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new MOD:Elemental Kingdom
spirit,fire/water/air/earth element,phoenix...
yap,a heroes3-like mod ^^ Elemental Kingdom (47,823 bytes): http://www.9z.net.cn/annie/element.zip screenshot: http://www.9z.net.cn/annie/storm.jpg |
Re: new MOD:Elemental Kingdom
I tried out your mod for some 30 turns. While it's a very interesting idea the HOMM3 conVersion doesn't seem to work as is. Elementals are simply way tougher creatures in this game and flattened the opposition. The Chimera and Basilisk units are overkill, being units that you'll have to be very lucky to get otherwise. Making them expensive is not really a solution since you can get a lot of money fast by pushing the Dominion scales.
The sage is too much as well, since it lets you push the drain scale to the max and still research as fast as Ulm. As is the scrying tower as a starting province. And then the etheral assassin... Just how are you going to stop these guys? It was a cool mod to test though. Made me feel mighty. http://forum.shrapnelgames.com/images/icons/tongue.gif My advice is to loose the assassin, the two highest tier elementals, the sage, the wisps, the chimera, the basilisk, the dwarf and the lobo atlantean. Push the remaining mages down to 2 picks of their element. Basicly butcher the whole mod. http://forum.shrapnelgames.com/images/icons/icon9.gif Replace the lost units with human units instead. There are already a slew of elemental mages to be found in the game that could work well, even if you loose the HOMM3 touch completely. Would be really nifty to have a mod for each element. Pretty tough that a straight HOMM3 conVersion doesn't seem to work here. [ January 19, 2004, 19:47: Message edited by: Wauthan ] |
Re: new MOD:Elemental Kingdom
Thanks for your advice ^^
Cant make them "Capital Only" in this Version,otherwise could limit units abuse by great resource-cost.. Does the Eth Assassin much better than the R'lyeh paralyze one? Not test yet...(juz got a free one when playing Ulm,felt funny and put it in ^^") Library,considing about the "Gem income=1", doesnt it negates the research bonus? Lobo one...i need a weak Magic-Being Leader w/o magic skill ^^ A weakened mod here: (42,625 bytes) http://www.9z.net.cn/annie/element2.zip Removed L5 Elements,wisps,chimera,basilisk,dwarf and the scry-window,rised the stalker rcost to 95,reduced mage ele-picks to 2. |
Re: new MOD:Elemental Kingdom
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Re: new MOD:Elemental Kingdom
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1,only ONE commander can be recruit per round. you choose saga,then you needs to give up priest/army leader/battlemage as well 2,this race,with a rainbow gem-income "1A 1F 1W 1E 1N",worse than other nations at rituals,so a startup research bonus is unlikely to become too crazy |
Re: new MOD:Elemental Kingdom
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Re: new MOD:Elemental Kingdom
Description available.
Removed Library ^^ Put the scry site at the captial ^^"" Spirit cost * 150% Start army reduced from 20 spirits to 8. New Version here: (43,606 bytes) Http://www.9z.net.cn/annie/element.0.93.zip Thx Graeme Dice and Wauthan^^ To illwinter: JPG Banner here: Http://www.9z.net.cn/annie/element.jpg Monster number used: 592 597 599 411 413 496 498 570 572 834 836 608 1007 629 640 561 455 562 641 |
Re: new MOD:Elemental Kingdom
Interesting mod there...reminds me of that mod I was planning to make with a nation for each element and appropriate mages and troop attacks.
For example: Fire (Abysia) would have very high level fire mages with a random pick somewhere and infantry with flame strike, fire breath, etc. Blood magic gets life draining infantry. http://forum.shrapnelgames.com/images/icons/icon7.gif Death gets diseasers and banefire, astral gets mind bLast and enslave mind...and so forth. Not sure what nature gets...sleep vines maybe. I might make that sometime if I'm not lazy. |
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