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MA Nir - A nation of Dwarves inspired by many different sources, like Age of Wonders, Warhammer, Battle for Wesnoth, Conquest of Elysium etc. They have good siege equipment, Steam Tank, Organ Guns, Fire Belcher cannons, and have the Conquest of Elysium ability to equip a certain limited amount of troops with superior armor and weaponry granting them stuff like weapons resistances, fireshield, flamming runehammers, etc. The mages can also construct little siege equipment like Animated Swords and Bows.
https://steamcommunity.com/sharedfiles/filedetails/?id=1246744401
LA Halloween sort of nation - A nation of Halloween monsters basically. Very loosely based on Ravenloft, it is a plane of dread and horror that is created to keep the pretenders of the nation prisoners in their own little realm, unable to leave the borders of their dominion. Except that there is a rudimentary flaw in the design of the prison, as the dominion- border of the realm, can be expanded to the whole of the world.
There are only a few possible pretender choices which are based on stuff like Vlad Dracula, who can pillage a province and in doing so leave a bunch of impaled undead as an unliving fear shield to guard the province, etc.
The nation focuses on fear and horror to a large degree and even has an unrest based dominion which rises exponentially. Depending on your dominion strength the income penalty can be as little as 10% or as high as 50%. The unrest created by the dominion can however be harvested into extra death gems.
Troops consists of vampires, ghouls, witches, boiling cauldrons, black cats, ravens, trolls, skelletons big and small, shades, nightmares, and of course - pumpkins and scarecrows!
https://steamcommunity.com/sharedfiles/filedetails/?id=1246743840
EA Musafir - A nation of nomads and slavers that wonder the deserts. A prequel to MA Musafir where the Tigrans are still enslaved by the humans. Nothing much special to the nation except very cool slavers, cammels and possibly troops that throw incendiary devices that can set troops to 'burning' where they explode.
Since they are a nomadic nation, they have the ability migrate forts via caravans, where you basically pack up the fort and move it somewhere else.
https://steamcommunity.com/sharedfiles/filedetails/?id=1246743426
LA Antikytheran Imperium - Basically an evil twin, or rather on offset of LA Antikythera. It is a steampunk dystopian society ruled by Black Alchemists that perform vile and disturbing experiments on its citizens, merging man and machine and creating all sort of ungodly creatures in the process.
(possibly to be merged with LA Antikythera where you can issue a revolution and change the nation altogether)
https://steamcommunity.com/sharedfiles/filedetails/?id=1246744156
LA Tavinter - Sort of a spiritual successor to EA Edranor. Tavinter is a nation based on Dragon Age Tevinter Imperium and it follows all the lore and good stuff. It's a blood heavy nation that doesn't openly practice blood. It is a mageocracy ruled by Magisters that grind the common people and the slaver under the boot. Slave troops, tranquil soldiers and templars, mage units, and hedge and apostate mages in the wilderness.
The nation is bad at bloodhunting since blood magic is officially banned in the empire even those it is the hallmark of power and everybody practices it in secret.
The nation can gather slaves while pillaging provinces.
https://steamcommunity.com/sharedfiles/filedetails/?id=1246742729
Some of these are now my absolute favorite nations to play as (and play against), and these latest previews look potentially even more interesting.
Cannot wait to see what you come up with next! :)
Partially based on D&D Ravenloft, Hollowmoor features a lot of lore, interesting monsters, and mechanics that can hopefully be roleplayed with great enthusiasm.
It is a nation where evil pumpkins blow up when somebody tries to carve them up, where Scarecrows constantly pop around the battlefield, scaring enemy troops, where cats assassinate other commanders, giant flaming skeletons roam the countryside, Wizened Hags cook people to feed the remaining starving population of Hollowmoor, and where even death does not relieve one from a life of utter misery and torment.
Important notes, read before you try the nation!
Hollowmoor is in all likelihood a tough nation to get a handle on, and it can likely to played in a variety of ways.
It features some mechanics that simultaneously both cripple and empower the nation. It is a nation at odds with itself.
- Hollowmoor has an unrest dominion which it spreads at a value of 1 unrest per dominion candle in a province.
- Hollowmoor innately spreads Misfortune scales. Luck has no bearing on the nation since all good fortune inevitably turns sour. Why the restrictions? Strictly theme. The nation would hardly be what it needs if you could take Luck in literally a cursed land.
- There are some 'good' bad events that make the Misfortune scales less dreadful.
- Some troops also notably increase the likelihood of bad events, such as Nightmares, Ravens, Lamenting Ghosts, etc.
- Hollowmoor can also build cheaper temples, at 250 gold a temple.
- The nation can use its high unrest to reduce its own high unrest and enhance the economy via the Wretched - units the Hollows can potentially create. This is the focal point of the nation. It is also a potentially self-fixing problem.
- Hollows also generate gems while devouring the local population.
- Hollowmoor only features national pretenders. There are six of them, and each of them has a personal 'gimmick'. Read the fluff texts for more info.
- The nation can likely be played a number of ways. Using the Hollows to gem farms and convert your population to Wretched can allow you to take crappier scales and worry about them less. You can also play with good scales where you keep just enough Wretched to maintain a healthier economy.
- Mists of Hollowmoor covers the lands where Hollowmoor rules, confusing all those who enter it without a guide. Mechanically speaking, the nation possesses a special PD commander that casts the Mists of Hollowmoor. The effect of the spell is identical to regular Mist + a 5% battlewide Confusion spell that affects only enemies.
Be sure to report any potential bugs and general feedback. The nation has also been added to the Confluence Balance Poll which you can find in main thread over on Dom5mods since I can't add the link here, if wish to rate it:Due to the nature of unrest accumulation, going past a certain dominion point guarantees a massive spike in unrest.
With dominion 10, the unrest with equal out at 46 unrest with no other modifiers like Order scales or patrolling.
The natural scales will oscilate between Misfortune 1 and Misfortune 2, which gives you 80 free points at Misfortune 2,
or the choice to spend 80 points to turn the scales somewhat closer neutral and have them at around Misfortune 1.
Those may include getting some unique troops, gold, gems, items, population increases, unrest reduction, etc.
Some of the units that can increase the likelyhood of bad events are also stealthy,
so there is the possibility of using them to affect enemies.
But Why would you want to build many temples on a nation that features dominion unrest?
The national dominion automatically summons Hollows - scary immortal, invisible assassins.
The rate at which Hollows are summoned depends on the dominion strength in the province, and whether it has a temple. Those values rise somewhat exponentially, and the chances to get a Hollow based on 1-10 dominion strength are: 1%, 2%, 3%, 5%, 7%, 9%, 12%, 15%, 18%, 25% per templed province.
High dominion gives exponential chances to summon Hollows which can then cast an innate spell they posses and devour the souls of the local population, and turn them into soulles slaves, bound to toil onto oblivion, producing gold and resources and reducing the amounts of unrest in the province.
On average, 333 population need to be killed to gain 1 Death gem, though you also gain the Wretched. ^
National pretenders are dominion immortal, but are *totally* unable to leave friendly dominion. As soon as they do, they die. Part of national theme. Each pretender comes with his own sacred as well. The sacreds will only become available once your pretender is available.
A combination of low dominion and Order can also ensure the dominion unrest effects are negligable.
The Mists can spread beyond the influence of the nation's dominion and sweep people from their warm homes, to the nightmare which is Hollowmoor, giving Hollowmoor a slight influx of population occasionally.
Dom5mods[s7.zetaboards.com]
Step inside the misty borders of Hollowmoor, and receive your just punishment! LA Hollowmoor - The Cursed Prison[llamaserver.net]
Special thanks to Silas Crowley who helped turn this nation into what it is by providing feedback, ideas and helping out with the national lore.
https://steamcommunity.com/sharedfiles/filedetails/?id=1283672427&fileuploadsuccess=1
http://www.wallpapers-web.com/data/out/86/4494038-galloping-horse-wallpapers.jpg
And for some reason hollows have both immortality and dominion immortality.
I kinda feel like the pumkin fiend may have an extra 0 in that heath total too :P
Aside from these minor things, I'm totally loving this nation. This is possibly my favorite among your nations so far.
LA Hollowmoor - The Cursed Prison[llamaserver.net]
Baroness should now have Unholy Knights.
Pumpkin Fiends received 25 protection and an extra 130ish HP because I was testing some stuff and then forgot to revert them. :P
Hollow should be just immortal now.
Also removed recuperation from the pretenders since it increased the price dramatically for an ability they practically already posses. Wanted to add it just for fluff really. The pretenders should be much cheaper now.
EDIT: Another quickfix. Population killing events and spells did not actually kill population due to the recent change to the popkill command. Fixed now. Hollows kills population as planned, as do Pumpkin Lords during the Autumn Harvest.
Next Dominions patch is expected to randomize those exact population killing numbers. That was a change with the current patch (for Mekone) that will likely be changed in favor of randomization.
Weapon ID clashes with the new vanilla range have been fixed, and there should be no more overlaps (hopefully).
I rater see them all clustered together so mod conflicts is less easy assure.
You can find the nation pack with all 15 nations in the OP, or here;
Confluence mod nation pack download link[llamaserver.net]
And you can find the individual releases over on Dom3mods, or here;
EA Antikythera - Land of the Automaton[llamaserver.net]
EA Azarien - Land of Dusk and Despair[llamaserver.net]
EA Dur-Halam - The Rising Flame[llamaserver.net]
EA Edranor - Pillars of Power[llamaserver.net]
EA Eljudnir - Frost of the Nether Realm[llamaserver.net]
EA Elpham - The Faery Courts[llamaserver.net]
EA Nemeton - Hidden Grove[llamaserver.net]
MA Aurum - The Golden Tower[llamaserver.net]
MA Fenrel - The Banded Kingdom[llamaserver.net]
MA Musafir - Anointed Ones[llamaserver.net]
MA Svarogia - Dark Forests[llamaserver.net]
LA Antikythera - The Clockwork Empire[llamaserver.net]
LA Archons - Age of Wonders[llamaserver.net]
LA Tortuga - Black Sails[llamaserver.net]
LA Hollowmoor - The Cursed Prison[llamaserver.net]
---
Very small update to Hollowmoor.
Blazing Warden and all the skellies lost slash resistance because I keep forgetting Dominions isn't Battle for Wesnoth and skellies aren't resistant to swords. :P
Blazing Wardens AoE fire got reduced from 14>8, because the regular Small Area Fire really does do an insane amount of damage.
Small price correct for Blazing Warden. 70 > 75. I think they feel very similar to Burning Ones now.
Flayed One (Flesh Angel sacreds) got a small boost because they were kinda useless. They can now hypnotize with a new attack, are berserk, and blessing them auto berserks them. They're bad, but they can fill a niche role.
Small new easter egg for one of the troops, as promised to SheZed.
http://llamaserver.net/executor/Dominions%205/EA_Musafir_Preview.PNG
EA Musafir [click to DL][llamaserver.net] - A simple nation of desert dwelling nomadic tribes. The nomads of Musafir are capable of migrating their own forts, establishing lucrative spice trading networks, hunting and enslaving Tigrans. The troops are horribly weak and inept but the national mages are quite decent, and there's a very fun summonable sacred to play around with and form a strategy around. An ethereal Sand Devil that can trample over other units and that can be artificially grown in size with a HP bless.
https://i.imgur.com/YvWRuzM.png
https://i.imgur.com/Dl3oyD6.png
http://llamaserver.net/executor/Dominions%205/MA_Markgrafdom_Preview.PNG
MA Markgrafdom [click to DL][llamaserver.net] - A Conquest of Elysium - Markgraf inspired nation. It plays very similarly as CoE in many regards. You can summon various monsters, national spells are organized into tiers and induce insanity which can be reduced by devouring your population. The one main difference from CoE is that all your troops have a secondary ghoul form and that disease sweeps across your land turning your troops and mages into ghouls. Everything is complete apart from the description of the national pretenders.
http://llamaserver.net/executor/Dominions%205/MA_Val-Morhen_preview.PNG
MA Val Morhen [click to DL][llamaserver.net] - Inspired by numerous sources, but borrows most heavily from Dragon Age. The dwarves of Val Morhen have numerous siege engines and machines. Their Runesmiths are capable of ''upgrading'' certain troops. They can create a network of portals between mountain provinces and construct Golems that go crazy if there is no control rod to keep them servile. They posses a global that is capable of creating gold mines which works very nice in tandem with Riches from Beneath.
Sacreds carry flamethrowers of a sort. My advise is to try a Farshoot bless on them. It might not be the most viable one, but it is certainly the most fun.
Any feedback is welcomes, be it good or bad - as long as its constructive, and please report anything you find out of the ordinary, potentially broken, too weak, not working, etc. Also, since this is a rather big release I expect more than a few bugs to be in these mods. Enjoy!
Addendum:
This update should have included a forth nation, EA Aurum, but I've hit quite a few roadblocks with EA Aurum due to the lack of some much needed modding commands, and numerous bugs and changes to other mod commands and hacks that used to work but no longer do. It's still mostly complete, and is fully playable, but I'd rather hold off until all national mechanics are fully functional. That said, it might take a little bit because I won't have much time to work on it now.
A little bit on the nation and what you can expect from it; The nation focuses heavy on politics and administration with giving you abilities to form Senates in your forts, and yearly elections where Senators can be elevated to the office of Consuls who command the legions of Aurum. Enter periods of turmoil if your government falls apart if there are no Senators or Consuls to lead the Republic. Form a massive bureaucracy with many Magistrates that perform numerous different tasks until the Republic grows large enough to form the office of Censors and conduct a Census. Levy additional legions and additional taxes from your forts and provinces via the legislative powers of the Senate. Construct colossal golden monuments to showcase your hubris and signal the start of a new Gold Age. Organize triumphant parades to celebrate the conquest of other nations and enjoy the spoils of war you bring from their pillages capitals. Political intrigue, fraud, plots, scandals, attempted overthrows of the Republic and the ensuing ides of march, etc.