Dominions 6

Dominions 6

The Forgotten Realms - Total Conversion Mod
267 Comments
Mr_Hig 31 Jul @ 6:22pm 
The demon rays raids are wayyyyyy op, it's barely even tenable to defend against it, many of the nations can't generate enough income to hold their settlements. I played several games and at times lost 4 provinces at once. Essentially it's a mechanic to ensure you can't expand.. not exactly conducive of victory or fun.
general chAOS 17 Jul @ 9:04pm 
Do corpses help Auromycos "Summon Allies"?
Padraige 6 Jul @ 12:12pm 
Question about bonuses. Certain locations on the FR map have stacking bonuses, for instance the Great Rift has a site and a throne that both give construction bonus: 20. Do these stack? It doesn't appear that they do. Want to see if I'm missing something. Also if I cast the global forge enchantment, would the bonus of 20 stack with the site's 20?
Shelingar 4 Jul @ 8:53pm 
When he goes rogue the troops don't go with him
Padraige 4 Jul @ 2:42pm 
Question about the scoured legion. Sarya got sniped by the wild hunt, so will Malkazid still rebel at some point? I would like to start using him but I'm afraid of losing everything I put on him and any troops I give him.
Rhydoc 4 Jul @ 12:29pm 
I think the summoned devils are generally overpowered compared to demons or other summons. Barbazu's for example, are insanely powerful for their price, research tier and ease of accessibility. Cornugons and Pit Fiends being sacred is not only really strong, these units seem to have no downsides unlike demons, are cheaper and over all better in my opinion. The pit fiend can even summon a cornugon every turn, though the summoned ones I don't believe benefit from the free barbazu's in battle they are still very very powerful.
Shelingar 2 Jul @ 7:21pm 
I've never tried to deliberately blockade and dominion snuff a pretender before. I can say that it worked with Auromycos. Still continuing. Probably my longest game (usually stopped before winning as I was just enjoying exploring the different factions). On turn 137 (and yeah no cataclysm
Razorfire  [author] 2 Jul @ 3:50pm 
ImAnOOb - you can't currently acquire an Ancient Dragon - no amount of xp will cover for the thousand years it takes to get there. In 0.95, dragons will likely be moving to a summoning spell, as the current egg system is pretty broken. Fun, but broken. In that case, nations will be able to summon appropriate dragons of all kinds, including ancient dragons.
ImAnOOb 1 Jul @ 3:08pm 
Playing as the cult of the dragon, the dracoliches lore states that lichcraft or twiceborn case on a mature or ancient dragon will make them a dracolich. However my mature dragons are finally coming on line and they dont level any further, are ancient dragons not a thing?
Shelingar 29 Jun @ 10:42pm 
Tried Scoured Legion twice and Malkizd never stayed around more than a few turns after recovering. Probably just RNG, but I think it was 4 turns or so the first time and this game was 3-5.

Just continued without him. Just summoned my first pit devil and he's not bad as a semi replacement. Got around to blocking Auromycos ... now going to try and dominion kill it. as its only got 2 provinces and the throne left. Don't quite feel up to trying to invade a province with 12K units.
Rhydoc 29 Jun @ 7:32pm 
Chitine PD seem to have the visual bug as well.
Rhydoc 28 Jun @ 3:00pm 
Yeah some units like quaggoths in PD become enormous on the screen.
Alpharius 25 Jun @ 2:08pm 
Bloody genius mate.
Razorfire  [author] 23 Jun @ 9:58am 
Scoured Legion's Malkizd: He was once the High Solar of the Seldarine, the elven gods' most powerful celestial servant. Seduced by Lolth, he became their worst nightmare for thousands of years. He and his armies destroyed Myth Drannor at the height of its power in 714 DR. He secretly helped the Harper's destroy Hellgate Keep, and freed Sarya Dlardrageth in his bid to control the ruins of Myth Drannor in 1355 DR. Believing he would be its master, he allowed Sarya to channel his essence in order to taint the Mythal at Myth Drannor, but she then used the time of his recovery to undermine his authority and take control of the allies he had gathered. He was none too pleased.

You may not like his 4% defection chance, but it's accurate to the lore. His inclusion is also important mechanically for deterring early attacks on Myth Drannor from the Dragon Cult, Zhentarim and Dalelands. He is, however, way OP for an early game unit. Plan accordingly.
Razorfire  [author] 23 Jun @ 9:58am 
Woflie - that's VERY strange behavior - will look into it.
Wolfie 23 Jun @ 6:52am 
Playing as the Yuan Ti faction the portraits for the defence armies keep getting bigger every time add some people to it. Seems to mainly be the Trog and Lizard units. Not happening with the Merrow
Rhydoc 22 Jun @ 6:08pm 
@Padraige he recovers over time, then kills himself by going renegade and attacking your province.. I think his suicide mechanic really sucks.
Jam_and_Toast 20 Jun @ 3:11pm 
The various units with partial dark vision but spirit sight, or demon, or darkpower just have full darkvision.
Padraige 20 Jun @ 10:58am 
Quick question. I'm playing as the Scoured Legion and I have an exhausted Arch Devil. It's unclear what to do with him or how to recover him?
Razorfire  [author] 18 Jun @ 7:36pm 
Padraige - glad you're enjoying things so far! 200 hours!

Oryndoll relies heavily on slaves, of course, and its Elder Brains who can cast the Ceramorphosis ritual and create a new, semi-random mindflayer. It can be a good time, but still needs some work, and that deep in the Underdark can feel a bit lonely.

I too loved my long playtest games with Maerimydra, but haven't heard many call it a favorite, so that's awesome. I have similar feelings with Menzoberranzan.

I would definitely play around with the Dalelands and Tel'Quessir on the surface, as they are the two of the most recent additions. Scoured Legion will scratch your itches if you like playing as the bad-guys. And you really shouldn't skip the Nantarn Alliance if you've enjoyed the mod so far. It's the best the mod has to offer with its various events, heroes, and challenges.
Padraige 18 Jun @ 6:25pm 
So I just wanted to mention I have been playing this mod for over 200 hours this past few weeks. This is incredible and I eagerly await the next update. I'm having so much fun! I have only played a quarter of the factions available so far. My favorite playthrough currently is Maerimydra, followed closely by demon worshiping Grackl Duergar. Also, I've only played Underdark factions so far haha....Just having so much fun with it. I also really enjoy the idea of Oyrndol MInd Flayers but I haven't really gotten them to work. They feel a bit clunky and it's hard to figure out a themed strategy for them, but I'm also not very good at the game so that's probably why. Anyways, thank you so much for your massive amount of work!
Razorfire  [author] 8 Jun @ 8:55pm 
Shelingar - Yes. Malkizd has a small percent chance of going rogue - why is covered, as I recall, in his unit description.

Eurus - yeah, bug for sure. At one time, the Dwarven factions were commanders-only, a sort of experiment that I ended up scrapping. Must have missed an edit on that unit, thanks. Adding it to the list for the next update.

Brasch - thanks for the kind words!

Rhydoc - will take a look. The nation needs some balancing for sure so thanks for the notes.
Shelingar 8 Jun @ 2:50am 
Didn't raze this in the past, but since I'm playing scoured legion again thought I'd ask. Last time I played this faction (last year I think so probably 0.93, Malkizid went rogue not long after recovering. Was just curious if this was an intended behaviour?
Shelingar 8 Jun @ 2:48am 
I wasn't referring to dragon egg seduction, but dragon juveniles.
Eurus 7 Jun @ 1:48pm 
Is it a bug for the dwarfs of the rift to not be able to promote their battlesmiths? When they promote they just become dwarven template characters with no abilities.
General Brasch 6 Jun @ 6:06pm 
Just wanted to say that this is a wonderful mod for Dominions I always felt like it really needed a map built for the nations and what you did is just a very enjoyable experience, Thanks for all the hard work you put into it
Rhydoc 1 Jun @ 7:47pm 
Deathking Grugarin the Dodkong has way too little magic resistance, at 14 despite being a giant lich. The lesser giant liches you can recruit have 17. Might want to look at the MR of all the giants, as some of them are ridiculosuly low. Such as frost giant elders having 12 despite being casters.
Razorfire  [author] 12 May @ 5:38am 
Thanks for the feedback here in April - work continues on the mod this month, as we approach 0.95. All your discoveries of little bugs are helpful.

re: Freeing Mindflayers - intentional. Vamp Brides castable underwater - will fix. Gods are a WIP, and yeah, some attention to the #moreX is in the works. Dragon Egg Seduction: the eggs being immobile is likely the cause, not sure. If so, then it may just be a lost mechanic, unless we want dragon eggs moving around the map on their own, which would be pretty odd.
Князь Владимир 11 May @ 2:46pm 
Thank you for this wonderful mod. You transfer the lore and atmosphere so carefully. I enjoy even just looking at the units.
Orkiod Inquisitor 22 Apr @ 1:37am 
@kirkbays13 On the Dom 6 Modding discord, and being able to summon Mindflayers is intentional. Everything else is sounds like standard summon/booster climbing (beyond vamps being able to be summoned underwater).
Simi 21 Apr @ 6:42am 
Might have found an issue. Search for "moreoprod" in the .dm

Idk if this was intentional to leave out this power for these deities.
kirkbays13 20 Apr @ 5:32pm 
Ah, I see Mother of Mists is meant to be like that, so ignore that comment.
kirkbays13 20 Apr @ 5:06pm 
Enjoying this, can really see how much work has gone into it. A few pieces of feedback:

Moonsea (402) has a gateway in it that isn't connected (there is no way to access)
Mother of Mists (78) is inaccessible (no connections)

As Aleaxtis Sahaugin, I cast a bound Marid. The Marid was able to cast Free Mindflayer. I'm guessing they shouldn't be able to?
I then took my mindflayers and turned them into Alhoon. Then my Alhoon cast Create Undead: Vampire Bride, which immediately drown (probably shouldn't be allowed to cast underwater if they can't breathe underwater)
Shelingar 11 Apr @ 9:33pm 
Can you still seduce dragon hatchlings and juveniles? I used to be able to in earlier games (hadn't played for a while). I have tried using carressors, and works for other units. But every now and then I get "with nowhere to run with the victim afterwards, [name] aborted the seduction attempt". Even when there are multiple neighbouring provinces I own. I don't 100% know that its young dragon targets that are causing that, but it only seems to be failing completely with them. Battles still occur for failed attempts.
Razorfire  [author] 26 Mar @ 8:18pm 
MP games - not that I'm aware of. The AI is doing fine in the game I referenced, which I am observing as Ao. Turn 25 and the AI is doing quite well in several corners of the world.

I believe all AI's were set to Difficult, but it shouldn't matter much. Other settings in this game include Conquest Victory (though all the custom thrones are still on the map, just don't count toward victory), and slow research. Otherwise, I thinks it's just default.

Do be sure that all the nations are in play. Leaving a nation out will not remove them from the map, but will leave their capital empty and independent, and the nation will not likely do anything but defend.

Be sure to use 0.94, not the experimental 0.95.
Low 26 Mar @ 12:14pm 
Razor, in response to Coombys question about MP. Are there any special parameters you need to make to get it to run in MP? It seems whenever a game is loaded up for MP the AI doesn't do anything and just stays on their home tile
Lordlynel 22 Mar @ 5:43pm 
Just the dogrider rn I think
Razorfire  [author] 22 Mar @ 5:14pm 
The only cav I can think of that hasn't been brought to the new system is with Luiren, the dogriders, I think. If you find others, let me know.
Lordlynel 22 Mar @ 1:27pm 
Are there plans to update cavalry to the Dom6 system? (seperate mount and rider?)
Keansor 20 Mar @ 8:30pm 
I know it's unlikely—given it's recommended to be left to the AI—but does Auramycos have any special domain mechanics or the like? I ask because the nation description talks about "strange nightmare-dreams" and its influence "extends well beyond Auramycos". Is that from actual mechanics, or just flavor lore and the fact that they have two extra provinces elsewhere in the underdark? They don't seem otherwise viable given their commanders can only lead 10 of their recruitables each and relying almost entirely on magic-troop or undead summons isn't feasible in the beginning.
Razorfire  [author] 20 Mar @ 5:32pm 
Coomby - you can definitely run a MP game, several have been hosted, and a current run with 20ish players is going on right now. It's not balanced for it, so some nations should be left to AI or reserved for beginners in the group if you want a competitive scene. Disciple games are not possible, currently, but should be ready later this year.
Coomby 20 Mar @ 10:34am 
Is this still SP only?
Razorfire  [author] 11 Mar @ 7:32pm 
BadCub: as nations, no. As summons, perhaps. There is an eladrin unit already at Myrloch Vale that is recruitable.

Wish spell: no changes that I know of - quite a few units are not wishable, but other than that, I don't recall making any changes. What are you experiencing?
All Hail Britannia! 11 Mar @ 4:26am 
Tell me, did you somehow change the mechanics of the wish spell?
BadCub 4 Mar @ 8:38am 
I don't know much about Dungeons and Dragons vs Forgotten Realms (or D&D in general), but if I may ask, are you planning on doing the other planers: Yugoloths, Guardinals, Eladrins, and Inevitables? I hope I got their names right, but I mean the guys that represent the other alignments: Lawful Neutral, Chaotic Good, etc.
Razorfire  [author] 1 Mar @ 9:18am 
re: Quack - doesn't sound right, I'll look into it. I'm doing a surface-wide review of all magic sites and starting armies to bring the entire continent in line with lore, with appropriate poptypes and magic sites, so thanks for the heads-up.
Quack 26 Feb @ 10:23pm 
Not sure if this is on purpose or not, but Castle Mintarn and Mintarn Mountain sites are set to Southern Sword Coast (272) Rather than Mintarn (276)
Razorfire  [author] 23 Feb @ 9:01pm 
Another quick and dirty update after reviewing the combat effectiveness of the elementals. Balancing combat summons vs tabletop will always be challenging, as there is no elegant way to limit combat summons to a small number of combat rounds. I'm considered giving them a high exhaustion value, similar to clockwork soldiers, but again - not elegant.

In the meantime, water and air elementals should be more effective in combat, without being OP.
Razorfire  [author] 23 Feb @ 8:24am 
Small update fixing a few things for .94 - namely Beholder Tyrants missing the #undead trait, and a fix for the Hound Archons being unreasonably expensive.
All Hail Britannia! 22 Feb @ 10:02am 
You did an incredible job! Thank you for a unique experience.