Dominions 6
Cheat Codes:
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Submitted by: David K.
Arcane Nexus Tips:
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By the time they cast arcane nexus you’re in a bad spot. Best to try and
pre-empt it. Maybe mass raiding to deny access to gems? If you find any
provinces with 2+ astral gem per turn then you can hit those over and over.
Also the caster is an astral mage so you can try soul slay or magic duel.
I once saw an AAR where someone teleported in 20 chickens (astral 1, but
they have 2 forms so they can die twice) spamming magic duel and took down
an astral 9 supercombatant pretender.
To sum up, Arcane Nexus is a spell that considerably increases income from
astral pearls.
I have a solution. Cast Disenchantment (enchantment 7), a mass dispel spell.
Well, in my current game it’s probably too late, I’ve got more or less 20k
troops nibbling away at my territories. But I’ll keep this option in mind
for future games.
There is also “Arcane Analysis” in Thaumaturgy 9. That would give you the
info of how many gems you need for a dispel or disenchantment.
Though the chances are high that the enemy is just going to put up Arcane
Nexus again. That spell quickly repays it casting cost.
Arcane Decree, Alteration 9, would let you put up a global that would weaken
any new hostile globals to prevent a strong Arcane Nexus from being recast.
Spells Tips:
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You certainly should plan ahead of time what spells your pretender will cast.
The pretender should be the strongest mage in your nation so your spell
research should pretty much revolve around him.
For example pretenders with earth/astral like Monoliths are great for doing
a teleport + earthquake combo which is pretty good in the early and mid game.
It requires thaumaturgy 4 and evocation 5 to pull off, so it doesn’t take
long to research it.
Also you might want to get a gem generator spell online like earth blood deep
well, or gale gate. You will probably want a gem generator spell that matches
your national mages so they have an abundance of gems for crafting or summoning.
Conjuration and Construction are generally useful for pretty much any nation –
but they are gem dumps. You’re either going to summon powerful monsters or
craft powerful equipment, or both. Usually you will want your national mages
to cast these spells so your pretender is free to do other things. Unless
you’re going for a particularly powerful summon or artifact, and then sure
your pretender could do that.
Also keep in mind you can boost your national mages with magic items. For
example earth mages can craft earth boots to boost their earth magic and
cast stronger spells, or craft more powerful items.
Don’t get scared though if it seems too complicated.
A great first time nation is MA Ulm. If you pick a monster pretender like
the giant boar and get some production scales, all you need to do is attack
provinces with the boar and your Ulmish troops in black plate.
Ulm is a great first time nation. I already beat a game with MA Ulm in Dom
6. They’re still really simple to play.
How to Enhancing the Text Fonts:
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Written by eddieballgame
* In the main directory/data folder there are 3 font files.
* They are guifont, guifont_fancy, & guifont_texty.
* For those that would like a darker font or even a more fancier one, such as
Dwarven Stonecraft, do as follows.
* Find the font you like (Windows/Fonts folder has a large selection) & use that
by simply renaming that one 3 times per the original game font names.
* I ‘cap’ mine for easy reference & they look like this once I trade out the
originals. (btw, back up the originals)
* GUIFONT, GUIFONT_FANCY, & GUIFONT_TEXTY
* This, combined with the in-game text size scaling (via Preferences/Graphics)
works great, imho.
Archers Tips:
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Written by Flashman
I find archers do a really great job initially when armies are closing in, but
once closed to melee range, archers tend to start accidental friendly fire. It
is not that bad initially, but assuming you are doing calculated battles,
against indies for example, the worst phase seems to be when the enemy routs.
Archers will fire full volleys against areas containing just a few routed troops,
containing your troops en masse, causing massive unnecessary friendly fire….
Pending a rework, the best thing for archers is to reserve them in big battles
and using Fire Archers in my opinion. If you suspect one of your Forts is
ultimately going to be breached and stormed, archers can excel with Defend,
applying lots of damage from the wall assuming the attacker is mundane army
incapable of flight or passing through walls.
In the larger scheme, archers make good patrollers, siege chaff and also act as
a larger chaff buffer against small Attack Rear raiders – rather than them
slipping through directly at your lone or few commanders, which has caused me a
few headaches while expanding and in smaller raid based warfare.
If a nation has native archer troops, I recruit them situationally and keep a
pack of around 30-40 on hold. If you have elite troops and these archers, you
should be able to do a nice run of expansion, if you choose the battles where
the enemy is not very armored.
For a last push, when your expansion party is nearly out of men, having those
archers can make a difference in the size of the last risky expansion – you
could save for example indy Barbarian provice for last, if you expanded westward
with just an archers + elite troops party – with some luck, the elite can hold
out and survive 70-80 barbarians when supported with the 30-40 archers fire,
and a morale route TKO can be achieved before they wipe the frontline.
I find the archers thing relevant more in the early game and rarely strategize
exclusively with them in mind. I know you could have fire or poison arrows with
magic, but I guess that would just increase the friendly fire risk also, and
in the end if your front troops break your archers alone can’t do much. For
their cost, they make sense from many perspectives in small and moderate
quantities -> for a theoretical melee line to line battle, the line which also
has support from the back with projectiles and magic is obviously at an
advantage than the ones just having the melee line fight.
If your backline to frontline ratio is too backline heavy, friendly fire
becomes a big issue. If you have just a small backline as a natural entourage
for your commanders, priests and mages, friendly fire is less of an issue and
you net the versatility and situationally bonus advantages of having archers
either way. Against stupid enemies like Elephant riders, I found it lowers
the cost of defeating them if you have ranged support fire to deter their
morale on top of your melee infantry finishing the job. It comes down to
balancing your options and adapting I guess.
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