Dominions 6

Dominions 6

Warhammer : Old World, from Nehekhara to Chaos
11 Comments
POVILUS 14 hours ago 
That's the most GOATed answer I've ever received. Thanks, you're the best!
Vesporium  [author] 14 hours ago 
(continuation of the previous message, as I am limited to 1000 characters per message)
You can still assign a spawn point to Ulthuan (ID=152) by adding a line #specstart 152 followed by the number of the desired province at the end of the .MAP file on your computer.
Vesporium  [author] 14 hours ago 
@POVILUS: I have not assigned a spawn point to Ulthuan. However, depending on the other nations you have chosen in the game, this will leave only a few starters available for unassigned nations, such as Ulthuan.
For each nation or modnation (for each ID to be precise, hence some problems between incompatible mods), I can only assign a single spawn point (however, several nations can share the same one, which will prevent them from both being in the same game).
I have listed all the modnations and starters in the description and on the images in the article.
If you have included all the other modnations from Sombre Warhammer, then there is still Magritta (with MA Quijote, for those who would like the Estalians separated from the Tileans), Al-Haikk, and a province of the Haunted Forest.
I guess you have tried a game without Na'Ba, which I have included to represent the Arabians.
POVILUS 14 hours ago 
Thank you for this beautiful and detailed map!
It seems that Ulthuan (because I wholeheartedly refuse to play anything other than High Elves in any game ever) is unintentionally hardcoded to always start in Araby, which lowkey makes sense, as it's the closest spot to the donut.
Although, if possible, could you put a High Elf expedition spawn point in the lands of Norsca, so we could get right to fighting Chaos? It would be like the old Call of Warhammer mod for Medieval 2 Total War...
Vesporium  [author] 28 Oct @ 10:03am 
@wartole: I don't know enough about Dominions Enhanced to know that.
If some modnations added by Dominions Enhanced have same IDs with some of Sombre Warhammer (or with MA Quijote), these Dominions Enhanced mod nations will always start in this same place. The single case of two different IDs share the same starter is EA Ermor (8) and MA Tilea (157), so without changes on the .MAP file, a game with a mod nation with ID=157 and with EA Ermor will crash.
wartole 28 Oct @ 9:52am 
is this compatible with dominions enhanced?
Argon 26 Oct @ 6:55pm 
Fair enough
Vesporium  [author] 26 Oct @ 5:57am 
@Argon: No, I don't plan on making a map that includes the New World (Lustria and Naggaroth), Ulthuan, Ind/Inja, Khuresh, Cathay, Nippon, or the Southern Desolations of Chaos.

In fact, for technical reasons, my method of creating maps has so far been the other way around: I first create the largest version of the map, designed for many nations, then I make several different sub-parts that include only some of the provinces of the large map (the zoom scale therefore remains roughly the same).

I answer this question in more detail in the discussion I just created on this article: https://gtm.steamproxy.vip/workshop/filedetails/discussion/3591435895/603045243319800224/

The main border question I asked myself concerns the southern border and (in relation to this version) a possible extension into the Southlands.
Argon 26 Oct @ 2:19am 
Are you planning to add the new world and all that eventually?
RunsOnDiesel 24 Oct @ 10:31pm 
No bugs or crashes so far. Thanks for much for lore friendly and interesting map!! playing with 23 factions
RunsOnDiesel 22 Oct @ 9:53pm 
AWESOME!!! super excited to try this tomorrow.