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Saw your explanation for moving disintegrate to Astral and have one suggestion:
Astral already has mind burn and soul slay. Doesn't need another similar spell in another branch of magic. Just change their power or name to fit D&D! On the other hand Death do need a similar spell. :)
Summon imps - lots of low-level, permanent summoning spells were removed to be more D&D mechanics-consistent, this is likely one of them. Reasoning is that spells which allow for the permanent service of outsiders in D&D don't come around until very high caster level.
Half elf warriors have two helmets and no armour. Suspect one of the helmets is meant to be armour
You can try joining the Discord and asking around:
https://discord.gg/MCq4AXza
You'll find a dedicated page under dom6-mods for the FR mod.
When we try a personal game server, the game runs fine until we need to restart or resume it. This is the scenario when we get the något gick fel error.
We usually have people playing as Zhenatrim, Spine of the world, Thay, and Cairnheim
We have tried on .95 and .94 with various settings. We have been trying to get this to work for the better part of a year with no success.
On some actual honest feedback, I enjoy the mod and the astetic that is presented, however the lack of pretender really scuffs up the nation building as i kinda find myself forced on making inprisoned designs so I can scale max.
Some nations are defently more tunned than others in our games I really only played the Dragon Cult and Serpentia, I found their roster quite nice, however the monster recruit in non fort provs is kinda clunky at times however I do enjoy it, some monsters do come in handy due to the limitations of those factions but like DarkMotron said some of them can be underwhelming.
chAos - no, and while I loved the mysterious realm of Auramycos long before BGIII made the myconids really cinematic, the nation has always been a bit of an afterthought. They'll eventually get an update if there is significant interest, but are low on the priority list.
Just continued without him. Just summoned my first pit devil and he's not bad as a semi replacement. Got around to blocking Auromycos ... now going to try and dominion kill it. as its only got 2 provinces and the throne left. Don't quite feel up to trying to invade a province with 12K units.
You may not like his 4% defection chance, but it's accurate to the lore. His inclusion is also important mechanically for deterring early attacks on Myth Drannor from the Dragon Cult, Zhentarim and Dalelands. He is, however, way OP for an early game unit. Plan accordingly.
Oryndoll relies heavily on slaves, of course, and its Elder Brains who can cast the Ceramorphosis ritual and create a new, semi-random mindflayer. It can be a good time, but still needs some work, and that deep in the Underdark can feel a bit lonely.
I too loved my long playtest games with Maerimydra, but haven't heard many call it a favorite, so that's awesome. I have similar feelings with Menzoberranzan.
I would definitely play around with the Dalelands and Tel'Quessir on the surface, as they are the two of the most recent additions. Scoured Legion will scratch your itches if you like playing as the bad-guys. And you really shouldn't skip the Nantarn Alliance if you've enjoyed the mod so far. It's the best the mod has to offer with its various events, heroes, and challenges.
Eurus - yeah, bug for sure. At one time, the Dwarven factions were commanders-only, a sort of experiment that I ended up scrapping. Must have missed an edit on that unit, thanks. Adding it to the list for the next update.
Brasch - thanks for the kind words!
Rhydoc - will take a look. The nation needs some balancing for sure so thanks for the notes.