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The Wheel has turned once again
Clown Edition
Dominions is a fantasy turn-based war game created by two dudes. One of them is a teacher.
The game combines a simple presentation with an extremely wide array of strategic options, including over 3400 units, 1100 spells and 400 magic items. Turns are resolved simultaneously, with players planning battles rather than directly controlling them. It has simplistic graphics but is easily moddable and extremely deep.
Basically, it's an autist’s wet dream of a war game.
>Our pastebin (extremely outdated)
https://pastebin.com/wjbSA98Y
>Steamgroup
https://steamcommunity.com/groups/vanheimageofvidya
>Multiplayer guide/game hosting services
>Hinaserver https://arch.b4k.dev/vg/thread/548312356/#548526452
https://hinaserver.net
>Blitzserver
https://blitzserver.net
(Dom 6)
https://beta.blitzserver.net/games
>Llamaserver:
https://steamcommunity.com/sharedfiles/filedetails/?id=1212948582
>Documentation
https://illwinter.com/dom6/docs.html
>Tools
>Mod inspector
https://larzm42.github.io/dom6inspector/
>Wiki
https://illwiki.com/
>Pretender calculator
https://zollqir.github.io/pretenders-dom6/
https://caleb-distributive.github.io/pretenders-dom6/ (website down?)
>Debug mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3083231618
>Communion fatigue calculator (still dom5)
https://instacalc.com/53495
>Automatically prevent starts in all provinces with less than X connections (still dom5)
https://nixx.is-fantabulo.us/dom5ranmapnos/
>How do I change the fonts?
Replace guifont.ttf, guifont_fancy.ttf and guifont_texty.ttf in the game's 'data' folder (C:\Steam\steamapps\common\Dominions6\data)
>Fan art
https://thronebooru.booru.org
>Sloop’s Comfy Balance Mod
https://docs.google.com/document/d/1zeDyK8Zb_p4lIJ0yp3a3ikMprRkmBCWvy3 1_4jBen3Q/edit?usp=sharing
Previous Pantokrator
>>553091091
753 RepliesView Thread
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>>554482023
Seems like it.
https://steamcommunity.com/sharedfiles/filedetails/?id=3145780778
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>>554482023
yes a few months after release. it was even streamed
https://www.youtube.com/watch?v=Ooii79B8G3c
https://www.youtube.com/watch?v=t97HngAGjQc
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There truly is something satisfying about clearing mass amounts of chaff, even if it's not particularly hard to do. Watching a replay of a thousand things dying on a fire shield is hilarious to watch.
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>>554463275
>your experience might have been skewed due to the throne
I already had that feeling before picking up the throne. I was really wishing I went with a resources scale. The problem is that I don't really have medium hitters: it's either chaff or elite stuff, and the chaff just doesn't cut it against the other mod nations without buffs, which aren't online yet in the first war. I do have a nice skelly that deals 23 points of magic damage, but it's still just a skelly with 11 protection and they get splattered.
Can imagine this nation is a hell of a powerhouse in the late game, but early on 50-60 resources for non sacred troops is not easy to gather in the early game.
>do you get a prophet, and how high does the prophet (passively?) pray? if it doesn't, that does make it harder
I did get a prophet, but he was undead and couldn't recruit. >>554465768 I can't recruit non-undead units. The indie rooster of any province gets completely replaced with a selection of my national stuff.
>people keep claiming that misfortune is free scales, and then stuff like this happens
I had Luck 2
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>>554510236
>>>My capital was stuck at 4 dominion for an eternity, and an event knocked it down when it finally went up,
>I had Luck 2
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>surface babies dare invade my cave
>despite being completely blind in the dark, they are somehow still able to perfectly cast spells on individual units with perfect accuracy
this is some 'as long as they aren't actively hiding you know where they are even if you can't see them' D&D logic
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>>554544936
>nether bolt
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>>554494465
I was going to go after an Agartha player but I'm now realizing that even if I try to take their cap and bring Smashers to destroy their Blood Fountain, my hammer holders will just get obliterated by the return 35 SMASH damage.
Guess my Agartha invasion plans are for naught.
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>>554559110
Yup, seems to be fairly consistent on the time of day, if not the duration. I've personally decided this is my last blitzserver game, at least if I'm not 100% memeing. Probably will join a hinaserver game in a month or two.
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>>554561634
IIRC blitzmin uses satellite internet so there's a time of the day where he loses connection.
He's also tired and would like to retire and hinadmin would like feedback on his server (which is based on Blitzserver code because blitzadmin is a bro and shared it), so it'd be nice if you hop over and help test it
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>>554569364
i didn't like it much in the dozen or so hours I played.
It has a bunch of planes to explore and cool strong summons to work towards, but all of that is redundant to actually winning. The victory condition is fully wiping out every other nation which is a win you've already guaranteed once you have half the map like in almost every 4x, so most of the game is fluff to screw around with like in a sandbox rather than power to help secure winning it.
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>>554565956
I think precision buffs are actually decent, as they also act as a buff to the casting ai, helping them cast better spells. However eagle eyes is literally the worst of these (self, not AOE 1), so I do question how useful that is ... especially as N1s typically cast web/heal/vine arrow/animate tree which don't really benefit from precision.
If you are doing an aggressive evo play, having someone cast true shot warriors or just a few A1s fluffing trueshot can make a huge difference, nevermind when layered on top of wind guide as those stack.
The inverse, using a precision malus to disarm evo based mageballs is a strong tactic though. Mages can be brought to precision 0 quite easily, and that is crippling to the offense of most mages.
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>>554593920
in dom5 arco archer chariots had a secondshape while their melee chariots didn't, so they could survive atleast 1 big hit over the melee ones. i think that was the only real usecase for chariot archers i'd seen
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Hey blitzserver was down earlier when I tried doing my turn, it's down now when I'm trying to do my turn. If it's not up around 9-10, I'm just unable to do my turn.
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>>554604653
How did you do that?
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>>554626239
so they have an unreversable changeshape that then gives them an item through an event
the item has a three-part spell attached
and the changeshape has the gladiator tag
I tested the "charge bonus used" tag
so the cav can still use their lance once, but it doesn't get the charge bonus. So it reduces the damage rather than eliminates it completely. Still pretty ballin
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>>554647305
That sounds like pure jank.
Love it, can't wait to try it out
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What's the best bless for EA Tien? I remember in ye old Dom 4/5 days, hellbless quickness for Wo5E was meta
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RIP Itza, you will be sorely missed.
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>>554665367
welcome to illwinter modding
>>554661984
it seemed like turborape against human sized units
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>>554706889
where now the skink and the cold one
or the howdah 'pon stegadon
where is the chameleon's blow dart
or the slann's floating platform?
they have passed like plan from the old one's
like evo spam from altdorf
the days have gone down in dom 6
behind crannog ys
into seas shallow
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>>554574635
Eagle eye is a staple for witch doctor bane spam, or turning all those generic n1 into incrementally more useful poison dart chuckers. It also makes average n thugs decent with a bow.
Its ok, just on anything more than n1 its probably a waste of a good script slot.
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>>554706579
vanilla or modded?
one player liked this bless
https://arch.b4k.dev/vg/thread/545140807/#546323684
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>>554711439
>many bad incarnate blesses cheaper, including ones TC likes like air shield and weapon blesses
>ancestral spirits autoblessed
>celestial soldiers conj 5 instead of 6
>better pretender options
>many X1X1 combat crosspath spells so most of your randoms aren't as useless
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>looking through workshop
>Find a mod based on anime I like
>the sprites are shit
Time to learn how to make my own.
I did it for CoE so it shouldn't be too different for Dom.
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>>554758647
Imbibe a little bit of very strong chili and some water afterwards. Probaly won't help, but you can try. Maybe also call and talk to a doctor if it's very bad or worsens. Intestinal diseases can be dangerous.
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>tfw you get a legendary 1/150 chance roll on your cap only mage which opens up normally inaccessible Rigor Mortis casting
I'm fuckin' cooming, his name is Sad but I'm anything but.
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>>554772039
Well I rolled an E4 elder cyclops a little while ago, which is a 0.625% random (1/4 E + 10% 1/4 E). That let me skip bloodstones, which let me make my first blood empower on an actual blood hunter rather than my cyclops forger. I'll be getting into them eventually when I make my robe of the magi, but no rush.
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>>554767002
You can absorb water just in your mouth and saliva system, so you can lightly sip electrolyte rich liquid and swallow very little over a period of time. This is how you are supposed to deal with dysentery or any other disease that makes you shit yourself to death.
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>>554772039
>>554774370
sorry, forgot about the second shape
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>>554774402
Pro tip: you can also absorb liquids by shoving them up your ass and it completely bypasses your stomach.
It's a survival technique. There's only contaminated water at hand and you know if you drink it you'll be shitting your guts out and die of dehydration even faster than by not drinking, but you're also going to die if you don't drink? Use a syringe to slowly shove it into your butt.If you don't have a syringe but aren't alone, a friend can do it too. They just have to be careful not to swallow any of the water. And then you can return the favor.
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>>554775662
This is wrong and ineffective. The real survivalist method is to use superior DIY skills to create 1 gallon of bleach using nothing but a copper wire and a compass. Then you drink the bleach. The bleach will take of any and all gastrointestinal infestations that you may have, with the minor side effect of basically certainly killing you as well.
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>>554775662
That is completely true ... except for dysentary and similar. I for one don't immediately go for the "in-my-butthole" style solutions, despite how effective they can be in the short term. I'd have concerns with illness over the long term, but if you only had dirty water with no means to filter its clearly better than dying.
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>>554779758
>I for one don't immediately go for the "in-my-butthole" style solutions
It's like you guys hate fun or something
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Is it me or has it been forever since anyone started a new game?
I'm going to create a new EA game
PD yo hinadmin, it'd probably be a good idea if games aren't ordered by creation date. I'd suggest games looking for players at the top, then already started games in whatever order, and then (or in a different page) archived games
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JOIN
O
I
N
https://hinaserver.net/game/10
https://hinaserver.net/game/10
https://hinaserver.net/game/10
Aiming for 8-12 players
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How good is the Heroism bless?
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>>554792881
best stat booster in the game
take heroism x4 to get three star troops after 2-3 battles, which nets you +3 atk +3 def +1 str +3 prec
considering you'd pay 17 design points for the cost of 4, this is a great deal
if you make your troops more survivable, it will greatly aid your expansion parties too
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>>554792881
worse than raw stats in terms of immediate power and newly created sacreds don't really benefit much but its high value and if you are snowballing from expansion it's very very good
Good value, worth it on durable units, great for minor research boosting if your primary researcher is sacred as well
It's good! It depends! Kind of a replacement for stats but not really! 5 points in heroism will make your units about 1 star higher exp than they would be otherwise(someone said this I have no idea if it's true)
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>>554787298
How the fuck do you set a map in Hinaserver
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>>554804260
Nah no mapnuke, I was just wondering if I could at least check that it's a cool map and maybe reroll it.
I doubt the game will fill up within two or three days, though, so the new map system should be online before the game is ready to start
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>>554792881
it benefits you more if your research mages are sacred, since experience also improves research rate. i don't know if you need to take at least 3 heroism or not, though, regarding experience rate outside combat
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>>554710852
That was fast.
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>>554637431
Blessed
>>554710317
Beautiful
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>>554881429
>filename
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>>554891346
That sucks dude; getting sick is one of those things that truly makes Dominions a hard game to play well, especially as we all tend to get a little ill every couple of months.
I'd love for you to get your extension, partially because I really don't want Sceleria overrunning you for free. If they do eat you and Naba for cheap after turtling to high tech I'll be needing to dompush with purgatory, which is something I really don't have interest in. That said, I will be doing my best to slow Sceleria down in their war on you. If I raid any lands Sceleria took just reclaim them, besides pushing for Caelum's old forts to cutoff that front I will only be throwing expendable stuff into that theater; definitely no Tyrants.
Once I have firestorm online I don't think Sceleria can fight me heads up, even with 5 FR in their bless; they'll rout by round 10 just due to dead skeletons. Nevermind if I run the ole Phlegra special of firestorm + acid storm.
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So if Dominions 6 gives you a red screen on turn end if you pirate, and has no demo on the Steam page...
How the hell am I supposed to know if I like the changes?
These games are insanely expensive, I want to try it to compare to 5.
Is there a Demo somewhere outside of Steam?
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Nations/Tendies for this feel?
https://www.youtube.com/watch?v=c5jeNi9pFKo
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>>554934576
A simple bless like fire shield + regen will make your sacreds nigh-invincible against AI. Use Wolven Winter with your Skrattis to make any battleground your sacreds are in to be cold as shit and give them a protection boost.
A simple goal would be to learn summoning Ice Devils and cast Illwinter with your Skrattis. This entails empowering, blood economy and item construction for path boosting.
Try creating magic-armed thugs out of your Ice Devils and Jotuns.
Finally, try to make some Sabbath communions out of your Blood 1 Gygjas to cast bigger combat spells such as Army of Shades or Oaken Army.
Once you've done all that, you've mastered the basic principles of Jotun nations, they stay fairly similar throughout the ages.
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>>554940613
Forgot the pic
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>>554940613
>>554940838
Stop the sluts
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>>554946547
Try me Nerd.
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>>554955504
Slaanesh have 95g mages that are 1 commander point that have 1/3 chance of being S1, plus all the bigger mages are astral.
If anything people should be worried about Slaanesh spamming magic duel with his cheap ass mages than the other way around.
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>>554970538
Always has been
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>>554975541
don't forget the black lords with GSS and burning pearls
>enough attack to hit horrors
>kills troops, sacreds, eles and horrors
>5 fire res + high prot blocks all the aoe AP fire, makes a low priority target for single target AN fire
>costs 150g and 2 gems, kills more than 150g worth of troops ever will
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>join succulent_chinese_mEAl
>check settings
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We've jumped up to 9 people pretty much overnight. I'll start the game on Monday
>>554999752
Yeah we did that a few times long ago and it was surprisingly fun. The indies create some nasty walls so you need to consider carefully where you want to expand and where to leave a wall or bottleneck. It pays to scout and plan ahead.
Doesn't always work but if it does, get ready for hordes of indies and make sure your expansion army is strong enough before you move out. It's better to wait an extra turn than to lose everyone to 300 deer warriors.
I set up three starting provinces to compensate.
Blind expand at your own risk
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>>555024069
Only if you post screencaps
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No comment
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>>555047853
Corrected to 65
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So to Pyrene's player, you went AI way too early. I had committed a small force to vulture you, just to ensure that Naba didn't eat you entirely ... then Eriu attacked Naba forcing their retreat. I was able to eat nearly all of your lands for free, besides Ulm getting your only fort. A spirited resistance would have certainly slowed me down, or at least forced me to commit far more resources into your lands.
One of the beautiful things about Dominions is how player resilience and tenacity is often a large deciding factor. I'd work on yours.
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>>555095827
Actually not maximum. I did some testing with it years ago and I guess there's some kind of overflow error going on, because adding more 9s doesn't directly translate to a more indies.
A specific amount of digits gets you absolutely insane hordes, but I don't remember anymore. I remember 9999 being OK enough, so I went with that.
But I've seen 700 cavalry provinces before. Thrones with 2-3.000 troops. We're still far from the maximum
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>>554907591
Of note, their patcher that removes the red screen copy protection has a history of throwing a fuckton of detections on virustotal. Might or might not be safe but I would handle it inside a sandbox environment.
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>>555083753
I will say, that was certainly a gate holding SC, it was really nice. I don't normally post other player's battles to the channel, but that was a fucking cool defense.
For the thread, the primary spell was rigor mortis cast via a F1S1D4 dusk elder, with various buffs. Ulm had a decent amount of kit, however they really need to enlarge their black lords so they can wade through the rest of Ulm's troops. They also desperately needed a magma eruption or gifts from heaven caster to clear the gate. As it was, the gate got clogged with a very angry mummy killing them all with a lightning whip until the whole army passed out from rigor.
>>555080308
Ulm - you learned an expensive lesson in why you need to always bring magic duelers when fighting Ermor, or at the very least make it an ever present threat; make them empower a spectator to cast rigor mortis or darkness at the very least.
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>>555129763
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>>555138642
>>555135312
Somewhat basic, which goes to show how important having a hat and shirt really is.
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>>555138805
Yeah, it was quite beautiful
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>>555129763
>Ulm - you learned an expensive lesson in why you need to always bring magic duelers when fighting Ermor, or at the very least make it an ever present threat; make them empower a spectator to cast rigor mortis or darkness at the very least.
ulm can't reliably get astral mages. but ulm should be able to get some research going, assuming they get an air random master smith to forge owl quills. doesn't ermor have poor research? with research, then thugs and summoned support mages should be an option, assuming the pretender has paths and gems. a relief caster should help in the fort combat scenario
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>>555141806
GSS thugs were generally getting held up by swarms of undead, falling asleep, and being killed with Bolts of Unlife. Ultimately I am fairly sure that even if Big Evil Man had died, the lictors in that fort could have held, but he certainly helped me minimize losses.
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So Ermor, it will be really funny if you manage to kill all the pop in this province. You have 8 dom, but I'll be doing my best to remove that.
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However, I'm not too worried because I have one of the best provinces I have ever had. These are the sites ...
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>>555142982
Jesus christ. I wish I could get something like that.
>>555142667
I'm pretty sure it never removes the last bit of pop, pretty sure there are still like 1-2 guys hanging around in the capital rn.
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>>555140663
I wish I could be put down too. 70 provinces and this is what I'm making (and I have Riches from Beneath up).
EA is truly the poverty age.
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>>555151632
Basically. Only 8 of my provs are triple digit income.
Every good province is on the coast, which I've spent half the game defending from the water and boat niggers Atlantis and Van without being able to hit back. I finally casted Sea of Ice to seal them away, and then promptly got 2v1'd by Niefel and Fomoria who took my farms again. I simply can't catch a break.
Whatever, I'll just kill 'em all, then no more money troubles.
>>555154154
>>555154495
>>555155314
The downsides are apparent, but the power is intoxicating.
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Another one bites the dust. Farewell Itza, consider recruiting more mages next time.
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>>555156896
Forgot the image.
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>>555159686
Nurgle. I paid the rats to join but the fucker waited until it was too late
>>555159787
I'm afraid it's about to fall. I'm happy if I can take a few nurglites with me, though
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>>555164232
Done
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>>555164410
>>555164414
Word, just realized I could have removed it myself.
Thanks
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>>555141806
basic black knight thugs with gss would absolutely not be enough. ulm would need something like:
>lots of indie astral mages spamming body ethereal to get through the walls, a nature mage casting relief, and no magic walls stopping ethereal
>lots of indie air mages, or a few powerful air mages, casting flight spells, with relief from a nature mage helping, and no staff of storms
>lots of national mages spamming earthquake and hoping it's enough to weaken the enemy and clear chaff, maybe having them do it solo first without the hordes of infantry, with mr gear against blood vengeance and floating gear against their own earthquakes
>lots of indie mages, or a few powerful ones, using evocations like firestorm or solar brilliance, preferably with antimagic spells and items, maybe relief, maybe regen, against rigor mortis and blood vengeance
>a decent number of flying or ethereal-buffed, powerful thugs like golems and iron angels, maybe with reinvigoration, regen/reconstruction and mr items, with items appropriate for both aoe, like firebrands, and also antithug, with some same caveats as before
honestly, outside earthquake and indie evocations, ulm would likely be fucked if the enemy puts up both magic walls stopping etherael and has staff of storms to prevent flight
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>>555181292
gss, greatsword of sharpness, are popular due to high damage, high attack and also armor piercing. but they aren't sufficient in this case, especially not on a few relatively fragile thugs. maybe with something like enough earthquake spam
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>>555181292
GSS is the dedicated thug/sc killing weapon. However, it wasn't really just the SC that stopped Ulm in that battle, so it wouldn't have helped much. Even if they'd killed him, the GSS would have struggled vs hordes of shitty undead with Rigor up.
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>>555186326
>>555186849
So then KOTC and don't even bother with other melee units?
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>>555185295
Warhammer mod anon, I was testing Beastland around and it's super awkward to bless my dudes, my only "affordable" priest is H1 and he can hit 2~4 sacreds top before they are out of range, could you increase his holy level to at least 2 to make it a bit less awkward?
Also, Great-Bay-Shaman are ridiculously expensive for Beastland, you don't have forts and gets a Turmoil 4 penalty so gold is lol lmao.
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>>555189756
>Warhammer mod anon, I was testing Beastland around and it's super awkward to bless my dudes, my only "affordable" priest is H1 and he can hit 2~4 sacreds top before they are out of range, could you increase his holy level to at least 2 to make it a bit less awkward?
that seems wrong
H1's bless troops just fine
are you not using hold and attack?
>Also, Great-Bay-Shaman are ridiculously expensive for Beastland, you don't have forts and gets a Turmoil 4 penalty so gold is lol lmao.
yeah that one might need an adjustment
I will look tomorrow
bed time for me lol
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>>555200242
Yeah, use the inspector
https://larzm42.github.io/dom6inspector/
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So if I use
>#drawsize -X
Does that mean I have have higher resolution images?
Shinking an image down to smaller than 100x100 seems to tank the quality.
Would using a 100x100 then change the draw size based on the kind of unit (#drawsize -60 for a human size) work?
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>>555200465
nta, and i haven't looked into dom6 modding, but there is a repository here:
https://github.com/larzm42/dom6inspector
maybe that repository has data in a suitable form
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>>555186958
Would not have helped, I had a lot of lictors and BV would have wiped his mages. Earthquake doesn't do enough to really kill the important parts of my army, and it badly hurts his.
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>>555213886
if he had mr gear on, especially with an astral random for amulet of antimagic, and at least crown of lead and lead shield, and an air random to forge rings of levitation, it wouldn't have hurt his own mages as badly. and ulm's troops do have high enough protection to decrease average earthquake damage some. also, if he had a golem to cast antimagic, that would have helped further
also, clearing out the chaff and the ghouls would help unclog the gate. and kill some mound kings, maybe kill the arch bishop of eldregate. and the knights of the unholy sepulcre have less hp than ulm troops and less protection than ulm black plate infantry. do shields' defense and protection help against earthquake? if not, the knights of the unholy sepulchre would arguably be much more vulnerable to earthquake than the ulm black plate infantry, despite earthquake being armor piercing
the province defense wall archers would probably die quickly
the lictors have more hp, but less protection, than the black plate infantry
i think you're right about the lictors. but so much of ermor's army might have died at that point that an hp rout might occur >>555129763 . or, if ulm's mages cast summon earthpower, for that nice reinvigoration bonus, they might have been able to cast further spells afterwards despite rigor mortis. and ermor's chaff is still helpful to ermor in many cases even if ulm lost
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>>555211423
tartarians, wraith lords. divine name certain troop summons. certain elemental kings and queens. maybe liches, maybe worm that walks. lots of blood summons. some of the mages from hidden in stuff, like a dust priest with fire random with phoenix pyre and summon earth power and lots of reinvigoration equipment
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>>555215321
the extra mr equipment on the mages would also protect them a bit against rigor mortis' hard-mr check. together with summon earthpower, that might have kept them awake to cast spells and cause trouble
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>>555215321
with legions of steel, the black plate infantry might have 26 protection. earthquake has 8 armor piercing damage. 13 protection against 8 damage after armor piercing has been taken into account. not amazing, but black plate infantry should be able to weather a few earthquake casts
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GIVE ME TURNS
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the odds of a mage casting a gem spell off script are zero right?
like giving an e3 mage a gem, scripting (earth power) cast spells, if I'm hitting ench5 this very turn, they'd never in a thousand years think to use the gem to cast giant strength warriors correct?
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>>555228745
>conservative gem usage
Shouldn't happen
>no conservative gem usage
He'll try to follow the script, but he might eat more gems than you want to reduce fatigue, and if for whatever reason he can't cast what he's supposed to he will use the gem for whatever he decides to do, which will pretty much always be the most retarded possible choice
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>>555228745
Furthering what has been said, with conservative gem usage triggered there are times where the engine decides that you are likely to die and should just spend gems anyways. I don't believe the engine runs a battle multiple times and then adjusts (which would be ideal imho), but instead generates several numerical scores for army strength, thug strength, etc then determines what type of gem utilization to use.
I've heard that after the last Dominions 5 finals where Pythium was aggressively using foul vapors traps that wouldn't trigger gem usage, the logic was adjusted towards gem usage triggering. I know that in the last few weeks I've had medium armies trigger gem usage against 1 PD, which is annoying. While I definitely think it does warp the game slight, I do like Lucid's gemgen mod as a partial solution to the problem; just be forewarned that this will increase army consistency while providing a few strong tools, particularly the single handed magma child retinue item when used on assassins.
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>>555248668
I think that's not implemented yet in Hinaserver.
I'm unstarting just for you but we're restarting by tonight. Pls fix your pretender quickly, this is a shameful display
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Well Sceleria, you really need to be bringing some strong stuff or I'm just gonna roll over you. Round 1 +4 Pen curse of stones is no joke to normal armies and will cripple you, especially if I grip of winter or heat from hell on top of that.
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>>555251528
Nice restart thanks
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>>555259959
brb restarting again
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>>555257649
In the same vein
>Decided to cast heat from hell as a non-fire res nation
>that's fine, I've got a ton of spare F gems, I'll just plop a couple F2s in the middle of my troop squares and cast Fireward
>said firewards proceed to miss half the troop squares that are exactly 20AoE in size, while being positioned dead center each of them.
>half my army burns away anyway
Still won, but sometimes I do wonder wtf the point of half the spells are since they never operate the way you want.
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>>555264674
Yeah, in many ways the AOE buff targetting is as big an issue as the overall caster ai nonsense. This is compounded by ... wait for it ... the fucking chance to critically fail your precision roll. This is one of the reasons that trying to buff an adjacent square sometimes fails, and IllWinter supposedly likes it as an example of non-determinism in battles. Just the ability, preferably toggle-able, to focus buffs on troops you were leading would improve things a solid bit.
The army buffs are consequently so much more powerful than the AOE 20 buffs, and are thankfully significantly more expensive. But there is a giant hole in certain nations desired army compositions as they go from level 7 to level 8 tech. It doesn't help the fact this is the phase of the game where mage deployment increases and it becomes increasingly difficult to continue teching.
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>>555269014
>god of the Jews
>they live in a barren wasteland
>universally known as a generally unfortunate folk
>the Wikipedia list of major genocides and forced displacement is over 200 entries long
Shit scales and shit bless. Just an incredibly high Dominion score.
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Just had a D5 lich on a throne sit there and spam drain life at me ... thankfully I brought enough volume and a cyclops shaman for heal spam. Cost one of my Tyrant's an arm though sadly.
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>>555288805
True
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Rats, we are all waiting for you now.
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>>555286287
too bad you can never leave
>>555295775
this is how we get panic apostate vibrators...
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>>555308781
1. Wait for a game to open up.
2. Create a Pretender (If the game uses balance mods, make sure to activate it while making one) Use a password.
3. Network > Connect to a Game Server > Enter Server Address > Enter Port Number of Game.
4. Enter your Pretender.
5. Wait for the game to start.
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>>555333238
yes, it'd forego the tomb wyrms. maybe at most a light bless, that also benefits the mages and other sacreds
maybe a medium dormant bless
i don't like the following really, it probably can't expand, and it probably can't win a first war, and it's a bit all over the place with both reforming flesh and enchanted blood. but at least the expensive twiceborn ritual isn't as needed for the mages to become less fragile
#newtemplate 113
#form "Great Sauromancer" (2205)
#prison 1
#magic 0 2
#magic 1 1
#magic 2 2
#magic 3 2
#magic 4 4
#magic 5 6
#magic 6 1
#magic 7 2
#magic 8 4
#domstr 5
#scale 1 -2
#scale 2 -2
#bless "Reforming Flesh"
#bless "Undying"
#bless "Undying"
#bless "Undying"
#bless "Undying"
#bless "Undying"
#bless "Enchanted Blood"
#end
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>>555337526
probably can't expand, probably can't win first war. but scales and dominion of 7 should enable a good number of tomb guards each turn, and banefire crossbow troops after expansion might deter some enemies. paths should enable golems, ether lords and national couatl summon, and climbing to tartarians. and maybe vampires. sauromancers also benefit from bless, and can maybe do advance and cast
#newtemplate 113
#form "Great Sauromancer" (2205)
#prison 2
#magic 3 2
#magic 4 4
#magic 5 3
#magic 6 1
#magic 8 4
#domstr 7
#scale 0 -2
#scale 1 -2
#scale 2 -2
#scale 3 -1
#scale 4 -2
#scale 5 -2
#bless "Enchanted Blood"
#bless "Undying"
#bless "Undying"
#bless "Undying"
#bless "Undying"
#bless "Undying"
#end
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>check surroundings
>500 ghouls
>250 heavy infantry
>230 ichtyids in the water
>throne with 1600 assorted ghost stuff
>300 light infantry/archers
>...
>40 horse archers
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Time to start recruiting shitters with bows
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>>555342038
>>555343270
did none of you craft an expander that could deal with an unlimited number of non-ranged troops?
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>>555343781
I'm rather concerned that there's just 40 horse archers. Is it an oddity of the map generator gifting me an easy province, or is it an extremely unlikely reporting fuck up and there's actually like 400 of them in there?
That aside - you still have to deal with other players after expansion, and since expansion WILL be slower than in most games, you can expect more high level magic soon. I'm not sure investing too heavily on an awake expander is the right move here, unless your troop lineup and sacreds are trash.
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>>555344714
but with the right kind of expander, you can get more provinces earlier. and then you can swift to economy. especially if you can find an awake expander build that isn't expensive. and other players may end up behind in economy, units and research without provinces and multiple forts and labs
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>>555345682
>glamour mages
Oh my fucking god another thing to worry about
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>>555352824
maybe not barbarians, but at least some of the other neutral province defenses. prot-tanking + regen might work, depending on specifics like fatigue, ranged units, etc. don't need to kill all enemies, just need to be the last to rout
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>>555355816
First time trying this abomination in Dominions 6 so can't tell you for sure.
Last time was in Dominions 5 a few years ago. There it did; I remember throne provinces with multiple titans and a small contingent of mages.
Move slow and send a scout in first to see what you're walking into. We played a few of these games and it seemed pretty consistent that slow but safe expansion was the way to go. Those who rushed and lost had to spend too many turns rearming and fell completely behind the curve.
Also think twice where to expand. Lots of provinces are not really worth the loses, and many others are better left as walls against invasions.
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I don't understand the wording on this. Why is there a '...or +5 if 15 or higher' clause? If the maximum is 20, then of course it's going to be +5 when I already have 15. And +4 if I have 16 and so on...
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>>555395183
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>>555397259
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>>555396221
>>555396519
Oh, that makes sense. Thanks, I'm retarded
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Rat, finish your turn and this time make it a double.
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Is the AI complete garbage COMPARED TO OTHER 4Xs?
Game looks awesome, hut i don't want to have it playable only in multiplayer to have a challenge.
Of course an AI won't be as good as a human, but as long as it's good vompared to the 4x standard I'm good
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>>555429883
>>555421586
Guess I'll just use fiends then
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>>555421389
people like using vampire lords as thugs and mages
i suppose regular vampires could be used as recyclable fliers. have most of them set as body guards, and then one or two in each battle set to attack rear, and then they might luck out and disrupt something like a wind of death solo caster. but you would still have to transport them back to the frontlines, and you only get one per ritual summon. a bag of wind is probably better for that purpose, purely due to logistics and reliability
maybe one or two of the vampires could be used to escort each vampire lord, since their characteristics like immortality reform time, map movement, flight, and inability to cross rivers, are very similar or the same
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>>555434781
maybe. i wonder if it could make sense, if a player has too many air gems and doesn't know what to do with them, to empower a vampire lord in air, give him a skull staff, and use him as a wind of death suicide caster. a few regular vampires might be helpful to distract enemy fliers. vampires also have good map movement and flight, so they might not take too many turns to arrive at the frontlines. on the other hand, cheap items that give extra map movement to the vampire lord probably mostly wouldn't allow bringing regular vampires
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>>555434781
It is quite useful, just so expensive that you can get better bang for your buck elsewhere. If you go all in on vampire counts from the very beginning and no one attacks you early so you can get a mass horde it can get pretty damn scary for anyone trying to attack you. Something like >>555435801 with an extra bunch of counts spamming horde of skeletons can be enough to wreck large armies with ease. But it takes a lot of slaves and focused research to get there and people will often hit you early if they notice you're going for that.
Vampire spawn are chaff.
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Oh boy, trying to chew through a wall of skeletons under darkness is impossible.
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>>555465715
If you have relief, regen and darkvision 50 then you have a chance. If you have some army thugs mixed in with maces of eruption or fire brands that can do great work, but if the enemy is halfway smart they'll have drain life casters in army.
The real answer is solar brilliance, firestorm or acid storm though. Cleansing Water spam can also handle large chunks of basic undead, but will start to suffer against wights or higher tier stuff. Mass banishment, preferably in a communion will do well. Falling fires, orb lightning or chain lighting will also eat through them, but if you're fighting 5000 undead basic evo tends to lack the punch. 500 should be manageable though.
I assume some of the lvl 9 evo stuff will similarly counter it but I've never had the chance to try.
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>>555467896
I think that might still take a while...
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>>555470863
You wouldn't believe how big his armies are.
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>>555471121
>>555470863
And of course he got luck and has two chaos princes running around now.
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>>555471296
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>>555386079
>>555392772
wish they would just ask for an extension
We have had a lot already and I check regularly
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>>555473417
Yeah that sucks, but at least it looks like a few different players will be jumping on them quickly if they do double stale. I'd love for them to be set ai before their 3rd stale, but probably want to give them a chance on this turn.
Ulm's player, now is the time to show your tenacity instead of your cowardice. Or at least ask for an extension if there's irl stuff ... I know I had mine.
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>>555478869
There's no easy way besides the blood 8 spells: life for a life, infernal prison, and claws of kokytos. You can attack their MR with save or die spells, and that will work decently until they get rekitted upwards of 30 MR. It will be next to impossible to actually fight them in melee under any circumstances.
Once top end kit and buffs are out, certain chassis become legit SCs that can kill even well prepared armies. Those are some of them.
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>>555484194
That spell is more theoretical than practical and has near 0 value vs heavy thugs or SCs. Very few multi target MR spells are worth it, liquify being an exception. So you could use tools like liquify, bone melter, disintegrate, or charm to great effect if you don't have enough S to spam soul slay or enslave mind.
There are things those thugs can do to manage soul slay, but I'll keep my mouth shut.
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>>555481593
>>555482176
>>555484725
Any ideas without astral magic?
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>>555493980
You won't be able to consistently counter thug into them without very special setups, although given their MR you might have luck with a star of thraldom. Eyecatchers are always nice, but their statline is crazy enough for that to be insufficient by itself. Luck will be a requirement.
This can also be a great usecase for making half a dozen or more of the various strong ranged weapons: piercers, ethereal crossbow, vision's foe, golden arbalest's, thunder bows, etc. These can then be set to fire large monsters, and with some finesse can be made to work. My recommendation is to have 6 of these weapons onsite to ensure kills against each of these targets, plus some chaff to slow them down. Vine bows and fire bolas can be nice only to deny them attacks.
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>>555493738
>>555502161
vine shield/something that makes their def 0 + dusk daggers
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>>555503041
Vine Shield only applies at all if they fail a str check, and that check is every round. They would only fail on huge exploding dice, and only for one round.
Earth grip locks things down for at least one round before they can roll but that doesn't come on an item.
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>>555484725
>They have very low MR
It's no that bad, that is their MR after bless and buffs on Magic 5. Two of them will also change gear very soon (including antimagic amulet).
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>>555471252
>And of course he got luck and has two chaos princes running around now.
You are wrong on both accounts btw. Spoiler alert.
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>>555517913
see I was thinking debuffs and/or evos
I will consider buffs though
it just seems like lots of the other runes will do buffs so I wanted something off the beaten path
like bread and butter offensive spells
they can't be too strong because the nature of rune magic means they will be spammed
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>>555523361
>>555523856
Noted. If I like it, I'll buy it legit, then, maybe.
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Apologies for delays, I'm resigning cause I got food poisoning and cannot stare at a screen. I tried to tough it out, then internet went down, and I'm just folding, lol. I am way too tired and sick to spend effort learning to beat Ermor's super combatants.
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>>555517791
Well bring 9 guys then, but you are rapidly hitting the point where few options are truly available. Having 3-4 drain life casters or idiots holding standards of the damned can work, but is always dependent on them locking onto the same target. Having some leech casters can also help if you can't cast life for a life in volume.
If you have access to things that hit REALLY hard, you can try locking them down with some thugs set for that purpose while letting those hard hitters loose. Hammers of the mountain, earthgrip boots, singing swords, sleep hats, fire bolas, whatever you can get.
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>>555537390
Yeah I'm aware about the lobby but thanks
>>555537394
I don't know what happened but I stopped being able to play multi with my pirated copy after one of the pre-Zemaitia updates and I haven't tried since
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>>555536698
>death
>sloth
>turmoil (in his guts)
>low research
>Ermor's dominion is now spreading IRL
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Any of you interested in Solium Infernum?
I played a couple matches of the original a few years ago and it was fun. It's not too different from Dominions, but it simplifies the combat a lot and adds instead an entire other dimension of mindgames and bullshittery. One of the pretender options was "pick a player on turn 2: if they win, you win instead". And some of the higher magic spells had options like making it seem like an army was elsewhere, or moving an enemy army (but only if the player ordered it to move). Pretty much mindgames: the game.
There's a new version in Steam now. Looks less clunky, but also like it's missing some stuff (no custom made pretenders, I think?). I think the original looked more charming but whatever, I'm up for both
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>>555585507
Yes
>>555586736
Yeah I'm not a fan of the style of the remake. The old one was pure jank but it had soul. Ultimately I think playing Dominions for some long has immunized me to the visual appearance of games
>>555586907
It's actually quite similar at a large scale, once you get out of the basics. You make your pretender, research magic, spread your influence. Just that you're not trying to conquer provinces, you've got a hard cap of 5 actions per turn, and the things you can do are limited by the resources you could gather.
Sure battles are much simpler, but I did say it cuts back heavily there. It's not a wargame, it's politics and mindgames in Hell.
It's close enough that like a decade ago this general occasionally doubled as a minor Solium Infernum general
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>>555597106
>Yeah I'm not a fan of the style of the remake. The old one was pure jank but it had soul. Ultimately I think playing Dominions for some long has immunized me to the visual appearance of games
dwarf fortress did that for me
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>>555597106
>>555597836
>>555598942
>>555599103
Fuck it, I just tried the demo and the nostalgia hit me like a truck.
That other anon nailed it, the visuals are quite Unityslop. I think now you only have premade demons instead of being able to craft your own, which was a pretty cool but also very confusing part of the game.
Still it's so much less janky that it might all be worth it. Plays pretty well on my potato of a computer and on Linux, and after lowering the fog effects a bit it runs nicely.
It's at 50% discount right now. I'm picking it up and starting a game later, will post here, aiming to start it tomorrow or next day. It seats up to 6 players so we don't need a huge crowd.
The demo on Steam has the tutorial. It's fun, give it a go
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THE OLD TRADITIONS ARE BACK. The mini SI general lives once again in its ancestral home of /domg/.
>Satan rules hell from the capital, Pandemonium
>he suddenly vanishes
>now we all compete for the throne
>better to rule in hell than to serve in heaven
I'm hoping that at least 5 of you are willing to give this a chance.
>large map
>6 players, me one of them
>many sites
>turn timer 1 day
>normal game length (50+ turns)
>game join code: 288452
Hop in, create your demon lord, and let's go. I hope we can hit 6 players, otherwise we can switch in a day or two to a smaller map.
Turns out there is still some pretender customization. It doesn't look at strong as Dominions' at a first glance, but this game is "tighter". A simple +2 to Prophecy looks measly but it's huge, and the options are for the most part secret. The rings have minor effects, the amulets have stronger effects but still largely bonuses, and the crowns are playstyle defining. But you have only 3 slots, and these things occupy 1, 2 and 3 slots, respectively. Use button "Visit reliquary" in the pretender selection to change the default picks. You have to click and drag the defaults out of the box to remove them before you can add something else. Bit of jank still remains, I guess.
Playing the tutorial is highly recommended. If you're unsure about the game, the tutorial is in the free demo.
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>>555630401
I already set one up. You don't have to create a pretender separately like in Dominions, you simply enter the lobby and create your pretender right there by selecting a demon lord and the relics you want.
Go to Multiplayer > Join > enter the code 288452 on the field on the left > Submit
If you arrive at "Phantasms Dimensionless Proclaiming", you did it right. Sadly you can't enter custom game or pretender names, so we will have to keep the shitposting in diplo.
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>>555655902
>>555651261
End of /domg/
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>>555659568
i can now only wait and hope for crannog ys
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>>555639715
No, but you can make tendies for whatever nations and set them as AI on turn 1
>>555658776
Done.
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How has everyone's expansion been going in the succelent chinese game?
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>>555675079
Can't complain
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>>555579136
Dominions already has lots of mind games, stealthy units, effigy of war, malikah's special ability with hiding units, bane venom charms, FFA and diplomacy, diplomancers, taking a bless that makes you look inexperienced to feign weakness, etc.
Buy an ad.
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>>555523856
>>555579136
I guess this might explain the prices of games in this niche.
https://leagueofgeeks.com/blog#gone-fishin
>With over 13 years under our belt as an entirely independent studio, and the economic situation in games being what it is right now, we have made the decision to put LoG into hibernation for the foreseeable future and take some extended time off.
>Solium Infernum remains in Open Critic’s Top 10 games of 2024 (#20 on Metacritic!), and we are incredibly proud of where the game is now. Unfortunately, its sales revenue cannot fund further active development or DLC.
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>>555688489
Those are solid, I find the only issue with high hp low mr chaff is the tendency for them to rout you if you face a large volume of soul slays. However those are high end glamour thugs, and can cast simulacrum with boosters. Not 100% sure on how simulacrum interacts with dominion immortality (I think the simulacrum goes first), but if you were going to lose them anyways then its probably worth it. The ideal strategy is more likely a matter of what percentage of deaths is caused by soul slay vs other damage vectors.
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>>555701071
>Plus it's a stealthy 95 assassin.
threat confirmed
does it have water breathing?
maybe an artifact like bell of cleansing while having autosummon chaff or stuff to distract with and enough mr
>>555702005
i didn't consider simulacrum, good point. just wondering if the simulacrum delays immortality if it goes first, or if it may negate immortality even inside dominion if the soul doesn't find its way back from the dreamwild
>The caster creates a replica of himself and enchants it with glamour magic to give it false life. The simulacrum will be controlled by the original owner's soul and the simulacrum also inherits all the magic powers of its creator. In turn the creator's body is placed in a state of deep torpor that only ends when the simulacrum dies. However, there is a chance that the caster's soul will fail to return and become trapped and lost in the dreamwild, possibly until his soul withers away and dies.
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>>555706316
just man's cross is probably a good idea, but some of the sc demons have regen or partial air shield, and just man's cross might not hit, and multiple hits are required to kill, and the blood vengeance might kick in, and probably a good number of just man's cross wielders are required
the post >>555502161 is in the same general vein
demon banes are one option, maybe as part of a combo, but the sc demons seem very scary in melee. like mirror image from glamour and 32 defense
i'd probably just hope that a given sc demon wouldn't have enough elemental resistances to survive regular mid-research-level evocation spam, and maybe try both the crossbows and melee weapons like eyecatcher and demon bane. if no cheap astral mages
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Mu is fairly likely to be self-sabotaging when playing as MA Ulm. Barely any crafting, no owl quills, no earthquakes, and Mu is way too smart and intelligent to not be aware of those options, unless he is really preoccupied with other stuff or something along those lines.
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>>555628245
>one day later
>literally no one joined yet
Damn, I was hoping for at least 2 or 3.
If anyone's interested but just busy doing the tutorial or forgot, a quick notice or dropping in a placeholder pretender would be nice, just to see whether there's actual interest.
I've played a match against the AI and I'm pretty happy. Same "AI doesn't actually know how to play" problem as Dominions, but the whole thing is a lot neater and more intuitive than it used to be
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>>555628245
>>555716254
Is this the OG or the remake?
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What are we using to host blitzes these days? Hina or blitzserver? Looking to host one for tomorrow afternoon
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>>555718953
The remake
>>555719071
I think we haven't tested a blitz on Hina, but it should work just fine
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>>555726342
I'm retarded:
Blitz
https://beta.blitzserver.net/game/758#settings
6pm UTC, sloops
get in here
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>>555738603
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>>555720254
Alright, what should I expect?
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There are no second thoughts any more, Ermor. This is it. I need no allies to oppose your wickedness and evil, and Phlegra's flagrant backstabbing of Ulm does me no harm or ill, I have much more for them yet. It is time to see if your skeletal legions have any backbone to them
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>>555757571
I posted that 'challenge' 10 minutes before the turn rolled so understand it was not about having a hard tactical advantage, it was about..Let me check the turn..Well, it is still hosting right now but if he dodges then I will claim he is cowardly, and if I win, I will talk about how great my strategy was, and if I lose, it will be because Ermor is OP. this is the meta
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>>555756786
Actually I only attacked Ulm when it was clear they were going to stale the 2nd time, and I had planned a different course of action. But I'll take those 2 forts and a few more provinces. I myself am waiting on a potentially large battle with Sceleria, one of the reasons this hosting might take a while. At the min it was taking 10 mins to host even when there wasn't a ton going on.
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>>555758968
Well the fight didn't happen. Unfortunately for Sceleria I realized that my force was quite vulnerable to magic duel and took some measures to correct that, mostly forging a bit of auto-master kit to get access to non-astral masters. That said, I was curious how well my setup would have done even if you blasted all of my astral mages.
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>>555760615
Much of that is per feel, where I add patrollers while I have postive unrest and occasionally pull them if the unrest has been 0 for an extended time. Spoilers, I was able to brute force my way into blood by turn 40 as MA Phlegra, who already has issues with unrest. In that case I was putting up to 10 barb chieftains hunting in a province, and would put 70-100 patrol strength there. That tended to be stable, but on occasion I'd get an unrest spike coupled with a bad patrol turn, and I'd turn off the hunting there for a turn.
Then once you get into blood properly, you put a GSS into every barb chieftain's hands and enjoy your light thugs.
The bigger consideration is whether you want to put 1 hunter in every viable province to maximize the benefits of your passive unrest removal, put 2-4 to get better per province efficiency, or place up to 12 (?? I think that's the number) in a province with a ton of patrollers to quickly convert that province into blood slaves. FWIW, I think this decision can change based on threats, in particular what type of raiding pressure you are getting in your blood hunting provinces, whether they are forted, etc.
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>>555760615
I go by this one https://www.youtube.com/watch?v=aRIkFC2OMhY
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>>555760615
Generally speaking, I use 20 patrollers per 1 blood hunting unit, and I ALWAYS put 5 guards on every blood hunter. And I keep multiple units there to ferry blood slaves to a laboratory, granted that I have not built a lab there to be my reliable Blood harvesting location
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How 2 EA Xibalba?
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>>555762597
Long story short it is a balancing act between buffing up your Sacreds to contend with enemy sacreds and the scales that you want to properly ramp up. Spamming undead with blood communions casting Raise Dead/Horse of Skeletons is easy to do and powerful but be warned because you might end up losing all your blood communion slaves from fatigue after you raise hundreds of skeletongs for one battle, be sure to test it out. Beyond that I have hours of advice but you'd be better off trying them out and seeing what happens. Some of your victories will look like this in the late game
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>>555762597
Forgot to say, an easy bless setup is Righteous Wrath, Undying +5, and Enchanted Blood. All on an imprisoned Demilich, go 3 Heat, +1 Growth +1 Luck +1 Magic and you can dump Productivity if you want but I recommend Prod +1 and Order -1 or -2. There is more to say but that is a good setup to start with
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>>555765292
That was so much fun anon, I also remember well
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>>555762597
You could also go for Quickness, that gives +2 ATK and +2 DEF and double attacks. It can let Sun Guards take down enemy Pretendies, Golems and various other heavily built up units, but you lose resilience and econ. You can go Dormant and gain 150 more points, but you have to wait awhile for Quickness to kick in, tradeoffs.
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>>555765292
In that game of ours, my sacred units blew up in a flame explosion, which really helped me out. So to show a generic build for that, and to also show an EA Xibalba Hellbless, here it is, a bunch of cool stuff and Death Explosion kicks in lategame so you can surprise your foes with it at the best time
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>>555761268
>The bigger consideration is whether you want to put 1 hunter in every viable province to maximize the benefits of your passive unrest removal, put 2-4 to get better per province efficiency, or place up to 12 (?? I think that's the number) in a province with a ton of patrollers to quickly convert that province into blood slaves
feels like anything past 1 in rando provs is a waste due to how unrest it most impactful at like 10-20 so even just one guy will hit your income if he ever gets a high slave roll.
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>>555767324
Well if you go past 1 hunter then you normally have some patrollers, but if you are order 1+ with 7+ dominion in a province and 10+ PD then that province can typically support a single blood hunter with patrolling ... although you do need to periodically check for an exploded unrest roll. Depending on the level of growth in a province and population, I find that provinces can support 2-5 hunters with sufficient patrollers while remaining stable in population. Due to how unrest works with income and how some of the passive unrest reduction will trigger before income meanwhile patrolling won't, 1 patroller per province should be the clear winner in gold cost per slave obtained.
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>>555764015
>>555764640
>>555765949
Thank you, these have been the most help, having a direct look at the build/s is always the fastest way. I'll play around and try to get something going in SP first.
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>>555770664
It is tough because the Demon Jaguars that you can summon are really good and they benefit very well from all of your blesses, but as the game goes on you have to protect them more and rely on more normal units to actually be your core. You'll pick it up as you go over time, no other way
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Exploding bats meta will hit in a year or two and I did it years ago
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>>555726342
>>555726608
Random map or real map?
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>>555628245
Took a bit to get through half the tutorial, but I'm in now.
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>>555787857
t.
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Nurgle (And also rats) bringing some heat, maybe I will have some action after how much of a quickshoot Tzeentch was.
I'm excited to see Daemon Prince vs Daemon Prince action soon.
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Finally, Dominions 6 as Illwinter intended
I am ass man
410,757,864,530 DEAD TROONS
https://drive.proton.me/urls/6W6S54KTMM#d8zRPjpXRCKY
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>>555791773
So /r/True sister!!
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>>555750716
Relentless bullying, lying, thieving, plotting, bluffing, and general cockwaving.
We're demons, not barbarians. Hell has rules. You can't just attack someone - as long as they're willing to pay you tribute and take every insult like the little bitch they are.Assorted hidden and false flag magic bullshittery notwithstanding.
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>>555781030
Maybe you should try it out and see. Do note that you can give special items to your sacred Xibalban leaders, items like Smashers, GSS, etc
>>555781259
Yes, it is entirely to protect the Zotz, and the flying demon jaguars. The +10 protection really does help, and it synergizes well with Fear in that your units will last longer and put out Fear constantly at the same time.
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>>555800543
>Do note that you can give special items to your sacred Xibalban leaders, items like Smashers, GSS, etc
but those are not sun guards/guides, and you and i specifically referred to sun guards/guides
their damage, even with righteous wrath, seems too low to overcome the protection of for instance a bronze colossus that is equipped with armor items
>the flying demon jaguars
they already have 6 natural protection, 10 instead of 6 is significant, but not a large increase
combining stygian skin with fear does make sense, especially if theft of the sun is put up, since it gives awe to the sun guides. fear is also good on the giant sacred scorpions, since they are already durable. i don't know about fear on the flying demon jaguars, they don't seem designed for durability, but on the other hand, fear isn't bad, and fear might cause problems in both the enemy frontlines and backlines
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for the next warhammer version could you please change the way shadowdancers awaken tattoos? currently they only cast it on battlestart and it's aoe5 so you just miss most of the wardancers. making it cast every round would be nice.
>>555801450
>but those are not sun guards/guides, and you and i specifically referred to sun guards/guides
for me i personally like a bless to make your sacreds more killy. undying 5 ench blood makes your sun guide already likely to survive a single hit even without a prot buff on your bless. something like righteous wrath, blood surge, undying 5, ench blood, and lots of +str blesses makes ozzies ridiculously killy especially since you can cast bloodlust and giant strength. but also you're EA xibalba so you can just send the truly unkillable stuff straight to hell once you're blood8
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author of >>555803856 is talking about the author of >>555803856
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>>555806859
Asymmetric like Dominions. There's a server so no need to deal with a website, just hop into the multiplayer menu and use the code 288452.
It's got a nice function where you get a Steam notification when there's a new turn. Otherwise you gotta open the game and check the menu, which is a bit more annoying than refreshing a website but ultimately doable. It's nicely done, you can see from the main menu what games you're in, how much time is left to do the turn in each, and who still hasn't played.
We're two in there so far. With you it'd be three. That's still a bit tight for my taste, but four is enough for a nice game and anything beyond that is gravy, so I'd wait a little bit more and see if someone else gets curious
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>>555811293
Nice, 3/6. That's enough for a game, although still a bit small
Anyone else? I know there's at least one or two more of you nerds on the fence. It'll be fun, I promise. Confusing but fun
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>>555765292
>>555765635
What was Asphodel running, do you remember? I'm not really sure what to do with them beyond a bless to let a Carrion Dragon tendy expand
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>>555827719
That's because Caelum is a solid player, and isn't letting people conquer their lands for free. Especially as Ulm signified an intent to go ai. So now my go-to insult will be "failed to go ai".
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>>555825936
something like this IIRC
sloop's of course
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>>555825936
I started playing stuff like this towards the end of my asphodel career
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Maps and disciples are up now. All games extended 24h because of the downtime
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>>555869035
eventually...
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>>554481193
In dom6 where do I find my mod files?
I've got a few things I subscribed to in the Steam Workshop, which I can enable in game, but I'm not seeing the actual files in any of my directories, neither in Steam nor Appdata.
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>>555915993
Yes. I'm waiting today as the last day for someone else to show up.
If by tomorrow no one else joins, I'd create a new room with a small map and we can do a 3 people match. Sadly you can't just change the map size from the lobby, and a large map for 3 players would be ridiculous.
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what is the highest theoretical level of fear you can have on a single unit outside of combat (which is to say, no combat spells)?
the highest I can think of is
>pretender: fountain of blood (+20 fear)
>bless: fear + dread (+10 total fear)
>misc slots: 4x "the gift of kurgi" (+120 total fear)
for a combined total of 150 fear.
if there are methods to gain additional item slots, or ritual spells or other events which permanently increase fear, I do not know them. I know that this is functionally useless because nothing can have a morale that high to my knowledge but it's funny to think about
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>>555923323
Fear + Dread do not stack additively
>>555924170
No, it just moves on around
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>>555919837
Oh wait, the minimum is 4 players. So we can wait for one more, or throw in an AI or two. What do you guys think?
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>>555923323
maybe azazel, it's nowish so needs to be hinnom, ind or feminie. 15 base fear, 5 from bless
full equipment slots, so
>implementor axe or some fear 1-hand weapon and shield, +10 fear
>stymphalian wings, +5 fear
>one of the fear artifact crowns, +10 fear
>black book of secrets, +5 fear
>gift of kurgi, +20 fear
70 fear unless my math doesn't add up or i made some other mistake
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Nagashizzar, Nurgle and Skavenblight you three better bring your own lube because I will be going dry.Tzeentch you lucky ass bastard, that astral 5 Chaos Lord is the scariest thing that I've seen all game, fucking magic duel.
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>>555934201
Nurgle and Naga did bring some nasty as dudes too.
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kino?
I am thinking kino
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>>555927825
no wait, might still be only 70
>>555929853
it doesn't have built-in fear
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alright I have an idea for the Master Rune of Doom
a dwarven const 9 item
it will be unequippable to any monster
and can only exist in the nation laboratory
if it exists all non-dwarven nations will have a selection of negative events befall them
and all dwarven nations will have a single type of negative event befall them
so sort of like a forging version of the agarthan "break the seal" event
wat think?
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Holy shit, this was brutal and now I can no longer siege that throne.I got fucked by darkness + skelly spam
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>>555971958
Also, I fighting against Skaven is hilarious.
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>>555969776
Is it powerful? Any counter-play to it?
Can it be wished for and thrown away?
Can it be destroyed remotely?
Can its effects be mitigated?
Otherwise, you could perhaps turn it into a global enchantment. Or maybe add a ritual, like Fate of Oedipus.
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>>555973959
>Is it powerful? Any counter-play to it?
>Can it be wished for and thrown away?
>Can it be destroyed remotely?
>Can its effects be mitigated?
yes. some
yes
probably not
maybe
>Otherwise, you could perhaps turn it into a global enchantment. Or maybe add a ritual, like Fate of Oedipus.
I like its counters being indirect (other than wishing for it)
Though to be fair, the best counter would be banding together against the dwarves. If they aren't in the game, then their national armory doesn't exist and the events can't trigger.
Oh shit, if it can be wished for then any nation can trigger it LMAO
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>>555974196
https://mega.nz/file/ta8h3CoA#S0I4MhKiMcQu-I112XN5j855kWNiEgwd5SQufzHt oOA
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