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May 2nd, 2007, 07:53 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: The Mod List
You may want to add Lllamabeasts Reduced Old Age mod, as i think it is very good mod for a select niche of players.
My Beowulf mod is also complete, but it is only applicable to MA Man, and may be too narrow in scope to be included.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 3rd, 2007, 04:33 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: The Mod List
You can post at least your own mod, and I don't think Llamabeast would have anything against someone else doing the tedious work of writing a post in the proper form. Quote someone's post, change the details and remember to remove the quote marks before posting.
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May 4th, 2007, 07:06 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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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
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May 5th, 2007, 04:58 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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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.
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May 13th, 2007, 07:42 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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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.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 16th, 2007, 09:05 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
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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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June 7th, 2007, 02:18 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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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.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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June 12th, 2007, 02:26 PM
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Private
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Join Date: Apr 2007
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Re: The Mod List
Interesting bug. if you play with greyhawk mod and teutanion both on and play as greyhawk both nations units are available.
PS when this happened i also had nova deus on, not sure if that was a factor
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June 12th, 2007, 03:02 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: The Mod List
That sounds like fun. Might be worth doing on purpose.
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June 12th, 2007, 07:40 PM
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Captain
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Join Date: Feb 2005
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Re: The Mod List
Its not a bug. They must be using the same nation number.
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