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-   -   Mod: Impirium Angelicus (http://forum.shrapnelgames.com/showthread.php?t=36728)

Amos November 5th, 2007 11:42 PM

Impirium Angelicus
 
1 Attachment(s)
Version 0.05

MA Angel Empire.

WraithLord November 6th, 2007 05:28 AM

Re: New Nation: Impirium Angelicus
 
Thanks for the mod, I'm looking forward to playing with it as with your previous mods.

Couple of Qs.
What is this nation about?
Is it in conflict with your other mods?

Sombre November 6th, 2007 05:30 AM

Re: New Nation: Impirium Angelicus
 
I think Amos keeps his mods from an age conflicting with his mods from the same age. So his early mods will work together, as will his middle and late ones, but if you try to use early ones with late ones, you'll probably get conflicts. I imagine this mod sticks to that pattern.

Amos November 6th, 2007 01:00 PM

Re: New Nation: Impirium Angelicus
 
Quote:

I think Amos keeps his mods from an age conflicting with his mods from the same age. So his early mods will work together, as will his middle and late ones, but if you try to use early ones with late ones, you'll probably get conflicts. I imagine this mod sticks to that pattern.

What he said http://forum.shrapnelgames.com/images/smilies/happy.gif.

Quote:

What is this nation about?


This nation is Angelic Crusade after the Nephilim schism. Humans are soulless slaves now that never rout. The troops are very expensive. Angels harvest slaves in high level dominion and cause unrest. I envision it as - massive waves of slaves crashing opponent by mass alone (like late ermor). Both the troops and the weak slaves have 1 MR.

Morkilus November 6th, 2007 05:06 PM

Re: New Nation: Impirium Angelicus
 
Cool beans. So many mods to try!

Valandil November 7th, 2007 12:15 AM

Re: New Nation: Impirium Angelicus
 
Master Enslave GG

Amos November 7th, 2007 01:43 AM

Re: New Nation: Impirium Angelicus
 
Changed 10 sprites.

Amos November 8th, 2007 12:27 AM

Re: New Nation: Impirium Angelicus
 
Added another hero with a unit.

Tichy November 8th, 2007 12:41 AM

Re: New Nation: Impirium Angelicus
 
Tell us more about this hero's unit...

Amos November 8th, 2007 12:47 AM

Re: New Nation: Impirium Angelicus
 
Fixed a mistake with the summoning spell. Added a new helm "Chain Coif".

Quote:

Tell us more about this hero's unit...

Sorcerer King (multihero):

"Devout servants of the Demiurge, sorcerer kings magical knowledge and ability allow them certain freedoms in the crusading army, like a freedom to keep their souls. For their service the kings are granted a long life and an access to Divine knowledge."

They autosummon 1 Royal Guard unit every turn.

Amos November 8th, 2007 03:54 AM

Re: New Nation: Impirium Angelicus
 
Fixed 2nd weapon issue (ex. when you equipped shield second weapon disappeared although it was a one handed weapon).

I hope I dont have this issue in my other mods, but I'm too lazy to check http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/images/smilies/wink.gif

Amos November 8th, 2007 08:58 PM

Re: New Nation: Impirium Angelicus
 
Added new spell "God's Mercy".

Amos November 10th, 2007 12:58 AM

Re: New Nation: Impirium Angelicus
 
Gave Seraph a new weapon "Pure Love" and higher price. Principality cant summon slaves anymore.

Amos November 14th, 2007 07:51 AM

Re: New Nation: Impirium Angelicus
 
Version 0.04

- New pretender "Angelicus Imperator" (for bless strategies);
- Lowered "Master Hunter" price, gave him higher def, ap and illusion;
- Higher def and ap for "Soul Hunter" as well;
- Removed "Sacred Golem" price, gave him #neednoteat;
- Various other fixes.

Amos November 19th, 2007 10:12 AM

Re: New Nation: Impirium Angelicus
 
Gave slaves noheal.

Panpiper November 19th, 2007 12:03 PM

Re: New Nation: Impirium Angelicus
 
I know you've heard it a zillion times already Amos, but your mods are both cool and utterly gorgeous. Thank you for everything.

Amos November 19th, 2007 10:58 PM

Re: New Nation: Impirium Angelicus
 
Thank you Panpiper.

Amos December 25th, 2007 02:01 PM

Re: New Nation: Impirium Angelicus
 
New spell "Divine Retribution" for lvl 5 priests. A maximum of two leaders will be able to use that spell. I thought there should be some reward for gaining level 5 in priestly magic.

Shovah32 December 25th, 2007 02:15 PM

Re: New Nation: Impirium Angelicus
 
Is it particularly powerful? Communions are always an option.

Amos December 25th, 2007 03:08 PM

Re: New Nation: Impirium Angelicus
 
I meant - a maximum of two leaders are able to reach level 5 in holy magic unless insane.

Amos January 31st, 2008 04:41 PM

Re: New Nation: Impirium Angelicus
 
Quote:

A maximum of two leaders will be able to use that spell.

I just learned that you can communion Holy magic so forget about two commander limit. I just got what you were saying Shovah.

Amos August 30th, 2008 06:22 PM

Re: New Nation: Impirium Angelicus
 
Version 0.05

- Added mind to "Pure Love" weapon;
- "Sacred Golem" is a stonebeing;
- "Seraph" has heat 5;
- "Virtue" is stormimmune and so is "Demiurge".

Edratman September 1st, 2008 08:01 PM

Re: Impirium Angelicus
 
Beautiful, as usual.


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