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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 5th, 2007, 07:59 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
planned additions.
National ritual summons:
Rock Elemental
Nature Elemenetal
Treants
Call Animal Legion (like summon animals but 300+)
Planned Pretender additions:
The Primevale Redwood
The One Mind
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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August 5th, 2007, 08:03 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
They need a home site for gem income. Their magic, while high level, is completely in the nature path and is far too limited, particularly for EA. I think alot of their units are over-priced although I cant go into detail just yet. A 1 gold/1 resource size 1 insect could be good - a slightly more expensive, recruitable dragon fly could also be nice.
Im atleast pretty sure this mod isnt over-powered.
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August 5th, 2007, 08:34 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
Thanks Shovah
I wanted to make the two sacreds capital only, but i could not get the site to work. I will try again.
The only nature was intentional, I see what your saying about the other EA nations. I want to try to leave it nature only and see. I will probobly have to change it, or make the nation MA.
I do really like the idea of adding a Bee/ wasp and a giant ant for 1/1 or 2/1. I have been intending to add insects from the start, just have not done it yet.
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