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June 23rd, 2006, 12:30 PM
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Private
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Join Date: Jul 2005
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Fantasy Expeditions Mod
Here's Alpha 0.1 of Fantasy Expeditions Mod, with Orcs and Humans racial traits implemented. AI and Shipsets have not been done yet.
Some of the components need to be touched up because they have a white background that obscures mount and quantity information, but I'll work on that as soon as I can figure out how to without messing up the images themselves.
Racial Trait - Humans
Humans have good armor and are dominant in pole ranged combat with the knight and spearman. However, they have few specialist or magical units, with only the weak crew conversion of the Priest. In addition, their best units have higher than normal minerals costs.
Racial Trait - Orcs
Orcs have huge potential and huge problems. Other than the shaman and elephant, every Orcish warrior has a dramatic built-in penalty to accuracy making orcs the biggest whiffers of all. However, they dominate at melee with the well-armored and high damage Brute and (later)Berserker. In addition, they have special expedition sizes to represent their hordeish behavior and they have some very inexpensive warriors.
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June 29th, 2006, 04:39 PM
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Private
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Join Date: Jul 2005
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Re: Fantasy Expeditions Mod
Alpha 0.2 of Fantasy Expeditions Mod
Change Log
0.2
Racial Trait - Elves
Elves are accurate and long ranged archers and skilled in druidic magic, but their long lifespans mean hundreds of years of training for each Elven warrior. Reflecting this and their high quality equipment, Elves are very expensive warriors to train and use. In addition, Elves are lacking in expertise in melee combat, with the Elven Fencer being their only melee unit.
Human Shipset Partially Completed --
Commonly used vehicle sizes have fantasy themed pictures now, for the Human shipset. The race portrait is still the Terran one, however, and only ships and bases have been done so far.
Heroism Made Removeable --
For a non-heroic game, Heroism is removeable which will prevent anyone from having access to the Hero, Legend, Myth and Divine mounts.
0.1
Racial Trait - Humans
Humans have good armor and are dominant in pole ranged combat with the knight and spearman. However, they have few specialist or magical units, with only the weak crew conversion of the Priest. In addition, their best units have higher than normal minerals costs.
Racial Trait - Orcs
Orcs have huge potential and huge problems. Other than the shaman and elephant, every Orcish warrior has a dramatic built-in penalty to accuracy making orcs the biggest whiffers of all. However, they dominate at melee with the well-armored and high damage Brute and (later)Berserker. In addition, they have special expedition sizes to represent their hordeish behavior and they have some very inexpensive warriors.
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August 20th, 2006, 09:28 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Carrier Battles - v1.5 with Images
This is for really new players who don't know about the imagemod packs.
(28 megs)
__________________
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September 12th, 2006, 10:30 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
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Ages of Space Empires (Space Age preview)
This is the first preview release of the Ages of Space Empires mod. I'm releasing the Space Age Preview to show off and test Space Age gameplay.
No AI has been written yet.
Weapons start off relatively weak. Ships with gun batteries perform better in fleets. Ramming should become a significant tactic once you research Armor, and boarding should be come another significant tactic once you research Troops.
I need your opinions on:
- Weapon balance (gun batteries and missiles should be balanced on the low end, while boarding and ramming should be much more effective)
- Resource Production (should be rather low, with remote mining being more effective than ground facilities)
- Colonial Expansion (should be slow and difficult to establish large off-world colonies)
- Ship Construction Rates (Orbital Space Yards should be more effective than ground-based ones)
- Troop Invasions (It should be more effective to invade homeworlds and large colonies than to glass them with bombs)
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