Dominions 6

Dominions 6

Liaozhai
23 Comments
Guy 4 May @ 7:12pm 
I notice that the LA Cassian Heavy Footman has the same resource cost but a higher recruitment cost than the Imperial Footman; by convention they should probably be the same recruitment cost but a higher resource cost because they're basically the same except for heavier armor.
voronin_mike 14 Mar @ 10:26am 
Yess. Thank you - it was a fun mod to play in Dom5.
Tsukiyashino Kisaki 19 Oct, 2024 @ 8:50am 
Weird to see someone other than Chinese knows about Liaozhai and even made a mod in a pretty weird game.:steamthumbsup:
And I remember once played a mod also made Shang but with more dead and blood magic, has a commander like corpse king in a sedan. Cant find it:cta_emo4:
Qwertystop 3 Sep, 2024 @ 2:04pm 
Errors corrected (as well as the 191 errors reported when enabling the mod, though those didn't crash the game) by lowercasing the "Guanghan" and "Shang" asset folders.
Qwertystop 3 Sep, 2024 @ 1:56pm 
Getting bad-image-file errors when trying to create a pretender. So far I have seen it for the following files in this directory:
steamapps/workshop/content/2511500/3282531883//./guanghan/
crabgeneral1.tga
tree.tga
lopan1.tga
crawlers 19 Jul, 2024 @ 9:50am 
One other thing to consider when balancing shang, skelespam got nerfed indirectly due to the changes from dom5>6 making troop spam and evoc spam more relevant.
Brastion 11 Jul, 2024 @ 12:27am 
beeeeeeeeeeeeeeeeeeeeeeeeeeeeeeees
Ramc  [author] 8 Jul, 2024 @ 11:43am 
Thanks Boksi. I did, in fact, forget size changes would affect sail values. This should now be fixed along with those unit flag typos.
Boksi 8 Jul, 2024 @ 9:25am 
Also, looking at the data files, I don't think Ma Yuan's #hpoverslow is a real tag, and Luo Xuan has #gioodmagicleader
Boksi 8 Jul, 2024 @ 8:50am 
Lu Yue cannot sail, presumably because you forgot to update his sailing size value.
crawlers 6 Jul, 2024 @ 4:39am 
Note for some spells like Fatuous Lordship that maximum scales are now 5 instead of 3.
Ramc  [author] 5 Jul, 2024 @ 10:31pm 
The item slots were actually a quick fix, so that should be updated with the Calamity Bee, Solar Rooster, Great Serpent, Jade Seal, Divine Empress, Prime Minister and Wine Fountain pretender god chassis item slots fixed.
Ramc  [author] 5 Jul, 2024 @ 10:05pm 
Thanks, Isiarca. The Painted Maiden commander recruitment should be hotfixed now. The item slots I will take a look at tomorrow. New slots, new bitmasks to calculate...
isiarca 5 Jul, 2024 @ 9:45pm 
Also, it seems like the Painted Maiden commander isn't recruitable? I've checked the files and that unit definitely exists in the mod, but doesn't display in the ingame unit roster or on the recruitment screen. At first I thought it was a compatibility issue with one of several other mods I was using, but I've checked with just Liaozhai and it persists.
isiarca 5 Jul, 2024 @ 9:37pm 
The item slots on many (but not all) pretenders are messed up, though most other commanders seem to be fine in that regard, at least at first glance. eg: the Divine Empress has one arm slot, 2 ranged slots, and 3 head slots. Item slot values are almost completely different than in the previous game, so it's not too surprising a mishap.
Ramc  [author] 5 Jul, 2024 @ 7:40pm 
It is an oversight, BadCub, because I did not remember that is norm in Dominions 6 now. I have hotfixed it presently, along with giving monster PGs a -8 research per usual.

As for Shang, Crawlers, I've adjusted Jiangshi to 25 invuln. As for additional blood sinks I will think about it. There is almost certainly more fodder in the novel for something down the line in a later iteration.
BadCub 5 Jul, 2024 @ 7:19pm 
Hello Ramc! Nice to see this on the workshop.

I don't know if this is a bug, but should the immobile pretenders (Fountain of Wine, Stone of Spiritual Understanding, and Cinnamon Tree) and the animal pretenders (Great Serpent, Calamity Bee, Solar Rooster, and Jade Seal) have inept smith in order to bring them in line with vanilla pretenders?

Looking forward to further additions!
crawlers 5 Jul, 2024 @ 6:58pm 
Part 2:
I heavily suspect you overdid the nerf on shang just because they have death and blood. I can totally understand the motivation and where you are coming from, because blood is quite powerful, but pendulum swings are not good, instead a middle ground is better.

I advise adding some kind of suitable national blood sink for the nation, just having generics feels disappointing for a nation that has such corrupt themes. Jiangshi aren't it and the unique summons are nice but can't have a late game blood econ of 200+ slaves/turn put into them.
crawlers 5 Jul, 2024 @ 6:57pm 
Part 1:
Good to hear there is an update.

Jiangshi movement is a gimmick that has borderline no impact, especially considering how jiangshi have 15 invul instead of 25 which reduces how helpful they are for thugging. That they are transformations instead of summons is not as helpful as one may think since at least summons provide an extra mage (and potentially new paths). There are many powers some beings in dom6 have that are basically flavoring because the chassis is not well suited to use them, this feels like one of those except you are including it in your balance calculations.
Ramc  [author] 5 Jul, 2024 @ 6:46pm 
Thank you for the feedback crawlers. I did a few edits to Shang in the 2.1 hotfix and update. The full patch notes are in the change notes. A few commanders reduce unrest, deathrec discount was increased (I should have done so in the first place to account for mage price increases) and cavalry pricing was fixed. This doesn't 'fix' Shang, but at least maybe penalizes a bit less. Blood/Death nations shouldn't have it too easy.

The jiangshi are in-addition to vampire lords ultimately. They come at an earlier research point and also are more of a transformation than a summon. Their blink-movement (jumping) in combat is superior to flight, though, if not on the strategic map.
crawlers 5 Jul, 2024 @ 3:52pm 
Some feedback on shang. The problems the nation has seem the same as their dom5 version.

There is a lack of any late game blood sink for them beside generic stuff (they seem better suited than most nations to spam vampire units but whether that is a good strategy is a different matter). The jiangshi is just a worse vampire lord that doesn't freespawn chaff or fly. It is sad to see effort put into stuff that is actually not great to use.

Their thematics clash strongly with their mechanics. As a blood nation, they desire growth and order, but their theme seems death and turmoil. As a nation heavily dependent upon scales, they also want growth (the smallish discounts their mages get are nowhere near making up for this, nor would adding a bit more solve the matter due to the aforementioned blood thing). I feel like playing the nation in a way that fits its theme should be a viable option from a competitive perspective.
Mystic Referee 5 Jul, 2024 @ 1:30pm 
I don't see what all the buzz is about.

I'll see myself out.
Ddraig Lleuad 5 Jul, 2024 @ 9:45am 
Glad to see this one make the jump, it's been on my shortlist of mods to wait for.