Dominions 6

Dominions 6

LA_Erduela
43 Comments
psdoffer 19 Feb @ 8:07am 
I presume Szilagy Huspap are supposed to heal your immortal vampires? If yes, then they need to be 'corpse-stichers', not 'healers', since 'undead and inanimate units are not affected by this ability'.

Really cool nation, I enjoy them alot.
ChronoGhost145 24 Nov, 2024 @ 12:45pm 
do they have a set nation number for advanced map commands? like setting a start pos
Mike Lawson  [author] 1 Nov, 2024 @ 12:20pm 
Imbam, I'll look into that. It's a pretty rare event that I have to admit I don't remember testing lately. Could be designer error. I wanted the name to draw attention to the guy who left and not leave the player scratching their head, but it might be that I have to make it generic to avoid exactly what you are describing.
On the plus side, when he comes back he's got a real flashy sword.
Imban 29 Oct, 2024 @ 7:57am 
The "Vlaszy knight leaves on a quest" event currently has a minor display bug, due to killing its target and also trying to use the target's name, you get the message "no com (-1) in ##landname## has left your service to embark upon a quest he claims came to him in a vision."

Not 100% sure how to fix it, though.
Mike Lawson  [author] 26 Oct, 2024 @ 1:10pm 
@NamelessDefault The short version is that you probably shouldn't stack that many vamps in on place or you are gonna eat yourself out of house and home. Casting Blood Fecundity will take some of the edge off, but Erduela vampires eat pop.
Imban 24 Oct, 2024 @ 3:00pm 
This is a Dominions issue and not strictly a mod issue, but the Vlaszy Lovag and its "upgraded" versions don't work right due to being immortal mounted units, which ends up meaning they stay dead when killed.
Julius 16 Oct, 2024 @ 10:33am 
Hello here, great mod, the faction is very cool ! I just wanted to know, is the fact that vampire who die when marching in the dominion because they are cripple not reapparing intended or a bug ? They shoul reappear at the capital but they don't seem to
NamelessDefault 2 Oct, 2024 @ 10:28pm 
How are you supposed to deal with the stacking pop kill vampires bring to your capital? if for example by late game you have a collective of vamps taking 1k or even 3k pop per turn it becomes rather nasty having the vamps respawn in your cap?
Iustitia 16 Jun, 2024 @ 2:36am 
Really awesome mod, even more since Im myself fan of the tzimisce vamp :3
Would be awesome if it will be compitable with the faction Diamedulla for the Confluence mod (when it arrives at some point.)

The Popkill is really harsh, not sure if its balanced since Im not sure thats how the tzimisce go around with their cattle. Ingame wise its a popkill nation like Emor where nothing but wasteland is left, so I edited some of it for my personal preferences.

I also like the compination of the Ghoul/Templer Knights + Sauromatia Hordes, but sadly I dont know how to mod the Awaken Tattoos work.

Hope to see more of this mod with more fleshcrafting monsters.
Mike Lawson  [author] 22 May, 2024 @ 4:36am 
Isiarca: You bring up a good point re:fear mechanics. I'll have to consider removing it from the armour for the next patch.
isiarca 16 May, 2024 @ 8:42pm 
FYI: the functional minimum value for Fear is 5, so unless equipped by a commander with other sources of Fear, be it innate, spell-based, or from other items, the 1 Fear from Fleshcrafted Armour does nothing and doesn't even show up on the unit. It does work as it should when the final Fear value is 5+ though. That item does enough other stuff that I don't think it necessarily needs to be changed, but that's just my opinion.

Re: weapons being displayed as armor: the bug affects every new weapon the mod adds as far as I can tell; I can confirm it for the Blooddrinker Blade and Bloodletter Dagger, whose weapon stats only display normally when inspecting the item directly. I haven't seen every summon though, so custom weapons those use may or may not be affected. For what it's worth the bug seems mostly harmless to me.
Mike Lawson  [author] 30 Apr, 2024 @ 8:18am 
Shas'O, Orkoid drew my attention to the same thing. I have no explanation at all. Is this happening on all attacks, or just the new intrinsic attacks performed by the vampires?
Shas'O Nerazim Zerin 29 Apr, 2024 @ 2:16pm 
Hi I'm encountering an error with the weapons where it shows me a blank armor stats page when I click on them.
Mike Lawson  [author] 27 Apr, 2024 @ 5:06am 
Junk; There are indeed. The sprites shown represent perhaps a quarter of the total units introduced.
junkmail4mjd 26 Apr, 2024 @ 8:38pm 
any unique blood summons?
Mike Lawson  [author] 21 Apr, 2024 @ 4:22am 
Sneaky; No, that definitely sounds like a bug. Yeap. Looks like I goofed the bitmask on that attack. It'll be corrected next patch. Thanks for the heads up.
Sneaky 21 Apr, 2024 @ 3:00am 
Is it intentional that the Zulo fleshcrafting claw spreads a magical plague? When looking at the mod inspector and some snippets of the code it seems like its supposed to cause arm loss and I can't find mention of spreading plague.
Muscle Wizzard 21 Apr, 2024 @ 2:58am 
Gotcha, I was reading more into the actual .dm file to figure it out myself and realized that dominspector was being goofy. Thanks for the reply.
Mike Lawson  [author] 19 Apr, 2024 @ 5:03pm 
MuscleWizard; I'm afraid you can't trust Dom Inspector when it comes to mods. The regular zulo form taken by the Huspap should have two attacks; the typical Blood Draining Bite, and the Zulo Fleshcrafting Claw (which causes some damage and is generous with the afflictions...)
Mike Lawson  [author] 18 Apr, 2024 @ 12:56pm 
Sauron, there are indeed vozhd in the mod.
Stoltverd 18 Apr, 2024 @ 9:30am 
I was making this mod... ha ha ha
Ok... Similar. More MA or EA, with proto slav monsters.

Thank you so much for sharing!
Muscle Wizzard 18 Apr, 2024 @ 1:05am 
Were the zulo not supposed to have an increased amount of attacks? Dominspector says that they get several attacks but in practice they still only have the two
Sauron Was A Twink 17 Apr, 2024 @ 8:25pm 
We do love Clan Tzimisce, though it needs a Vozdh esque unit :v
GAMEPOD 44B1 15 Apr, 2024 @ 10:23pm 
A vampire nation should probably have 0 access to water, it should be outlawed by the vampire overlords so that no one could use it against them
sirjosephhuff 13 Apr, 2024 @ 3:21pm 
Excellent mod. Sure to bring a whole World of Darkness to my enemies' doorstep.
Mike Lawson  [author] 13 Apr, 2024 @ 2:44pm 
@Rough Indeed it is. Warped to be Dominions suitable, of course, but clearly based on Dark Ages Tzimisce, and in particular a game I ran for a few years.
spacerossing 13 Apr, 2024 @ 12:04pm 
Great mod and faction, awesome job! Thank you.
Rough 13 Apr, 2024 @ 5:51am 
either way this is a great looking mod, nice work
Rough 13 Apr, 2024 @ 5:49am 
is this inspired by Tzimisce from vtm? or what world culture?
Orkiod Inquisitor 12 Apr, 2024 @ 5:21am 
Fair enough
Mike Lawson  [author] 12 Apr, 2024 @ 3:56am 
Orkoid;
- Blood Pit has standard attributes (and text) based off of the Oracle. I could certainly consider changing it.
- The Elder Betrayer had #stealth not #stealthy. So yeah. Good catch. Will be fixed next patch.
- I know about the Kennel Master. I don't think it's a real concern for a 10% chance. I might change my mind later.
- For the attacks... Yeah. That is strange. Not sure what's going on there.
Orkiod Inquisitor 12 Apr, 2024 @ 12:45am 
Blood Pit is stated to be hard to destroy yet only has 30 HP
Orkiod Inquisitor 12 Apr, 2024 @ 12:40am 
Elder Betrayer has Seduction but no stealth, making it useless
Orkiod Inquisitor 12 Apr, 2024 @ 12:38am 
The Kennel Master Hero has a random, despite being written as a unique hero
Orkiod Inquisitor 12 Apr, 2024 @ 12:34am 
For some reason the Vampire's unique attacks are considered armour when I click on them. They seem to function fine otherwise
Mike Lawson  [author] 11 Apr, 2024 @ 9:33am 
To answer your first question, your Voivodes will be handling most of your death/blood magic work. The Koldun, while path weak are pretty good at ritual magic. Finally, this is a nation with trivial access to communions, and you will need them in the late game.
Lastly, the researchers can be recruited in forest labs, and most of the national troops can be recruited from unique special sites that will spawn as you play, granting you more access to them in the mid/late game.
Mike Lawson  [author] 11 Apr, 2024 @ 9:29am 
Hajduk. I'll check the peasant bowmen. And that would certainly explain some success I've had with masses of them. And I'll do another search pass for thier and fueding.
Hajduk 11 Apr, 2024 @ 7:16am 
Overall, well done, I know a lot of hard work went into this.

One big question I have is the role of magic. Outside of the capital, you have poor access to magic: two B1 commanders, a 10% random rec limit 1 researcher, and a 4 CP slow to recruit 3 path mage. Was this your intent? Yes, the vampires are powerful, but you will not scale well past the midgame versus vanilla nations that can make more mages out of every fort. If your intent was a cap heavy nation with good troops, then discard my comment here.

Some typos: the peasant bowmen have longbows instead of short bows like you intended in the .dm file. You spelled "their" as "thier" or "theier" and "feuding" as "fueding".
Mike Lawson  [author] 10 Apr, 2024 @ 11:44am 
Shadowshot, confirmed as bug. Will be corrected in new patch this evening. You can expect Jagorta to be crafting armoured hounds again shortly.
Shadowshot 10 Apr, 2024 @ 9:47am 
Think this is a bug:

Craft Meszaroskutya makes 3 unmounted horses instead called Szornylo, and the description says that it creates "Deneverszolga" not Meszaroskutya
Shadowshot 10 Apr, 2024 @ 7:47am 
Omg I've been waiting for a vampire mod thank you thank you
Mike Lawson  [author] 10 Apr, 2024 @ 4:22am 
Thanks Imban, I'll correct that. Honestly it took about 45 seconds after uploading the mod that I started to discover typos.
Imban 10 Apr, 2024 @ 3:33am 
In-game, the nation name is misspelled as "Tyrany" of Blood.