Dominions 6

Dominions 6

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Eyes in the Dark: Roving Cavedwellers
   
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9 Dec, 2024 @ 9:08pm
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Eyes in the Dark: Roving Cavedwellers

Description
This mod creates small groups of cavedwellers 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 troglodyte lords, pale one commanders, demon priests, camazotz, lava-born, cynocephalians, and bekrydes with small groups of appropriate followers that spawn in independent provinces of the appropriate poptype. It does not create wizards, barbarians, tribespeople, militia, 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 so long as it is activated last. It may have unexpected results when combined with mods that add or modify poptypes.

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 Commanders, Roving Amazons, 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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9 Dec, 2024 @ 9:26pm
Bug Reports
ebakshis10
2 Comments
ebakshis10  [author] 24 Dec, 2024 @ 1:04pm 
I'll check if that works. Certain units (specifically barbarians) grab whatever applicable units are in the province they move into, leaving you with an empty province, and given that cavemen are used in the same types of events, I suspect they will do the same thing, which is why they weren't in the initial release. But I can double-check that and give you a more sure answer.
Lordlynel 24 Dec, 2024 @ 12:46pm 
Would you consider adding roving cavemen groups?