Dominions 6

Dominions 6

The Gathering Sturm
239 Comments
Lordlynel 4 hours ago 
I assumed the graal knight's armor would have fused to them and grown with them. Council of 104 is a cool idea that I think makes sense, my issue is primarily with their status as consorts to the queens (also potentially they might make more sense as non-colossi).
Sturm  [author] 29 Jul @ 4:09am 
@Lordlynel:
1. For the Magister Templi that is probably true and I'll adjust it with the next update. The Graal Knights however would have outgrown their previous armors, as they are both deformed and significantly larger than the average human at this point.
2. The sacred band costs twice the resources of lancers, but less recpoints, so that should ideally boil down to what scales you are taking. The adhirim are based on the council of the hundred and four, an advisory body to kings and elected leaders of the republic. "Traditionally, most Phoenician kings did not exercise absolute power, but consulted with a body of advisors called the Adirim ("mighty ones"), which was likely composed of the wealthiest members of society, namely merchants." This felt like a fitting addition to me as the actual kings are markedly absent in Berytos when the game starts and the queens wield priestly authority.
Sturm  [author] 29 Jul @ 4:00am 
@rocket Witch: I tried testing this with EA and MA Ermor and didn't get it to happen, Gathering Sturm also has no unit by the name "Bishop of the Sacred Soul". I think this might be a conflict with a different mod.
Rocket Witch 13 Jul @ 7:36pm 
Lordlynel 2 Jul @ 2:01pm 
In my testing of berytos, the sacred band are solid units and I really like the idea, but in their current state seem to almost entirely invalidate the berytian lancers, and should perhaps be cap-only. The adhirs are a mixed bag for me, on one hand, I don't mind another kind of cap-only collosi mage for berytos, on the other, I really don't like the flavor of the adhir, both in that they should not be the second highest ruling body, as that is explicitly already what the queens are, and that the queens having official consorts doesn't make much sense, as they already claim to be the brides of the absent melquarts.
Lordlynel 2 Jul @ 12:33pm 
If they are intended to be the surviving husks of the nobles who unleashed the malediction, shouldn't the graal knights and magister templi of Sombuth still wear the blacksteel plate of the knights and lords of old ulm?
Lordlynel 2 Jul @ 12:28pm 
Garnet amazons exist in EA, but to my knowledge conventional humanbreds do not. Not a big deal though
Sturm  [author] 2 Jul @ 9:58am 
THey're a major part of Abysia in later ages, though Garnet Amazons are a result of Abysian experiments that are around in EA. So i thought it would be a somewhat fitting addition.
Lordlynel 2 Jul @ 8:35am 
I'm a little confused by the humanbreds in shinar, I thought that humanbreds didn't exist yet?
Sturm  [author] 1 Jul @ 7:45am 
Also yeah, this is not currently made to becompatible with anything aside from what is listed in the description, so there are bound to be issues when mixing large mods.
Sturm  [author] 1 Jul @ 7:44am 
Hmm right so its not just something that happens in large games, got it.
Eurus 1 Jul @ 6:28am 
gotcha, bummer, it kinda worked for my Niblungheim playthrough, although i couldnt be sure what aspects were broken, nothing that prevent it being playable
Rough 30 Jun @ 1:35pm 
Although we all wish it was...
Rough 30 Jun @ 1:33pm 
GS is not compatible with Divinatus/Spark of Divinity.
Eurus 30 Jun @ 1:24pm 
I think I found something else. There is a conflict with Divinitus. It makes the Loringa late age nation made of completely pretender gods. If this mod isn't supposed to be compatible with Divinitus then my bad, I played the two together before without too much issue (although I understand there are some buggy stuff since ID conflicts)
jirizelenkajun 30 Jun @ 11:59am 
I was playing with the default settings. It affected my only underground fort.
Doe 30 Jun @ 8:47am 
Only six total nations (me + 5), medium map, for me, I'm afraid
Sturm  [author] 30 Jun @ 7:27am 
Honestly probably best to ask anyone her who experienced this, how large of a game did it occur in? Like 12 nations or so?
Doe 30 Jun @ 6:43am 
Of course, ask away! I really doubt I will remember any specifics by now though, because I didn't quite understand what was happening at the time until I checked the comments. If I can help though, I will!
Sturm  [author] 29 Jun @ 2:07pm 
Oh no worries, I just wanted to try and get a fix out this weekend at least! I'd still like to confirm some things about the game where that issue happened with you though if that'd be fine.
Doe 29 Jun @ 12:39pm 
Hi, sorry, I think it seems fixed, assuming that I got the update before I played a bit earlier today, so I think you got it!

Looking forward to seeing what else you come up with, especially for more animal/bestial nations. Keep it up <3
Sturm  [author] 29 Jun @ 11:39am 
Updated TGS to 1.69, Melangell's forts should hopefull stop disappearing now.
Sturm  [author] 29 Jun @ 3:34am 
Will upload a fixed version of Melangell and some other stuff later today.
@Doe Mind if i add you to ask some more questions about the game where you had this happen? I have a suspicion in regards to what might cause this and why i can't replicate it in smaller test games.
Sturm  [author] 29 Jun @ 1:13am 
Ah, no worries! Got a solution for the problem i think, just needed to make sure its actually what i think the issue was, lol.
Doe 28 Jun @ 3:48pm 
Honestly, I went off half-cooked because I wanted to help to see this fixed, and I gave you inexact data as a result. I'm keeping an eye out now, but please pretend I said nothing!
Sturm  [author] 28 Jun @ 12:01pm 
Oh now that is interesting. So its happening with wooden forts, not palisades for you?
Doe 28 Jun @ 9:33am 
(Okay, yeah, no, I'm silly and Eurus is right.)
Doe 28 Jun @ 8:36am 
Hey, I'm having the same issue, and I'm having forts disappear without it being connected to any other event, as far as I can see. I'll see if I can narrow down what triggers it, but I'm losing forts left and right.

Very fun faction otherwise though, and well done on the mod <3
Eurus 24 Jun @ 8:05am 
It seems it happens when the rabbit warren magic site event happens, the most recent fort will disappear. The turn doesn't seem to happen. It happens across multiple games. The terrain doesn't seem to matter. So far it happened 5 times in my second game. If it helps, I turned the random event frequency down.
Eurus 24 Jun @ 6:46am 
I'll some testing but it happened a few times so I stopped building forts. I'll start a new game and do some solo testing.
Sturm  [author] 23 Jun @ 1:53pm 
Well, sounds like i will need to rewrite that event chain in the end. Is there any particular territory that that happens in, a certain turn it happens in, does it just happen a ton of times in a single game, or is this something you noticed across multiple different ones?
Eurus 23 Jun @ 1:44pm 
I think I saw a bug with Melangell. Sometimes the fort just disappears. I had multiple instances where my palisade simply disappears after an end turn. Is this a known bug?
Hajduk 11 Jun @ 2:35pm 
I haven't played your mod pack in awhile, and I just wanted to say as someone who has also made mod nations that both Hleysey and Niblungheim are fantastically well done. You really show the depth and range of the modding potential, especially with events. Are you going to make videos about any of the nations?
Sturm  [author] 9 Jun @ 9:58am 
Issue found and fixed, thank you.
Regarding the rabbit pretender, i'll think about it
choomba 9 Jun @ 8:57am 
have my first crit error beeing stuck in game on gs1.67
newunit:bad mnr 7021 (highest 5577)
Rough 8 Jun @ 6:37am 
I second the call for a bunny god chassis because yes bunny god
Sturm  [author] 8 Jun @ 2:51am 
That is not something i can change with a mod, so yes this is a vanilla bug. I suggest reporting it in the forum thread.
Muzolf 1 Jun @ 4:36am 
I wish there was a bunny pretender for the hare faction, even just one of their mages buffed up like many other factions would be nice.
jirizelenkajun 28 May @ 7:42am 
@Sturm
Thank you for checking it out :)
Sturm  [author] 27 May @ 10:53pm 
No message and no log entry is intended for the fort disappearance , the issue is the followup event seemingly not triggering. Checked the mods you used and nothing there could cause it i think. Still couldn't reproduce it, so i'm somewhat willing to chalk it up to one of those odd cases where an event just doesn't trigger right. Atleast as long as it doesn't happen again. Xd
jirizelenkajun 26 May @ 11:12am 
@Sturm
I have been using Ny's New Nations, your other mods and Better Indies. The Underground fort was lost while it was a palisade, I think, 6 turns after I built it but it has been some time since I played that game. There was no message about it being destroyed just one turn it was there and then poof the next turn it was gone. Sorry.
Sturm  [author] 26 May @ 6:41am 
Since i forgot to post it on saturday, new version:
- Malik gets darkvision
- Immobile Miq Elim loses regen, gets enchanted blood
- restrict golem sentries to shinar and fix their research/cost (const 4, 15 pearls), made Summon Anakite actually available to Qadesh
- Asabaran gets mobile archer
- Heijou Spirit Gate becomes true Immobile
- Fixed Nightparade Mercenary and mercenary items
Sturm  [author] 23 May @ 8:20am 
@jirizelenkajun I tried to reproduce that bug on my end a couple times and the forts stayed around as they should, so a little more detail on what happened would be appreciated. Were you using any other mods? do you remember how long after construction your forts disappeared? Did you get the events for upgrading them before that?
Sturm  [author] 23 May @ 8:13am 
Ok, am back home and can fix some of the reported bugs now.
@Jacklary: is the issue that the margrave is not appearing when attacking the province? the site spawns fine to me, you should not really ever see the margrave unless the province is being attacked on the turn of the site creation.
@Rat Catcher: i don't really have plans of splitting the nations due to balance concerns. I host test games on discord pretty regularly, and aside from ceichna and qadesh as outliers in terms of being too weak/too strong I think this is balanced well enough to not require separate mods. If you do want to blacklist a nation though, you could set #era for the ones in question in the DM file to 0 to disable them.
Sturm  [author] 20 May @ 3:58am 
Will likely fix those and some other issues on saturday if i can find the time.
@Endan-Shoresh i wouldn't be opposed to if is there's an interesting premise for it. Do feel free to add and DM me about it.
Could you make a Hittite-Hurrian-Urartian inspired nation?
Jacklary 17 May @ 3:23am 
Bug: MA Loringia spell Establish March unable to summon Markgraf. I suspect is the #copyspr and #copystats cannot copy Kurfürst code since it can't copy what haven't created.

Solution: Move Markgraf code to just below Kurfürst so the #copyspr and #copystats works.
jirizelenkajun 14 May @ 12:12pm 
Hi,
there seems to be a problem with Melangell's underground forts. I just had two disappear a few turns after I built a palisade. I did not notice any events that would destro a fort.
Rat Catcher 14 May @ 4:51am 
I would say stuff like "so they can be made Sloop compatible, because Gathering Sturm is also a balance mod and they conflict" But the real answer is because some Sturm Nations are way more powerful than others and its hard to recommend a mod with so many nations for a Multiplayer game. If I really want to play Xsaca I must also expect people picking something like Shinar or Paionia. Same for Middle Age and Late Age. I do know how much of a drag updating individual mods can be, especially if you also have compilation mod. Maybe if you could release a version without the balance changes so it can run with Sloop, Id find more lobbies willing to play with the mod? I donno, never seem to get a game going with Gathering Sturm