Dominions 6

Dominions 6

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Boot and Hoof: Roving Commanders
   
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1 Oct @ 4:58am
10 Oct @ 10:01am
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Boot and Hoof: Roving Commanders

Description
This mod creates small groups of commanders and troops that move around the map.

Why you want this mod:

Without this mod, independent provinces have fixed defenders determined at the start of the game. These defenders stay in place, and do not move around the map. While there are certain events that may spawn independents that attack the players, and while a few of these groups of independents do move around the map, independents generally stay in place.

With this mod, certain independent provinces spawn small groups of independent commanders and troops that move around the map. You may encounter these roving commanders when attacking an independent province or when they move into your provinces. If you are looking for a more dynamic world and game, this mod is for you!

Limitations:

This mod creates commanders and mounted commanders with small groups of militia, light infantry, heavy infantry, archers, crossbows, light cavalry, and heavy cavalry that spawn in independent provinces of the appropriate poptype. It does not create wizards, barbarians, tribespeople, or other miscellaneous independent types. These units may be added in other mods at a later date.

One of the ways this mod determines if a province is independent (and therefore eligible for roving commanders to spawn in) is by checking if the province defense is less than or equal to 0. However, this event command has a +/-25% variability to the check, and the game may count +25% of 0 as 1. If there are roving commanders spawning in your 1 PD provinces, this is why.

This mod may reduce the number of events in the early game, due to adding events that can occur in independent provinces.

This mod may make isolated provinces (such as islands) more dangerous to attack as the game goes on. This is because if the roving commanders have nowhere they can go, they will stay in the same province.

This mod should be compatible with other mods that add units to the game. It may have unexpected results when combined with mods that add or modify poptypes. There has been a report of weird interactions with the Spark of Divinity mod--this should now be fixed.

Be aware that this mod makes the game more difficult, especially during the early game.

This mod is recommended for use with the Roving Wizards, Roving Amazons, Roving Cavedwellers, and Roving Tribes mods, but all mods function independently of each other.

Load order: Activate after other mods that add units to the game.
Popular Discussions View All (1)
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10 Oct @ 5:06am
Bug Reports
ebakshis10
21 Comments
ChronoGhost145 22 Nov @ 12:01am 
fair enough thank you for the quick and helpful reply i appreciate it!
ebakshis10  [author] 21 Nov @ 11:18pm 
If you want larger, or more varied, groups, I'd suggest adding the Roving Wizards mod as well. That mod spawns mages who can lead small groups of monsters as well. It is fully compatible with the Roving Commanders mod, with the same load order suggestion to avoid conflicts with other mods.
ebakshis10  [author] 21 Nov @ 11:14pm 
Yes. The spawned groups are deliberately small, in part because a lot of small groups can spawn on large maps, and as the unclaimed area shrinks, they become more likely to wander into player-controlled (whether human or AI) territory. In the early game, they supplement the provinces around them, as the game progresses, they provide light raiding pressure.
ChronoGhost145 21 Nov @ 8:58pm 
so far the biggest army ive fought moving around is like 12 guys is this intentional?
ebakshis10  [author] 10 Oct @ 1:45pm 
Just in case, be sure to activate this mod after other mods that add units to the game.
ebakshis10  [author] 10 Oct @ 10:05am 
On October 10th, there was an update to this mod to fix an issue where the mod load order caused the units created by this mod to be overwritten by other mods lower in the load order. This should be fixed now, but unfortunately it will break current games. If you are running a current game, you can revert to the old version of the mod by removing the zzzzz_ at the front of the mod name (in both the file name and the #modname line of the mod). For future games, please use the new version of the mod.
ebakshis10  [author] 10 Oct @ 7:17am 
Also, are you using other mods in that game?
ebakshis10  [author] 10 Oct @ 7:15am 
The best way is probably by sending me a google drive link. You're on the Dominions Nexus discord, correct? Send it to stultustemporis.
Rat Bastard 10 Oct @ 7:14am 
One attacked my pretender while the other one is currently viewable on the map.
Rat Bastard 10 Oct @ 7:13am 
How do i share save files?