Dominions 6

Dominions 6

The Forgotten Realms - Total Conversion Mod
A Newb's Suggestions
Looks like a very well-made labour of love, but is very clearly unfinished. Not a FR or even D&D fan, so can't comment on that side of things.

A couple bug reports/complaints/suggestions, just from skimming the factions. Haven't played yet, but these seemed egregious/important enough to mention

- National Overview Bugs: A bunch of nations don't have sites or have generic sites, and at least the Mushroom nation is missing most of its unit descriptions. A bunch of nations also have either their lore or mechanic description cut off, like again the Mushroom nation. Also, a few units have a placeholder 'terrain restriction', such as the aboleth cloakers.

- National Overview Improvements: I would also recommend using the 'Future Sites' mechanic to show national summons and heros in the National Overview screen, similar to the 'Better Nation Overviews' mod. Also, I would prefer a more standard national overview, with your notes on the nation placed somewhere else, simply for readability.

- A few units, especially pretenders, seem to have weird/obtuse mechanics that would benefit from a standardised and more plain description of their mechanics at the bottom, similar to the Spark of Divinity mod from Dom 5. Again, helps with readability for newbs.

I'm willing to help provide an outsider's perspective if so desired.
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Showing 1-5 of 5 comments
Razorfire  [developer] 17 Feb, 2024 @ 5:11pm 
Noted, thanks for the feedback.
Orkiod Inquisitor 17 Feb, 2024 @ 6:04pm 
Gold generators need to have their values increased as their upkeep has also increased (eg the Merchant Princes of Waterdeep are net netural on gold).

The snake people have 35 gold mages and C'tis Serpent Dancers
decorum est 4 Mar, 2024 @ 5:41pm 
I'd like to add that I'm missing some kind of spell to deal with the aftermath of huge battles. In vanilla I'd throw in a Carrion Reanimation or two but since it's not on the spell list, unless I'm playing a nation with reanimators then there's not much I can do with 200+ stacks of corpses. Kind of waste of resources for death paths. Maybe add in D&D flavor raise zombie spells in different magnitudes which eventually scale up to the usual zombie hordes.
Razorfire  [developer] 5 Mar, 2024 @ 2:33pm 
I don't recall removing the spell, but can check for sure.
Conquestofgames54 20 Apr, 2024 @ 5:30pm 
halfling crossbow has glutony one.
Zhent swordhar, sprite has a helmet but not a helemt in stats
beholders should have spirit sight.
Mezro raptors should have claws.
the fungus people should get redcaps and madcaps for blood
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Showing 1-5 of 5 comments
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