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March 8th, 2004, 12:20 PM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Knights of Light - Version 1.1
I posted a new Version of the Knights mod. What's new?
- removed one of the two identical marshals, I didn't like the graphics.
- new wizard, fire3 + 1 random
- archpriest is now astral2 (from astral1)
- two masters became holy masters, same stats as before but now they are holy and priest2. The one on horse is more or less identical to the Marignon paladin, but costs 10 gold more. The two normal masters have their gold cost reduced by 10, if I remember correctly. No idea if this is really balanced, I have to test a bit more.
- the standard bearer who was running ahead of the others has been fixed.
- chariot cost changed to 45 gold 50 res (I think)
- crossbowmen now have chain hauberk instead of full chain
...and maybe something else that now I cannot recall
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March 8th, 2004, 03:26 PM
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Corporal
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Join Date: Feb 2004
Location: New Mexico
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Re: Knights of Light - Version 1.1
Sounds very good. Hopefully I'll get around to test it in the next few days. Thank you, sube.
__________________
One rescue a day... that's my motto. - Deathstalker II
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March 9th, 2004, 12:59 PM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Knights of Light - Version 1.1
thanks Sube!
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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March 10th, 2004, 08:34 PM
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Corporal
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Join Date: Feb 2004
Location: New Mexico
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Re: Knights of Light - Version 1.1
Got a quick look at the mod yesterday (about 10 quick turns...).
Looks great and feels good.
The sacred masters are a powerful unit... I don't think that they're unbalanced ... but I'll have to test that further.
This is a great mod, and I hope that a few of those who don't know about the comic give it a shot.
btw: additional changes include the renaming of the stronger units to "Veteran ..."
__________________
One rescue a day... that's my motto. - Deathstalker II
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April 1st, 2004, 11:06 PM
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Corporal
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Join Date: Feb 2004
Location: New Mexico
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Re: Knights of Light - Version 1.1
I got some more playing time in, and I have to say I really, really like it.
For those who haven't tried it it plays like a marignon-ulm faction without the forging.
I haven't noticed any real imbalances. It is a strong nation, but I think at least 6 or 7 themes are stronger. (In fact playing against KoL is very manageable...)
If you're still around sube... please continue, either with other factions of the dark moon chronicles or with another updated KoL mod (siege tower?..... please?).
__________________
One rescue a day... that's my motto. - Deathstalker II
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April 2nd, 2004, 11:12 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Re: Knights of Light - Version 1.1
Hi!
Yes I am currently trying to mod the other black moon nations + upgrading the knights + maybe making a map... but it takes a lot of time, mostly for the graphics. But I find modding really fun!
Well, anyway, hopefully I'll be able to post something more quite soon (1-2 weeks maybe?)
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