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Nations and Heroes Mod Combined. Update 3-10-19 Bug Fixes
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Author |
File Description |
motter28218 |
Posted on 12/15/13 @ 11:48 AM (updated 08/21/20)
3-18-19
Fixed issues with Campaign maps, Pirata Map and the Alim Belisari map were not uploaded with my previous file and were causing conflicts with the script. ****Thanks to moki25 for reporting it.
3-10-19
Fixed a bug with Czin that was preventing 2 of his spells from being used. *Thanks to Door1234 for catching that.
2-15-16
For those of you who are new to this mod it adds many new nations to the game as well as new units/techs/spells/builds. It also makes changes to CTW campaign so if you loved the game but have played it through and through here is a chance to try something different.
For those who aren't new, I finally did it, merged both of my mods so people don't have to switch out between them. You can now play both Quick Battles and the Campaign with the new Nations and new features.
There are some minor changes that I had to make in order to get them to work together, plus I also found a few new builds/units so some new surprises.
I also went ahead and made some more of the CTW nations playable in Quick Battle. I recommend people download AlinCarpetMans guide on enabling nations if you aren't already familiar with how to do it.
Thanks for downloading and I hope you enjoy it. Report any bugs or problems here, I do check in from time to time or maybe others can help.
Otter
10-15-14 Update Lots of stuff
-Finally figured out all Hero Bonuses so now Battaglion will increase building speed, Venza will summon faster and reduce cost of neutral sites, Yontash will push your borders and reduce spell cooldown times and Petruzzo will speed up unit production
-Got Dark Terror to work, play any of the Dark Alin nations (Dark Alin, Dark Prince, or Dark Genie) and it will automatically come on and cycle, you must play as the purple color as it was in the CTW campaign.
-Alin will have Desert Courage to counter Dark Terror.
-Scavengers now have prototype lab
-Defensive spells for the Sand Citadel, Fire Citadel, and Pirata City: without having access to the graphics files I had no way to make them fire like other forts, so I created an area spell around them, each is unique for each fort, so now they won't be defenseless anymore.
-enabled Oasis for Alin
-enabled Salamander Nest for Desert Monsters
-New Units at Zeke's Lab
-Pirata have some new ships
-I made scripts for all sub nations
-Got rid of error message for Venuccians at Prototype Lab
-Distruzio now gives the timonium bonus per level, not sure why I missed that before, sorry.
probably a few more little surprises I can't remember off hand, I couldn't get Ix Iface to work, I may keep trying but for now unless someone can figure out how to extract the graphics files this seems to be as far as I can go. Hope you all like it and sorry for so many updates but I'm learning as I go.
-Things I'm working on:
Fixing Ix's IFace
Making the AI smarter
**********9-17-2014 UPDATE************
-Fixed Memphis I-Face so it won't just show a black screen when you select him in a group.
-Few other minor fixes: Imperial Observatory was giving out research points and was only supposed to be giving wealth, some other small stuff.
Hello. This is my new mod that enables a total of 13 new playable nations. There are 4 mainline nations:
Venuccians
Desert Monsters
Dark Alin
Fallen
There is also a bonus folder containing nine additional sub-nations, just a note on the sub-nations: These nations are fully playable for you as the player, however, I did not write up scripts for them, sorry guys, but as much as I love this game I've been buried in it since October and I really just didn't feel like writing them all up, if someone else wants to that'd be great, but for now if you play against these nations the AI will not be fully effecient, it will still work, but likely won't do much research or upgrades.
This also will be the last I'm going to do on the game for awhile, so unfortunately I won't be taking any request on this mod, I may check in from time to time to see if anyone reports any major bugs, but apart from that the mod will be as it stands now. Hope you all enjoy it and thanks for playing.
Otter
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Update 8-19-14
-Fixed several bugs with the Marid unit, as well as the Dominances.
-Subnations "Dark Genie" and "Dark Prince" had bugs that were fixed
-Upgrades are now added to the Doge's Guards, they will be weaker overall than Musketeers but cheaper, and as they level up will create faster.
- Carrying capacity for the Destroyer Transport was increased, still lower than the final upgrade for the Air Destroyer but much higher than the previous 5 unit limit.
- Some other minor issues, nothing that impacted gameplay, just certain techs available for nations that shouldn't have them.
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Update 12-20-2013
-Fixed a bug that was preventing the Trading Post from being built
-Bug fix with Calculator for Venuccians
-Enabled Zeke's range attack so he is no longer helpless against flying units, he will now use his "machine gun" arm attack
-Berserkers have a new suprise
-Fixed a bug that created Zeke even if Distruzio hadn't died or leveled up
-Enabled War Elephants for Alim to keep with the usual RTS Arabians having Elephants theme
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Pages: « First « 1 2 3 4 5 6 7 [8] | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Divangel |
Posted on 07/23/20 @ 12:32 AM
Hi motter.
Played the campaign first 6 times in my miserable life. And I found a few problems or small requests.
1. In the prototype tower (research points from industrial areas), there is a dreadnought, since you have a laser tank, then using this research does not give any effect, in the original they gave the dreadnought for free.
2. The hero Vinci Jacoma has the ability to recover, after use it sometimes breaks and cannot be used a second time. If the hero dies and is called again, it works fine. I noticed this happens after researching 100% research speed in the prototype tower.
3. Prototypes that you research in the prototype tower cannot be made anywhere. For example, a siege zeppelin is given once and cannot be built. I remember in some fashion of yours, these prototypes could still be made. Although as I understand it, you distributed them among other nations? Since Dodge builds them, you can probably leave it that way.
4. From a laboratory (telescope, neutralizer, power plant), you can make a large mine in which miners are made. What does this mine give, I still don't understand, why build it?
5. In the campaign mission where you find the lenora and it needs to be repaired, you repaired the scripts, this is good, but there is one additional task that does not open throughout the mission.
6. In the tower of prototypes, only one mechanical miner is given, although each next level should give more, so should it be ??
7. When you call a hero, for example, Lenore or Jacom, troops appear with him, for example, mechanical wars from Jacoma and interceptors with Lenora. This happens only once if the hero dies and you call him again, no more troops will be given. Also, they do not give improvements to the troops that you improve on the strategic map. Can you make additional troops called every time?
8. A mechanical warrior is a sniper in smelting, can you add a burrowing spider to your choice, which is made in a prototype tower of your choice? That is, either a mechanical warrior is a sniper or a burrowing mechanical spider for free ??
9. I also remember there was an opportunity to build a dump of broken mechanisms. Broken mechanical spiders and Warriors could be built there. Could it be returned? And is it also possible to add a Leviathan building, even if it is broken. I really want to build it in the campaign.
10. My English is bad sorry for that.[Edited on 07/27/20 @ 03:01 AM]
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Divangel |
Posted on 07/27/20 @ 01:58 AM
Hi motter.
I hope I'm not bothering you too much ??
I completed the second part of the desert campaign.
1. What is wrong with the heroes, that is, 3 heroes must join in different scenarios, this is Dodge's alchemist, a rider on a glass spider, and another from a mission about lizards, where you have to kill 3 large lizard queens. Perhaps what is wrong, when you go through these scenarios, the hero does not join you, although you complete all the tasks and the heroes stay alive.
2. I went through the 2nd part of the campaign and started to go through the 3rd part, and chose the side of the Alins, there are no heroes from the 2nd part of the company and no Sava, I don't agree to go without him, Sava is my favorite hero after Destruction. Can you fix this? The hero is a drakka who is a scorpion and a hero of a flying semi-fire lizard is (forgot his name).
3. Do you remember in the old version of the mod, you added a mystic followed by a puzzle cube (it is from the first mission in the second part of the campaign) you made him the ability to call a large number of glass army. Could you bring it back? I know you were asked to remove him, he is creating a very large army, but where are these people now ??? :). Add him to the 3rd part of the company, well, like the rest of the heroes, he became good, can you add him in the form of a gin, if it's not difficult for you? Or you can add a flying fortress from the second scenario, the second part of the company (defense of azar-kharif), which summons 3 different armies. You grab her. And in general it is not implemented, but the thing is cool. You can complicate her capture so that it would not be so easy.
You can complicate the company by adding genies to the computer that summon a lot of glass army
I really liked your idea that you cannot build troops from glass, you replaced them with a fortress. You left behind the glass golem and the glass cannon. And he can make a fiery fortress where you can build fire spiders and golems. Or give someone the opportunity to call them, otherwise you meet too few of them in the game, and there is no way to play them. It would also be nice to implement a large glass spider and a large glass golem (which splits in two), if you think they are painfully cool on the player's side, you can weaken them. They are interesting, but they are not allowed to play for them.
4. Part 3 of the Quottle campaign is the worst. I do not like to play for them stupid nation. It would be possible to play for Vinci or Allins so that the cities and buildings were the same. But I think it's difficult to implement))
5. Sorry for the bad english.
6. And yes, I also want to say that your mod is great, thanks for making it and supporting it. I played it when he just called it motter expansion. I'll look forward to hearing from you, thanks.
I'm probably asking too much. The main thing is to fix the scripts so that the heroes join, otherwise there are a lot of hero points and there is nowhere to spend. Savu, that would be in the third part of the company. Well, add mysticism or fortress to both parts of the campaign.[Edited on 07/27/20 @ 02:56 AM]
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Tape |
Posted on 07/19/21 @ 01:08 PM
Hello, I probably using the patched version (It's probably a UK 4-CD version), works pretty fine. But I noticed some of few errors like:
- You are stuck in the Heavy Cargo Dirigible tutorial in Pirata Scenario.
- There should be an upgrade for Burrowing Clockwork Spider: "Heavy Burrowing Clockwork Spider"
- After capturing an aerodrome, it does not effect the bonus quest in Feligno.
- A tutorial in Azar Ariff requires player to build a Glass Citadel and Circle of Glass, this tutorial needs to be removed.
- Pulitore in Alin Campaign doesn't add a new hero once I completed a scenario. Also in this scenario doesn't spawn any enemy Dark Alin.
- There's two Andromeleks in the scenario, destroying one of Dark Alin Lairs doesn't effect the Main Quest, neither Andromelek was added for the Alin campaign.
- Sawu doesn't join as the hero for the Campaign for Mezekesh scenario after defeating him and the Quotl campaign.
- Some heroes that aren't added from specific scenarios must be included in the Quotl scenario where you have to pick either Vinci or Alin.
- Death Snake, Storm Disc and the Death Sphere are not in the Quotl campaign, however the snake is now a fallen unit. Storm Disc must have upgrades in the campaign[Edited on 07/26/21 @ 08:52 AM]
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SithLordFromHell |
Posted on 10/01/21 @ 09:05 AM
ive updated the game, gotten al the patches, and followed the instructions to the T, and the mod doesnt do anything. still only 3 factions and nothing else |
Deadworker |
Posted on 01/24/23 @ 01:02 PM
Hey there, recently i reinstalled Rise of Legends and also wanted to try out my most favorite mod again, though i'm experiencing similar/the same problems as Jaylo101, Divangel and Tape. Like the Super Steam Fortress and Advances Tower Prototype not always working and only when selected. The mech foreman does indeed not get spawned but it almost felt as if the mech miner which got spawned instead actually had the correct attributes, yet i would need to test that again. Also the Condottia Outpost has a different model now, is that intended? Those are actually no real problems, just minor stuff, but as stated before in the alin campaign it seems that you actually dont get the alin heroes but keep the vinci ones except Arri is replacing Lenora. As i know that the latter problem never occured before i wonder if the patching these days might not work fully correct anymore. |
nemilosul01 |
Posted on 02/13/24 @ 01:55 PM
Hey guys I tried for several hours to make the mod working on windows 11, and it won't show the new nations on the quick play mode, could someone by kind and upload the entire modded game and post a download link here maybe upload it on MEGA.NZ ?
Thanks in advance,
An amazing game that I fell sorry that it had to rust,
An amazing job Otter I am your fan for many years.
[Edited on 02/13/24 @ 01:56 PM]
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HGDL v0.8.2 |
Rating |
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4.5 | Breakdown |
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Artwork | 5.0 | Playability | 4.0 | Balance | 4.0 | Creativity | 5.0 |
Statistics |
Downloads: | 4,088 |
Favorites: [] | 7 |
Size: | 60.25 MB |
Added: | 12/15/13 |
Updated: | 08/21/20 |
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