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  1. #31
    Pack III - Claws and Horns is now available.
    The Daemon Civ was replaced by the Plaguelords, because I couldn't find a good unit model for the Daemon and Imp units.

  2. #32
    For the next (and last) pack on the official WBC Civs:





    Pack-IV: War of the Stinging Tears

    Contain the following Civilizations:



    Dwarf - King Korin VI
    UA: Master Engineering -
    The second item in the production queue gets 40% of the City's production output (the first one still gets 100%). After completeing a Wonder, choose one of the following: Some Khazrimi Guards appear, gain a boost of Culture or increase generation of Gold in all cities.
    UU: Khazrimi Guard -
    Replaces the Longswordsman and requires Iron. +250% Strength against Cities. Starts with Block I and Great Generals II promotions.
    UB: Brewery -
    Replaces the Barracks. +1 Gold, +1 Food. 1 Brewer Specialist. Units trained in this City gain the ability to get Drunk. +15 EXP. +4 Defense and +15 HP to the City.



    Daemon - Gokh'xag Extraplanar Lord
    UA: Fiery Disposition -
    Non-Daemon, non-Capital cities you conquer are instantly razed and cause a 2-turn Anarchy in the enemy’s Empire. +2 Science from Bonus and Strategic Resources.
    UU: Daemon -
    Replaces the Great General. Flyer. Is able to summon Imp units. Does not have the normal Great General benefits, but increases the range of stacked units by 1 and gives nearby units the Binding Promotion, which makes them earn XP faster.
    UB: Chaos Shrine -
    Weaker than the Walls it replaces. +1 Happiness. When this city is captured, gain a lump of Gold and Culture. Provides 1 GPP towards a Daemon. After the construction of the first Chaos Shrine, Daemons may be bought with Gold.
    ---
    Imp -
    Ranged unit with 1 range. Flyer. Very weak, but, when attacking, reduces enemies’ movement by 1. May be upgraded twice, once by the Chaos Shrine and another from the Bank.



    Selentine Empire - King Sirras, the Weak

    UA: Awe of the Sun - Completing a Policy Tree or adopting a Level 3 Ideology Tenet makes the Empire enter the Sun Quest Festival; after reaching the Industrial era, Tourism is also increased during these festivities. Gain a Great Person of your choice each time you’re the first to reach an Era.
    UU: Lion's Coin - Replaces the Great Merchant. May not build Custom Houses, but may be expended in a City to create a 5-turn Sun Quest Festival.
    UB: Archway - Replaces the Harbor. No Harbor benefits. +1 Gold, +25% Faith, +20% Great People generation in this City. Merchant specialist slot.

    *Sun Quest Festival is a 10-turn increased Gold, Faith and Culture.




    Minotaur - Rothtar Dragonslayer
    UA: Sartek's Spirit -
    All land units may eat Animal resources on the map to heal (except embarked units); melee units start with Cover I and Block I promotions. Spending a Great General for a Citadel also generates the effect of a bulbing a Great Scientist.
    UU: Horned Berserker -
    Replaces the Swordsman, but does not require Iron. Triple experience from fighting. Strength increases as life decreases. Has +1 Movement for each 20 HP missing. Great Generals I Promotion.
    UI: Pen -
    Available at Trapping. Hills only. +1 Production, +1 Food, +1 Gold. Creates a Sheep resource underneath. May not be built near another Pen.
    Last edited by Bane; 09-17-2015 at 02:39 AM.

  3. #33
    Senior Member
    Join Date
    Oct 2012
    Posts
    169
    Why is one of the default names for swarm cities 'Realm of Plague'?

  4. #34
    Quote Originally Posted by Nobleknight View Post
    Why is one of the default names for swarm cities 'Realm of Plague'?
    Is it? Dammit.
    I'll fix it.

  5. #35
    Last pack is published:

    Warlords BattleCiv Pack-IV (Steam)

    Version: 1.0
    Requires: DLL VariousModComponents from v66 onwards.
    (You can't have more than one Mod with a DLL file at a time, if you have one DISABLE IT before using DLL VMC)




    This is the last pack in the main series. The next steps for me with BattleCiV are:
    - Smooth out the code-wise with all packs, making one major patch with the intention of squashing any remaining bugs, ironing the code and fixing more balance issues.
    - Add DoM for every Civ.
    - Get audio for each Unit and DoM.
    - Art upgrade when/if needed (Icons/Flags/DoM/Maps).
    - Add new features to start the crossing over to Total Conversion.
    - Pack with additional civs (Ogres and Goblins from the main series and some others from another game I like very much). I might need some ideas here!
    - Support to 3rd and 4th Unique Components.
    - Events & Decisions support (will be the last one).






    Contains the following Civilizations:

    Daemon - Gokh'xag Extraplanar Lord
    UA: Fiery Disposition - Non-Daemon, non-Capital cities you conquer are instantly razed and cause a 2-turn Anarchy in the enemy’s cities. +2 Science from Bonus and Strategic Resources.
    UU: Daemon - Replaces the Musketman. Flyer. Gives XP to every adjacent unit after attacking. May summon an Imp upon killing an enemy (based on enemy’s Level).
    UI: Chaos Shrine - Requires Metal Casting +1 Happiness and +1 Gold in the Capital. After the discovery of Physics, generates points towards the summoning of a Daemon in the Capital. Workers may be sacrificed here for a chance to summon a Daemon. -1 Food.


    Dwarf - King Korin VI
    UA: Masterful Engineering - The second item in the production queue, if it is an Unit or a Building, gets 25% of the City’s Production output. After a Wonder is completed, all other buildings in the queue get a boost.
    UU: Khazrimi Guard - Replaces the Longswordsman. Heals adjacent military units after defeating an enemy. Starts with Block I and Demolition Man (+200% CS against Cities) Promotions.
    UB: Brewery - Replaces the Barracks. +1 Gold, +1 Food, 1 Engineer Specialist. Units created here gain the ability to get Drunk*. +15 EXP. +6 Defense to the City.


    * Costs 35 gold. Must be in friendly territory. Generates 1 Culture per turn while drunk, has +1 movement, increases attack but reduces defense. Lasts up to 10 turns.



    Selentine Empire - King Sirras Lawbringer
    UA: Awe of the Sun - Completing a Policy Tree makes the Empire enter the Sun Quest Festival. Allied City-States gain military units regularly.
    UU: Lion's Coin - Replaces the Great Merchant and brings more gold with a Mission than the regular Merchant. May not build Custom Houses. Creates a 5-turn Sun Quest Festival when performing a mission in a City-state's territory.
    UB: Archway - Replaces the Harbor. No Harbor benefits. +1 Gold, +25% Faith, +20% Great People generation in this City. Merchant specialist slot.


    Minotaur - Rothtar Dragonslayer
    UA: Sartek's Spirit - Units may eat Animal resources on the map to heal. Melee units have the Sartek’s Hide promotion, which increases defense.
    UU: Horned Berserker - Replaces the Swordsman, but is more expensive and slightly weaker (20 instead of 21). +100% Experience from fighting. Strength increases as life decreases. Has +1 movement for each 20 HP missing.
    UI: Basilisk Pen - Available at Trapping. Hills only. +1 Science, +1 Gold. Creates a Sheep resource. May not be built near another Pen.
    Last edited by Bane; 02-11-2016 at 08:22 PM.

  6. #36
    LATEST UPDATE


    GENERAL

    - Fixed defective saving variables due to file duplicates.
    - Packs now depend on the previous one.
    -- Pack IV depends on III
    -- III depends on II
    -- And II depends on Pack I
    - Fixed an incompatibility issue with the Agar adding Unique Units from some specific other mods.
    - Included missing icons for extra units (Spider spawns, imps and skeletons).
    - A few texts were re-written (like Wood Elf's UA) for clarity and objectivity's sake.
    - Civ names are now rarely related to their race. Makes them feel more 'unique'.
    - Improved a few icons.
    - Code sanitization.




    FIXES
    Pack-I
    - High Elven Dragonstone will now only work if within High Elven borders.
    - Undead's UA extra Gold (from food) is now displayed on the topbar/cityview GPT for easier comprehension.
    - Removed Dark Dwarven's Specialist bonus to unemployed Citizen. Makes more sense.
    Pack-II
    - Cavalier's text was misleading. The bonus is applied to the Capital.
    - Fey's war/peace configuration was a bit erractic. It's going to be more aggressive towards neighbours now.
    - White Tree has no Artist specialist anymore, nor does it generates Artist points. As it should.
    - Dunekeep was giving 2 Culture for each Luxury. Fixed, gives 1 now.
    - Cavalier had no unique unit model.
    Pack-III
    - Fixed Orc settler being able to be trained by other Civs.
    - Fixed the Laboratory. Number of revealed tiles was being reduced every turn.
    - Fixed a SQL mistake that was causing weird game behavior.
    - Plaguelords' UA second part now works... my bad.
    - Plaguelords' UA first part is now savegame friendly.


    BALANCE
    Pack-I
    - Undead's Graveyard is now a Granary replacement and is only available after researching Philosophy. It generates no Culture now (was +2).
    - Undead's Vampire does not start with Cover I.
    - Second part of the Undead's UA is back.
    - TOTALLY reworked Undead's growth. Faith will also help to increase population.
    -- Fast Growth initially, slows down a bit after.
    -- Food kept no longer impacts Undead's growth (which makes sense).
    -- Capital grows a bit faster after reaching 5 Pop.
    -- Reduced all Bane's Growth flavors to 0, increased expansion.
    - High Elf's UA last part bonus now reads: "Food and Culture output increased by 20%." (was "Food and Gold" and "30%")
    - Researching a new Tech no longer provides Culture for the High Elf Civilization.
    - Agar's Storm Dragon's Combat Strength reduced to 31 (was 35).
    - Halls of Golem's bonus production per Mountain is now +10%. (needs testing)
    - Hellbore is not the Dark Dwarves' UU anymore.
    -- The Stone Golem is their new UU.
    --- Stone Golem get +20%CS while fortified, and has a small chance at surviving a killing blow. Costly to build and maintain.
    --- Replaces the Musketman, but is available later, at Metallurgy.
    Pack-II
    - Fey's Orb of Wonder Gold bonus decreased to +1 (was +2). Has no specialist anymore (was 1 Merchant).
    - Knight's Tourism boost now kicks in after Industrialization (was Economics).
    - Dunekeep's bonus per Luxury worked is now +1 Science and +1 Culture (was Food/Culture).
    - Dunekeep has now 1 Great Work of Art slot (was 2).
    Pack-III
    - Dark Elf may now sacrifice Civilians for a chance of upgrading the Tree of Pain
    -- Chance is ~14% (1 in 7).
    --- Missionaries and Inquisitors increase to ~43%.
    --- Great People guarantee an upgrade.
    - Orcs do not have increased Policy Costs anymore (was 10% more expensive).
    - Orcs now have "Increased Food output while at war."
    - Plaguelords' Laboratory has Research bonus reduced to 33%, same as the University (was 50%), but now has no Maintenance (was 2).
    - Kraken toned down a bit: 24CS (was 26), 4 moves (was 5). Does not have Regeneration I promotion anymore.
    - Naga does not start with Regeneration I anymore.

  7. #37
    LOOKING FOR LEUTENANTS!
    I'm looking for people with ideas and time for testing. If you code, even better, if you don't, I mind not.
    There are many changes - like the Hero system - in the Google Doc. If you want to help, please say so, I'm working alone for more than 2 years now!

  8. #38
    Updated the OP.
    Here are a few more images:
    - Mana and Mana Regeneration
    manamana!.jpg

    - More complex combat
    daemondamage.jpgnagadamage.jpghalftrolldamage.jpg

    New 'Tech' tree (buildings/units not all assigned yet - this is an old image)
    techtreefull.jpg

  9. #39
    A few of the new units (Elder Dragon, Hydra, Pathfinder, Spider Priestess):
    Dragon-(by-Gerezon).jpgHydra-(by-Arvalis).jpgPathfinder-(by).jpgSpider-Priestess-(by).jpg

  10. #40
    Aaaand last one for a while.


    Weather changes (cycles variable by game speed):

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