Dominions 6

Dominions 6

Dominions Enhanced v2.12
127 Comments
spathi4tw 26 Oct @ 10:58am 
Pangea's "Wrath of the Forest" spell produces an Asphodel spell result. Instead of the described forces (animals, awakened tree, and Ivy Lords) it creates manikins, mandragoras, etc. All owned by Asphodel, even though they aren't in the game.
AliensOnMars 23 Oct @ 2:39pm 
It's great to see this back btw thank you!
AliensOnMars 23 Oct @ 2:39pm 
It might be worth adding to the description a list of the other mods this incorporates for people's awareness e.g. worthy heroes and magic enhanced.
The Art Of Fury 17 Oct @ 8:51am 
EA Mictlan's Obsidian Butterfly, size should be 9 instead of 2, please fix, thanks
The Art Of Fury 14 Oct @ 5:09am 
Michael the archangel is visually holding a spear but is only equipped with a sword, pls fix inconsistency.
Brownie 13 Oct @ 5:09pm 
MY FAVOURITE MOD IS BACK
machinecode 9 Oct @ 5:31pm 
thanks for the update
Lord Koth 8 Oct @ 3:57pm 
The Reanimation Amulets C'tis gets at Cons 3 for 5 gems seem... excessive. Either a higher research level or more expense seems reasonable if they're kept. Same with a Master Ritualist item for 5.

Regardless of the above balance concerns though, there is an actual issue with them. You've seemingly got them flagged as usable by Cold Blooded units, not C'tis units, as Pale Ones are quite capable of picking them up if dropped. Or equipping them from inventory. Neither of which seems intended given the description.
Ghoul and Demon units are mostly Undead command, and are affected by banish undead spells, probably the "Ghoul with the sword" is the one bugged one
HappyHead 7 Oct @ 7:32am 
Bug?
The added ghoul untis for Ubar are considered undead units- but should be considered magic units. They're marked as magic demons properly on the unit info but the game adds them to the commander's undead pool. Maybe something got messed up when the new ghoul zombie units were added? Kinda funny that normal ghoul is magic but ghoul with a sword is undead, but it makes the new zombies less usable

Also, not sure if this is a bug or not, but the Ifrit Pretender ubar uses, son of the first flame, has had its unique skin changed to the standard ifrit sultans? Can that be changed back? I get the sultan skin may fit with the lore a bit better, but the vanilla skin is visually distinct which is nice because the Ubar hero usually has to run with an entourage of ifrit sultan commanders.
@wartole Yes! But the new nation from the yesterday's update is not updated yet
wartole 7 Oct @ 2:59am 
does this work with divinutus?
BadCub 6 Oct @ 2:38pm 
Don't know if this has been reported yet, but the ritual for summoning demon knights is called 'Bind Fiends.'
Barbed wire 1 Oct @ 12:32pm 
Not sure if this is mod related or a Dominions 6 bug. But howler units of the Republic of Dogs have the wrong attack sprite assigned.
Meriados 29 Sep @ 7:50pm 
What happened to stellar decree?
Drasath 29 Sep @ 12:11pm 
easily the best mod for Dom 6 right now
Джесси Пинкман 28 Sep @ 12:35pm 
@Brybry It was just an issue on my side, for some reason my game couldn't load the sprites, and messed up the nations, adding random creatures to random nations, like Ktullu to the Man. Was bewildered before i finally figured it out
Brybry 28 Sep @ 11:33am 
@Бомба-щекотунка

If it shows up on the main menu at the top left you're probably good. Just check EA Nation list for Bantay Tubig. If it's present the mod is active.
Peeping peacock 21 Sep @ 12:05pm 
Thank you for bringing this mod to Dom 6! Me and my buddies actually only started playing Dom 6 when this mod came out. We all hate glamour :ojchicken:
Peeping peacock 21 Sep @ 12:01pm 
Werewolfs don't have darkvision despite werewolf variations having darkvision and regular wolves having darkvision. Very noticeable when lunar potency is up.
Джесси Пинкман 19 Sep @ 1:21am 
how to use this? i think it just doesnt work when i "enable" the mod, no new spells or anything else
Elerus 14 Sep @ 7:31pm 
Really enjoying the mod, but I wanted to report a potential bug:
The spell "Lost Land" simply doesn't work. I've tried it across two different games and it does nothing. It takes the Gems, but the selected land is neither hit by a flood nor does it sink.
Kakhelian Red Guard 9 Sep @ 11:01am 
Are the Ancestor Riders for late age tien chi supposed to be commanders?
Void 7 Sep @ 4:04pm 
Hello I trying playing with the druids with the maiden trinity god. But when the map is created the three mages dont have any magic path, am I doing something wrong? Maybe in the creation of the god?
Cyber Witch ~ 2 Sep @ 9:27am 
Wow Im a huge fan of all the crazy changes and the new nations. So far I really really like the abyssial ones from MA and the focus on underwater undead summoning.

Kinda struggling with a decent pretender design but I love how clear and defined the mechanics are. Thats kind of rare in modded nations.
Lord Koth 1 Sep @ 6:20pm 
Having a sprite bug with (EA) Demonbred where I'm getting a solid black square around them whenever they do anything, so presumably something on the sprite sheet isn't blending correctly. Technically noticing it in 2.8, so presumably could have been fixed, but don't see anything in the change log about it.
Moon Horse 30 Aug @ 4:13am 
Thank you. I fixed it on my end by changing the #itemslots for Drakon and Hound of Hades to 18669568 but hopefully you look at it in the future updates
karlsc2000  [author] 29 Aug @ 9:41pm 
@Moon Horse Sounds like a bug! Will take a look.

@Zan Thanks, will fix that.

Going to leave the flipper as is for now, will take a look at it when Oceania gets another balance pass.
Moon Horse 28 Aug @ 2:25pm 
why remove one of the crown slots for three headed pretenders?
Zan 28 Aug @ 7:49am 
For Rotterland: Refugee Mermage has gift of waterbreathing 90 on land, 30 underwater. They can move underwater with the 90 size points for 1 fight, and then 60 size points worth of units drowns afterward as the mage assumes watershape.

@karlsc2000 For Oceania: Yes, hoof attack on land vs poison barbs is probably fine. Barbs just tend to be more predominate underwater, especially among indies. I guess the balance decision can be made on whether or not Oceania in DE feels weak underwater or not. If they need help, removing the flipper may help.
karlsc2000  [author] 27 Aug @ 4:28pm 
@SuperEdgy Should have been fixed in 2.8.
SuperEdgy 27 Aug @ 10:01am 
Noticed an oversight, seems that Fennoscandia's Sea Captain can't actually sail now. Due to them only being able to sail size 2, when they all are size 3. Unless I am misunderstanding anyway. Love the mod!
Codar 25 Aug @ 1:04pm 
Why is version 1.10 not in order, it goes 2.0 2.1 2.3 2.10 then 2.4 ?
karlsc2000  [author] 23 Aug @ 12:01pm 
@Zan For the Ichtycentaurs, to echo them and other centaurs getting hoof attacks on land. For the Ichtytaurs, as a substitute for losing trample when underwater.

If I remove the flipper they still have the same problem with barbs on land, as does anything with a len0 'bonus' weapon they technically aren't forced to use.
I tried to curb the issue a bit by making coral armor come with an extra repel check and reduced the damage it deals, but may need looked at again.

@BadCub Yep, that's the joke. :)

@p0w311 Weird, not sure why the other mod wouldn't override DE. But no, will not be splitting the bless changes off - They are all at the top of the .dm mod file and can be removed pretty easily though.
JakeSlayer 23 Aug @ 7:21am 
Pretty sure he said sedoku on purpose to be A. Funny. and B. Censorship.
BadCub 22 Aug @ 4:24pm 
A bit petty on my part, but for your Zion bug fix, I think you you mean seppuku, not sedoku. Seppuku is a form of ritual suicide. Sedoku is a puzzle game.
fxknight 22 Aug @ 1:08pm 
Tentatively agree with Zan. By the logic of adding tail flipper attacks to Oceanian units, every human unit should have a range-0 kick attack in addition to their weapon attacks. Fun idea, but it creates more problems in practice than advantage.
Zan 22 Aug @ 12:25pm 
What was the reasoning for adding tail flipper attacks to a lot of the Oceanian units?
The added length 0 attack actively works against the units by triggering poison barbs.
p0w311 21 Aug @ 6:39am 
would it be possible to split off the changes to the bless system?

i imagine you wont have to make many changes to them after you decide how you want them to be.

i like using another mod for blesses but it seems to overwrite the changes even if i load the other mod 2nd
Kellnaved 20 Aug @ 11:18pm 
MA Marignon and I guess the other Nations with Angel summon got now 3 Harbingers instead of one. But the Harbinger of Divine Light with F3, H3 seems kind of redundant when one conjuration level later you get the Archangel with F4, H3 instead (and better combat stats). Maybe the 3rd Harbingr could have a different path? Glamour? Seems theamtic. Nature to have a healing Angel like Ashdod's Arel (N3, H3)? I don´t know it just seems strange to get this Harbinger and one Conjuration level later you get a better-at-everything version with the Archangel.
karlsc2000  [author] 20 Aug @ 11:50am 
@Dr. Quackers M.D. It sounds like you're trying to load this mod with other mods. Do not do that. It is unlikely to be compatible.
Nukular Power 19 Aug @ 8:05pm 
@dr quackers its not the only mod that adds spells, there is also Morvarchs Magnificent Magic Mod, which has some really cool stuff actually, sad its not more well known
Dr. Quackers M.D. 19 Aug @ 6:01pm 
fennoscandia is also pretty messed up its a shame i am going to have to remove this mod since it has so many issues. Sad cause its the only mod that expands spells
Dr. Quackers M.D. 19 Aug @ 4:12pm 
When playing as zion all my infantry are the same and the description says if i am seeing this i tried to cast my court spells to fast???? Is this a joke an error what the point of a unit named archer that has no bow??
Torshin 18 Aug @ 5:21pm 
@hajduk there are a couple channels on the reddit discord for discussing bugs and balance items. https://discord.gg/2xFsP8nA
Hajduk 18 Aug @ 2:48pm 
It might help to have a discussion topic for each non-vanilla nation or for DE-specific spells, so people can discuss bugs or balance comments or whatever in an organized way
Nukular Power 18 Aug @ 6:21am 
just noting that Divinitus seems to be the successor to Spark of Divinity
Una 18 Aug @ 3:37am 
What arena tweaks, if any, are (still) part of Dominions Enhanced in DE6? I know Better Arena was part of DE5, but it can be a little /too/ good with the totally random pool of rewards going all the way up to artifacts, so wondering what is included now.
Nukular Power 17 Aug @ 9:03pm 
if there is one mod i'd like to beg for compatbility for, it would be Red_rob's own Spark of Divinity - currently clashes with at least Ongtupqa. Imo that mod is necessary to play, the game is so much more fun with it - please consider
Watt Synchron 17 Aug @ 10:52am 
Why are all the rlyeh changed just making them not fun?