eye of gaia.
Yugonostalgia 16 Feb, 2024 @ 3:13pm 
This is the best dominions mod, makes the game actually playable without the horrid gem micro. @Lucid one thing i don't understand is why do the temp blood items give bleeding? Like, is there a reason or necessity? you might as well just add a 10 gem nature surcharge on each item since we'll need it to protect mages. Why not do -MR or -HP or something more standard instead as a drawback?
Lucid  [author] 10 Feb, 2024 @ 10:50am 
hmm yeah i might need to update that one. thanks Poldon
Poldon 10 Feb, 2024 @ 8:53am 
The Eye of Gaia says "corrupted with blood" in the description, but the cost is 25 Nature gems and 5 Glamour gems. Was that supposed to be Blood instead? Also either way the secondary path isn't mentioned in the description on this page.
Molay 10 Feb, 2024 @ 8:07am 
oh that's a fantastic idea! would go well with this mod since it's so far the only source of "temp slaves" as such.
Lucid  [author] 10 Feb, 2024 @ 6:26am 
Might be cool to make a enchanted blood item, not sure if the mod command is available though.
Molay 10 Feb, 2024 @ 5:32am 
Edit: And LA Marignon as well, while not setting slaves on fire, N access is heavily restricted for regen fluffing. Both have S so could take a shroud, I guess that's what it takes for those nations? The slow HP regen itself is not bad on their sacreds after all, it just feels a bit yucki, but I guess that's how it is^^
Molay 10 Feb, 2024 @ 5:30am 
Yes regen works quite alright on the Akerbeltz, and on mictlan you can fluff it quite easily. I guess Abysia is the one with the most trouble; they already have trouble with using blood in combat by virtue of setting their slaves on fire, so the temp blood sounds like a good solution, but mages bleeding out is no better. If you had to equip mages with national forging paths to keep them alive with bleeds, what would you equip them with? I guess taking the encumbrance hit is the least of the problems by giving them earth or fire armor, but bleed is HP based so you're still rolling the dice aren't you?
Lucid  [author] 9 Feb, 2024 @ 6:40am 
Some ideas are in a major battle fluffing the caster with regen or casting mass regen or giving regen item. Might be adding HP helps too. Damage per round id hp /20. Chance of bleeding stopping is 10% per round + regeneration value.
Molay 9 Feb, 2024 @ 6:17am 
The design is indeed really cool, but I think it works better for some than others. IMO the bless is required to safely use the temp blood gems, and nations like Abysia for example (there's plenty others) have non-sacred blood mages. It's great on mictlan, or even MA Pyrene because an akerbeltz can cast personal regen, but for Abysia, or LA Marignon's diabolists, it's a very dangerous thing. How do you go about not having your non-sacred blood mages bleed out?
Lucid  [author] 9 Feb, 2024 @ 4:35am 
They cause bleeding inherently. Also agree, very cool design by illwinter!
haychy101 8 Feb, 2024 @ 9:19pm 
The interchange of temp blood slaves self bleeding and the new blood bless is awesome. Do temp blood slaves cause bleeding inherently, or is it an extra mod tag? I am considering making a mod that gives 1 temp slave & self bleeding as a blood bless.
Labyrinthian 5 Feb, 2024 @ 11:15am 
The fairy in a bottle item should probably be a N-G gem item now instead of N-A
Outis 3 Feb, 2024 @ 11:44am 
[tmpglamourgems] key is now present in Mod Inspector
Lucid  [author] 2 Feb, 2024 @ 9:40am 
I just set that scenario up, and it gave me 6 gems and he could use them in spells. No idea why its not working for you... Maybe if you share some screenshots in my discord we can get it sorted.
Grey Ghost 2 Feb, 2024 @ 8:04am 
he has three gems instead of six, like the magma scepter isn't being counted. the programmed spells dont fire, even though its two spells each with a cost of 3, and i should have 6. has there ever been an issue with it counting more the two items worth of temp gems?
Lucid  [author] 2 Feb, 2024 @ 2:41am 
think i have it pinned in the discord thread on my server
mauritzfredrikvonsydow 2 Feb, 2024 @ 2:16am 
Hey Lucid, love your stuff, also the youtube content is what hooked me on this game!

One question, have you posted this mod as a .dm file anywhere? Cannot for the life of me figure out where workshop files are located, and I enjoyed slightly tweaking some of this stuff in Dom5. Only for personal use ofcourse :)
Thanks again!
Lucid  [author] 1 Feb, 2024 @ 3:01am 
hmm it should ill need to look into what are you seeing when the guy is in combat? how many gems?
Grey Ghost 1 Feb, 2024 @ 3:00am 
so im playing abysia EA and im trying to use a magma scepter, a jar of fire, and one of those little fire elemental dudes to get a total of 6 temp fire gems. but it doesn't seem to count all 6, is this a known bug?
Lucid  [author] 30 Jan, 2024 @ 3:19pm 
Yeah Larz hasnt finished updating the new inspector. Most of the new 'tags' in dominions 6 arent picked up yet. Thanks!
Outis 30 Jan, 2024 @ 3:16pm 
@Lucid, All the various 'tmp....gems' keys for the new modded items show up in Mod Inspector except the Glamour items.

The key [tmpglamourgems] is not present in the inspector but all the other new keys do show. So the temporary gems from the glamour items are not shown.

Not sure if this is a issue with this mod or with the Mod Inspector. Just wanted to make you aware.
Molay 30 Jan, 2024 @ 12:57pm 
An absolute essential mod for me. Thanks so much :)
Lucid  [author] 30 Jan, 2024 @ 11:29am 
Yeah just please name it clearly, dont call it Lucid's Thematic Gem Gen. Creditting this in the description would be cool though.
Good luck!