Dominions 6

Dominions 6

The Forgotten Realms - Total Conversion Mod
292 Comments
Shelingar 17 Oct @ 8:50am 
finger of death?
windrider03 9 Oct @ 1:22am 
Thanks for the prompt reply. Much appreciated.
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. :)
Razorfire  [author] 8 Oct @ 3:51am 
"blood slaves disappear in battle after failed seduction" - doesn't sound like a mod issue, very unlikely I could affect a mechanic like that. If the seducer flies, maybe that's the cause: blood slaves don't fly? Would make sense.

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.
windrider03 7 Oct @ 4:07pm 
blood slaves disappear in battle after failed seduction. Summon imps cannot be cast. Is that intentional?
windrider03 7 Oct @ 6:08am 
Great mod. Thanks!
Half elf warriors have two helmets and no armour. Suspect one of the helmets is meant to be armour
Appleman 1 Oct @ 7:39am 
Just wanted to say this mod is amazing and really helped me get into DnD, particularly as a GM! Thanks for all the hard work you put into this.
Razorfire  [author] 21 Sep @ 11:15am 
I wasn't the person who set it up, and simply joined as Ao/Observer, but yes, we had a full roster of nations, around 20 players and the remainder set to AI. Those nations performed as normal.

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.
Coomby 21 Sep @ 8:09am 
Did you have AI's in your 20 person game? When we attempt to play on a Illwinter game server, the AI does nothing. It is like the game bugs out on creation. The AI pretenders do not have all of their starting provinces and they never attempt any movement.

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.
Razorfire  [author] 20 Sep @ 1:14am 
Hmmm... not sure. We had a ~20 person MP game going a few months back that ran quite a while - there was some fairly consistent odd mismatching between after action battle summaries and the battle replays, but otherwise it was stable throughout play. Definitely unfortunate you ran into issues, but I wouldn't know where to start to troubleshoot. "något gick fel" errors are notoriously difficult to track down. Who were the nations in-play?
Coomby 7 Sep @ 6:50pm 
It says it cant open ForgottenRealms-094.dm
MainCadaver 7 Sep @ 6:31pm 
Hey Raz, Im having an issue where when a player leaves, the server crashes and throws a "något gick fel" error with a body text of "myloadmalloc: can't open" followed by the location of my appdata roaming folder, but only after someone attempts to reconnect. The save is then broken and irretrievable. We've followed all instructions in the description and desperately want to make this work. Any info or help would be greatly appreciated. Thanks
Rhydoc 7 Sep @ 4:13pm 
Hellgate is essentially a Tiefling nation.
thatguy 1 Sep @ 10:01pm 
is there like a unit list or something/
Kakhelian Red Guard 30 Aug @ 7:51am 
Tiefling nation when
Raccoonicus Diabeticus 26 Aug @ 12:42am 
One final thing that stood out to me is the mages that can be recruited by the factions, some of them are kinda, well, too much, some factions seem to have way too many mages for them. And talking about magic, maybe it'd be fiting to introduce the mod that Dominions Enchanced is using for additional spells to the mod as some of them have many DnD esque asthetics that might be interesting for the mod.
Raccoonicus Diabeticus 26 Aug @ 12:42am 
You're absolutly right, it was just a shitpost for our autistic server.

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.
Razorfire  [author] 25 Aug @ 7:19pm 
No shortage of tuning and tweaking, that's for sure, DarkMotron. As to being broken, I'm happy to help you troubleshoot, but I don't feed trolls. :)
Raccoonicus Diabeticus 25 Aug @ 4:45pm 
Mod broken, pls fix. Thanks.
DarkMotron 25 Aug @ 3:12am 
Beholders also fatigue VERY quickly and, like base game mind blasters, will stop using their natural ranged attacks after 50 fatigue making 800 gold maybe a bit too steep to use them for anything other than dominion summoning. As this is something base game blasters do i'm not sure if this can be avoided though really without giving them reinvigoration. I think the mod is really cool though so please keep up the work!
DarkMotron 25 Aug @ 3:12am 
I like the mod a lot, but playing around with the monstrous nations (particularly The Savage Frontier) I have noticed some things that could maybe use some revisions. I feel quite a decent chunk of them cost quite a bit more in gold than they're really worth frankly. A number of monsters monsters I feel also either don't match d&d's lore, or don't really perform well in dominions. Otyugh have 16 strength in 5e as an example, but in dominions having only 9, less than humans, makes them frankly unusable even with buffs especially with being size 5. Owlbears are very similar to Great bears, but are pretty considerably worse due to lacking the claw attack. Morkoth, Merrow, manticore, and the giant mauler & brute I think could also use some minor tweaks, particularly in gold costs and survivability maybe. 1/2
DB 8 Aug @ 4:22am 
Yeah, no, totally wrong about the slave upkeep thing on my end, tbh. I just noticed the lack of taskmaster bonuses being relevant when my nation's economy was tanking. I still whole heartedly believe they should be passed over again once enough slave variants are available, although I was bein a biiiiiit of a bitch about the upkeep
Razorfire  [author] 7 Aug @ 9:38pm 
DB - yes. A lot of units have been created since the last pass on the mindflayer nation and there should be more slavetypes. Other nations also have slaves that need upkeep, and some summons in the game also have upkeep. I've tried to balance things out but more work on slaves is needed. At the end of the day, equipment and logistics isn't free, so head-canon as you will or feel free to edit the .dm as desired. This mod is best approached as your own personal canvas.
DB 7 Aug @ 3:54pm 
adding onto my previous comment, some of them DO actually have slave variants that can be used (most obvious one being Locathah Slave instead of Locathah Nomad) but just aren't. It's a very odd design choice
DB 7 Aug @ 1:13pm 
The Illithid's slave capture mechanic needs some serious work. As it stands it's just grabbing random units from other civs armies, which would be all well and good but the fact that none of them are slaves means I still have to pay them wages, they don't benefit from a mindflayer's Taskmaster ability, and it makes for a really disorganized army. It'd be a lot smoother if there were slave or brainwashed variants of each of these unit types so that they can actually work as fodder (since as it stands, they're not even good enough for that role)
Razorfire  [author] 6 Aug @ 9:02pm 
Mr_Hig, I've heard this can sometimes be an issue for The Symphony of Madness, given their roster relies on high cost, high quality troops and can be overrun at times. Their PD is also an issue and is on the list for fixes. None of the other water nations seem to struggle, however, and I've oftened wondered if the mechanic was a) too frequent, and b) underpowered. So I'll take the feedback into account as I consider future updates. In general, once any one of the 3 major underwater nations gains an advantage over the other two, they can fairly quickly snowball into the Endgame Crisis all by themselves. This mechanic was meant to at least give them some resistence.

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.
Mr_Hig 31 Jul @ 6:22pm 
The demon rays raids are wayyyyyy op, it's barely even tenable to defend against it, many of the nations can't generate enough income to hold their settlements. I played several games and at times lost 4 provinces at once. Essentially it's a mechanic to ensure you can't expand.. not exactly conducive of victory or fun.
general chAOS 17 Jul @ 9:04pm 
Do corpses help Auromycos "Summon Allies"?
Padraige 6 Jul @ 12:12pm 
Question about bonuses. Certain locations on the FR map have stacking bonuses, for instance the Great Rift has a site and a throne that both give construction bonus: 20. Do these stack? It doesn't appear that they do. Want to see if I'm missing something. Also if I cast the global forge enchantment, would the bonus of 20 stack with the site's 20?
Shelingar 4 Jul @ 8:53pm 
When he goes rogue the troops don't go with him
Padraige 4 Jul @ 2:42pm 
Question about the scoured legion. Sarya got sniped by the wild hunt, so will Malkazid still rebel at some point? I would like to start using him but I'm afraid of losing everything I put on him and any troops I give him.
Rhydoc 4 Jul @ 12:29pm 
I think the summoned devils are generally overpowered compared to demons or other summons. Barbazu's for example, are insanely powerful for their price, research tier and ease of accessibility. Cornugons and Pit Fiends being sacred is not only really strong, these units seem to have no downsides unlike demons, are cheaper and over all better in my opinion. The pit fiend can even summon a cornugon every turn, though the summoned ones I don't believe benefit from the free barbazu's in battle they are still very very powerful.
Shelingar 2 Jul @ 7:21pm 
I've never tried to deliberately blockade and dominion snuff a pretender before. I can say that it worked with Auromycos. Still continuing. Probably my longest game (usually stopped before winning as I was just enjoying exploring the different factions). On turn 137 (and yeah no cataclysm
Razorfire  [author] 2 Jul @ 3:50pm 
ImAnOOb - you can't currently acquire an Ancient Dragon - no amount of xp will cover for the thousand years it takes to get there. In 0.95, dragons will likely be moving to a summoning spell, as the current egg system is pretty broken. Fun, but broken. In that case, nations will be able to summon appropriate dragons of all kinds, including ancient dragons.
ImAnOOb 1 Jul @ 3:08pm 
Playing as the cult of the dragon, the dracoliches lore states that lichcraft or twiceborn case on a mature or ancient dragon will make them a dracolich. However my mature dragons are finally coming on line and they dont level any further, are ancient dragons not a thing?
Shelingar 29 Jun @ 10:42pm 
Tried Scoured Legion twice and Malkizd never stayed around more than a few turns after recovering. Probably just RNG, but I think it was 4 turns or so the first time and this game was 3-5.

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.
Rhydoc 29 Jun @ 7:32pm 
Chitine PD seem to have the visual bug as well.
Rhydoc 28 Jun @ 3:00pm 
Yeah some units like quaggoths in PD become enormous on the screen.
Alpharius 25 Jun @ 2:08pm 
Bloody genius mate.
Razorfire  [author] 23 Jun @ 9:58am 
Scoured Legion's Malkizd: He was once the High Solar of the Seldarine, the elven gods' most powerful celestial servant. Seduced by Lolth, he became their worst nightmare for thousands of years. He and his armies destroyed Myth Drannor at the height of its power in 714 DR. He secretly helped the Harper's destroy Hellgate Keep, and freed Sarya Dlardrageth in his bid to control the ruins of Myth Drannor in 1355 DR. Believing he would be its master, he allowed Sarya to channel his essence in order to taint the Mythal at Myth Drannor, but she then used the time of his recovery to undermine his authority and take control of the allies he had gathered. He was none too pleased.

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.
Razorfire  [author] 23 Jun @ 9:58am 
Woflie - that's VERY strange behavior - will look into it.
Wolfie 23 Jun @ 6:52am 
Playing as the Yuan Ti faction the portraits for the defence armies keep getting bigger every time add some people to it. Seems to mainly be the Trog and Lizard units. Not happening with the Merrow
Rhydoc 22 Jun @ 6:08pm 
@Padraige he recovers over time, then kills himself by going renegade and attacking your province.. I think his suicide mechanic really sucks.
Jam_and_Toast 20 Jun @ 3:11pm 
The various units with partial dark vision but spirit sight, or demon, or darkpower just have full darkvision.
Padraige 20 Jun @ 10:58am 
Quick question. I'm playing as the Scoured Legion and I have an exhausted Arch Devil. It's unclear what to do with him or how to recover him?
Razorfire  [author] 18 Jun @ 7:36pm 
Padraige - glad you're enjoying things so far! 200 hours!

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.
Padraige 18 Jun @ 6:25pm 
So I just wanted to mention I have been playing this mod for over 200 hours this past few weeks. This is incredible and I eagerly await the next update. I'm having so much fun! I have only played a quarter of the factions available so far. My favorite playthrough currently is Maerimydra, followed closely by demon worshiping Grackl Duergar. Also, I've only played Underdark factions so far haha....Just having so much fun with it. I also really enjoy the idea of Oyrndol MInd Flayers but I haven't really gotten them to work. They feel a bit clunky and it's hard to figure out a themed strategy for them, but I'm also not very good at the game so that's probably why. Anyways, thank you so much for your massive amount of work!
Razorfire  [author] 8 Jun @ 8:55pm 
Shelingar - Yes. Malkizd has a small percent chance of going rogue - why is covered, as I recall, in his unit description.

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.
Shelingar 8 Jun @ 2:50am 
Didn't raze this in the past, but since I'm playing scoured legion again thought I'd ask. Last time I played this faction (last year I think so probably 0.93, Malkizid went rogue not long after recovering. Was just curious if this was an intended behaviour?
Shelingar 8 Jun @ 2:48am 
I wasn't referring to dragon egg seduction, but dragon juveniles.
Eurus 7 Jun @ 1:48pm 
Is it a bug for the dwarfs of the rift to not be able to promote their battlesmiths? When they promote they just become dwarven template characters with no abilities.