Dominions 6

Dominions 6

Centaur Equipment - Justice for the Horse Half!
On one of the Discords, I was told that Centaur cannot wear Barding. This seems like an oversight because Centaurs are majority Horse in size. Barding seems like a given.

Please let me know that I am wrong, and that Centaurs can wear barding. If not, I would love to know what equipment slots the Centaur does have? It's not like they can wear boots.
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Beiträge 115 von 20
Sombre 9. Jan. 2024 um 13:22 
Same slots as in dom5, plus a bow slot.
Since we have barding, it should be updated to include that as well. Or have the option to take Barding or Armor.
Sombre 9. Jan. 2024 um 13:47 
I don't think any non-mount has a barding slot.
There aren't exactly a lot of troops that are like Centaurs though, commanders with the body of a horse, where Barding would be placed.

That being said, I am curious. Can the Cave Captain wear Barding?
If so, can a Cave Drake that have been given the gift of Reason, wear Barding?
Same question for Griffins and Zhayedan Spahbed.
Sombre 9. Jan. 2024 um 15:41 
Gift of reason can't target a mount.

The Cave Captain can't wear barding, like I said no non-mount has a barding slot.

The Drake Lord's Cave Drake has a barding slot.

If you made that exact monster (the cave drake of the Dark Lord) a commander via a mod I believe it would have 2 misc slots, no barding slot. Unless you made it both the mount of the Drake Lord and a commander, in which case it would have 2 misc and a barding slot I think.
Zuletzt bearbeitet von Sombre; 9. Jan. 2024 um 15:42
Ursprünglich geschrieben von Sombre:
Gift of reason can't target a mount.

The Cave Captain can't wear barding, like I said no non-mount has a barding slot.

The Drake Lord's Cave Drake has a barding slot.

If you made that exact monster (the cave drake of the Dark Lord) a commander via a mod I believe it would have 2 misc slots, no barding slot. Unless you made it both the mount of the Drake Lord and a commander, in which case it would have 2 misc and a barding slot I think.
Well that is silly. I find it hard to imagine that you can't cast Gift of Reason on a Cave Drake or a Griffin?

But, that aside, the idea that a Drake Lord can have barding, but a Cave Drake cannot makes no sense. Barding is nothing more then armor for creatures. It doesn't magically require a person to be mounted.

If you knock a fully kitted Knight off it's horse, is the horse suddenly naked?
Ursprünglich geschrieben von Legowarrior:
Ursprünglich geschrieben von Sombre:
Gift of reason can't target a mount.
Well that is silly. I find it hard to imagine that you can't cast Gift of Reason on a Cave Drake or a Griffin?
Does the mount become a permanent unit in your army? Since many mounts re-rider now, like when they return to a fort or something? Because if the mount is just a temporary battle unit, like with #secondtmpshape (e.g., disappearing Serpents from fallen Serpent Cataphracts), then not being GoR-able makes sense from a sheer logistical standpoint, i.e., you can't cast GoR in combat and the mounts only exist in combat. Well, some mounts, anyway...or is it just a coded thing, that even permanent mounts can't be GoR'd?
Sombre 12. Jan. 2024 um 15:32 
Ursprünglich geschrieben von Legowarrior:
Well that is silly. I find it hard to imagine that you can't cast Gift of Reason on a Cave Drake or a Griffin?

You can, you just can't gift of reason a mount.

But, that aside, the idea that a Drake Lord can have barding, but a Cave Drake cannot makes no sense.

A Drake Lord cannot wear barding, the Cave Drake he is mounted on wears the barding.

If you knock a fully kitted Knight off it's horse, is the horse suddenly naked?

No, because it's still a mount, it's just lost its rider. It doesn't persist after battle so the barding (an item) isn't really relevant, unless you're talking about mounts which are commanders, which behave differently.
Sombre 12. Jan. 2024 um 15:35 
Ursprünglich geschrieben von freek_o_nature:
is it just a coded thing, that even permanent mounts can't be GoR'd?

You can't Gift of Reason a mount. Being a mount or not is not a property of a type of monster, but specifically a property of a monster which is created as a mount through its relationship to its rider.

If you summon a cave drake it is not a mount. If you recruit a Cave Knight it comes with a Cave Drake as a mount.
Ursprünglich geschrieben von Sombre:
If you made that exact monster (the cave drake of the Dark Lord) a commander via a mod I believe it would have 2 misc slots, no barding slot. Unless you made it both the mount of the Drake Lord and a commander, in which case it would have 2 misc and a barding slot I think.

Okay, while I don't like the game of telephone with second-hand info on second-hand info I can't help but come to a conclusion I don't like mount system any better than I did #mounted tag, so far.

I will be charitable and make two assumptions:
a) The cavalry mechanics are mostly described from a playtester's perspective who does not access actual code whatsoever, and what is being described may or may not have little to do with the final version with modding support, the same way nobody could do anything about multiple features on Dominions 5 release and various mod mechanics were grotesque at times. It was gross for a time, but it eventually worked fine.
b) Internally, the mechanics do exist and only need to be exposed to modding, or at least are written in a sane manner that won't demand discarding great amount of work because the design is fundamentally flawed. Exhibit A(side): Sirens, Mermen or The Three Deserts can never be fixed in classic Dominions movement mechanics paradigm, the reason being "movement" is an illusion. Everyone ONLY teleports ever and the game seemingly never bothers to properly track how they reach the destination as opposed to following a route fixed in place. And then Dominions 5 went and "implemented" "multimove" on top of *that* mess.

I see two major issues with transition from implementation to modding as far as I understand:

1) Where does the assumption a mount even needs a *barding* slot arise from, design-wise? How does the notion that the only possible mount is a horse belong to Dominions of all places? Unless #barding is a bitmask slot command or part of #itemslots (while it doesn't *sound* like that, it could well be that way internally and it is a terrible implementation if true), at bare (heh) minimum, #nobarding is a must. And I mean minimum.
Water Elemental, Formless Spawn and Earth Snake all do not make sense with a barding as mounts for separate reasons. Snake riders, in general, sort of make sense - barding that doesn't devolve to "just a saddle I guess" less so.
Forest Giant and Ettin and similar make absolutely no sense to wear barding as opposed to none, partial (helmet+body, +-hands, +- legs, +- misc, +- ranged) or full equipment slots. Even as troops, if equipped at all they need access to two, if not more slots in case of Ettin or the system ends up as hysterically inflexible as old #mounted tag was to begin with. I have already assumed enough to bury literally every single new idea I had, and I don't need to explain how much I dislike that.

1-tldr Following on that, conclusion that mounts in general and commander mounts in particular shouldn't get access to barding slot by default. They should have their own inventory and their own inventory alone; that it includes a barding slot is not a given if Ettins are in play. So long as two-commander composites are possible, it is an improvement.


2) Is the assumption a non-mount cannot use a barding slot based on the fact barding slot is never an inventory slot? Aside from anti-quadruped conspiracy that doesn't allow quadrupeds to rise up, that sounds like excuses.
Centaurs are the literal posterchild for the issue. Why cannot the barding/armor be implemented in a manner similar to Crown/Helmet, only with three slot types instead (barding/mixed/armor)? ...oh right. I am sure it will be fiiine. Eventually.
Pretender Dog should not be inferior to an Ulm Dog protection-wise. I do not recall ever successfully using it and similar pretenders as intended. The only reason flying pretenders get away with being naked is literal inability of independent forces to do either patrolling or bodyguards whatsoever (both things I consider more immersion-breaking than average AI suicides, to be honest)
Pretender Lion should not be inferior to an Elephant commander because an Elephant commander has barding and Lion does not ...do we have elephant commanders?.. Sphinx and the rest of winged quadrupeds are open-ended.
Dragon... might be able to wear a barding if you squint a lot and say mean words. It is tough enough, but if Sphinx can fit a barding over its wings why not the Dragons?
Earth Snake makes no sense only because it is plenty unkillable as-is. Also, it is actually a non-quadruped so there is that.

2-tldr More seriously, #quadruped is a perfect bodyplan to have a barding assigned by default, as opposed to #snake, #bird, and the rest of them, unless the bodyplan feature was also changed as to be unrecognisable that is, or it is already so and nobody can tell because nobody went looking through internals.
Zuletzt bearbeitet von alexsa2015sa; 12. Jan. 2024 um 19:14
Ursprünglich geschrieben von Sombre:
You can't Gift of Reason a mount. Being a mount or not is not a property of a type of monster, but specifically a property of a monster which is created as a mount through its relationship to its rider.

If you summon a cave drake it is not a mount. If you recruit a Cave Knight it comes with a Cave Drake as a mount.
If you recruit a Cave Knight and the rider is killed in battle but the mount survives, does it remain a permanent unit in your army that you move around on the Army Setup screen, and is just not a viable target for GoR? That suggests to me that the monster has some kind of tag or flag or somesuch that makes it "immune" to GoR, especially if a summoned Cave Drake can be GoR'd normally (and thus would not have this tag/flag/etc.). This is why I was wondering if the mount was just a "#secondtmpshape" effect, since that would prevent it from being GoR-able by dint of being "despawned" after the battle. Are you saying that if I have 5 recruited Cave Knights and 5 summoned Cave Drakes, and all 5 Cave Knight riders are killed, that I could put together a single squad of 10 permanent Cave Drakes that walk around the world with me, but when I cast GoR, only 5 of those Cave Drakes (the summoned ones) show up on the list?

Sorry if I'm struggling with this a little; I'm not trying to disagree with anything, I just want to understand it (faster than this coming Wednesday :p). It's a crazy cool change and I'm excited to see it in action, but I also like to GoR weird stuff, so I'm really curious about exactly how this works.
Sombre 13. Jan. 2024 um 12:32 
Ursprünglich geschrieben von freek_o_nature:
If you recruit a Cave Knight and the rider is killed in battle but the mount survives, does it remain a permanent unit in your army that you move around on the Army Setup screen

No, they disappear after battle.
Sombre 13. Jan. 2024 um 12:46 
Ursprünglich geschrieben von alexsa2015sa:
a) The cavalry mechanics are mostly described from a playtester's perspective who does not access actual code whatsoever, and what is being described may or may not have little to do with the final version with modding support, the same way nobody could do anything about multiple features on Dominions 5 release and various mod mechanics were grotesque at times. It was gross for a time, but it eventually worked fine.

I understand what is and isn't moddable, that's part of the testing I did. But you're right I have no access to the code. No-one other than Illwinter does.

b) Internally, the mechanics do exist

Which mechanics? If you ask a specific question I can answer it, or you can wait 4 days and take a look yourself.

#nobarding is a must. And I mean minimum.

There's a #nobarding monster modding command. You apply it to the mount.

Is the assumption a non-mount cannot use a barding slot based on the fact barding slot is never an inventory slot? Aside from anti-quadruped conspiracy that doesn't allow quadrupeds to rise up, that sounds like excuses.

It's not an assumption since it's been tested, but it's based on a barding item slot not being something you can define for a monster (there is no modding command for this and nothing you can copy), but something they get because they're defined as a mount by a rider.
Sombre 13. Jan. 2024 um 13:28 
I've realised perhaps you're talking about barding as an armour, rather than an item type.

Barding as an armour is just a body armour which can also give head prot (ie, some forms of it provide both body and head prot). There's no difference between light leather barding (the armour) and an equivalent bit of body armour (e.g. leather cuirass or something). There are mounts with separate body and head armour pieces defined, like the lizards that pull the chariots of lizard princes, which have bronze barding and a bronze helm.
Zuletzt bearbeitet von Sombre; 13. Jan. 2024 um 13:29
Ursprünglich geschrieben von Sombre:
No, they disappear after battle.
Ah, okay; so, are there any mounts that remain permanently after a battle, such as ones that may need to be returned to a province to get a new rider? If so, are these mounts GoR-able? If they're not, is that a result of some mechanical tag that designates a unit as a mount? Right, sorry, you answered this here:
Ursprünglich geschrieben von Sombre:
Being a mount or not is not a property of a type of monster, but specifically a property of a monster which is created as a mount through its relationship to its rider.
Gotcha! In that case, I'm just curious about whether there are any non-Commander mount units that persist without a rider after battle, and if there are, whether they're GoR-able.
Ursprünglich geschrieben von Sombre:
There's a #nobarding monster modding command. You apply it to the mount.
Does this imply that any monster can be a mount (probably through modding), and that being made into a mount automatically provides a barding slot, unless the #nobarding tag is also given to the unit? Apologies if you've been over some of this before, it's hard to keep up with all the sources sharing info.

What little I've seen of this system is from the trailer: at 2:21, we get a clear shot of a Turan Gyphon (the mount for a Zhayedan Spahbed), and while it doesn't get the 2 misc slots that animals usually do, it does get a single new slot that appears to be for barding. I think I saw someone mention the loss of the 2 misc slots in a forum post somewhere...oh wait, here it is:
Ursprünglich geschrieben von Sombre:
If you made that exact monster (the cave drake of the Dark Lord) a commander via a mod I believe it would have 2 misc slots, no barding slot. Unless you made it both the mount of the Drake Lord and a commander, in which case it would have 2 misc and a barding slot I think.
Okay, so in the next few seconds, we see a barding item being equipped, and by 2:24, we're back to the Gryphon. I assume this is a Commander based on the unit having item slots (and of course, precedent from Dom5); if this Spahbed rider is killed, will the Gryphon automatically get a new rider after battle? Will it need to be returned to a supply location (e.g., fort) to get a new rider, hanging around as a Commander until then? Will it simply disappear along with its magical barding item?

I get that barding is a special type of armour item that requires its own slot but otherwise works like a Kithaironic Lion Pelt (carrying both head and body prot)—at least, that's what it seems like—but I'm still curious about how mounts differ from other units in terms of their mechanical categories (e.g., for things like GoR). Thanks for taking the time to explain so much; I plan on picking up the game on release day, but it's going to be a few months before I have time to really dive in and see this stuff in action myself!
Zuletzt bearbeitet von freek_o_nature; 13. Jan. 2024 um 15:04
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