Dominions 6

Dominions 6

Sombre Warhammer
Fraud 23 Jan, 2024 @ 12:40am
Just a question on balance
Apologies if this is in the wrong spot, just trying to avoid the comment spam I always see.

I'm brand new to dominions and while I love warhammer and would love to play as them I do have to ask if the factions are vanilla friendly.

And if they aren't, what difficulty AI do some of you veterans from dominions 5 recommend to compensate?
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Showing 1-13 of 13 comments
perryshaffer87 23 Jan, 2024 @ 2:19am 
There's a pretty broad spectrum in the vanilla nations. The nations in this mod tend to be high tier, but not insanely OP. If you play them against each other it's pretty well balanced.

If you're new, I'd start on normal difficulty; The AI doesn't get smarter as difficulty goes up, it just gets a resource advantage. The type of AI is more significant IMO. I'd start with defensive or standard AI because aggressive AI often declares war before expansion is finished, which I find irritating.
Sombre  [developer] 23 Jan, 2024 @ 5:27am 
The general goal I had with balance was for the average Warhammer nation to be about as good as an upper tier (so top half at least) of MA Vanilla nations.

Some Warhammer nations are intentionally more powerful than others (main Chaos factions, Lizardmen, High Elves, Nagashizzar are all supposed to be very strong).

Typically you should use whatever AI setting you're comfortable with from the base game.
Fraud 24 Jan, 2024 @ 5:43pm 
Thanks guys!
XXS 10 Feb, 2024 @ 12:19am 
I also have a balance question.

Some of the stats feel very arbitrary. In particular Map Move stat of Dwarven Miners is 20, which is ridiculously high for a short legged humanoid. For comparison Bretonnian elite heavy cavalry in Grail Knights only get 18, and their supposedly light and fast Mounted Yeoman get the same 20 as miners. If we compare it to some other infantry unit, Wildwood Rangers of Wood Elves get only 12 map moves, while being almost twice as fast as miners in tabletop (3 vs 5)

Where do you get inspiration for stats from? Is it some edition of tabletop or Warhammer TW?
Either way the dwarfs feel unnaturally fast on the map while being very slow on the battlefield.
It isn't even consistent within their own roster. Some dwarfs like Trollslayers and Clansdwarf Crossbows have the same or higher Combat speed as Miners (7/8 vs 7) but lower Map Moves (16/18 vs 20).

Your Combat Speed stat feels logical and more consistent with Warhammer TW than Tabletop, but Map Moves feel completely random:
Miners WWRangers GrailKnights
Combat Speed 7 12 21
Total War Speed 28 38 75
TT Moves(8th Ed) 3 5 4
Map Moves 20 12 18

If you wanted to reflect the Underway usage this way, then I think Miners having Mountain/Forest/Swamp/Desert survival + Snow move is already more than enough. And if you did, why did Rangers or Waywatchers (also 5 speed in TT), who are faster than cavalry in TT, are literal masters of moving in wilderness and can also use Worldroots to fast travel, barely get a half of Miners' speed. Bretonnian mounted Yeomen are just plain sad with their 20 map moves, while other factions light cav gets 24/28. The only unit on the Bretonnian roster who is barely faster than the puny Miner is the Pegasus Knight (24 map moves).
Last edited by XXS; 10 Feb, 2024 @ 12:56am
Sombre  [developer] 11 Feb, 2024 @ 4:10pm 
It is indeed because Miners are masters of the hidden underways (in addition to being disciplined marchers with very good stamina). The Wood Elves have spells to represent their worldroot travel, rather than the mapmove of their units.

Bretonnian mounted Yeoman have the standard mapmove for riding horses. Other factions simply have faster mounts than riding horses, generally, like wolves, elven steeds, steppe horses.
Sombre  [developer] 11 Feb, 2024 @ 4:11pm 
That said, the miner mapmove is probably too high, a holdover from a previous version.
XXS 12 Feb, 2024 @ 2:56am 
Also are High Elves supposed to have no assassins apart from Alith Anar? Shadow Walkers don't have the trait, so there is no real reason to hire them.
XXS 12 Feb, 2024 @ 4:20am 
And how about including ImprovedCastingAi functionality in the main mod?
So tired of mages autocasting some useless buffs 5 times and dropping unconscious, instead of casting cool spells from the mod like Soul Quench or Fury of Khaine
Sombre  [developer] 14 Feb, 2024 @ 5:45am 
Originally posted by XXS:
Also are High Elves supposed to have no assassins apart from Alith Anar? Shadow Walkers don't have the trait, so there is no real reason to hire them.

Yes, that's intentional. Shadow Walkers are theoretically there to lead Shadow Warriors.
Sombre  [developer] 14 Feb, 2024 @ 5:46am 
Originally posted by XXS:
And how about including ImprovedCastingAi functionality in the main mod?
So tired of mages autocasting some useless buffs 5 times and dropping unconscious, instead of casting cool spells from the mod like Soul Quench or Fury of Khaine

I don't know much about that mod so I don't know if it's compatible, but if I were doing spell weighting it would only be for the new spells, the mod isn't intended to change the base game.
Andronos 11 May, 2024 @ 2:57am 
Not to overload the normal comments section, I will put my question about balance here. Maybe I really suck at this game, it's possible. But how on Earth is one supposed to do early expansion as Vampiria?
All of your early troops are absolute garbage that doesn't stand any chance against even militia 1-on-1, and if they prevail in a battle through sheer numbers, they now need to be moved back to your capital to heal! The base game interface doesn't support such mechanics, so you need to manually check all of the skeletons to see how much HP have they lost. Sure, the later vampire commanders are very powerful thugs and mages, but by the time you get them to start _really_ expanding, the whole map will be already taken even by Standard AI.
The only possible strategy seems like "no scales, no bless, single awake expander".
Sombre  [developer] 12 May, 2024 @ 10:25am 
Originally posted by Andronos:
Not to overload the normal comments section, I will put my question about balance here. Maybe I really suck at this game, it's possible. But how on Earth is one supposed to do early expansion as Vampiria?
All of your early troops are absolute garbage that doesn't stand any chance against even militia 1-on-1, and if they prevail in a battle through sheer numbers, they now need to be moved back to your capital to heal! The base game interface doesn't support such mechanics, so you need to manually check all of the skeletons to see how much HP have they lost. Sure, the later vampire commanders are very powerful thugs and mages, but by the time you get them to start _really_ expanding, the whole map will be already taken even by Standard AI.
The only possible strategy seems like "no scales, no bless, single awake expander".

There's lots that can be said on this topic but I think the best place to ask is the Sombre Warhammer channel here:

https://discord.gg/HPfqzKD22a

You can also try in the other discords, where there are quite a few warhammer players.
Depend on familly but even basic longdead and cav espand pretty well for me as vampiria. Longdead are "ok" in 1v1 against most thing and they are really cheap so you can spam them in huge number. Take like 2 recruitment turn to make a new expand party.
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