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  #1  
Old February 17th, 2007, 12:36 PM
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Default Re: The Mod List

Here are links to my few miscellanous mods. I'm posting them here for ease of use more than to have them categorized, but wouldn't mind if they eventually got added to a list of some kind.

Name: Anansi, God Spider
Version: 1.00
Final: Yes
Author: Endoperez
Desc: This mod adds a shapechanging pretender for Machaka. It's relatively balanced, but can probably be abused due to its non-generic combination of abilities (stealthy monster-pretender with pathcost 30).
3.06 Compatible: yes
Balanced for vanilla: yes

Name: Castle Wyvern, incomplete
Version: 0.50
Final: Yes
Author: Endoperez
Desc: This is an incomplete mod that will eventually add one random magic site to the list of randomly appearing Dom3 magic sites. However, due to modding restrictions, currently it only gives MA Agartha access to units that don't fit it. The final version won't give MA Agartha any new units unless my plans change a lot.
3.06 Compatible: yes
Balanced for vanilla: not as of 0.5

Name: Charge!, a magic item mod
Version: 1.00
Final: Yes
Author: Endoperez
Desc: This simple mod changes all one-handed, magical spears so that they deal extra damage (AP dependent) on first hit, just like light lances.
3.06 Compatible: yes
Balanced for vanilla: yes
  #2  
Old April 28th, 2007, 11:29 AM
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Default Re: The Mod List

Name: Ulm Update
Version: 0.90
Final: Yes, unless bugs appear
Author: Endoperez
Desc: This mod makes MA Ulm slightly more powerful. All Black Plate untis get better armor for the same cost (22 instead of 20 protection, helm doesn't have -1 def), most of their commanders get Standard, some of their commanders can levy militia, and they get two new commanders. One of the new commanders is a good archer, other basically Lord Guardian recruitable everywhere.
In short, Ulm gets more protection, a way to keep their forces from routing, cheap light infantry, an archer chassis and a thug chassis.
3.06 Compatible: yes
Balanced for vanilla: yes
  #3  
Old May 4th, 2007, 07:06 AM
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Default Re: The Mod List

Endoperez said:
Name: Brothers of the Cave
Version: 0.90
Final: Yes, unless heavy critisism is voiced
Author: Endoperez
Desc: This mod creates two new heroes for Agartha. Obsidian Medium is available for both MA and LA Agartha, and gives them easier access to Death and Water. Agent of the Oracles is a MA Agarthan hero with weak magic, but a very useful Death/Fire combination.
3.06 Compatible: yes
Balanced for vanilla: yes
  #4  
Old May 5th, 2007, 04:58 AM

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Default Re: The Mod List

I'm going to update this today. Compatible with 3.06 is going to be replaced with 3.08 and undoubtedly a whole bunch of ???? for most mods. I'll also add various new bits and pieces, try to make it a bit more accurate etc.

Once that's done, I have to update pretty much all of the mods I've made to work with 3.08, it seems. Doh.


UPDATED. There's still some more to do and I'll do it later. In the meantime, if you think something should be added, put it in this thread in the format I've used. It makes updating this much easier.
  #5  
Old May 13th, 2007, 07:42 PM

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Default Re: Beowulf Final Version 3.08

After much testing, Beowulf, who is also included as the Epic Hero for Man in the Epic Heroes Mod, has received his final changes. Beowulf now has a Longbow of Avalon, a shield bash ability, and a Thunder kick. The description of his allies, the Geatas Stoneguards was beefed up.


This mod adds an epic hero Beowulf that is present from the start for MA Man. It also slightly twinks the Tower guard,
giving it a bit more protection at the cost of defense, and a morale boost of 1.


He was also given a makemonster command and he makes an entirely new thematic unit that was researched from the book Beowulf itself. The units are real, the nation is real.

Kristopher may even recognize them if he is up on his Nordic history! They are fierce, because that is the way they actually were.

The reason he was given a makemonster ability is so he can do something constructive at a castle. The casting heroes can research, hunt for gems, and forge items, a melee only hero can patrol(how exciting). So I borrowed the idea from Arralen and he summons consistently with Arralen's Black Duke of Ulm in his Black Steel Ulm mod. The difference is Beowulf is the only unit that can summon for Man, so it is not unbalanced.

The troops Beowulf can summon make him more fun, as i think the new units he summons are fun-and quite useful.
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  #6  
Old May 16th, 2007, 09:05 PM
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Default Re: Beowulf Final Version 3.08

As a suggestion, you'd better just link to your mod's thread instead of attaching the mod here.
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  #7  
Old June 7th, 2007, 02:18 AM
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Default Re: Beowulf Final Version 3.08

Name: Carthacia, Early
Version: 0.02
Final: No.
Author: DrPraetorious
Desc: Adds a nation of sailing hoburgs to the early era. Has powerful sacreds, above average magic. Needs a lot of work, heavy revision.
3.08 Compatible: Yes.
Balanced for vanilla: Eventually, but probably not now.

Name: Carthacia, Late
Version: 0.01
Final: No
Author: DrPraetorious
Descr: Adds a nation of bloodthirsty, militaristic hoburgs to the late era. Magic is about average for the late era, but you can recruit clockwork monsters for resources only (0 gold) out of all of your castles, and a bunch of elite units which would be powerful if they weren't hoburgs. Also, you get very good sacred unit availability for the late era. On the downside, everyone is hoburgs. Also has a nice suite of national spells in blood and construction.
3.08 Compatible: Yes.
Balanced for vanilla: Maybe. Will be eventually.
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