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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 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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creeper857 |
Posted on 08/31/17 @ 05:28 PM
You need to overwrite the games files. Just make a backup and throw all the files of the mod into the game folder[Edited on 09/01/17 @ 06:13 PM]
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creeper857 |
Posted on 09/01/17 @ 06:24 PM
is it just an oversight or giacomo cuotl are supposed to not have a fallen refuge?[Edited on 09/01/17 @ 06:25 PM]
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Door1234 |
Posted on 02/11/19 @ 02:29 PM
Hey all, I’m late to the party, but I tested this out and found some bugs and a few questions about the mod.
Before I start, I’d like to mention that I had the four disk 2006 copy, and had to patch the game manually. I also ran the exe. Modpack.
-Coutl Worship bonus only applies the fane carry capacity, and the holy ark channel power. Holy ark health bonus and healing does not apply.
-Coutl hero Czin’s abilities; Death Grip is unavailable, Death Gate is unavailable.
Pretty much just the only bugs on my Coutl skirmish. But I would like to know how I can get more holy Arks after one dies? There is the Unholy Arks, but I would like Holy Arks too for their healing (currently bugged) and channel power ability. While extra attrition is nice, I observed a unit going against an Unholy Ark, and the little icon on the enemy soldier for attrition damage would blip on and off. So I don’t know if it’s taking full damage.
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motter28218
File Author |
Posted on 02/27/19 @ 04:05 PM
@Door1234: Yes, there was a bug with Czin - Thank You for catching that, I fixed it and uploaded the corrected mod so just download it again and re-install.
The Cuotl can no longer build the regular arks, only Giacomo's Cuotl Nation (the good guys) can have them.
I did this to try and make the two nations as unique as possible. The Holy District still spawns one for the Cuotl but the powerups are disabled.
As for the attrition I'd have to see it to know what you mean, only thing I can think is either the unit is going out of the Arks range, it's also being hit by attrition from another source (such as your territory attrition), some counter spell has been cast or the unit has 1 of it's supply units nearby.[Edited on 03/10/19 @ 12:35 PM]
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moki25 |
Posted on 03/06/19 @ 11:07 AM
Hi Motter, thank you for this amazing mod!
Unfortunately I encountered major bug.
I seem to cannot aquire any more heroes in CTW after Belisari. Did the mission with Pulitore, nothing. Did the mission with Andromolek, still nothing and Damanhur - still no more heroes after Belisari.
I tried to add them (at least Pulitore) via save editing but no luck here aswell, I just don't know how (but I managed to change other things like adding army rows).
Any ideas?[Edited on 03/06/19 @ 08:29 PM]
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motter28218
File Author |
Posted on 03/10/19 @ 12:38 PM
@moki25: Some of those issues are not a bug. I removed Pulitore, Adromolek, and Sawu.
I am concerned however that you said Damanhur and Dakhla aren't appearing. I was pretty sure I playtested the campaign many times and they showed but I will go check it out and get back to you.
Thanks for the feedback! |
moki25 |
Posted on 03/10/19 @ 01:10 PM
Oh man, I just realized that you don't get Damanhur after Fire Key mission. Sorry for misunderstanding and thanks for clearing it up in regards to Andromolek and Pulitore.
But other bugs I encountered:
Mission in which you encounter Lenora counts as skirmish I think, you cannot summon Carlini and there are problems with objective to heal Lenora.
Mission with Belisari won't start. Had to uninstall mod, play it and install it back.[Edited on 03/10/19 @ 05:52 PM]
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motter28218
File Author |
Posted on 03/13/19 @ 03:08 PM
EDIT: Found the problem with the Pirata mission, I forgot to include the map file in the mod so that's why things weren't working.
UPDATE: All those issues are now fixed and the working mod is now up for download.
Thanks again for bringing these issues to me.[Edited on 03/18/19 @ 11:24 PM]
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moki25 |
Posted on 03/19/19 @ 01:01 PM
Thank YOU, motter, for that after all these years you still care! |
motter28218
File Author |
Posted on 03/28/19 @ 03:48 PM
If you find anymore bugs let me know, it's hard to catch them all play testing with just me.
AlinCarpetman as well as others on here have been a big help in catching things for me but few people give feedback.
Always happy to see people still playing this game! |
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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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