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April 18th, 2005, 04:44 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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New Mod Release: An Age Aside
This mod is replaces all 17 nations with new ones based on independent provinces, summonable units, and other misc. units (it also includes the official hoburg mod, thanks Illwinter ). The main reason for the mod is to provide players who are bored with playing/fighting all the basic nations/themes some new material to work with. I'm sure with so much stuff changed there are more than a few bugs, typos and balance issues, so please let me know.
A small note: For many creatures in the mod, the gold cost represents paying for the mage time to bind/create the creature and maintain the spell, not that the creatures themselves use the gold.
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April 18th, 2005, 04:58 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
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Re: New Mod Release: An Age Aside
I am looking at all the nations right now, so I will likely edit this post afterwards. Ulm can recruit Mechanical Men in this mod, but the creatures do not cost *anything*, including resources (unlike Clockword Horrors, which have a cost of 40 resources).
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April 18th, 2005, 05:02 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: New Mod Release: An Age Aside
Quote:
Alneyan said:
I am looking at all the nations right now, so I will likely edit this post afterwards. Ulm can recruit Mechanical Men in this mod, but the creatures do not cost *anything*, including resources (unlike Clockword Horrors, which have a cost of 40 resources).
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Oops, they should cost 60-80 resources. Thanks for catching it.
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April 19th, 2005, 07:39 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
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Re: New Mod Release: An Age Aside
40 Res per CH and 60-80 Res per MM ?? Likely we won't see much of them...
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April 19th, 2005, 11:36 AM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
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Re: New Mod Release: An Age Aside
Ailat has *no* mages. Whats up with that?
I mean, they have some cool advantages (cheap troops, summoning elementals for free), but with no magic, how are you supposed to be competative?
I guess you could take like 3-4 in all paths on your pretender, and summon other mages, but youll never get any research and are doomed unless you find sages (or any indy mage I guess) right away.
This looks pretty fun. I wonder if anyone would be interested in playing a quick test game (or a couple) on some small map?
__________________
Every time you download music, God kills a kitten.
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April 19th, 2005, 12:15 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: New Mod Release: An Age Aside
I may end up giving the horse brother an elemental random, then you have the tough choice between researching with him or using his awesome battlefield spells. Of course, that could make storming the home fort of the Ailat hell... maybe I should up the price too. As for the clockwork horrors/mechanical men, it gives the nation the unique advantage of having something useful to do with resources in the mid/late game.
I would love to do a few test games with the mod, I'm usually around the #dominions IRC channel if you ever want to try a quick game.
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April 19th, 2005, 03:10 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: New Mod Release: An Age Aside
Ailat already ahs the greatest disability of Mictlan: their dominion needs Bloods Sacrifice to spread. Also, nations replacing Abysia and Vanheim can use blood sacrifice, but aren't forced to.
Change the Bowl of the Lost/Demon Gate nation to replace Mictlan.
Interesting mod, although the nations are quite minimalistic. I especially like the Alchemist one. They surely will have lots of gold, but not much to use it for without spending more than even they can afford!
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April 19th, 2005, 04:46 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: New Mod Release: An Age Aside
Quote:
Endoperez said:
Ailat already ahs the greatest disability of Mictlan: their dominion needs Bloods Sacrifice to spread. Also, nations replacing Abysia and Vanheim can use blood sacrifice, but aren't forced to.
Change the Bowl of the Lost/Demon Gate nation to replace Mictlan.
Interesting mod, although the nations are quite minimalistic. I especially like the Alchemist one. They surely will have lots of gold, but not much to use it for without spending more than even they can afford!
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Hmm, I had not considered the effect of mictlan dominion, without having blood mages. I may need to give horse brothers a point of blood as well, so that there are _three_ important things you need them for.
I realize the nations are somewhat minimalistic, but there is only so much you can do with rearranging units, when you have 17 nations to fill. However, if people would list what they think the best/worst nations are from the standpoint of fleshing them out, I could give the bottom nations a little polishing.
I'm glad you think the alchemists have a down side, to me they were looking like the most powerful of the new nations.
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April 19th, 2005, 05:16 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: New Mod Release: An Age Aside
Why not? Resources are "free". Just take a cheap fort with decent admin, like a mausoleum or a wizards tower and build a couple of them. You will have more than enough resources to field a decent force of these. Tho 80 resources might be a bit much...
Quote:
PDF said:
40 Res per CH and 60-80 Res per MM ?? Likely we won't see much of them...
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May 3rd, 2005, 11:04 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: New Mod Release: An Age Aside
Very neat!
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