Dominions 6

Dominions 6

Better Magic Sites
5 Comments
Ighalli 1 May, 2024 @ 10:28pm 
Hey Sturm. Thanks for the great mod! I noticed a mistake in one of the sites and the reviewed the changes in mod inspector.

1. You add F to 495, which you have commented as "rune of fire" but it's The Whirlwind of Cyclon (RoF is 459)
2. Site 825 is changed twice; the second change for oath stone should be pointed at 835
3. The mod inspector doesn't like the `#summon2` for Inkpot End, The Ward, or Stele of Law, but I haven't encountered these in a game to know if it's working or not.
4. The mod inspector also doesn't like the #wallunit or #wallmult for Gateward Valley or Caveman Cavern. Presumably they're okay in game.
5. Tower of the Moon is a N site but you added S. Not sure if intentional, but thought I might as well mention it.
6. It looks like 936 Hoburg Settlement already has commander 1198, so mod inspector thinks there are two of them
7. The Marble Temple seems to not recognize the `#unit` command (should it be `#mon`?)
Mormacil 31 Mar, 2024 @ 7:04am 
I've had this appear in vanilla on handmade maps specifically. Stuff like Pymous' maps seem to trigger it. Might be related to porting Dom5 to Dom6 maps.
Daemone Isos 27 Mar, 2024 @ 7:04pm 
Thanks; it's a mystery.
I have started two more new games and they each have prolific Monasteries. :)
Will have to unload some other mods and see what I can find.
Sturm  [author] 27 Mar, 2024 @ 3:20pm 
It does not, or atleast shouldn't. Can't find anything in the dm file that would cause that either, so its likely just bad luck.
Daemone Isos 26 Mar, 2024 @ 8:50am 
Hi, and thanks for this.
Does this change site generation frequency? In my first game I have 8 Monasteries of Light within about 40 provinces explored. I also have zero sites to recruit amphibians, which are normally somewhat common on coastal terrain.