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May 4th, 2007, 06:16 AM
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Captain
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Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
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Re: New Mod: Angelic Crusade
Version 0.15
Inventory fixes;
Angels got siege bonus;
Changes to heroes;
Principality lowers unrest;
Changed prices.
I want to change some of the sprites when I have the time.
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June 15th, 2007, 03:05 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: New Mod: Angelic Crusade
Im debating using your mods to fill in the empty slots in a mega game and provide better AIs. Do you know if they conflict with each other?
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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June 15th, 2007, 05:46 PM
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Captain
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Join Date: Feb 2005
Posts: 867
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Thanked 41 Times in 19 Posts
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Re: New Mod: Angelic Crusade
Same age nations have no conflicts. Different age nations use a lot of the same numbers. That was done on purpose, to minimize possible conflicts with nations of other modders.
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September 12th, 2007, 02:51 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Re: New Mod: Angelic Crusade
Played this a bit, first game about 40 turns in:
First time I've ever used Ashaic record frequently, found a 20% conj site and really like it (although hugely expensive). It does my site-searching obsessive tendencies well to see all the little boxes checked.
Golem and lions are crazy powerful, add a few mind blasts from the rear and a small 30ish troop army wastes the enemy (running a W9E4N4A4 bless). I'm not really sure on the rest of the troops as I've just been building high prot/fear troops.
Is the high priest too cheap? H3, good leadership, F1, R3 seems like a steal at 105g. They're my main commanders and researchers and blessers.
Haven't played with the SCs too much, want to give the 9 mighty AIs at least a small chance. The 18 prot one seems very nice, especially as an H3 prophet. Vs the AI you don't run up against a lot of magic duels so I'm curious how painful it would be.
Magic diversity was tough initially, but rolls right along with a naied or 2 and some revenants. A water/death/nature pretender does ok with diversifying through conj.
I like it so far, certain troops are a bit too powerful imo (fear), but the heroes are cool and the commanders rock.
I haven't built a single cav yet, with 0 prot and high cost are they worth it?
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September 12th, 2007, 05:34 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: New Mod: Angelic Crusade
Its going to seem powerful. He doesnt balance to vanilla. He balances to his other mods but its going to be pretty powerful against vanilla nations.
But any overkill nation makes for a fun AI. Interesting to come up against in the game. I really like Amos nations.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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September 13th, 2007, 01:44 AM
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Captain
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Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
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Re: New Mod: Angelic Crusade
I havent touched this mod in a long time. If I was to price High Priest now I would say he should cost 115 instead of 105, but he has been jumping from 115 to 105 and back again so many times its not even funny. The cavalry has 5 protection, low resource cost and trample. The last one is the reason for the high cost. I dont know when I will have time to release the next version of this mod, with the new price formula and revised sprites, as I'm making a new mod and its time consuming.
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September 13th, 2007, 08:31 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
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Re: New Mod: Angelic Crusade
Your mods are really interesting, because they are different from any other factions (and pleasant to look at), but is having everyone being sacred a necessity ? It is sad this nation is only playable with an uberbless. It would be nice that the unarmored guys lose their sacred carac, 'cause actually I (and surely other people) don't even consider recruiting them, because of the sacred recruitment limit.
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Senior member of the GLIN !
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September 13th, 2007, 08:54 AM
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Captain
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Join Date: Feb 2005
Posts: 867
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Thanked 41 Times in 19 Posts
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Re: New Mod: Angelic Crusade
Like my other mods this mod was an experiment. All the soldiers are sacred on purpose.
The mod I'm working on now makes all of the troops "capital only".
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October 17th, 2007, 08:21 PM
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Captain
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Join Date: Feb 2005
Posts: 867
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Thanked 41 Times in 19 Posts
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Re: New Mod: Angelic Crusade
Modified "Divine Word" & "Wrath" weapons for 3.10
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October 24th, 2007, 01:16 PM
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Captain
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Join Date: Feb 2005
Posts: 867
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Thanked 41 Times in 19 Posts
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Re: New Mod: Angelic Crusade
Version 0.16
- Changed all the sprites;
- Sacred Golem is summoned now;
- Changed "Hide Shields" to "Shields" (hide shields were unthematic);
- Gave Rhinos new weapon "Rhino Gore";
- A lot of other changes.
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