Dominions 6

Dominions 6

The Forgotten Realms - Total Conversion Mod
BLloyd 19 Feb, 2024 @ 4:15am
Just some first impressions
Move the blood spells under the blood magic tab.

Being able to recruit independents would give some immediate, easy variety for armies.

Spells like those that can only be cast by certain commanders could easily be put under National Spells to avoid cluttering the list.

More national spells in general would help give players options honestly, you can use them to build up choices as well, for example a special site 'Dwarven Ruin' that dwarves have a spell to rebuild into a 'Dwarven hold (Maybe one of a small selection pool, or even each one being unique if you want to go crazy)' which lets you access new units would be a great way to give early goals.

Some of the mis-mash nations really need more of a strong identity, or at least some separation between different groups, as per above if you want a kind of 'confederation of clans' type nation what about having spells that can only be cast by certain commanders which establish 'clan holds' that can be used to recruit members of their race, leading to a bit of a 'how do you spend your resources' type deal (It'd also reduce the number of initially accessible units to de-clutter the capital list. Maybe give some free spawn or commander free spawn?)

Honestly, you've got the foundation for one of the best dominions mods out there at the moment. I'm really curious to see where this goes.
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Razorfire  [developer] 19 Feb, 2024 @ 6:26am 
Thanks for the feedback.

Rest assured we are still at 0.9.

I do plan to move blood summons to the blood list and eventually remove or replace all vanilla summons in the mod.

Many nations have a limited recruiting list, but the map provides nearby magic sites with many additional recruitment options. These are not second sites for the nation and will remain that way. To be fair, many nations lack a unique character in the setting, and I'm loathe to spice them up just for the mod.

Theres too many additions id like to make to keep this mod on a reasonable release schedule given my busy personal life and professional obligations, so contributions from the community are always welcome. I have a handful of units and graphics for Amn that need my attention at the moment. Any nation or feature you feel could be improved - feel free to contribute.
LT. Charon 31 Mar, 2024 @ 5:40pm 
This mod is super neat and thematic and I love the vibes it gives. I do agree that a lot of the nations have really limiting recruit options. One thing that might work without making up lore for the various more humanoid nations would be to pick options from the various D&D rulebooks that fit. Various NPC types.

Another thought (and it's just a thought, no idea how it would be to implement) would be to put a greater focus on 'low-level' commanders by raising the Commander Points of the higher tier priests and such and having cheap/1 CP 'Cleric/Mage/Fighter/etc that can be sort of massed.

Might not work mechanically though but it's the first thing I would think of in a DnD strategy game, just generic 'classed' individuals.
Razorfire  [developer] 31 Mar, 2024 @ 10:03pm 
I certainly see the critiques regarding the limited recruitment rosters for some nations and totally agree, at least for a few factions. Nearby magic sites with their own recruitment options changes that very quickly, but I know people select their factions based at least in part on the recruitment roster on the national selection screen.

As I wrap up the Aboleths and further refine the underdark, I'll be able to turn back to the surface realms and begin beefing up their rosters, both with all the new units created for the underdark expansion, as well as quite a few new units and roster schemes I have had in mind for a while.

The low-level commander concept is a good one and definitely one I'll be playing with. Setting up the sprites and the code is easy, just time-consuming.
LT. Charon 1 Apr, 2024 @ 2:17pm 
Very cool, I look forward to the updates.
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