Dominions 6

Dominions 6

Not enough ratings
Halfling Havoc
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
2.654 MB
Jan 24 @ 7:06pm
1 Change Note ( view )

Subscribe to download
Halfling Havoc

Description
Halfling Havoc is silly mod about the titular halflings bumbling their way through the ages, supported by various allies both mundane and supernatural. The nations included in the mod are MA Vanlaw, LA Merseyshire and LA Mahinda.

Big thanks to everyone who has ever worked on NationGen[github.com]. Without SpriteGen I would have never been able to hack enough sprites together for this mod.



MA Vanlaw - Bangers and Smash


Capital Paths: F1 A3 W1 E2 N2 D3 G2
Non-Capital Paths: F1 A2 W1 E1 N2 D2 G1

Vanlaw is obviously based on Danelaw, with Helheim-descended vanir and human heathens ruling over Merseyshire. The Great Heathen Army parties as hard as they raid, whether they're rugged humans or glamorous vanir, while the halflings have a dash of WW2 influence between the home guard, resistance, and local legion.

Mechanically the nation has a small but sturdy core of heathens, both human and vanir, which the squishy but dexterous halflings can operate around. Vanlaw is rather map dependent as they need to secure plenty of coastal or forested provinces to recruit their actually good units and mages. While weaker in nature magic than other halfling nations, they can still make use of national spells to debuff enemy units as required. Like many nations in the Middle Age, Vanlaw has lost the use of blood magic but can utilize plenty of national summons to utilize in the late-game, both vanilla and modded.



LA Merseyshire - Eternal Elevenses


Capital Paths: F2 A2 W2 E3 N3 B2
Non-Capital Paths: F1 A2 W1 E2 N2 B1

Merseyshire is originally based on the usual 'humorous' takes on hobbits, the Shire, and similar things, but expanded to include elements from 18th and 19th century Britain, such as bumbling police, misguided neo-pagans, and engineers with more enthusiasm than sense.

Mechanically the nation is meant to support its squishy but dexterous troops with summons and nature and earth buffs. Stealthy halflings remain useful throughout the game, whether it's by causing unrest or raid enemy lands. National spells can also be used to debuff enemy foes, making it easier for halflings to overcome them. While Merseyshire lacks good blood magic outside of their capital, they can still muster a decent blood economy for your pretender or neo-druids to leverage.



LA Mahinda - Opportunity Knocking


Capital Paths: F2 A2 W2 E2 S2 N2
Non-Capital Paths: F1 A1 W1 E2 S1 N2

Mahinda started out as the 'East Bandar Log Company' but reading about the Raj of Sarawak quickly leveraged in plenty of neerdowells, pirates and opportunists. The imperialists are supported by plenty of native and foreign mages, whether ape rasayanists, monkey mages, or halfling chefs.

Mechanically the nation can only recruit its native units if it has enough dominion, while half of its halfling units are coastal-only and the other half are recruitment limited. The imperial core thus churns out sepoys while the fringes recruits what pirates and irregulars it can. Between their coastal-recruit marines, distilled Rakshasas and usual monkey summons, Mahinda can easily amass sacred units in the late game. Whatever they are composed out of, Mahinda's armies are supported by strong communions powered by ape communion slaves.




Question: Why is X is so powerful/weak?
Answer: I am not a particularly good player and will certainly miss things or misunderstand how they work. Feel free to point them out and I'll try to fix or change them. In some cases I may have set things up in a certain way for a reason, so an alternative will have to be figured out.

Question: Why do so few of the units have proper attack sprites?
Answer: I am not an artist, sprite or otherwise, so making entirely new sprites for attacking is beyond me. I only made the base sprites through the use of recolouring existing sprites and generating new ones with SpriteGen, along with some simple edits.
9 Comments
Lordlynel Apr 5 @ 9:47pm 
Great!
USEC_OFFICER  [author] Apr 5 @ 2:33pm 
@Lordlynel: They do have Spellsinger. The ability doesn't show up until you recruit them, for whatever reason. Probably something to do with them only having a random magic path.
Lordlynel Apr 5 @ 2:22pm 
I think Vanlaw halfling skalds are missing spellsinger?
USEC_OFFICER  [author] Feb 7 @ 6:12am 
@TeaDrinker: I should have labelled them better. Right now they're identical. In the future, 3.1 will be a static version while the other will be continuously updated any new nations I add. As silly as it is, I'm trying to follow best practices with multiple .dm files.
☕TeaDrinker Feb 7 @ 5:59am 
2 files show up in the in-game mod menu. Which should I be using? "Halfling Havoc" or "Halfling Havoc 3.1"? Which is the most up to date?
[-[tRiX]-] Feb 5 @ 4:21pm 
Messes up with Sombre Warhammer wood elves and high elves.
USEC_OFFICER  [author] Feb 4 @ 9:22am 
You'd have to ask them yourself. I'm just using the tools they made.
Alien Feb 4 @ 7:34am 
Is genmod coming to dom6?
USEC_OFFICER  [author] Jan 24 @ 7:59pm 
Updating stuff for Dominions 6 was a lot because I am too wordy for my own good. Please let me know if I missed any changes or something seems wrong.