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New Nation: Travelers
1 Attachment(s)
Version 0.08
I wanted to make a nation with no magic, so here it is. |
Re: New Nation: Travelers
"Possessed Prince" can change into "Missionary of Ka" at will.
Changed "Ka" attack sprite. |
Re: New Nation: Travelers
Version 0.03
-Added two multiheroes; -Added another unit. |
Re: New Nation: Travelers
Version 0.04
Added 3 summoning spells. Going to test the mod now. |
Re: New Nation: Travelers
Added another spell.
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Re: New Nation: Travelers
Version 0.05
Units with the "spectral sword" weapon got "spectral fire" instead; Soldier of Ka got "spectral sword" instead of "phantom blade"; Terminator armor got +2 protection -def and ap. |
Re: New Nation: Travelers
I played the first release version and I'm definitely in favor of increasing the power of the free-spawns. I'm not sure if this is a documented bug, but if an immortal commander dies from a disease, it is gone forever. I had 2 missionaires die from a disease, 1 I had just purchased the previous turn in my capitol-they never re-appeared and they were definitely in my dominion. The immortal free-spawn, which basicly starts off old, starts racking up afflictions immediately, which I can consider a design decision. Not sure if the immortal free-spawn is getting diseased, and dropping dead immediately and then evaporating. Will test the new version and see how it goes. After the first 15 turns, I never purchased any units as the upkeep on the free spawn was so high(gold cost 10 and 15 respectively. Great work on the mod!
PS-Was using a rainbow pretender but didn't go far enough to see if that works. Would consider weakening the free-spawn if you can reduce the up-keep. |
Re: New Nation: Travelers
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Re: New Nation: Travelers
Changed the name of the nation to "Principalities". Didnt like the old name of "Princedoms".
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Re: New Nation: Travelers
Small changes to sprites of Armor type units and leaders.
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