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August 5th, 2007, 06:39 PM
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First Lieutenant
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Join Date: Aug 2007
Location: Honolulu HI
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New nation: NATURE rising 0.30
Nature Rising: mod for EA now version 0.30
"A strangeness has overtaken the wilderness of Primevale, origin of all life. What was once
Wild is now tame. What was once asleep is now awake. Even the stones stir with life. All the animals
and nature itself are acting with an alien purpose. Nature is rising."
Strengths: strong preists and Nature mages. Two sacreds, access to flying. Very thuggable commanders. Forest survival.
Weaknesses: low morale (all animals, a rattail could ruin your day), not very good ranged weaponry, very little protection.
the version 0.3 contains these changes:
Updated to incude art by Juzza.
Lowered costs for most units
Changed picture for elephant, changed unit as well
boosted Vine queen nature to 6
Added descrips to some units
fixed names of some units
deleted eagle
added ants and killerbees
added start site
changed pictures
added two new pretenders
added scout/stealthy units
Vine queen domsummons killerbees
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
Last edited by Edi; August 27th, 2008 at 10:11 AM..
Reason: Prefix
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August 5th, 2007, 06:42 PM
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First Lieutenant
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Join Date: Aug 2007
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Re: New nation: NATURE rising early stages
Oh yes, and I am having ttrouble renaming some of the units, if some one could look and tell me what I am doing wrong that would be great.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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August 5th, 2007, 07:43 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: New nation: NATURE rising early stages
Nagot gick fel! over the nations flag.tga .
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August 5th, 2007, 07:51 PM
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First Lieutenant
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Join Date: Aug 2007
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Re: New nation: NATURE rising early stages
opps, Let me fix that.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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August 5th, 2007, 07:53 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: New nation: NATURE rising early stages
No! I will not let you fix that.
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August 5th, 2007, 07:54 PM
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First Lieutenant
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Join Date: Aug 2007
Location: Honolulu HI
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Re: New nation: NATURE rising early stages
I think its better now. Sorry.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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August 5th, 2007, 07:55 PM
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National Security Advisor
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Join Date: Nov 2006
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Re: New nation: NATURE rising early stages
lol Shovah
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August 13th, 2007, 10:20 AM
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Corporal
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Re: New nation: NATURE rising early stages
An idea if you want to branch the magic out a bit (and make them highly efficient) is to make a spell like Voice of Tiamat for land provinces, and make it Nature based. Make it 10 Nature gems to find all Elemental and Nature sites. Also, give them either nature summons for Living Elementals (think minor Elemental royalty) for the paths, or give them some randoms in Elemental magic could work out.
Anyone else have thoughts on this?
Wyatt Hebert
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August 15th, 2007, 05:12 PM
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First Lieutenant
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Re: New nation: NATURE rising early stages
Hey Juzza. The image files end up with big black boxes around them and pink shadows. They look like the right color I am not sure why the game is treating them like solids.... Take a look at the attached mod.
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August 15th, 2007, 06:57 PM
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Second Lieutenant
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Join Date: Oct 2006
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Re: New nation: NATURE rising early stages
which image files? it might be something to do with, oh crap!! I forgot to replace the black and the shadows when I did the colour changes!!
... want me to redo them? it's not too hard to jus' change the background colour and the shadow colour in paint, their the st purple and the standard black.
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