Dominions 6

Dominions 6

Divinitus 1.15.1
88 Comments
Ronhul Maggot  [author] 23 hours ago 
Should be working with DE 2.10 too, but maybe something will be off if new hero id overlaps.
make_eye Sep 6 @ 9:49pm 
the DE compatible version works with DE 2.9, but you have to toggle on Divinitus DE after togglingg on DE itself
if you right click on Divinitus DE in the mod, it says before, but you have to do it after instead
you will know it has worked properly when pretenders have the correct Divinitus descriptions
Codar Sep 6 @ 11:31am 
What version of DE is the mod compatible with?
Ronhul Maggot  [author] Sep 3 @ 2:35am 
Agree about Sanguine Horrors.
Ronhul Maggot  [author] Sep 3 @ 2:34am 
Aside from bug fixes, for now I'm working on big balance update. After that I will focus on new content and better DE integration.
jaqdraco Sep 1 @ 11:36pm 
Having some unique effects for the DE pretenders aswell would be nice.
Still, fantastic mod, i can't play without it.
Nukular Power Aug 30 @ 9:42am 
wow, thank you so much for the DE compatibility!
Rayder Aug 30 @ 8:28am 
In case it was ambiguous, I meant the sanguine horrors made by Blood Fountain Pretender.
Rayder Aug 30 @ 8:27am 
The Sanguine Horrors produced by Fountains should be immune to disease. Right now they disease themselves as soon as they enter combat and start losing monthly HP.
Ronhul Maggot  [author] Aug 28 @ 6:01am 
DE 2.9. I will include this information in future. Don't forget to enable Divinitus the last one btw. And I alpha tested it only with DE, not other mods.
ArcticShark Aug 28 @ 5:07am 
I tried using the dominions enhanced compatibility mode however I don't think it's currently updated to the latest version. Would it possible to have as information somewhere whether on the mod itself or this modpage which version of D.E it's updated to?
jaqdraco Aug 27 @ 8:58am 
Rejoice! Holy! Holy! Holy!
Colin Aug 26 @ 2:05pm 
Just want to add in as a minor modder myself, I appreciate your hardwork, don't burn yourself out!
BadCub Aug 24 @ 4:38pm 
"Dominions Enhanced Compatibility"
YES!
Orkiod Inquisitor Aug 19 @ 4:39am 
@Nukular Power It's being planned
Nukular Power Aug 18 @ 8:21pm 
and ma abysia.. and more i'm sure :(
Nukular Power Aug 18 @ 8:19pm 
also chaco and sitecah (ea)
Nukular Power Aug 18 @ 8:18pm 
any chance of making it compatible with dominions enhanced? clashes with both ongtupqas and bantay tubic from that mod nationwise, not sure about monsters. But I cant play without this mod anymore, and both mods are red_rob successors, outta work together!
Captain Tofu Aug 9 @ 4:04am 
@ronhul: They spawning only on the overworld and as far as I noticed regardless of dominion. Protean Abomination seems to not spawn at Indi Str 6 setting. Idol of Seasons does.
Ronhul Maggot  [author] Aug 9 @ 3:49am 
Are they spawning things while in someones dominion and don't spawn if there is no dominion? At least Protean Abomination should be spawning only in its own dominion, so mabye it's bug on the game side.

Maybe will be able to do something, but it's hard to replicate so probably will not be working on it any time soon.
Captain Tofu Aug 5 @ 6:36pm 
The rework of the pretenders is brilliant. Makes a world of a difference. I noticed a problem with progressively increasing spawns of Idol of Season and Protean Abomination in neutral provinces as defenders. Happens only on the overworld and more often with higher Independent Strength setting. Is there a way to fix that?
make_eye Aug 3 @ 7:23pm 
thanks u the best, i hope it is possible
Ronhul Maggot  [author] Aug 3 @ 12:41pm 
Working on it.
jaqdraco Aug 3 @ 8:16am 
Compatibility with Dominions Enhanced would be great
Ronhul Maggot  [author] Jul 26 @ 5:23am 
Is it meant to be a bug for Na'Ba's Sahira to die everytime she spawns in?

Yeah.
Cerevox Jul 24 @ 9:02pm 
Kind of. A lot of us are stuck on spark until SCBM updates. It has a spark compat version, but won't have a divinitus compat version until after the next dom patch.
Spyker v3.2 Jul 15 @ 1:53pm 
since red rob is more or less out of modding - is this the new 'standard' for the divinity mod?
Eurus Jul 4 @ 11:29am 
Thanks Moon Horse, I'll check it out
Barnacleboy102 Jul 3 @ 10:45pm 
Is it meant to be a bug for Na'Ba's Sahira to die everytime she spawns in?
Moon Horse Jul 2 @ 6:40am 
It's going to be incompatible with most nations, but you can use the Dominions 6 Mod Merger to merge it with the nation mod of your choice. The program is on GitHub by PKozdra
Eurus Jun 30 @ 1:53pm 
Is this mod incompatible with modded nations? I think i've seen quite a few ID conflicts such as with the gather sturm
Ronhul Maggot  [author] Jun 23 @ 8:54am 
Good point.
Moon Horse Jun 21 @ 11:25am 
Does the Bog Mummy Dracolich (id 644) have any special mechanics? It seems a bit forgotten. The master lich version of the dracolich seems like it gets extra perks.
Ronhul Maggot  [author] Jun 19 @ 12:46pm 
If you prefer discord for discussions, we have it now: https://discord.gg/TneqpzWbec
Ronhul Maggot  [author] Jun 19 @ 12:45pm 
Blood Fountain will receive some treatment.
Moon Horse Jun 15 @ 2:52am 
Blood Fountain was already a pretty good chassis even in vanilla before Divinitus. I agree it has a bit too much stuff going on. The blood slave generation isn't a huge issue as it's just economy stuff, but Sanguine Horros definitely may be too strong for what they are.
Cerevox Jun 12 @ 5:23pm 
It only functions with a temple though outside the cap circle, so you end up buying a lot of them earlier than you might otherwise with all the slowdown elsewhere that implies. It is better than just blood hunting the normal way, but it doesn't seem to be way better, just marginally better. For nations with only limited blood and no cheap hunters, it could make a huge difference though. That I can definitely see.
Molay Jun 12 @ 1:42am 
It's true, a blood nation can also generate as many slaves as the blood fountain. A blood nation with the blood fountain can suddenly afford to recruit researchers instead of blood hunters though. It's a HUGE difference. The trade-off for hunting is being behind on tech. With the blood fountain it's like having a hunter or two in the capital, every capital adjacent province (I ended up with 7) and every templefort. It's a lot of free hunting. That's like having some 16 hunters year one after expansion, ready to go, while the mages you recruit can do other things like forging or researching. Imo the best pretender!
Cerevox Jun 11 @ 10:27pm 
I'm not sure the blood fountain actually generates all that many more slaves than you can get by just hunting once you have good coverage. Nations with a cheap B1/2 can spam them everywhere and given a rod will hunt at the same rate or better. The fountain is vastly easier on the micro though. That said, quite a few of the pretender abilities are just wildly out there in the right situation.
Molay Jun 10 @ 6:42am 
Or if you're very fond of keeping the sanguine horror freespawn as is, I'd at least suggest to tone them down a little. -20% hp, -1 of the attacks, possible -5 defense skill and not amphibian. For a blood pretender, it's too easy to conquer water provinces with it. I'm not sure it should
Molay Jun 10 @ 5:55am 
And as for balance concerns, as it generates a tremendous amount of slaves; it is by far stronger than the other pretenders I tried. I would consider removing the sanguine horrors freespawn (blood elementals) entirely, only having the events fire when the blood fountain is actually in the world (i.e. if imprisoned not before year 3) and I'd definitely consider removing the blood slaves from corpses mechanic. I'd add a 3D6 for sanguine horror guards (spawns at start of combat, like the wolves for dai oni) to the blood fountain though and an option to spend a turn to summon 2-3 sanguine horrors (not passively gained while hunting, an either/or thing)
Molay Jun 10 @ 5:47am 
Fountain of blood incidentally has the same degree of message spam as the Neter of the River. While the result of the message is not as constant as the flat % income increase of the Neter, the gain in blood slaves and loss of population/corpses is still largely irrelevant when it comes to notifying the player of each single instance of it happening. Again I'd suggest turning those messages silent and creating a "master message" that pops once per turn, notifying the player that slaves are being collected and corpses rise and are harvested for blood etc. At the start it's still okay-ish, but once you have lots of forts and temples, it's a lot of messages to wade through :(
FatTulip Jun 8 @ 3:39am 
Fountain of blood seems to be somewhat overpowered. To the extent that without a ban virtually everyone in an upcoming game will be selecting it
Orkiod Inquisitor Jun 6 @ 2:22pm 
I agree with Molay; that problem is hell.
Molay Jun 6 @ 12:22pm 
Feature request: Turn event of the pretender "Neter of the River" silent (i.e. do NOT show in log). The event increases tax revenue in swamps by 25%. There is an event in the log for EVERY swamp I own, every turn. Playing MA C'tis, where everything is swamp after a while, this becomes some ungodly spam. Either I miss some important random events, or I wade through a list of the same event firing for all my swamps.
Suggestion: Flag events as silent (i.e. do not show in log, but happen in background). Possibly create 1 event that fires every turn in the capital, notifying the player that all his swamps generated 25% extra tax revenue that turn (so player knows it's working).
Thank you!
(Haven't really played most pretenders yet obviously, but if other pretenders have similar message spam, please consider turning it into silent messages. Particularly things that fire every turn guaranteed)
General Meowstifer May 30 @ 7:11pm 
can the god spider giving the web wand to priests not be cursed? its actually really damaging in some instances...
Cerevox May 28 @ 9:15pm 
The grand saurolich abilities are a little wacky. It raises up to 4 soulless for unburied in your dom, and turns an H2 priest into a D1H3 undead every month. The soulless is honestly more annoying than useful, since it generates notifications for every province it happens in, which is most of them, but 4 soulless isn't enough to actually go out and retrieve. Your PD also doesn't have an undead leadership as well, so the soulless just die if attacked.

The H2 to D1H3 transformation is though is crazy strong, but only works for EA/MA C'tis. Getting an endless stream of H3 level reanimators is scelaria tier escalation for reanimation. The undead ctis in LA doesn't actually have the unit it targets so it presumably does nothing.

Perhaps it could do a more general undead targeting, and base it on something like 10% per candle?
Rough May 24 @ 10:34am 
those new dracolich sprites are crazy
Aurumlamina May 12 @ 9:47am 
I just want to say that this mod is fantastic. Keep up the great work!
Molay May 9 @ 2:38am 
i.e the other events have stuff like [natureboost], the glamour one doesn't have such a tag.