Dominions 6

Dominions 6

LA Mediolania, The Second Coming
36 Comments
johnny527 31 Mar @ 9:55am 
Great job, had fun playing with this nation. Nice to have unique summons at different levels and in different paths base game often misses this. Good variety in general.
Chilli-Göttinger 8 Nov, 2024 @ 2:49pm 
capuchins seem a bit expensive at 21 pearls compared to like tomb kings who can summon different stuff to choose, considering getting level 2 astral on holy 2 mages to get them is really rare until cap/coin can be reliably forged as only the cap-capo can get it for 10%/4 chance and then we already burned through 31 astral gems and mummy factory is kinda late online.
they probably serve as hp baits but they could get some additional defense mechanic, other useful skill (maybe possible to mix them with mortals side by side in a squad like the marignese jesters as they are the same class of commoners?) or simply some shield.

while the idea in turning astral gems into a catacomb dwelling monk is nice, the mummies seem odd gameplay wise, maybe change them to passive dominion summon instead of as order so the watermage can do waterstuff and does his hobby of mummification in his sparetime after work? (of course he has no mobile mummification cart with him on his travels but... well)
Chilli-Göttinger 8 Nov, 2024 @ 2:48pm 
i like the idea behind it as i was always awed by Waldsassen and Palermo, but...

i dont know why but i get saint hero boneboxes nearly once per season without having actual luck scales and got other fancy 2 to 3 heroes also while being like only 2 years in the game.

the 100-gold-nuns end in many cases just with h1, maybe up that usability as more realiable labmonkeys/slaves with some small astral chance?
Casus_Bellum  [author] 18 Jul, 2024 @ 7:39am 
@PawnSacrifice Glad you like my mods ! Don't have any videos / tutorials at the moment though I am debating making a blog or something for designing nations and world building. For now I can recommend Sombre. he has a few videos where he shows of how to sprite for example.
PawnSacrifice 1 Jul, 2024 @ 9:24am 
Do you have any videos or tutorials on modding? I really like your nations, I feel like you'd be a great person to learn from.
Casus_Bellum  [author] 14 May, 2024 @ 2:31am 
@Hajduk Thank you very much! Glad you are enjoying the nation
Casus_Bellum  [author] 14 May, 2024 @ 2:31am 
@Vermoin Hi there, sorry for the late reply. The Pope is not actually a hero, it is a prophet shape for bishops and arch-bishops. It gives you a +1 H level, so if you prophet a bishop you end up with a H4 prophet, while propheting an arch-bishop actually gives you a H5 !
Vermoin 7 May, 2024 @ 5:21pm 
Is it intentional that the Pope hero doesn't have priest levels? The pope-like figure of Ind for example has Holy 4, or Carmont the Cardinal for Marignon. Otherwise incredible mod.
Hajduk 12 Apr, 2024 @ 7:49pm 
Fantastic, one of my favorite non-DE mod nations.
Casus_Bellum  [author] 12 Apr, 2024 @ 4:00am 
@Absum Damn just updated before reading your comment. Thanks a lot for the feedback.

Holy Spirit spiritform:
There was a discussion about that. Turns out not all ethereal units have spirit form. As spirit form is quite a nerf it was omitted to make the chassis stronger. In lore terms the Holy Spirit is a semi-physical apparition of a divine being (some pretenders have same combination)

Saints working?:
The summoned ones have different paths. The found saints have same path regardless of chassis

Never Healing Tag:
Fixed, a little misunderstanding of how Corpse Stitcher works (only heals afflictions)

-- Global Assasination:
That is a bug - it was still looking for commanders with magic path 8 (which is now blood).

Communions:
I think is fine to have the holy communions be astral, as it is still the celestial sphere. Regarding the units with communion slave ability it seems that it only applies to astral ones (if I understand the manual correctly).
Absum 8 Apr, 2024 @ 10:27am 
The Holy Spirit should probably have spiritform.
Are the Saints working as intended? The hero versions have the same paths regardless of chassis unlike the summoned ones. Also, the spell description kinda implies they shouldn't have the never heals tag? Though you're also better off summoning mound fiends when you get access to those anyway (no upkeep, reanimator, can communion anyway).
I'm also not sure if the global's priest assassination is working, I tried to test it but leaving a bunch of priests in Dom10 for 20 turns did nothing, could be bad luck but eeeh. Unless it's only supposed to work in your own provinces i.e. if an enemy priest is sneaking?
Finally, idk what mod commands are available for communions atm but idk if you want the holy communion working with Astral communions now that they've all been split. Dunno what communion type the Angels of the Choir (the ones in the base game) are. If those are also Astral type it's probably fine.
jirizelenkajun 2 Apr, 2024 @ 10:14pm 
Glad I could help!
Casus_Bellum  [author] 2 Apr, 2024 @ 2:18am 
@jirizelenkajun Hey thanks for noticing. The issue is the way Dominions now processes weapons and body types. It is fixed now
jirizelenkajun 16 Mar, 2024 @ 12:24pm 
Greetings!
Charnel and Battle Relic have Head Butt attack. I am not sure if that is right in either case.
Casus_Bellum  [author] 11 Mar, 2024 @ 4:23am 
@Küken funnily enough never used them myself in test games, thus never noticed the absurd parry value. I remember once the starting pavise held out when the front line routed, but the indies were mostly dead at that point so didn't think much of it. Anyway there were always intended to combat enemy crossbow spam more than anything
Küken 7 Mar, 2024 @ 7:07am 
What a shame, I could spam nothing but pavise and they would shot and be the best meat wall one could ever buy all at once
Kalinmir 28 Feb, 2024 @ 2:19pm 
no problem, love the mod otherwise :)
Casus_Bellum  [author] 27 Feb, 2024 @ 11:47pm 
@Kalinmir that is then most definitely a mistake in the code. The shield should be only good for blocking missiles... I'll check what went wrong. Thanks for noticing it !
Kalinmir 27 Feb, 2024 @ 2:33pm 
well not literally immortal but they have 20 defence skill...thats like Vans with better armor that are way cheaper and with a crossbow
Casus_Bellum  [author] 27 Feb, 2024 @ 4:04am 
@Kalinmir the what now ?! There shouldn't be any immortal crossbowman. If you are referring to the guys with the pavise, I might nerf the pavise or increase cost if they are too good
Kalinmir 23 Feb, 2024 @ 12:32pm 
While I love the aestethic and the idea of the nation the by far the strongest thing about it are the immortal crossbowman.
Casus_Bellum  [author] 9 Feb, 2024 @ 1:24am 
@Myst hmmm I remember finding those grammar errors and correcting them... maybe I did it in a wrong file. Will fix them for the next patch. Should go thoroughly through all the descriptions again to see if there are more mistakes.

In regards to sprite overhaul, Sturm went and claimed around 30 monster ids for "dummy" monsters which are empty except for sprites. Not quite sure why he did that. Going through my list of ids for all nations as it stands now only the crossbow militia seems to conflict. Could update the id but then the mod will not be save compatible anymore, so I'd wait a bit on that. Will talk to him to prevent further conflicts.
Myst 8 Feb, 2024 @ 12:22pm 
The Sprite Overhaul mod causes a conflict, showing the Crossbow Militia as a regular Militia with only a fist attack and no unit title. Maybe an ID mismatch? Letting you know as the Sprite Overhaul mod is quite popular.

Also two typos in the nation description:

"when catacombs filled with dead Ermorian martyrs was found" (should be were found)
"Mediolania now worships the skeletons still found in the Catacoms" (missing a b in the last word)
Casus_Bellum  [author] 7 Feb, 2024 @ 6:35am 
@Cosar Thanks, very glad that you like it ! Also thanks for spotting the bugs, it seems that illwinter not only changed spell ids but also some spell effect ids... which is worrying. Probably more bugs are hiding in my nations, will need to test them more thoroughly. Anyway the grammar mistakes and the spells have been fixed.
Cosar 6 Feb, 2024 @ 1:18pm 
Really nice nation, with some interesting mechanics and restrictions.

The Holy Choir and Holy leader spells are bugged at the moment. The former applies the Unseen trait and the latter applies the proud steed trait. It currently makes Bishops pretty unreliable.
Casus_Bellum  [author] 6 Feb, 2024 @ 12:58pm 
@Eeshton Thanks ! Glad you are enjoying it :)

@isiarca Damn, wanted to be fancy, but forgot Dominions puts the "the". will clean it up in the next update. Also thanks for spotting the other errors. Guess I forgot to run those description through the spell checker.
Eeshton 6 Feb, 2024 @ 6:19am 
Loving this idea and playstyle
isiarca 3 Feb, 2024 @ 9:28pm 
Some of the heroes seem to have a word missing from their unit name. Namely Balthasar the "of Machaka," Gaspar the "of Ind," and Melchior the "of Caelum." If this is intentional, then bear in mind that it will display ingame with a "the" in the middle.

Oh, also Gaspar's description says "intrinsicly," which should be spelled "intrinsically," and "immedediately" rather than "immediately"; and Melchior's description says "King of kings" (incorrect capitalization) in the second-last sentence.
Casus_Bellum  [author] 3 Feb, 2024 @ 11:47am 
@superresistant It's LA, updated tittle
superresistant 3 Feb, 2024 @ 4:08am 
EA?MA?LA?
Casus_Bellum  [author] 2 Feb, 2024 @ 2:01am 
@Myst thank you! I do try, it makes the whole setting more alive.
Myst 31 Jan, 2024 @ 11:55pm 
Just want to say that I like your nations and the work you put into making the factions integrate into existing Dominions lore. I'm looking forward to more nations for Dom6!
Casus_Bellum  [author] 31 Jan, 2024 @ 5:05am 
Yeah, I missed a few spells with the new path numbers, will update this shortly.

@psdoffer - Pilgrims were always there since the start. It is a nice minigame where if you manage for them to take enough damage, but not get completely destroyed, you get some nice sacreds in return
DaintyPup 29 Jan, 2024 @ 4:37pm 
The nation specific divine skills use blood instead of holy.
psdoffer 29 Jan, 2024 @ 4:07pm 
I did not remember pilgrims being so nice. Cheap, perfect screening for crossbowmen and when they die from enemy or your bolts they give you a nice undead. I love using them and crossbows together.

Also there are few bugs:
- Plead with the Sepolte Vive is glamour, it is supposed to be blood.
- Dignitary saint has wrong description ("High Dignitaries are highly learned in magic (...) they don't have priestly or magical powers of High Dignitaries.")
psdoffer 29 Jan, 2024 @ 2:28pm 
Really liked it in Dom 5, nice to see it ported!