Dominions 6

Dominions 6

Sombre Warhammer
599 Comments
Sombre  [author] Oct 5 @ 1:59pm 
@Gom: Thanks! Glad you're enjoying it
Gom Oct 5 @ 4:02am 
This is one of the most impressive user-created contents I've seen, so big kudos to you and thank you.
Sombre  [author] Sep 23 @ 2:40am 
@Lordlynel: Sure that's reasonable.
Lordlynel Sep 22 @ 5:42pm 
(right now they feel kind of hard to justify over the other knightly orders in the vast majority of games, and I figure it might help give them a niche)
Lordlynel Sep 22 @ 5:41pm 
given their description as tracking down beastmen warbands in small groups, could the hunters of sigmar perhaps be given a small patrol bonus?
Sombre  [author] Sep 22 @ 5:29pm 
@Big Daddy: Ah welcome to the game! Lots of content to enjoy without mods, but if you like Warhammer this mod does have a lot to offer I think.
Big Daddy Sep 22 @ 1:06pm 
Just started playing the game so i wont be playing mods for awhile but man i just had to subscribe this looks insane :-)
Sombre  [author] Sep 22 @ 7:12am 
@Lordlynel: Yes I'm aware, just not something I've done.
Lordlynel Sep 21 @ 5:22pm 
(using that system you could technically make them two handed at full functionality when mounted by giving the mounted version two-handed and +3 atk, and the dismounted version no attack boost, but that may be too janky, not sure)
Lordlynel Sep 21 @ 5:21pm 
right but they aren't two handed even when used on foot
they don't have a mounted and dismounted version like jomon samurai cavalry
Sombre  [author] Sep 21 @ 5:08pm 
@Lordlynel: Yes, two handed weapons get a malus in dominions 6 when used by a mounted thing. To avoid this malus the weapons were changed.
Lordlynel Sep 21 @ 4:02pm 
It seems many cavalry units with two handed weapons in the art and description don't actually have two handed weapons

Is this intentional?
Sombre  [author] Sep 21 @ 8:39am 
@godofluna: Glad to hear you're enjoying them. No, very little chance of that happening. I don't enjoy making Pretenders.
godofluna Sep 21 @ 6:33am 
I love these nations, any chance there will be at least 1 unique pretender for the nations in the future? I don't like using the normal pretenders with the mod
Sombre  [author] Sep 16 @ 4:04am 
@Nightcloak27ttv: I had set a resource size on the screaming bell to avoid this, which works for twiceborn, so probably it's a bug (in dominions) that it doesn't work for lichecraft. I'll check.
Nightcloak27ttv Sep 15 @ 7:01pm 
not sure if this is intentional or not but because of the use of the old mount system if you cast lichcraft with a screaming bell you get a size 9 lich chassis (god lich is the title on it). I found this absolutely hilarious and I love it but I figured I'd mention it in case it wasn't intentional
Sombre  [author] Sep 14 @ 5:40am 
@Ultramarine N47: It's intentional, they're supposed to be bad at rituals.
Ultramarine N47 Sep 14 @ 1:47am 
true in their main description it states both. however the trait shows inept smith and direct negative wording.
the master ritualist states adept at rituals and positive wording. So I was just confused with that section that perhaps it was meant to be better.
however going back and reading the main description I think your right
Kellnaved Sep 14 @ 1:28am 
@Ultramarine N47. Well their description states they see forging and rituals as beneath them ... so I am pretty sure this is how it is intended to be. Their functions seems to be: Thug and Site Searcher.
Ultramarine N47 Sep 13 @ 7:58pm 
Not sure if this is old news or a misprint. I mostly play Elves and the Loremasters of Hoeth have a trait called master ritualist that states they are very good at performing rituals. However the value for this trait is -3 and therefore they honestly cant cast anything.
They are terrible smiths and have a -3 to smithing so Im curious if this was a typo when adding both traits or if it was intended.
Thank you again for this amazing mod!!!
Kellnaved Sep 13 @ 11:24am 
Now I am sold. :-D Great update anyway. Skaven gets really flashed out. Hope to see someone in a nice MP playing them with their new toys!
Sombre  [author] Sep 13 @ 9:39am 
@Kellnaved: There are also advantages to being size 6, like the ability to wade through size 3 troops.
Kellnaved Sep 13 @ 8:28am 
Well, then they must have been pretty overpowwerd before. :-p Now the Kinghts of Ursun are:

-) cap only
-) limited rec 3
-) AND size 6

Meh! They probably could have acutally used a buff considering you only get small amounts of them and Kislev is not exactly on the top of the power curve.
Sombre  [author] Sep 13 @ 8:00am 
@Kellnaved: If they turn out to not be very good I can buff them. I think they're probably still useful.
Kellnaved Sep 13 @ 7:53am 
"-- KISLEV -- Bears, including those ridden into battle, size 5 -> 6 (turns out bears in dominions 6 are size 6)"

That#s quite a nerf. conserning buffing them and halfing their damage output / attacks per tile. If this is necessary for thematic reasons maybe a few stat boost would be in order to compensate at least some of this massive nerf?
Sombre  [author] Sep 11 @ 3:38am 
@Der Kaiser: No. I don't personally use DE and I don't think the maker of DE uses Sombre Warhammer. If you want to use them together I'd recommend looking into automatic mod merger tools.

I suppose you could also ask the creator of DE, perhaps they'd be interested in doing that work.
Der Kaiser Sep 10 @ 9:21pm 
are there plans to have the mod work with Dom Enhanced without glitching
Verteks Sep 7 @ 12:53pm 
Thanks for the input. I think I'll recreate the situation with a test game and see if the upgrade goes through and how severe the issues are. We do indeed have a Skaven so they might be seeing some strangeness especially if unit IDs have been adjusted.

Great work with mod! Really appreciate the work you're putting in. Unfortunate that a host's mistake is making the update painful when it absolutely didn't need to be with the static versions available. I'd consider making the note on this bold and highlighting it even more in the mod description, maybe even bringing attention to actually confirming the correct dm file is loaded in the lobby. The annoying thing is that the host claimed they had loaded the static version.
Sombre  [author] Sep 7 @ 12:31pm 
This is a good lesson in why you use a static version to avoid these kinds of bugs.
Sombre  [author] Sep 7 @ 12:31pm 
@Verteks: Probably lots of events not working quite right, the extent of which is hard to predict. You will have a turn where national spells aren't right either but they'll probably be fixed the next turn. If someone is playing Skaven I imagine they will have various issues.

I doubt the game would be ruined but as I say it's hard to predict everything that will go wrong with events because they're complex and loads of them will have shifted IDs, forgotten they've already fired the maximum number of times, and so on.
Verteks Sep 7 @ 12:16pm 
A host in a game I'm part of accidentally picked the current version of the mod (1.31) and the recent update has naturally caused a conflict due to automatic workshop updates. If we upgrade the mod on server, what sort of risk of breaking it are we looking at? A game that won't load, broken scripts, entirely missing units?
eddieballgame Sep 6 @ 10:13am 
@Sombre...I did. In fact, I turn these updates into PDFs; thank you again.
Sombre  [author] Sep 6 @ 5:02am 
@eddieballgame: You're welcome! Check the kofi for full changelogs. I might do a video about the patch as well I guess.
eddieballgame Sep 5 @ 6:56pm 
Thank you, Sombre, for all the excellent work you do/share. This mod is so good.
Sombre  [author] Sep 5 @ 8:41am 
@JJ "Mayo" Knock-out: Interesting! I suppose I could prevent this by making the two use different IDs. It does make sense he'd just grab the nearest bonebreaker and start riding it around though.
JJ "Mayo" Knock-out Sep 5 @ 8:14am 
This is definitely not a bug and working as intended, but still wanted to mention it:

I used Gift Of Reason on Bonebreaker Rat Ogre and made it my prophet. However, a Bonebreaker Warlord lost its mount, which led to him uuuuuuh... claiming the prophet as his new mount.
I wonder how this will affect the Arena.
Sombre  [author] Sep 2 @ 5:04pm 
@Hope#1243 they're gone forever, unless they happen to be immortal like Tretch or Nakai.
Hope#1243 "Salmonsüppen" Sep 2 @ 2:02pm 
A question on unique heroes, are they gone forever if they get killed and doesn't have immortality? Or does the event refire eventually and you can get another one.
Kellnaved Aug 23 @ 6:44am 
Hm, I am not extremly familiar with the Empire lore. Griffons maybe? Like the Dark elfs have their sacred manticores? Giants? Are there any benevolent dragons in the empire that could fight for them? I know that the probablay have the best vanilla magic access and therefore vanilla summons but a national summon is ALWAYS more fun. :-D
Sombre  [author] Aug 23 @ 4:46am 
@kellnaved: I'm not sure what later game national summons would make sense for the empire and wouldn't involve huge amounts of sprite work. They do of course have access to an incredible variety of vanilla lategame summons.

The Amber Wizard Lord's description covers this.
Kellnaved Aug 23 @ 12:16am 
Playing Altdorf after a LONG time again I kind of miss some later game national summons. Any chance you might add something for them in the future for the later game stages (Conj 6,,7)? Elfs have their dragons, Chaos their princes and demons, all the undead factions have some later game summons, chaos dwarves got some really cool ones lately.

Also the Amber Wizard Lord (17445) doesn´t have a rider + mount, it is just one unit (which is cool if he is supposed to be a heavy thugg).
Sombre  [author] Aug 21 @ 1:48am 
@Ultramarine N47: Glad you're enjoying it! Keep an eye on the kofi for an update coming fairly soon: https://ko-fi.com/sombrewarhammer
Ultramarine N47 Aug 20 @ 9:39am 
Just want to again say how amazing this mod is and how incredibly grateful I am for all your hard work and sharing! I have been absolutely addicted to this since I found it! 12/10 score
Verteks Aug 19 @ 11:13am 
Fair enough. My fault for assuming you hadn't already considered these options. Then this leaves the unit in a strange position in my opinion. Maybe it's the lack of experience, but I don't see how I could justify investing the gems given the low protection and hit points of the riders (even after fire resistance). A pity since the Warsphinx itself without its riders is something extremely survivable and easy to buff with the national spells.
Sombre  [author] Aug 18 @ 3:34pm 
@Verteks: afaik sleep clouds don't work on warsphinxes or their riders.

#noremount has nothing to do with the warsphinx. It's for commanders.

#mountiscom also has nothing to do with the warsphinx. It's for the mounts of commanders that are also supposed to be treated like commanders, which is pretty exclusively the province of pretenders with divine mounts.

#regainmount doesn't do anything on troops.

I don't really need suggestions on how to mod things. I'm an experienced modder and if I need help working out how to do something I haven't done before I have other experienced modders I can ask.

Regarding the fire breath, the riders have fire res 5. This could probably be increased. I can take a look.
Verteks Aug 18 @ 6:41am 
Also of note: it's easy to separate riders from mounts with certain spells like sleep cloud; something that affects the mount and rider separately and potentially disables the mount while not doing the same to the rider. Currently this offers the enemy an easy method of killing your elite Warsphinx troops.
Verteks Aug 18 @ 6:36am 
I would also consider "#noremount". If the skeleton rider loses the Warsphinx and somehow survives, it should not be able to respawn the huge statue with a simple regain mount command. If the rider falls, the "#mountiscom" should ensure the mount continues to exist and act independently, possibly even getting remounted after the battle. I've not tested how it works.
Verteks Aug 18 @ 6:27am 
I had a save from before the battle and after simulating it again, this time I lost one, but not to any enemies. Having the three Warsphinxes start together for easier buffs and then move forward together, one killed the other's riders with its fire breath. Makes me even less inclined to use the unit given it kills its own peers in formations. This would also imply simple AoE spells are able to do the same.

If there's no solution with the rider system, then I'd not use it. Some vanilla units have the "#regainmount" to immediately get back one or multiple mounts (Royal Mallqui), but I don't think I've observed one where this would apply to the rider.

I did notice that "#mountiscom" exists! Maybe this allows the mount to exist even after its rider is lost? I'm not sure whether the rider also needs to be a commander, but this would solve the issue.
Sombre  [author] Aug 17 @ 1:25pm 
I should note that reacquiring mounts is not simple for troops (it requires specific conditions, especially if the troop is not recruited via normal recruitment) even if it were a good idea to have the warpshinx be the rider and the skeletons be the mounts.
Sombre  [author] Aug 17 @ 1:22pm 
@Verteks: Having the sphinx be the rider and the skeletons be mounts wouldn't make any sense. You can test this out yourself and you'll soon see why.

Suggestions noted. What did the rider of the warsphinx die to? They should, generally, not get hit very often and almost never get killed before all the non rider crew are killed.