Kiwi Dominions 6 Community - TW:WH3 but for actual autists

Just a heads up, apparently this patch BROKE coastal recruits which affect certain nations and underwater nations. Just to quote from the kikecord:
Heads up about the most recent patch (6.05). Coastal recruitment appears to be broken. Anyone playing in games with nations with coastal-recruits that they care about may wish to check if they can actually make their things, and pause their games if necessary.
I don't think any of us have this in our current game, but if you're playing other games that do, I would let it be known.
 
Server down again, probably because of the update breaking recruitment from coastal. Not sure if this is blitzman's doing, but it could be worse.
you could be getting gangbanged by Na'ba and Caelum
😥
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Have to say, I am really enjoying this game with you guys so far. :)
After this I have some suggestions for R'lyeh if you want em.
 
Pour one out for our monkey bros. He was a gud boy he didn't nuffin, his church just need mo money for them sacreds n shieet.
 
Pour one out for our monkey bros. He was a gud boy he didn't nuffin, his church just need mo money for them sacreds n shieet.
Can't believe the genies did a George Floyd on our monkey friends.
 
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Update 6.07 just dropped:
This update improves the multiplayer server, adds new capabilities for modders and fixes a bunch of bugs. Previously the multiplayer server failed to create games that had long names, this has been fixed now which should eliminate the most common problem when starting games on the official server. It is now also possible to revert a started game back to the startup when playing on the multiplayer server, making restarting a game much easier.
Hopefully the most important bugs are fixed now and we'll be able to create a small content update for the next patch.

General

  • Network games would crash on creation if game name was too long
  • Network lobby can now revert back to turn 0 (game setup)
  • Network lobby now remembers pretender uploader perfectly
  • Network lobby support for larger maps (now max 999 MB)
  • Ranged weapons that were supposed to be used in melee too didn't always work
  • Fix for flickering line at edge of map
  • Map ritual arrows could sometimes be shown on the wrong plane
  • Spell AI didn't take size/strength negates into account
  • Teleport didn't work with mounts, fixed
  • New launch options: --nowarnend, --warnend, --alwayswarn
  • Performance improvement for army setup (t) and nation overview (F1)
  • Send Lady Midday is now an assassination ritual
  • Less trees & bushes on battlefield, especially with high growth
  • Strands of Arcane Power message has a goto land if 1 new site was discovered
  • Bukavac got more powerful
  • Fix for bad vampire count from event
  • Earth, Illearth and Ice elementals more powerful
  • Many national summons are now more cost effective
  • Performance improvement for AI thinking host phase
  • Flames from the Sky and similar didn't work when cast by a besieged mage
  • Divine Emperor could not gateway, fixed
  • Dreamwild Demesne didn't work
  • LA Pythium's ritual Epoteia didn't work
  • Stat and typo fixes


Modding

  • #range050, #range0, #melee50 didn't work
  • #ammo can now use fatigue instead
  • Scale values can now go from -5 to 5
  • New item command: #notfornation
  • New event commands: #req_month, #req_notcode, #req_enchtarget
  • New event commands: #req_targsight, #req_targmanygems
  • New event commands: #assfollower1-3, #assfollower1d3, #gemlosssmall, #gemlosslarge
  • Spell modding: forcetransform
  • Spell & weapon mod command: #speedmult
  • Spell mod commands: #localglobal, #worldvisible, #globallook
  • Nation mod commands: #viewallprov, #viewallbat

Curious to know how they made national summons more cost effective.
 
Alright, since I caved and switched to the strategy I wanted to avoid, and am now watching it not work, I'll ask: Why are my mages going off script and not casting mind burn and/or soul slay when there are very clearly a very small number of legal targets for the spell? As in specifically all the commanders and literally nothing else on the battlefield. I swear I remember this tactic being boringly effective back when I last tried it... 3 dominions ago.
 
Alright, since I caved and switched to the strategy I wanted to avoid, and am now watching it not work, I'll ask: Why are my mages going off script and not casting mind burn and/or soul slay when there are very clearly a very small number of legal targets for the spell? As in specifically all the commanders and literally nothing else on the battlefield. I swear I remember this tactic being boringly effective back when I last tried it... 3 dominions ago.
I was actually wondering that myself, my pans have an MR of 15 which should be good enough for for your squids to at least cast it. I wonder if it's a bug with the AI? I notice some of my guys will go off-script as well on things they should cast like mossbody or personal regeneration. Friend of mine would have his priests cast blessed twice despite having it scripted once.
 
Alright, since I caved and switched to the strategy I wanted to avoid, and am now watching it not work, I'll ask: Why are my mages going off script and not casting mind burn and/or soul slay when there are very clearly a very small number of legal targets for the spell? As in specifically all the commanders and literally nothing else on the battlefield. I swear I remember this tactic being boringly effective back when I last tried it... 3 dominions ago.
It's weird because mind burn has a range of 100, which should exclude range issues of mages going off script. Could it be fatigue? They automatically stop casting when fatigue reaches a 100, which messes with scripts something fierce.

Unless dom 6 has changed that recently. Also fuck me, I guess I'll take the full brunt of Sceleria's skelington horde.
 
Damn those firedrakes did work. Basically flamethrowers on the chokepoint, I knew they would shred.
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Figured I'd just ask here, since I've picked up the game and am starting out: is there a way to make a mage not cast a specific spell?
I ask because my Pretender decided to, in the middle of storming an enemy capital, blink to the other side of the map and then got killed by the enemy troops that turned around and smacked him.
I think I had him on "Stay behind troops" but I can't really check, since he's dead and all. I just have no idea why he did such a suicidal move.
 
Figured I'd just ask here, since I've picked up the game and am starting out: is there a way to make a mage not cast a specific spell?
I ask because my Pretender decided to, in the middle of storming an enemy capital, blink to the other side of the map and then got killed by the enemy troops that turned around and smacked him.
I think I had him on "Stay behind troops" but I can't really check, since he's dead and all. I just have no idea why he did such a suicidal move.
Mages have been acting funny with their scripted spells/combat behavior. There are several things that could have happned, but the best way to assess is to post your pretender's combat history (in combat press "v" with your pretender selected). Usually a safe bet for a spell caster is just put them on "cast spells", it's not like they are going to move. Also some spells have higher priority over other spells (longer range spells have typically have higher priority). I know lucidtactics has a mod that modifies spell priority, but I dont know specifically how they get modified.
 
Mages have been acting funny with their scripted spells/combat behavior.
Yeah, I'm not really sure what's up with them. I've got a group of them now, and I gave them a command list where they start by using Power of the Spheres first, but it seems like they're outright ignoring that. They're still effective, I mean, casting things like Group Luck and all, but it's a bit annoying to have a set pattern for them all and they just decide not to do it. They've got the pearls and all that, so it's not a gem problem.
 
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Yeah, I'm not really sure what's up with them. I've got a group of them now, and I gave them a command list where they start by using Power of the Spheres first, but it seems like they're outright ignoring that. They're still effective, I mean, casting things like Group Luck and all, but it's a bit annoying to have a set pattern for them all and they just decide not to do it. They've got the pearls and all that, so it's not a gem problem.
are you testing on a proper army or just some piddly indies? If the enemy isn't "strong" enough, your shit won't cast because mages think it would be a "waste" of a gem. Weird system with little documentation.

Anyway, is this where we talk shit about the absolute state of the discord community(s) for this game? I got denied game hosting perms due to a mod/admin taking issue with hosting "intermediate" skill level games.
 
are you testing on a proper army or just some piddly indies? If the enemy isn't "strong" enough, your shit won't cast because mages think it would be a "waste" of a gem. Weird system with little documentation.

Anyway, is this where we talk shit about the absolute state of the discord community(s) for this game? I got denied game hosting perms due to a mod/admin taking issue with hosting "intermediate" skill level games.
Yeah the Discord community is an active trashfire, being guntguarded by the cabal of the tranny head admin (true and honest wahmen) and their clique of insiders.

It's telling that I found the reddit one far more welcoming. (Still soy-infused, but there's a large group of boomer-ish redditors there which aren't so bad.)

Obligatory shilling for blitzserver.
 
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Why are my mages going off script and not casting mind burn and/or soul slay when there are very clearly a very small number of legal targets for the spell? As in specifically all the commanders and literally nothing else on the battlefield.
The AI does some kind of undocumented threat calculation on units and will skip Magic Duel/Mind Burn/Soul Slay if nothing is threatening enough to warrant it. Even if you have them scripted.

If they're not using them on thugs though it's a definite bug.

e: this is also how you're able to set up your pretender to tank for your more astrally retarded casters if the enemy is spamming Magic Duel
 
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