Dominions 6

Dominions 6

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Lucids Thematic Gem Gen
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27 Jan @ 10:11am
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Lucids Thematic Gem Gen

Description
This dominions 6 mod gives players access to several temporary gem generators.

Temporary gems can only be used in combat and can't be separated from the item. There are several of these in the base game but in my humble opinion, not enough!! We have tried to add some that preserve the same asymmetric and quirky flavor that dominions has.

Temporary gem generators can reduce micro in single player games and are important counterplay in multiplayer games to gem baiting tactics.

Mod was extensively used in multiplayer games in dominions 5 - so we've got a lot of feedback already incorporated. I expect we will get some more feedback and find some bugs in dom6 though! Thanks for checking this mod out!
V2.0

Item Descriptions:
---------- 0. Fire Items (1 Vanilla, 2 Modded) ----------
Elemental Apprentice -- (misc) 2 Temp Fire Gems, Cost 10 Fire Gems, Turn 1 Flame Bolt.
Magma Scepter -- (weapon) 3 Temp Fire Gems, Cost 10 Fire, 5 Earth gems, 1 Magma Child Retinue
---------- 1. Air Items (1 Vanilla, 3 Modded)----------------
Fairy In A Bottle -- (misc) 1 Temp Air Gem, 1 Temp Nature Gem, Cost 5 Air, 5 Nature. Morale Penalty
Storm In A Bottle -- (misc) 2 Temp Air Gems, Cost 15 Air, Bonus air range
Cloak Of Astral Storms -- (armor) 4 Temp Air Gems, Cost 25 Air, 5 Astral, Casts Thunder Ward once
---------- 2. Water Items (1 Vanilla, 2 Modded) -------------
Frozen Heart -- (misc) 2 Temp Water Gems, Cost 10 water, 5 blood, Chest Wound, Cold Power 1, Cold Res 5, Frozen Heart Spell Access.
Cthulhu's Staff -- (2H weapon) 3 Temp Water Gems, Cost 15 Astral Pearls, Shattered Soul 5 (only while holding item).
---------- 3. Earth Items (1 Vanilla, 2 Modded) -------------
Chassis Of The Mountain -- (Armor) 2 Temp Earth Gems, Cost 15 earth, 5 Fire, 5 F/S/C res, -5 P res
Crucible Of Stone -- (crown) 4 Temp Earth Gems, Cost 25 Earth Gems
---------- 4. Astral Items (1 Vanilla, 2 Modded) -------------
Job's bowl -- (misc) 1 Temp Astral Gem, Cost 5 Death Gems, AutoBless, Disease
Staff Of The One God -- (2H Weapon) 3 Temp Astral Gems, Cost 15 astral, 5 nature, Spell Access Astral Geyser
---------- 5. Death Items (0 Vanilla, 2 Modded) -------------
Ghost Orb -- (misc) 2 Temp Death Gems, Costs 5 Death,5 Water, Casts Skeletal Body once
Ancient Casket -- (misc) 4 Temp Death Gems, Costs 15 Death, 5 Blood, -4 defense, Casts Curse once
---------- 6. Nature Items (1 Vanilla, 2 Modded) -------------
Eye Of Gaia -- (misc) 5 Temp Nature Gems, Costs 25 Nature, Barkskin, lose 1 eye, cursed
Fairy In A Bottle -- (misc) 1 Temp Air Gem, 1 Temp Nature Gem, Cost 5 Air, 5 Nature. Morale Penalty
---------- 7. Glamour Items (1 Vanilla, 2 Modded) -------------
Chromatic Barrier -- (shield) 2 Temp Glamour Gems, Cost 15 Glamour, autospell bewildering lights
Terrafoil -- (crown) 4 Glamour Gems, Cost 15 Glamour gems, 10 earth, -1 all non glamour paths, autospell false fetters
---------- 8. Blood Items (0 Vanilla, 2 Modded) -------------
Scarlet Loop -- 1 Temp Blood Slave, Costs 7 Blood Slaves, Temp Blood Slaves Cause Bleeding on Use
Heartweaver Scarab -- 5 Temp Blood Slaves, Costs 25 Blood Slaves, Cursed, Fast Casting -50 (twice as long to cast a spell), Temp Blood Slaves Cause Bleeding on Use
Popular Discussions View All (1)
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7 Oct @ 5:59pm
Conflict with Better Arena
JHawk
45 Comments
crawlers 25 Nov @ 8:54am 
They stormed an admittedly not well manned fort, and they definitely had the paths to cast (sabbath slave/master can be used by any blood mage). I will have to see what they do in a larger battle.
Lucid  [author] 24 Nov @ 11:01pm 
Well units with temporary gems still require a 'gem use threshhold' of difficulty to use their gems.

So if battles are too easy, they wont use them. The other option might be not having enough paths / gems for the spell you want to cast.... that aside it would be a bug in the game most likely so share on discord and we will report it.
crawlers 19 Nov @ 6:01am 
That is acceptable, but I seem to have trouble convincing the mages to cast using their own blood either. A fort storming operation resulted in them refusing to cast, for example. I suppose I will keep testing to see if something changes. These were 27 hp larger blessed monkeys so they had plenty of health to cast from.
Lucid  [author] 18 Nov @ 10:41pm 
So blood temp slaves are changed in dom6. Now temp slaves are actually using your own blood. So you use your blood & take ableeding effect.

Share a screenshot in my discord. Should work fine.
crawlers 13 Nov @ 5:00pm 
I have had a hard time getting blood temp gem items to work. It seems to give temporary blood slaves to the commander but these do not show up as units in battle, instead staying in their inventory and thus can't be used. Has anyone else had this issue?

I had commanders scripted to cast spells (including ones that do not need to borrow from other commanders that they can cast without help, such as sabbath slave) that did not do any of that.
Sick Puppy 13 Nov @ 12:11pm 
Seems to be an issue when running it with the mod spark of divinity. Unchecking spark of divinity made it work again.
Lucid  [author] 9 Nov @ 10:06am 
Anyone else have the issue?
Sick Puppy 8 Nov @ 11:49pm 
Mod stopped working. Uncheck and check doesn't work. ._.
º¿º 4 Oct @ 5:36pm 
@anyone having problems getting items in this mod to work, e.g. with Spark of Divinity: Uncheck and check Lucid's mod in the menu to make it load after your other mods.

Since this mod uses the `newitem` command, other mods that explicitly use low item numbers can overwrite Lucid's items if it loads first.
Dendro 28 Jul @ 4:58pm 
Not working anymore with Spark Of Divinity, not sure if it's an issue fixable here or with spark just letting you both know.