#111
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The Kef Azisa cave is actually quite amazing, but then my nationality is not known of the use of overflowing descriptive words. I could have said more earlier.
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#112
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Hasim, im not from Morrocco, just know about the Cave anyway, Im from Sweden, and ty for the suggestions.
Seems i need to merge steam accounts to have right to post there, cant post atm. Erki, im happy you like the Cave, I simply love it myself. Did ypu guys like the extra reservslots? fixed the old mod for it, was missing a file. EA |
#113
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Was experimenting this night, couldnt get to sleep, so what I did was to try and implement other skills on units
Griffins can now summon ghost Griffins, but in lesser quantity then Royal Griffins, they can also cheer but with lesser Power. Pirates can now summon thorns and have a lesser powerful prayer then paladins have. and ofcuz they have higher leadership now and Little more Health. EA |
#114
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The new dungeon is a vast improvement over Purple Cave. I haven't had the time to go through that much of it yet, but it looks so much more interesting.
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#115
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Thanks a lot Kiras.
EA |
#116
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Here are some changed unit stuff.
REWORKED UNITS GRIFFINS - Level 3 Cost 300 Leadership 150 Attack 25 Defense 23 Health 120 Talents - Summon spirit griffins, dragonslayer,Cheer - these are slight weaker versions. PIRATES - Level 3 Cost 180 Leadership 120 Attack 18 Defense 16 Health 90 Talents - Summon thorns once per battle, prayer once per battle, weaker version then paladins. BOWMEN - Level 2 Cost 110 Leadership 60 Attack 17 Defense 12 Health 40 Talents - Fire and Frost arrows 1 charges, double shot with no penalty 2 charges SEA DOGS - Level 3 No changes on cost leadership and stats Talents - Fury Attack, Charm, Running MARAUDERS - Level 3 Cost 100 Leadership 60 Initiative 3 Attack 16 Defense 12 Health 55 Talents - Longattack , Looter 3 charges, change shift troops 1 charge WITCH HUNTERS - Level 3 Cost 320 Leadership 130 Attack 20 Defense 14 Health 110 Talents - Witch Shield, Healing also heals plants, Magic Bondage BLACK KNIGHT Cost 1200 Leadership 200 Attack 35 Defense 28 Health 200 Talents - Running, Summon Skeletons, Necro Blast ANCIENT ENTS Cost 5000 Same leadership and stats Talents - Swarm, Summon swarm, Summon Fauns FIRE SPIDERS - Level 3 Cost 200 Leadership 120 Attack 22 Defense 20 Health 80 Speed 2 Talents - Web, Fireball, Summon little Spiders INQUISITOR Same leaadership and stats and cost Talents - Resurrection, Holy anger, Fire disaster ROYAL GRIFFINS Same leaadership and stats and cost Talents - Cheer, Summon Spirit Griffins, Magical Random Buffs SCUFFER IMPS - LEVEL 3 Cost 170 Leadership 75 Attack 20 Defense 16 Health 60 Speed 3 Talents - Fireball, Calling Allies EA Last edited by ecania; 06-10-2014 at 06:55 PM. |
#117
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The new reserve slots are nice... for transferring troops from far away merchants to easier reachable castles. Thanks, but I don't want to make things too easy.
I got, perhaps for the first time, Fool's Cap. It gives +3 intelligenge, which is nice, and is supposed to give +1 morale to all troops. However, it affects only humans. (It states: PARAM: race any of [human] Unit moral: +1) Is there a way to change it? |
#118
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The thing is that it is a human item and are supposed to give morale to all human troops, it is the translation wich isnt perfect, if I make it to all troops it is sweet for the price it costs, but actually there is another item in the game wich gives 1 morale to all troops regarding race.
Erki did you have time to post a link to this thread on steam, seems i cant post there yet. EA |
#119
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Ok, I understand it now. It would be too easy if it gave all troops +1.
I put a link to your mod and to this thread on the Steam board. |
#120
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Aye, ok great will check steam laters.
EA |
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