Dominions 6

Dominions 6

The Gathering Sturm
256 Comments
Sturm  [author] 20 Oct @ 1:10am 
There are some plans for them in MA but i'm unlikely to include that in any update soon. I'll likely at some point make a combined xsaca/paionian MA nation based on the seleucid empire.
Sticky Baka 19 Oct @ 8:58pm 
Been really enjoying this mod! LA Hagia is a blast maybe a tad strong but I’m not complaining, love me some Byzantines.
Looking forward to trying Painoia next, any plans for MA or LA Painoia be interesting to see how they change considering Arco becomes the Hellenistic/Macedonian nation as the ages advance
Sturm  [author] 2 Oct @ 12:31am 
I see. Well the mods this is compatible with are listed in the description, outside of that you can expect issues.
Busterdrag 1 Oct @ 7:02pm 
Nope, nevermind. Yeah I dunno at this point I may just disable all mods.
Busterdrag 1 Oct @ 5:45pm 
Okay so went through every mod I had on, tested all of them.

It wasn't the Casus Bellum Mods that seem to mess with the name list, but the Yakub mod. Turned that off, started a new game, and my Hoburgs have proper mediterranian sounding names.
Rough 1 Oct @ 2:31pm 
it's gonna be from the casus belli mods, ny and morm are both (mostly) compatible with GS. unfortunately, you just can't run a bunch of random mod authors together because they all use overlapping id's for things
Busterdrag 30 Sep @ 7:03pm 
I use a few mods by Mormacil and Nys, as well as Casus Belli's mods.
Sturm  [author] 28 Sep @ 3:34am 
Are you using any other mods with this?
Busterdrag 27 Sep @ 2:28pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3576008349

Here's a screenshot with proof...also those names don't really sound roman, then again I haven't played a game as Ermor or any of its spin-off nations yet.
Sturm  [author] 26 Sep @ 3:36am 
Hmm that shouldn't be happening, but they are just using the default roman namelist. Regarding the other fixes, will likely get around to it soon-ish, still recovering from being sick.
Busterdrag 25 Sep @ 4:32pm 
I was trying Ceichna earlier and noticed that all of my commanders have the same name. As in, there is one name shared among all the Pontifexes for example. Maybe the name pool/table is bugged?
TheDoctorBC5 29 Aug @ 11:26pm 
I'm playing as Melangell and for some reason Hex Curse isn't doing anything. None of my woad warriors are turning into hex bearers. Could I be doing something wrong? I have woad warriors in the province the spell is being cast in.
Slush Mucky 24 Aug @ 2:55pm 
Hello! I'm newer to Dominions 6 and this mod is already one I can't play without. The nations are well fleshed out and the sprite-work is wonderful. I just played a campaign as Paionia and I'm gonna give Shinar a go next. Carcosa is such a fascinating and eerie one! The list goes on.

I also wanted to report a small typo in the dm file. I'm not sure where else to report it, or even if it's a real problem in the first place. A mod merger pointed it out to me.
In the "Myrkheim Dungeon Rewards" section of events, the following block does not have a closing #end statement:

--no reward

#newevent
#rarity 5
#msg "[Depths of Myrkheim]"
#notext
#nolog
#req_fornation 169 --"Niblungheim"
#req_mindef 1
Rat Catcher 18 Aug @ 1:42am 
Erect Dolmen can be cast in non-Forest Provinces, this wastes the gems
Rat Catcher 18 Aug @ 12:23am 
also shouldn't the Summoned Partholonian Warrior be Sacred? or maybe make Fae Knights/Princes/Queens Sacred? They don't really have a strong endgame the way the other Elf nations do and they can't rely on mass summons like Marverni because they aren't sacred...
Rat Catcher 18 Aug @ 12:10am 
I think Paionia should be able to pick the Bitch Queen Pretender, while they have Thracian, instead of Dacian, influence, wolves are still very important to their mythology.
Sturm  [author] 6 Aug @ 11:19am 
I'll keep it in mind as a potential buff for them. Sombuth's leaders do need to get glamour manipulator though first of all, as the demage from nightmare aura is not correctly applying atm. That's food for thought for when i get out of the hospital though. Do feel free to keep posting feedback btw. I will likely adress it when i feel better.
Lordlynel 3 Aug @ 12:47pm 
I assumed the graal knight's armor would have fused to them and grown with them. Council of 104 is a cool idea that I think makes sense, my issue is primarily with their status as consorts to the queens (also potentially they might make more sense as non-colossi).
Sturm  [author] 29 Jul @ 4:09am 
@Lordlynel:
1. For the Magister Templi that is probably true and I'll adjust it with the next update. The Graal Knights however would have outgrown their previous armors, as they are both deformed and significantly larger than the average human at this point.
2. The sacred band costs twice the resources of lancers, but less recpoints, so that should ideally boil down to what scales you are taking. The adhirim are based on the council of the hundred and four, an advisory body to kings and elected leaders of the republic. "Traditionally, most Phoenician kings did not exercise absolute power, but consulted with a body of advisors called the Adirim ("mighty ones"), which was likely composed of the wealthiest members of society, namely merchants." This felt like a fitting addition to me as the actual kings are markedly absent in Berytos when the game starts and the queens wield priestly authority.
Sturm  [author] 29 Jul @ 4:00am 
@rocket Witch: I tried testing this with EA and MA Ermor and didn't get it to happen, Gathering Sturm also has no unit by the name "Bishop of the Sacred Soul". I think this might be a conflict with a different mod.
Rocket Witch 13 Jul @ 7:36pm 
There seems to be an issue with one of the units: https://gtm.steamproxy.vip/app/2511500/discussions/0/501704624676381338/
Lordlynel 2 Jul @ 2:01pm 
In my testing of berytos, the sacred band are solid units and I really like the idea, but in their current state seem to almost entirely invalidate the berytian lancers, and should perhaps be cap-only. The adhirs are a mixed bag for me, on one hand, I don't mind another kind of cap-only collosi mage for berytos, on the other, I really don't like the flavor of the adhir, both in that they should not be the second highest ruling body, as that is explicitly already what the queens are, and that the queens having official consorts doesn't make much sense, as they already claim to be the brides of the absent melquarts.
Lordlynel 2 Jul @ 12:33pm 
If they are intended to be the surviving husks of the nobles who unleashed the malediction, shouldn't the graal knights and magister templi of Sombuth still wear the blacksteel plate of the knights and lords of old ulm?
Lordlynel 2 Jul @ 12:28pm 
Garnet amazons exist in EA, but to my knowledge conventional humanbreds do not. Not a big deal though
Sturm  [author] 2 Jul @ 9:58am 
THey're a major part of Abysia in later ages, though Garnet Amazons are a result of Abysian experiments that are around in EA. So i thought it would be a somewhat fitting addition.
Lordlynel 2 Jul @ 8:35am 
I'm a little confused by the humanbreds in shinar, I thought that humanbreds didn't exist yet?
Sturm  [author] 1 Jul @ 7:45am 
Also yeah, this is not currently made to becompatible with anything aside from what is listed in the description, so there are bound to be issues when mixing large mods.
Sturm  [author] 1 Jul @ 7:44am 
Hmm right so its not just something that happens in large games, got it.
Eurus 1 Jul @ 6:28am 
gotcha, bummer, it kinda worked for my Niblungheim playthrough, although i couldnt be sure what aspects were broken, nothing that prevent it being playable
Rough 30 Jun @ 1:35pm 
Although we all wish it was...
Rough 30 Jun @ 1:33pm 
GS is not compatible with Divinatus/Spark of Divinity.
Eurus 30 Jun @ 1:24pm 
I think I found something else. There is a conflict with Divinitus. It makes the Loringa late age nation made of completely pretender gods. If this mod isn't supposed to be compatible with Divinitus then my bad, I played the two together before without too much issue (although I understand there are some buggy stuff since ID conflicts)
jirizelenkajun 30 Jun @ 11:59am 
I was playing with the default settings. It affected my only underground fort.
Doe 30 Jun @ 8:47am 
Only six total nations (me + 5), medium map, for me, I'm afraid
Sturm  [author] 30 Jun @ 7:27am 
Honestly probably best to ask anyone her who experienced this, how large of a game did it occur in? Like 12 nations or so?
Doe 30 Jun @ 6:43am 
Of course, ask away! I really doubt I will remember any specifics by now though, because I didn't quite understand what was happening at the time until I checked the comments. If I can help though, I will!
Sturm  [author] 29 Jun @ 2:07pm 
Oh no worries, I just wanted to try and get a fix out this weekend at least! I'd still like to confirm some things about the game where that issue happened with you though if that'd be fine.
Doe 29 Jun @ 12:39pm 
Hi, sorry, I think it seems fixed, assuming that I got the update before I played a bit earlier today, so I think you got it!

Looking forward to seeing what else you come up with, especially for more animal/bestial nations. Keep it up <3
Sturm  [author] 29 Jun @ 11:39am 
Updated TGS to 1.69, Melangell's forts should hopefull stop disappearing now.
Sturm  [author] 29 Jun @ 3:34am 
Will upload a fixed version of Melangell and some other stuff later today.
@Doe Mind if i add you to ask some more questions about the game where you had this happen? I have a suspicion in regards to what might cause this and why i can't replicate it in smaller test games.
Sturm  [author] 29 Jun @ 1:13am 
Ah, no worries! Got a solution for the problem i think, just needed to make sure its actually what i think the issue was, lol.
Doe 28 Jun @ 3:48pm 
Honestly, I went off half-cooked because I wanted to help to see this fixed, and I gave you inexact data as a result. I'm keeping an eye out now, but please pretend I said nothing!
Sturm  [author] 28 Jun @ 12:01pm 
Oh now that is interesting. So its happening with wooden forts, not palisades for you?
Doe 28 Jun @ 9:33am 
(Okay, yeah, no, I'm silly and Eurus is right.)
Doe 28 Jun @ 8:36am 
Hey, I'm having the same issue, and I'm having forts disappear without it being connected to any other event, as far as I can see. I'll see if I can narrow down what triggers it, but I'm losing forts left and right.

Very fun faction otherwise though, and well done on the mod <3
Eurus 24 Jun @ 8:05am 
It seems it happens when the rabbit warren magic site event happens, the most recent fort will disappear. The turn doesn't seem to happen. It happens across multiple games. The terrain doesn't seem to matter. So far it happened 5 times in my second game. If it helps, I turned the random event frequency down.
Eurus 24 Jun @ 6:46am 
I'll some testing but it happened a few times so I stopped building forts. I'll start a new game and do some solo testing.
Sturm  [author] 23 Jun @ 1:53pm 
Well, sounds like i will need to rewrite that event chain in the end. Is there any particular territory that that happens in, a certain turn it happens in, does it just happen a ton of times in a single game, or is this something you noticed across multiple different ones?
Eurus 23 Jun @ 1:44pm 
I think I saw a bug with Melangell. Sometimes the fort just disappears. I had multiple instances where my palisade simply disappears after an end turn. Is this a known bug?
Hajduk 11 Jun @ 2:35pm 
I haven't played your mod pack in awhile, and I just wanted to say as someone who has also made mod nations that both Hleysey and Niblungheim are fantastically well done. You really show the depth and range of the modding potential, especially with events. Are you going to make videos about any of the nations?