Dominions 6

Dominions 6

Nys New Nations
108 Comments
Nyaxe "vansam"  [author] 9 Oct @ 11:15am 
Oh the 100 popkill is definitely an oversight, didn't notice that. It was intended to be 10 at all times so I'll have that fixed in the next update. The no dachi for the hofuku seems like a good suggestion actually, I might add that as well.

If you happen to have a lot of feedback you can also contact me on discord under #Nyaxe, might be easier to communicate large paragraphs that way, but here on steam is fine too!
SoftTree 9 Oct @ 9:34am 
MA Kyun dropping actually got me thinking about a potential LA Kyun, so I'll be looking forward to seeing what you have in mind. I'll be playing them in an upcoming multiplayer modgame so I'll definitely put together some more feedback but for now I wanted to raise two things I noticed during my test runs: The Kyun Dynasts (Or Tyrants :p) go from Popkill 10 to Popkill 100 when changing to their domshape. I don't know if one of them is wrong or if this is intentional. The Samurai Kuoto are a straight upgrade to the Hofuku for a rather meagre cost increase. I know the Hofuku have bodyguard, but it might be nice to give them a No-Dachi rather than a katana to diversify their role and make them more of a melee specialist compared to the Kuoto's marksmanship? It's not really a big deal though, it's not like Dominions is well known for making every single unit have a specific use case, and the Hofuku still have a bodyguard role niche potentially.
Nyaxe "vansam"  [author] 9 Oct @ 8:38am 
Glad to hear your enthusiasm! Who knows maybe there will be a return to form in Late Age :p
SoftTree 7 Oct @ 8:30am 
I really didn't expect to see MA Kyun! Especially taken in that direction. Really cool vibe, I'm pretty excited to try them out! I don't know how to feel about my beloved Kyun and Root Tender ending up the way they do ;; . I guess at least the Kuoto and Hofuku get a significant upgrade~
Mugenwara 25 Sep @ 4:50pm 
Also, Im a bit confused on what exactly the abyssal units are supposed to be used for ( Apprentice Delvers Etc)
Mugenwara 25 Sep @ 7:14am 
Hey, if you do end up making a MA beolsk style faction ever maybe you could split the animals and the divers into different paths possibly based on pretender choice or magic paths kinda making the narehate and acceptance of the abyss its own roster and the high tech bondrewd/diver side its own roster just an idea i was thinking of while playing great mod nonetheless.
Nyaxe "vansam"  [author] 23 Sep @ 11:18am 
Hi Mugenwara, only the national Kyun pretender "Megitsune" has a shapechange ability, not the "Otohime Kyun" if you're wondering. You can shapechange a commander with the "chape changer" ability (like the Megitsune) on the map view by going to their order menu (click on their current order) and changing it to the shapechange one. You can also order someone to shapechange in their battle orders if they have the "shape changer" ability.
Nyaxe "vansam"  [author] 23 Sep @ 11:10am 
Hi @Drasath, If you mean the "one age" mod that puts all vanilla nations into the middle age, then possibly. It shouldn't take long to include an additional "All Middle Age" version with each static/the dynamic release of nnn if I wanted to. I hadn't really considered adding this but I might do so in the future.
Mugenwara 22 Sep @ 9:11am 
For the life of me i can't figure out how to get the kitsune pretender to shift into human form anyone know how that works?
Drasath 21 Sep @ 3:15am 
any plans on making this one age compatible?
Nyaxe "vansam"  [author] 28 Aug @ 8:26am 
Hi softtree, That's a pretty good idea. I can totally see N/G versions of the "Cloud of Dreamless Slumber" spell for kyun. I'll keep a note of that. And I'm glad you're enjoying the mod!
SoftTree 24 Aug @ 6:42pm 
I've been loving the mod! Particularly Kyun and Tufan have been very fun. On that note I have a suggestion. With the introduction of Glamour, the previously Nature Sleep Clouds spell has become a difficult to reach Glamour-Air. It may be fun and thematic for Kyun to have a national more accessible version of said spell?
Nyaxe "vansam"  [author] 20 Aug @ 4:53pm 
Oh also, I'm glad you enjoy the mod!
Nyaxe "vansam"  [author] 20 Aug @ 4:52pm 
Hi Nukular Power, as it stands making the current NNN version compatible with Worthy Heroes is low on my to-do list, mostly because it's very tedious. It would involve changing a couple of hundred numbers multiple times, which just takes time but is also incredibly boring and tedious.

If I happen to have a lot of free time on hand it might happen, so maybe in the future.
Nukular Power 19 Aug @ 8:19pm 
love these nations, very unique! but sadly conflicts with Worthy Heroes, one of the most used mods :( Any chance of a fix for that one day?
Nyaxe "vansam"  [author] 7 May @ 9:17am 
Additional note; If you're experiencing this mechanic before turn 67 that would be a bug and would need to be fixed. I would appreciate any bug reports / feedback if you have any!
Nyaxe "vansam"  [author] 7 May @ 9:15am 
Hi baturalp88, this is part of the Abyss mechanic for Beolsk where magic sites (and later on new mechanics) are discovered over time in the capital. Typically event messages will appear and hint at the next discovery lore wise. This particular mechanic with popkill is vaguely hinted at around turn 55 and fully manifests at turn 67 with event messages explaining the lore and also the workings of the new mechanic. It is also the last discovery Beolsk makes and the most impactful one.

If you read the messages at turn 67 (or read from the province chronicles) you'll see the simplified mechanical description for it. I'll also explain this Beolsk mechanic here: Starting from turn 67 the capital will lose 5% pop until it reaches 2000 +-25% pop, during which Beolsk receives 1d6 bloodslaves a turn. Starting from turn 67 there is also a 30% chance each turn a bloodpathless commander in the capital gains 1 magic skill in blood alongside an affliction.

Hope that helped explain things!
baturalp88 6 May @ 12:32pm 
Beolsk constantly gets an event that depopulates their capital, the number is high enough for growth+2 to not be able to catch up or recopurate, is this on purpose, or is this event is not supposed to happen every turn?
Nyaxe "vansam"  [author] 10 Mar @ 12:15pm 
Hi Elder, it seems like a problem on your end specifically and not something inherent to the nnn mod. If I had to guess it you might need to close and open the game once now with the update to dominions 6. Perhaps try unloading any active mods, exiting the mod menu, then re-enter it and activating the mod. If there's still a problem you can try unsubscribing and re-subscribing from the nnn mod (possibly exiting the game in between so it can check and update correctly).
Elder 9 Mar @ 4:42am 
After update nations not appearing when i chose new game.
Whats wrong?
Donkringel 17 Feb @ 11:52am 
Thanks for the response Nyaxe! Good to know what's going on.

As a suggestion, you could lean into the error. Make the summonable unit into an easter egg that's only possible in the Nexus, add something about the strange energies shaping the Torii into a commander form that awaits your command (and then at the bottom that this is really a bug, report it if it's appearing outside summoning in the nexus).

At any rate, fantastic mod. I always love seeing the lore and magicks mod authors come up with, always a delight to see what I can summon/cast next.
Nyaxe "vansam"  [author] 16 Feb @ 4:29pm 
Hi Donkringel, thanks for reporting this! I did some digging around in the modding manual and it appears that Nexus normally does not allow any events to occur. The way the site spawning spell works involves the use of events, so that's probably why it is failing in Nexus. I think I could fix it knowing this now, but I'm not entirely sure if I even want the sites to be spanwable in Nexus, Nexus is a weird place.

Either way for now you can treat Nexus as a special place where a lot of national mechanics don't work.
Donkringel 16 Feb @ 3:34pm 
Hello! I built Vermillion Torii in the Nexus and instead of building the site it built the bugged unit. Saw that it said to contact you in the description so here I am!
Nyaxe "vansam"  [author] 9 Jan @ 9:02am 
For version 0.41 it shouldn't matter what specific throne you capture, the system should work with all thrones currently in the game. The first captured throne will always give you blessdef 2, the second always blessatt 2 and the third blessmr 2.

It should be noted that some of the older NNN versions (before version 0.41) don't work with The Throne of Lies, The Throne of Vitality and The Throne of Gates and Conjunctions. Illwinterr added these thrones in an update at some point which required me to update the mod to account for that, vesion 0.41 should work with all thrones.
somebodynobody10 9 Jan @ 8:23am 
Are there any specifics on what Thrones need to be captured, or is it simply a number's game?
Nyaxe "vansam"  [author] 8 Jan @ 2:41pm 
Hi somebodynobody10, the bless effects Scythania can get are stacking. You can get all three bless effects eventually by moving the capital to three different captured thrones.
somebodynobody10 8 Jan @ 2:32pm 
The extra 'blesses' gained from moving your cap for Scythania, are they permanent after you do the deed, or do you switch blessings if you move the cap to another throne?
Master Necro 4 Jan @ 1:07pm 
Wonderful unique nations.
JakeSlayer 2 Jan @ 5:50pm 
Ah sweet cause yeah I LOVE all you guyses mods and like having all your nations on. I've found rolling back to the 1.9 version fixes everything but then there's no Ma'habre :( ASAP I'll turn Ma'habre back online.
Nyaxe "vansam"  [author] 2 Jan @ 5:44pm 
Hi JakeSlayer, we are aware of some overlaps between the mods. I believe it is mostly a case of magic site ID overlaps, which Casus Belli is working on to fix eventually.
JakeSlayer 2 Jan @ 2:09pm 
Just so you know Ma'habre conflicts with Blodwald and Kyun conflicts with Sinkiang. I think it might just be visual errors since I haven't like seen a Jade Queen leading an army of claymen but I will let you know if I do.
Peeping peacock 19 Dec, 2024 @ 6:10pm 
Thank you so much! I'll dig around for that discord link!
Nyaxe "vansam"  [author] 19 Dec, 2024 @ 1:12pm 
Hi Peeping peacock, the dom 5 forum seems to break from time to time (possibly caused by me deleting the file in google drive by accident). I did fix it now so you should be able to use that link. There is also a dominions modding discord around where the old dom 5 mod nations are archived, in case the forums stop working again.
Peeping peacock 19 Dec, 2024 @ 11:39am 
This is a little random but is there any chance you have a copy of Kyun for dom 5 on hand still?
Your dominionsmods forum post has a broken link and I can't find another anywhere, your other two nations still have a working link though.
Y U Do Dis? 30 Nov, 2024 @ 8:00am 
Oh I see what happened. In combination with Worthy Heroes, it grabs magic paths from...somewhere. Thank you.
Nyaxe "vansam"  [author] 30 Nov, 2024 @ 5:17am 
Hi Y U Do Dis?, the Beolsk scout doesn't have any of those magic paths. You're likely seeing this because you're running other incompatible mods alongside nnn. Try running nnn on its own and you'll see what it is supposed to be.
Y U Do Dis? 29 Nov, 2024 @ 4:57pm 
Probably going to get shit on for this, but have you checked the Beolsk's Scout? 2 2 3 magic paths, 3 priest, and 19 research is insane.
Nyaxe "vansam"  [author] 20 Nov, 2024 @ 2:40am 
fyi Ji JJ "Mayo" Knock-out if you read this, there was actually a bug in Bermunda's code that cause ghosts to not spawn at high dom candles... :/ hopefully its fixed now
Nyaxe "vansam"  [author] 30 Oct, 2024 @ 10:47am 
Hey Andre, I've figured out what the problem is. It turns out there's a compatibility issue with Mormacil's nations but only if mormacils nations are loaded first and NNN is loaded afterwards. I beleive the gathering sturm and possibly hexabellum nations also encounters this compatibility issue with mormacils nations. We're currently looking into this. Thanks for letting me know!
Nyaxe "vansam"  [author] 30 Oct, 2024 @ 10:24am 
Ji JJ "Mayo" Knock-out, It might not be mentioned anywhere but the ghost freespawn chance is related to dominion candles in the capital. (the national overview has a character limit so I was struggling with fitting all the information there). At 7 dom candles the ghost troops chance to spawn is 100%, 3d3.

Your suggestion to the writhing shipwreck is interesting, not sure if I'll use it at the moment but I'll keep it in mind.
Andre 26 Oct, 2024 @ 7:35pm 
Hey, I am playing with
Bagwajinini
Gathering Sturm 1.1
Ginnungaheim v1
Melitta
Nys New Nations Version 0.38 Dynamic
Sheseba
Toxandria
Tsmuwich
Excluding Toxandria fixes the issue, so I assumed that was the source of the conflict. Love the mod and appreciate your work btw!
JJ "Mayo" Knock-out 26 Oct, 2024 @ 3:03pm 
I have conceived an idea most ingenious for Bermunda.
As it stands now, the drowned sailors, although good in combat, have little application due to their infrequent, irregular spawning and also because they eventually just stop spawning (whether that's intentional or not I am not sure, but it did happen eventually every time I played Bermunda). The only way to get more is to recruit a ship which does make sense but is a bit unreliable right now.
So I suggest the following: make the writhing shipwreck have two "phases" - dormant and active. Dormant shipwrecks cannot move, cannot attack and have no magic paths. However, they'd have dominion summoner trait, allowing them to summon drowned sailors, perhaps up to half candles. After a few turns they enter their active phase, which is just as they are now.
Nyaxe "vansam"  [author] 26 Oct, 2024 @ 11:40am 
Hi Andre, I just did a test with Toxandria and Beolsk loaded onto the same map and I'm not seeing any mod compatibility issues like the one you mentioned. Are you using other mods as well? Because that might cause the issue.
Andre 26 Oct, 2024 @ 10:11am 
Beolsk seems to have an incompatibility with Toxandria. When loaded together the Blue Delver Whistle is not equippable by Seeker Delvers. It also is given the "Death Poison" effect.
Myst 23 Oct, 2024 @ 3:04am 
Thank you so much for working out compatibility with Casus_Bellum's nations!
Nyaxe "vansam"  [author] 22 Oct, 2024 @ 5:41am 
I was thinking of giving them some more pretender options, so perhaps! Ideally the pretenders would be regionally relavent as well so we'll see.
JJ "Mayo" Knock-out 21 Oct, 2024 @ 1:27pm 
Y'know, I honestly expected Hunza to have access to the snake pretenders (serpent of chaos, solar serpent, wadjet) or the serpent king pretender. A bit surprising not to see them, but I guess it also makes sense somewhat.
Nyaxe "vansam"  [author] 20 Oct, 2024 @ 9:17am 
Hi Dylancd, I'm afraid that fixing the compatibility issues between NNN and enragedeggplants nations would be very hard. There would be over 50 nations to account for so it would take a very long time. While potentially possible, with that many nations it could exceed possible modding limits too if the goal was to make every single one of them compatible. Perhaps in the future I will tackle this but I don't see myself working on it anytime soon.
Dylancd 17 Oct, 2024 @ 3:43pm 
pls make this compatible with enragedeggplants mods if at all possible
Nyaxe "vansam"  [author] 10 Oct, 2024 @ 7:53am 
Hi Chaotic Evil, there are indeed some overlaps with the Casus_Bellum nations. We've talked about gettng our nations compatible before and are slowly working on that.