Dominions 6

Dominions 6

Sloop's Comfy Balance Mod (SCBM)
76 Comments
Tanaka 11 hours ago 
In our current MP game Sloops mod changes the way Ctis sacred crossbows work, and we believe it made their attack type change from ranged to melee. Negating things such as airshield specifically.
Lourdes 9 Jul @ 12:49am 
I would really want Piconye gitting built-in cold resistance. Their vulnerability to Murdering winter, which you can't fix by any bless is the reason why I stopped playing them after winning some MP games.
Lourdes 9 Jul @ 12:47am 
@Cat in a fedora, as for weapon blesses - it's not really true. I play MP games and only MP games since dominions 3, I was veteran even there. And I did A LOT of testing with blesses even in dom3. Regular strength boosting blesses (blood surge or just str+1, larger) are already more effective then any other kind of bless. Because never become obsolete. Most blesses are almost negared later with antimajic. Also MR-based blesses work bad vs elite units, because they frequently have high enough MR. Some weapon blesses are frequently on-damage. If you already did damage - +srt blesses add you AN damage boost (beacause any damage after prot is AN). In real MP games huge amount of people now take + str, and I NEVER see most of weapon blesses. So yuor comment, with all respect - is really fasr from MP reality. And it's only MP reality is the only reality wrth balancing.
spire69 8 Jul @ 12:33am 
@QuartzMech LA Agartha doesn't have a summon olm spell, only MA Agartha has that. Both in basegame and, as you said, sloops. You may have misread the inspector.
QuartzMech 7 Jul @ 3:47pm 
Why did you remove the ability to summon Olms from LA Agartha? Its not in the patchnotes but it shows up in mod inspector and I don't have access to it ingame.
Kong Ster Kang 5 Jul @ 2:26pm 
@Cat in a fedora. I know how about hard-coded old-age. LA_Abyssia's sacred mages do not have this in base game dominions. In the base game, they are effected by the unaging bless.
Cat in a fedora 30 Jun @ 10:48am 
@Lourdes, most weapon blesses are incarnate for the simple reason of that most of them are extremely strong, provided they are put on the correct sacred, if that was changed it would massively impact the balance of several already strong nations well beyond the vanilla intent.
Cat in a fedora 29 Jun @ 10:40am 
@Kong Ster Kang. This is because certain units in dominions have a preset starting age, these units are not effected by unaging initial age reductions. a example is the Sacred crossbow lizards in LA Ctis.
Cpt Pennysworth 20 Jun @ 3:30am 
Fantastic Mod. Amazing work Sloop. May fortune shower you with riches for eternity.
Lourdes 18 Jun @ 11:37pm 
Please let many more blesses non-incarnate only. Many incartate-only blesses are just uncompetitive for incarnate, because if you pay high price to wakeup earlier, they are not good enogh. And if it's improsoned god those blesses are obsolete when he wakes up, and uncompetitive with such incarnate options like regen or blood vengance. And.. some blesses would be good to test on BEST POSSIBLE units then MUST work. Like on piconye. And you see that even on them,, oven on-hit effects- acid weapins (too low chance to corrupt armor) and Life-Draining Weapons (too smalll aculally life drain) is not competitve. death weapons (MR negates it later too easily, and too many competition) - too. MAYBE IF ALL THOSE WEAPONS WERE non-Incarnate, people would test them more. Elemental on-damage bless efects are just uncompetitive to investing in strength by pure logic later in game. MAKE ALL THOSE NON-incarnate!
Kong Ster Kang 18 Jun @ 5:51am 
Hello, there seems to be a bug with the bless effect "unaging". When picking this bless for LA_Abyssia it doesn't apply the age lowering effect on any mage except for the Anathemant Dragon. It does apply the aging speed reduction but the starting age stays the same as without the "unaging" bless.
Sloop  [author] 13 Jun @ 11:09pm 
@Cat in a fedora I don't think Eriu is in a bad spot with the double buff to its research and the buffs to its sacreds, Fir Bolgs and the barding/thugging buffs, but Fir Bolg helmets seem reasonable. I wouldn't do it for EA, but if it's a new age and I'm already upgrading their armor, adding helmets doesn't clash and helps take the sting off the cost increase from gaining stealth.

@BioShaqInfinite How it works is you roll for a unique hero, and if that fails or you have all your unique heroes, you roll for a multihero. Multiheroes don't interfere with hero rolls at all, it's just your luck.
Warenharis already has the extra slots. He also has better stats, a lot more HP, a weapon that oneshots most things bigger than him, autocasts Personal Luck and generates extra good events. He's fine.

@spire69 Good catch, that's left over from Dom5. Woops. Fixed in the next version.
spire69 12 Jun @ 12:46am 
The wolf rider and wolf brother units of the Norse giants line of nations have a bite attack on the rider. Is this intended or a bug?
BioShaqInfinite 30 May @ 11:39am 
Also sort've weird to me on EA Ulm that the added mutlihero is strictly better than Warenheris, our beloved Conan parellel. Maybe he could get the 3 misc slots + magic paths too. Or could just remove the multihero & merge the attributes with Warenheris. Food for thought
BioShaqInfinite 30 May @ 11:17am 
Hey Sloop, really minor change, but would you consider tweaking the multihero values for some of the factions? EA Ulm & MA/LA Pythium come to mind. I've only been playing on your mod, and mostly play these factions. In every Pythium game, I have 3 /4 masters of the game, and never Patriarch/Marius Lorca/Heriogallus. In EA Ulm, I've rolled 2 / 4 / 2 multihero shamans in 3 games, and in the last game I just got Athelwolf past turn 30. So 8 / 9 hero rolls on EA Ulm have been multihero. I have no idea how that code works, so if it is what it is, I understand. thanks!
Cat in a fedora 29 May @ 7:31pm 
Have you ever considered giving the Fir Bolg of Eriu helmets, as it stands they usually are not worth recruiting due to the nations use of slinger's, weapons that projectiles deal extra damage on head shots. and when your own troops are at more danger from your own ranged units than the enemy is there is a slight issue. the nation itself even with the adjustments currently in the mod sits in a rather bad position in general.
Sloop  [author] 12 Apr @ 8:27pm 
@Boy Most people (me included) don't like how hard it dominates lategame, but if it became a controversial enough change I'd revert it
The R'lyeh national void sanity item is for keeping choice LA mages from going insane. It gets very cheap with a hammer. 2 gems vs 4 gems (with hammer) is well worth the penalty in most cases.
Boy 31 Mar @ 4:18pm 
Did we really need to make Master Enslave go from 8 Astral to 9 Astral? Also the R'lyeh exclusive meteor flake item thing, is there some kind of secret use? As it stands it just seems strictly detrimental than the other item that does similar things and it's only value is that it's 2 pearls cheaper, but it's still detrimental by comparison.
Rough 24 Feb @ 5:31pm 
The Atlantean delegation is saddened by this news
Sloop  [author] 24 Feb @ 3:46pm 
@Rough Nope, it used to but it was removed since it turned out a little too good. I'll fix the description.
Rough 24 Feb @ 3:19pm 
Is Morass supposed to scale? It mentions it in the description text, but the aoe doesn't have scaling listed
Rough 14 Feb @ 6:07am 
It's the only cap-only mage I can think of that doesn't get a random
Rough 13 Feb @ 5:00pm 
Would you consider giving a random to the MA Atlantis Deep Seer? Or fixing its horrible 8 map move?
Sloop  [author] 11 Feb @ 8:49pm 
v1.09 is out. It's a large update with a number of changes, including the first batch of new multiheroes for nations that lack them.
Sloop  [author] 2 Feb @ 11:37am 
@Miguel V-DF I have the "-- cold, strength 4" note backwards, but the command is right. You can see it in-game.
Thanks for the report on Dead Rise, probably not an impactful bug but still good to have it gone. Also fixed the various single dashes, not something that causes any effect as far as I know but better safe than sorry.
Sloop  [author] 2 Feb @ 11:19am 
@Yackemflam I'm not keen to because they're already a strong nation and they gained another, arguably stronger path in lieu of F. They can also use those gems to summon Hesperides, brass bulls and the Ladon, which you needed a pretender's paths for anyway, though saying that, it'd be fair to ask why they don't have any way to search for F gems for those important summons.
It could be added to the Wind Caller's randoms, which would get you less of the other three randoms that are valuable for combat casts in exchange for getting F access, which is at least trading some power for getting that F back.
Miguel V-DF 2 Feb @ 6:59am 
the #newweapon 1099 -- Rime Sword has a bug
#aftercloud 4 1 -- cold, strength 4
it seems this this should be #aftercloud 1 4 -- cold, strength 4

the spell #name "Dead Rise"
should be #school -1 instead of #researchlevel -1 to not be able to be researched.

There are some instances of comments using one - instead of --. it seems like it doesn't do any problems, but it couldn't hurt to fix those. Lines 45 (no - before the comment), 45421, 45425

These are what I found with the help of the VSCode extension.

Great mod, I like a lot of the changes.
Yackemflam 31 Jan @ 10:46am 
Hey Skrump, is there any thoughts on giving Phaeacia back its fire magic access on its mages?
It was removed when dom 6 was released and how the nation has to deal with the fire gems it generates being useless, unless you pick a pretender with fire access
Sloop  [author] 24 Jan @ 3:20pm 
@Rough There may still be the odd bug or redundant balance change caused by the update from Dom5 to Dom6 that I'll find and iron out, I often get feedback that I implement and now and then I'll go over a nation or game system again and make a change, so it's never quite complete. But it is stable and there won't be any huge updates.
I usually update every month or two with some minor changes unless I'm taking a break from the game.
Rough 24 Jan @ 8:10am 
Skrump, what are your next plans for this mod? Or is it pretty much done and stable now?
BioShaqInfinite 11 Jan @ 3:58pm 
@skrump Awesome, thank you. I can't wait for Durin to return & bring about a new age of DWARVEN SUPREMACY
Sloop  [author] 10 Jan @ 5:33pm 
@BioShaqInfinite Not a bad idea, he doesn't get taken very often and he could use something to distinguish his forging abilities from every other dwarf (who all have Master Smith). I'll give him some resource production and either a percentage forge bonus, a fixed amount or a small portion of both.
Sloop  [author] 10 Jan @ 5:31pm 
@Latch Irminsul isn't a great chassis for Rus due to only having one path and extra paths being expensive. Rus is strongest with a layered defensive bless that takes multiple paths, usually the Monolith or the Idol of Men are the chassis of choice for that. The bonus bears are worth a single gem income, they're largely irrelevant and definitely not worth taking an inferior chassis for.
I've seen Rus played I think six times since that buff and Irminsul was never used. It's just not a good use of points unless you have an odd bless scheme or want to go out of your way to treedrop.
BioShaqInfinite 10 Jan @ 12:22pm 
Hey Skrump, this mod is great. Thanks for making it. If this is intended no biggie, maybe he's a cheapo budget guy, but I noticed Eldest Dwarf is identical to vanilla besides recuperation. He's one of my favorite little dudes for flavor (I fucking love LOTR). Is he supposed to be mostly the same? I didnt see anything about him in the change log, so I thought you might've missed him. If you wanted some ideas I think he could be a baby version of forge titan with resource bonus etc. Let me know whatcha think
Latch 9 Jan @ 12:33pm 
I think this is a great mod even if there are things i disagree with regarding making some spells easier to cast. However one thing i have noticed that i think should be changed is Irminsul giving a site for 2 sacred bears a turn. This is a direct buff to a play rus does that is already so dominant in multiplayer it erases every other way to play the nation and its on the pretender that Rus will already take almost every time, that now also has a discount for the nation. I think this is counter to the purposes of a balance mod that is supposed to make weak things stronger. This is doubling down on a strategy that already erases every other play the nation using it could make.
Sloop  [author] 30 Dec, 2024 @ 12:03am 
@OhSlowpoke but they do
OhSlowpoke 29 Dec, 2024 @ 12:06pm 
I noticed the Sun Warriors do not have their Awe any longer- intended or bug?
Sloop  [author] 27 Dec, 2024 @ 4:19pm 
Quick update for an upcoming game, featuring buffs to some pretenders and items.
(Big) Wacker 21 Dec, 2024 @ 1:22pm 
AMAZING! Spark compatible is huge!
Sloop  [author] 20 Dec, 2024 @ 3:42pm 
SCBM compatible with Spark of Divinity is now here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3388214129
Sloop  [author] 18 Dec, 2024 @ 9:04pm 
1.07 is out. It's a big one, check out the changelog.
KailasaHoles 13 Dec, 2024 @ 9:13am 
Any timeline on 1.07? I'm about to fire up lobby and playing big update would be cool.
Sloop  [author] 6 Dec, 2024 @ 1:18pm 
Working on a new version before a big upcoming game, doing a lot of vanilla event modding now that #selectevent is a thing. Surely the Spark-compatible version will follow soon after...
@Andkat I spotted that, all affected bears are fixed in the next version.
Sidhe Lord Hoof and Phantasmal Bow are also fixed.
Andkat 5 Dec, 2024 @ 2:54am 
Rus bears, possibly some others, seem to have lost their bite attacks.
Andkat 26 Nov, 2024 @ 11:23pm 
If Shinuyama gets the Oni etc. summoning of later iterations of uh Japan, wouldn't it also make sense for Hinnom to be able to summon Melqarts with Blood like Berytos can?
Gabe 18 Nov, 2024 @ 10:44pm 
What Signis Kerman said
Signis Kerman 16 Nov, 2024 @ 6:08am 
Look like a nice mod but it will be great to make it compatible with spark of divinity (by having the chassis fix to non apply when the mod is detected)
Revelations 12-7 ancient serpent 10 Nov, 2024 @ 7:29am 
Baphomet should have +1 heat scales
Gandalf the Gey 26 Oct, 2024 @ 8:47am 
Sidh Lord has a hoof attack on the rider as well as on the fay steed.
Delloid 26 Oct, 2024 @ 5:02am 
Hi! Just wanted to report that illusory attack spawns archers with 7 AN damage bows instead of 1 AN.