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ALL Subcultures
>Sundering Curse updated
Pursuer
>Lost Optional Cavalry
>Has 40 movement instead of 32 movement
Warlock
>Gained Optional Cavalry
Dominion Subculture
Decrees
>City Stability penalty per province decreased from 5 to 4
Dominion University
>Made it even more cheaper to build in cities not of your race
Dominion Designation
Soul Cripple => 2x Misfortune
5 Frost Damage => 10 Frost Damage
Dominion's Curse
Remorse => Soul Cripple
Overlord Subculture
Iron Fist
>-100% Rush Discount, but for 10 turns, -40 City Stability with an additional -20 City Stability per City Tier (so -60 in a Tier 1 city). Also inflicts a -10% income penalty to food, draft, and mana of that city.
@Gokudo31 Sorry for last response. Answer is no. The issue with Cull the Weak is its overreliance on the weakened status effect. Thus, I made it so Cull the Weak works on all debuffs that the Dark Culture can inflict innately.
Weaken is given by Cull the Weak itself and Baneful Curse. Sundered Resistance is Night Guard, Warlock and Baneful Curse. Sundered Defense is Night Guard, Warlock, Baneful Curse, and Dark Knight. Then, ofc, Slow is Ice Shackles.
Now, if you meant that the +1 frost damage is in ADDITION to, the answer is still no because it's already quite great at the moment.
wouldn't it be cool to have it checking the weakened stack in order to get
+ 1 frost damage per stack of weakened ?
max 5 weakened would give 5 extra frost damage.
(11/22/24) Part 2
Dark Units would appear in other games with other cultures once you hit Town Hall 2. This has been fixed.
Units given by Dominion Authority had the possibility of appearing if you had Society Traits that gave units. This has been fixed
You do good work and I like your experimentation with trying to give Dark and Feudal something to work with as my god they need it. I am looking forward to seeing what you do with high.
Yes I understand. Thats why I said if too much hassle. Meaning dont worry about it.
I definitely want to chip in $$, you dont deserve free.
All I can say is your doing a fantastic job. You understand what Triumph completely missed out on the most two culture which are voted the weakest in the game by youtubers. But you fixed those problems and gave us even more unique mechanics. The city stability upkeep for the dark culture makes so much sense, you have a very creative mind. I thank you once again.
:)
In my case, I just have a lot of experience making mods.
Are you able to fix a spelling error please. If your too busy its okay.
In Dominion the word =
* ''Coukd'' needs to be replaced with ''Could'' *
The letter ''K'' should be the letter ''L ''
If its too much of a hassle. I really want this game to look professional because all you modders have done a GREAT JOB! This game feels more complete when everything, looks right!
Please, much appreciated.
UPDATE(11/17/24)
>This mod is now compatible with mods that add cultural units
Fixed a crash where Dominion's Designation would crash the game if you used it on someone with regeneration
To fix the crash, Soul Cripple has been changed. Soul Cripple, instead of removing or being removed by regeneration and rally, will now, instead, not trigger it's effect while the opponent is under the effect of Rally or Regeneration.
Both Cultures
>Fixed an issue where dark units will appear when starting the game as another culture while having a society trait that grants units
Dominion Subculture
>Change Despair to Remorse
>Fixed a crash. Fear the Strong has returned to regeneration when attacking with magical or physical ranged attack rather than a flat heal
Also, for everyone, this mod will be updated soon to show the remorse change as well as to address some bugs that has been reported to me.
My last update seemed to have caused units in the draft selection to have a duplicate for some reason. That has been fixed.
The Following bugs/crashes has been fixed:
>Strange crashes when it came to mirror matches (Dominion army vs Dominion army).
>A crash where, if you were killing two units at the same time while auto combat was active, it would crash upon gaining regeneration.
Due to the last bug, I have made the following changes:
>Fear The Strong
>>Physical Ranged and Magical attacks now grant a flat 2 life steal upon hitting someone with those status effects. Increases to 4 for non-repeating attacks.
I have fixed a tooltip problem with Conscription where it still said +2 draft per province instead of +1.
Additionally, I have now added screenshots.
Dominion's University
+25% XP Bonus => +10% XP Bonus
Decree of Magic
+2 mana per province => +1 mana per prov
Decree of Conscription
+2 production/draft per province => +1 prod/draft per prov
Decree of Expansion
+2g per province => +1g per prov
When I asked if you played it, I wasn't questioning your ability to sense powerlevels. It was that you were wrong about War but that was before I realized I mislead you, so that's my fault lol.
As for magic, I'll reduce it to 1 mana too.
Thx for the feedback!
Expansion: Fair, that's also fine.
Conscription: Mostly because "Conscription" (the word) implies armies, not economic bonuses. 1 of each then, and it's still really good like that.
War: That doesn't scale per city. The +2 knowledge/imperium is only +2 regardless if you have 1 city or 96 cities.
Expansion: The purpose of expansion was to help with early growth, so I would rather reduce it back down to 1g and keep the food requirement reduction.
Conscription: Draft is definitely not enough to warrant it. The decrees gotta have actual economic impact to warrant the stability malus.
Because while Dominion might not take economic penalties of negative stability, they have no way to gain immunity to rioting, unlike Overlord.
1 Imperium == 2 Knowledge == 3 Mana/Gold == 4 Production/Draft == 6 Food
I'm sure some will disagree about precise placements and values, but it's something like this.
War: With just 3 cities as it stands, you're looking at like +50-80 Imperium and Knowledge a turn which is incredibly OP (FULL Wizards Tower is only +20 Imperium lol, but then you ALSO have an ENTIRE library chain of buildings for free). I'd say 1 Imperium, 1 Production.
Magic: Either take out Upkeep bonus, or Mana to 1/province. 2 & Upkeep together is super good- is like 5 units of T4 Phase Beasts for free.
Expansion: Just the 2 gold alone is super great.
Conscription: Change to Draft 2 and the +10% XP bonus.
T3 Overlord ranged: Ebon Jaegar~ Some heavy spiky armour unit with the largest longbow you can give him. [Ebon Volley]- 15 DMG, 4 range repeater, but 100% Accuracy vs. the weakened type status effects. Special- [Kneel!]- 3 AP, 5 range, Ignore 50% Defence & Giant Slayer.
T3 Dominion support: Haemomancer~ Blood mage, tattoo'ed and pierced. Glowing red aura? [Blood Darts] 19 Spirit single, 5 range, 90% Weaken & 90% Bleed. [Blood Boil] 3 AP. 3x3 Hex in 2 Hexes. Allies in AoE get 30 Temp HP but Bleeding x2. Enemies get Bleeding & Soul Cripple 2x.