Dominions 6

Dominions 6

Nys New Nations
93 Comments
Nyaxe "vansam"  [author] 7 May @ 9:17am 
Additional note; If you're experiencing this mechanic before turn 67 that would be a bug and would need to be fixed. I would appreciate any bug reports / feedback if you have any!
Nyaxe "vansam"  [author] 7 May @ 9:15am 
Hi baturalp88, this is part of the Abyss mechanic for Beolsk where magic sites (and later on new mechanics) are discovered over time in the capital. Typically event messages will appear and hint at the next discovery lore wise. This particular mechanic with popkill is vaguely hinted at around turn 55 and fully manifests at turn 67 with event messages explaining the lore and also the workings of the new mechanic. It is also the last discovery Beolsk makes and the most impactful one.

If you read the messages at turn 67 (or read from the province chronicles) you'll see the simplified mechanical description for it. I'll also explain this Beolsk mechanic here: Starting from turn 67 the capital will lose 5% pop until it reaches 2000 +-25% pop, during which Beolsk receives 1d6 bloodslaves a turn. Starting from turn 67 there is also a 30% chance each turn a bloodpathless commander in the capital gains 1 magic skill in blood alongside an affliction.

Hope that helped explain things!
baturalp88 6 May @ 12:32pm 
Beolsk constantly gets an event that depopulates their capital, the number is high enough for growth+2 to not be able to catch up or recopurate, is this on purpose, or is this event is not supposed to happen every turn?
Nyaxe "vansam"  [author] 10 Mar @ 12:15pm 
Hi Elder, it seems like a problem on your end specifically and not something inherent to the nnn mod. If I had to guess it you might need to close and open the game once now with the update to dominions 6. Perhaps try unloading any active mods, exiting the mod menu, then re-enter it and activating the mod. If there's still a problem you can try unsubscribing and re-subscribing from the nnn mod (possibly exiting the game in between so it can check and update correctly).
Elder 9 Mar @ 4:42am 
After update nations not appearing when i chose new game.
Whats wrong?
Donkringel 17 Feb @ 11:52am 
Thanks for the response Nyaxe! Good to know what's going on.

As a suggestion, you could lean into the error. Make the summonable unit into an easter egg that's only possible in the Nexus, add something about the strange energies shaping the Torii into a commander form that awaits your command (and then at the bottom that this is really a bug, report it if it's appearing outside summoning in the nexus).

At any rate, fantastic mod. I always love seeing the lore and magicks mod authors come up with, always a delight to see what I can summon/cast next.
Nyaxe "vansam"  [author] 16 Feb @ 4:29pm 
Hi Donkringel, thanks for reporting this! I did some digging around in the modding manual and it appears that Nexus normally does not allow any events to occur. The way the site spawning spell works involves the use of events, so that's probably why it is failing in Nexus. I think I could fix it knowing this now, but I'm not entirely sure if I even want the sites to be spanwable in Nexus, Nexus is a weird place.

Either way for now you can treat Nexus as a special place where a lot of national mechanics don't work.
Donkringel 16 Feb @ 3:34pm 
Hello! I built Vermillion Torii in the Nexus and instead of building the site it built the bugged unit. Saw that it said to contact you in the description so here I am!
Nyaxe "vansam"  [author] 9 Jan @ 9:02am 
For version 0.41 it shouldn't matter what specific throne you capture, the system should work with all thrones currently in the game. The first captured throne will always give you blessdef 2, the second always blessatt 2 and the third blessmr 2.

It should be noted that some of the older NNN versions (before version 0.41) don't work with The Throne of Lies, The Throne of Vitality and The Throne of Gates and Conjunctions. Illwinterr added these thrones in an update at some point which required me to update the mod to account for that, vesion 0.41 should work with all thrones.
somebodynobody10 9 Jan @ 8:23am 
Are there any specifics on what Thrones need to be captured, or is it simply a number's game?
Nyaxe "vansam"  [author] 8 Jan @ 2:41pm 
Hi somebodynobody10, the bless effects Scythania can get are stacking. You can get all three bless effects eventually by moving the capital to three different captured thrones.
somebodynobody10 8 Jan @ 2:32pm 
The extra 'blesses' gained from moving your cap for Scythania, are they permanent after you do the deed, or do you switch blessings if you move the cap to another throne?
Master Necro 4 Jan @ 1:07pm 
Wonderful unique nations.
JakeSlayer 2 Jan @ 5:50pm 
Ah sweet cause yeah I LOVE all you guyses mods and like having all your nations on. I've found rolling back to the 1.9 version fixes everything but then there's no Ma'habre :( ASAP I'll turn Ma'habre back online.
Nyaxe "vansam"  [author] 2 Jan @ 5:44pm 
Hi JakeSlayer, we are aware of some overlaps between the mods. I believe it is mostly a case of magic site ID overlaps, which Casus Belli is working on to fix eventually.
JakeSlayer 2 Jan @ 2:09pm 
Just so you know Ma'habre conflicts with Blodwald and Kyun conflicts with Sinkiang. I think it might just be visual errors since I haven't like seen a Jade Queen leading an army of claymen but I will let you know if I do.
PeepingPeacock 19 Dec, 2024 @ 6:10pm 
Thank you so much! I'll dig around for that discord link!
Nyaxe "vansam"  [author] 19 Dec, 2024 @ 1:12pm 
Hi Peeping peacock, the dom 5 forum seems to break from time to time (possibly caused by me deleting the file in google drive by accident). I did fix it now so you should be able to use that link. There is also a dominions modding discord around where the old dom 5 mod nations are archived, in case the forums stop working again.
PeepingPeacock 19 Dec, 2024 @ 11:39am 
This is a little random but is there any chance you have a copy of Kyun for dom 5 on hand still?
Your dominionsmods forum post has a broken link and I can't find another anywhere, your other two nations still have a working link though.
Y U Do Dis? 30 Nov, 2024 @ 8:00am 
Oh I see what happened. In combination with Worthy Heroes, it grabs magic paths from...somewhere. Thank you.
Nyaxe "vansam"  [author] 30 Nov, 2024 @ 5:17am 
Hi Y U Do Dis?, the Beolsk scout doesn't have any of those magic paths. You're likely seeing this because you're running other incompatible mods alongside nnn. Try running nnn on its own and you'll see what it is supposed to be.
Y U Do Dis? 29 Nov, 2024 @ 4:57pm 
Probably going to get shit on for this, but have you checked the Beolsk's Scout? 2 2 3 magic paths, 3 priest, and 19 research is insane.
Nyaxe "vansam"  [author] 20 Nov, 2024 @ 2:40am 
fyi Ji JJ "Mayo" Knock-out if you read this, there was actually a bug in Bermunda's code that cause ghosts to not spawn at high dom candles... :/ hopefully its fixed now
Nyaxe "vansam"  [author] 30 Oct, 2024 @ 10:47am 
Hey Andre, I've figured out what the problem is. It turns out there's a compatibility issue with Mormacil's nations but only if mormacils nations are loaded first and NNN is loaded afterwards. I beleive the gathering sturm and possibly hexabellum nations also encounters this compatibility issue with mormacils nations. We're currently looking into this. Thanks for letting me know!
Nyaxe "vansam"  [author] 30 Oct, 2024 @ 10:24am 
Ji JJ "Mayo" Knock-out, It might not be mentioned anywhere but the ghost freespawn chance is related to dominion candles in the capital. (the national overview has a character limit so I was struggling with fitting all the information there). At 7 dom candles the ghost troops chance to spawn is 100%, 3d3.

Your suggestion to the writhing shipwreck is interesting, not sure if I'll use it at the moment but I'll keep it in mind.
Andre 26 Oct, 2024 @ 7:35pm 
Hey, I am playing with
Bagwajinini
Gathering Sturm 1.1
Ginnungaheim v1
Melitta
Nys New Nations Version 0.38 Dynamic
Sheseba
Toxandria
Tsmuwich
Excluding Toxandria fixes the issue, so I assumed that was the source of the conflict. Love the mod and appreciate your work btw!
JJ "Mayo" Knock-out 26 Oct, 2024 @ 3:03pm 
I have conceived an idea most ingenious for Bermunda.
As it stands now, the drowned sailors, although good in combat, have little application due to their infrequent, irregular spawning and also because they eventually just stop spawning (whether that's intentional or not I am not sure, but it did happen eventually every time I played Bermunda). The only way to get more is to recruit a ship which does make sense but is a bit unreliable right now.
So I suggest the following: make the writhing shipwreck have two "phases" - dormant and active. Dormant shipwrecks cannot move, cannot attack and have no magic paths. However, they'd have dominion summoner trait, allowing them to summon drowned sailors, perhaps up to half candles. After a few turns they enter their active phase, which is just as they are now.
Nyaxe "vansam"  [author] 26 Oct, 2024 @ 11:40am 
Hi Andre, I just did a test with Toxandria and Beolsk loaded onto the same map and I'm not seeing any mod compatibility issues like the one you mentioned. Are you using other mods as well? Because that might cause the issue.
Andre 26 Oct, 2024 @ 10:11am 
Beolsk seems to have an incompatibility with Toxandria. When loaded together the Blue Delver Whistle is not equippable by Seeker Delvers. It also is given the "Death Poison" effect.
Myst 23 Oct, 2024 @ 3:04am 
Thank you so much for working out compatibility with Casus_Bellum's nations!
Nyaxe "vansam"  [author] 22 Oct, 2024 @ 5:41am 
I was thinking of giving them some more pretender options, so perhaps! Ideally the pretenders would be regionally relavent as well so we'll see.
JJ "Mayo" Knock-out 21 Oct, 2024 @ 1:27pm 
Y'know, I honestly expected Hunza to have access to the snake pretenders (serpent of chaos, solar serpent, wadjet) or the serpent king pretender. A bit surprising not to see them, but I guess it also makes sense somewhat.
Nyaxe "vansam"  [author] 20 Oct, 2024 @ 9:17am 
Hi Dylancd, I'm afraid that fixing the compatibility issues between NNN and enragedeggplants nations would be very hard. There would be over 50 nations to account for so it would take a very long time. While potentially possible, with that many nations it could exceed possible modding limits too if the goal was to make every single one of them compatible. Perhaps in the future I will tackle this but I don't see myself working on it anytime soon.
Dylancd 17 Oct, 2024 @ 3:43pm 
pls make this compatible with enragedeggplants mods if at all possible
Nyaxe "vansam"  [author] 10 Oct, 2024 @ 7:53am 
Hi Chaotic Evil, there are indeed some overlaps with the Casus_Bellum nations. We've talked about gettng our nations compatible before and are slowly working on that.
JJ "Mayo" Knock-out 9 Oct, 2024 @ 2:06pm 
I figured it out, Worthy Heroes seems to be causing issues with it. Unfortunate, but oh well.
Chaotic Evil 9 Oct, 2024 @ 1:37pm 
Not sure if you were aware of this, but there seems to be some overlap/issues with the Mod 'MA Alar, Dreams of Tartarus' made by Casus_Bellum. Some of the illithid units are added to the roster of the Kyun/Kitsune Nation. Figured I should let you know!
Nyaxe "vansam"  [author] 9 Oct, 2024 @ 1:09pm 
Hi JJ "Mayo" Knock-out, that doesn't sound like it's intended. I've looked at the files on my end but I'm not sure what could possible cause that. The only thing I can think of is the use of multiple mods that may be conflicting with eachother.
JJ "Mayo" Knock-out 9 Oct, 2024 @ 11:18am 
I just had a Netherworld Pilgrim commander spawn for MA Xibalba. Is this intended behaviour?
Nyaxe "vansam"  [author] 7 Oct, 2024 @ 5:07am 
Hi usarmy16, have you tried enabling NNN mod first and Hexabellum's afterwards? That way Hexabellum's mods should overwrite NNN and not the other way around IIRC. For a more rigid solution you would need to edit the mod. It's pretty easy, you would need to edit the .dm file which is just a text file and can be edited using any text editor. In this case you can just delete all of Bermunda's content in the .dm file (everything is sorted by nation, Bermunda iis last). For the latter I would recommend copying the original mod files wherever steam stores workshop downloads (likely: steamlibrary>steamapps>workshop>content>...), storing a copy of that locally on your computer where the game can read/use it (open Dominions 6>game tools>open user data directory) and editiding that version. If an update is made to the mod it won't override your local copy that way. Hope that was understandable enough.
usarmy16 7 Oct, 2024 @ 12:13am 
Is it possible to disable one of the nations in this pack? I'm just wondering because Bermunda is overwriting part of Sinkiang, from the Hexabellum nations mods. I'm not a big ocean guy so I was trying to see if I could deactivate Bermunda.
3 raccoons in a trenchcoat 6 Oct, 2024 @ 5:37pm 
Thank you for explaining, that also makes me agree with the balancing alot more.
Nyaxe "vansam"  [author] 5 Oct, 2024 @ 8:15pm 
Hey 3 raccoons in a trenchcoat, the Kaika attack is similar to a dragon's breath weapon attack. It has a fatigue cost when used, and if you hover that fatigue cost it will also specify that ocne the units is over 50 fatigue that weapon cannot be used. Also thanks for the compliment!
3 raccoons in a trenchcoat 5 Oct, 2024 @ 3:09pm 
Hello,
the otohime kyun pretender god stops attacking with her kaika attacks for some reason.
I tried to look into it and i think it might have something to do with her putting enemy to sleep.
In some battles i noticed taht she stopped using teh kaika once enemy around her fel asleep and after thta she wouldnt use teh kaika attacks for teh rest of the battle.
However in all battles afterwards she used them only in her first round of melee engaement and after that would only use tail sweep. I didn't see anyone fall asleep in these battles but i might have missed that.
I palyed with no other mods and it has happened to me on the 3.6 and the 3.7 Version.
This kinda sucks alot since it gets her killed most of the time.
On another note i would like to say that i really enjoy your mod, great work!.
Nyaxe "vansam"  [author] 11 Sep, 2024 @ 2:42pm 
Hi JJ "Mayo" Knock-out, I took a look at the .dm file and I noticed some typo's that may have to do with this bug. Essentially some Beolsk events were incorrectly using the Son of Na Kika monster ID. I'm fairly certain this is the cause of your bug. I'll update the mod and hopefully it should be fixed then. Thanks for letting me know!
JJ "Mayo" Knock-out 11 Sep, 2024 @ 1:48pm 
Regarding Bermunda's max power octopi - they just disappear. The first one I summoned disappeared after a couple of turns, the second summoned later disappeared the turn after it was summoned, the third disappeared immediately, on the same turn.
It was not caused by assassination, battle or spells, they were in capital during their disappearance.
isiarca 4 Sep, 2024 @ 8:17pm 
Regarding Bermunda's uw blood hunting mechanics, if the events involved weren't directly locked to the nation then the Immaculate Orb item could be gifted to allies or sold to rivals in multiplayer. It's already a national item, after all. Its utility to other nations is naturally somewhat limited, but that's not a problem imo.
Cascade 2 Sep, 2024 @ 6:34pm 
I don't really use modded nations but just have to say the sprites for most of these are beautiful.
Niki 30 Aug, 2024 @ 6:49am 
From a glance:Might be Nation Overview, as it adds Magical Sites to provide the nation overviews.
Abracadabralicious 28 Aug, 2024 @ 8:27am 
I tried starting a game with only your Nys New Nations mod and rushing towards the tech, it does seem to function as expected when it is the only mod active! I haven't isolated which mod conflict it is yet but I'll list my active mods just in case someone can spot something:

Vanilla Sprite Overhaul
Nation Overview
Blessings of Balance
Bonus Bless Points
Better Arena & Yearly Arena
ImprovedCastingAI
Gem Longevity (Per Month)