View Full Version : Mod EA Nation: Atreus, Rise of the Dragon Emperor
Atreidi
June 17th, 2008, 01:04 PM
Early Ages
ATREUS, RISE OF THE DRAGON EMPEROR
Current Version: 1.07 FINAL
Last Update March 31 2010
Brought to you by Atreidi.
(coming soon) Atreus Middle and Late Ages
ADDED CONTENT:
New Nation: 88
New Units: 2650 - 2666
New Weapons: 950 - 952
New Site: 955 - 956
Founding of the Atreus Dynasty
Before the rise of the Xia Dynasty, a group of accentric Dragon fanatics who called themselves 'Ubermensch Rising' began a cult whose aim was to summon the great Shaniggaan Atreus, Emperor of the Dragons. Right after the Shun took power in the Xia Dynasty the Dragon Emperor was finally awakenned. His awakenning brough forth a new age of war and destruction to the land, changing history for ever.
Overview
The Atreus Dynasty is an ancient oriental Empire ruled by a Powerful Dragon Emperor. The dynasty was focused on the unification of the land and spread of elemental divination. It was a time of Dynasty Wars that often lasted many generations and consumed millions of lives. Through Divine intervention, many of the officers became very powerfull elementalists ascending to legendary hero status. Some of the elite dynasty members were though to be direct decendants of The Three Sovereigns Fu Xi, Nuwa and Shennong. The new generation of Celestial Elite members was on the rise, however, since the Dragon Emperor was mixing his blood with humans.
Empire Army
The Atreus Dynasty is an ancient oriental Empire Characterized by Strong Masters of Magic and martial arts. Warlocks were unable to freely choose their elemental specialty and thus had varied focus and strenght. The strong Imperialistic goverment ensured the army was always in the best conditions and was equiped with the best armor.
Characteristics:
Some units get Fallpower, 50% increase in hp on Fall Season
Superior Research Capabilities
Female Seducer
Most Units are well trained in Kung Fu and Wushu
Able to perform Blood Sacrifices
Blessed Mages
Unarmored and Weaponless Blessed Units
Race: Humans
Magic: Variable Random Elemental, Weak Blood, Random Strengh
Miltary: Cavalry, Heavy Infantry, Archers, Crossbows
Priests: Average, Can perform Blood Sacrifices
The 4 TGA files were borrowed from the Dominions 3 community. I am not certain who the creator is but I just wanted to give credit to them. :-)
-------------------------------------------------------
I really enjoy playing this mod. First off it is a great AI controlled opponent. When you play it though, it is even better. All mages get random magic. It gives you varied results every time. You can get a weak or strong mage depending on your luck.
Something else to consider about this mod is that it is "Balanced". I know that balancing a mod is completely relative to the person that is balancing it, however, I based this mod on many of the existing units and commanders on the original game. NO UNIT IS OVER POWERED!
I defenetly see this mod as a great addition to the other nations.
UPDATES:
1.01
-Reduced the Cost of the Autumn Warrior from 30 to 25
-Reduced #supplybonus of Master of the Ancient Way from 50 to 20
-Increased HP and Att of Kung Fu Only Units
-Decreased the strengh of Kun Fu only units
-Reduced the number of attacks of the Wushu weapon from 2 to 1
1.02
-Added the #nostr to the Kun Fu and Wushu attacks
-Lowered Dragon Emperor's Stats
1.03
-#fallpower is properly applied now. (Many Units have double HP in Autumn)
-Imperial Spy is now able to equip weapons
-Imperial Spy Gold Cost reduced by 50
-Imperial Spy Gets a Lvl 2 Random
-Added a couple of low end soldiers borrowed for Tienchi
-Added a national summon (two headed dragon)
1.04
-Modified the 'randomness' of random magic
-Minor balance modifications here and there
-Removed #multyhero
1.05
-small alterations here and there
-Changed RAR to ZIP
1.06
General Updates---->
-General Balance Added Here and There
-Overall Attack/Defense Skill Improvement, 8 was too low
-Icrease Kung Fu and Wushu Defense
-Changed IdealCold to -1
-Added Multihero1
Commander and Unit Updates----->
-Imperial Warlock, 2650, reduce castle defense
-Imperial Spy, 2651, reduce magic, remove recuperation, lower price
-Autum Warrior, increase defense, increase standard, increase berserk bonus
-Dragolich, 2663, reduce the unrest it produces,
-Master of the Wude, reduce supply bonus, add starting magic skill so it need a lab to be produced
-Prince General, 2652, increase by 5% the chance to get astral magic
-Master of the Ancient Way, 2654, reduce supply bonus,
-Imperial Fanatic, increase berserk bonus
-Drgon Cult Priest, 2665 increase precision, set noleadership, Increase Protection
-Master of the Quong, in creased healing
Patch 1.07 FINAL
-Fixed a couple of issues with the martial arts armors
-Added a small Martial Arts parri effect to most units (they were too squishy)
-Fixed some protection/defense inconsistencies
-Lowered gcost and rcost in a couple of units to improve AI efficiency
Enjoy!
Endoperez
June 17th, 2008, 01:50 PM
Why are so many units #att values so low? Even untrained militia has attack value of 7.
Old masters trained in martial arts should have att/def 10 or 11, before old age maluses. Giving them higher stats wouldn't be out of line, as long as you don't go overboard. See LA Tien Chi barbarian mages, some of whom have base att/def 13 or 14 before old age.
Wushu and Kungfu as weapons is a nice way of doing them.
Atreidi
June 17th, 2008, 02:03 PM
That is true Endoperez, however, you need to take into consideration that they do 3 attacks in one turn. They do a Kung Fu attack, Wushu Attack, and a Chi Kick. When you add these three attacks the damage per turn average to 16 damage a turn. They get 3 chanses of striking, giving them more oportunities to do damage each turn. Also, their cost is low.
The strengh of this unit comes from its blessing. This unit can become a killing machine if you give it Air Shield and Quickness. It already has high def and magic resist.
Endoperez
June 17th, 2008, 02:17 PM
I didn't comment on balance, just the low attack values. http://forum.shrapnelgames.com/images/smilies/wink.gif
Atreidi
June 17th, 2008, 02:20 PM
=D Thanks man, Please let me know if you some other "inconsistencies" or comments on the mod. They are welcome. http://forum.shrapnelgames.com/images/smilies/happy.gif
Aezeal
June 17th, 2008, 02:24 PM
Sounds strong.. what are the nations weakness to offset the multiple attacks, powerfull blessed mages and high armoured troops?
Atreidi
June 17th, 2008, 02:29 PM
The offcet to the Kung Fu Master's of multiple attacks is low attack values, low hp, no armor.
Endoperez
June 17th, 2008, 02:44 PM
Aezeal said:
Sounds strong.. what are the nations weakness to offset the multiple attacks, powerfull blessed mages and high armoured troops?
Really... it doesn't take THAT long to download the mod and read throught he .dm. The kungfu-guys have like attack of 5, and the special unit with kungfu and chi kick and bite and claw and fist and whatever else in addition to glamour and magic, well, he has total of 5 hp. I didn't notice any units that didn't have a clear weakness, and I just read through the .dm.
Atreidi
June 17th, 2008, 02:52 PM
I see 5 hp as a clear weakness :S
The only unit with glamour is one of the heroes and hes got 5hp.
HoneyBadger
June 17th, 2008, 03:03 PM
If I might suggest something-maybe have your kung fu guys (that's a technical term) be relatively tough-as in resistant to damage-in their young to middle age, and then have a switch where they become frail with age but do a lot of damage as elders, since they'll have made the switch from physical power and resilience to focusing and relying on their Chi.
Endoperez
June 17th, 2008, 03:03 PM
Atreidi said:
I see 5 hp as a clear weakness :S
The only unit with glamour is one of the heroes and hes got 5hp.
I'm not sure if I used double or triple negative, but I tried to say that the units, including the powerful ones, had some weaknesses. Having only 5 hp is one of the weaknesses, of course.
Atreidi
June 17th, 2008, 03:10 PM
The only way to really appreciate how the units work is to play a short or long game. The units really come together and adap to different bless strategies.
Atreidi
June 17th, 2008, 05:58 PM
Any comments and suggestions are welcome. Let me know how you liked the mod. Thanks http://forum.shrapnelgames.com/images/smilies/happy.gif
Aezeal
June 17th, 2008, 06:03 PM
Hmm well endo I just tried to make most of what I read in his post.
Personally I'm not so fond of units having stats that seem undominion like though (humans with att 5 and hp 5 for example). But that is just me I guess others just mind if the race bring something different (and I guess it does see below) and is balanced, which others will have to test.
5 hp and 5 att, 3 attacks sounds like maniac ninja goblins http://forum.shrapnelgames.com/images/smilies/laugh.gif (which isn't critisism... maniac ninja goblins would make for a great different thematic nation really)
Atreidi
June 17th, 2008, 06:15 PM
http://forum.shrapnelgames.com/images/smilies/happy.gif Well, Aezeal this is how i visualize the 5 hp 5 att unit: He is a really old guy that kicks @55 in kung fu. He can probably hit anyone fast and hard a cuple of times but if you are able to hit him hes down.
And something else. 5 hp is not the standar for all units. There are maybe 2 units with such a low hp. The low hp is countered by Seasonal Bonus though. http://forum.shrapnelgames.com/images/smilies/wink.gif
Aezeal
June 17th, 2008, 06:32 PM
I'll give better reviews once I read the DM file..on a day the dutch didn't have a big match and won http://forum.shrapnelgames.com/images/smilies/laugh.gif
PS att 5 doesn't fit with "can probably hit anyone fast and hard a cuple of times" Kungfu masters should just have high attack and def skill.. the HP explanation is .. somewhat acceptable.. though most old mages just have HP 8 and they haven't had a life of fighting and training.
Atreidi
June 17th, 2008, 08:19 PM
This is the way it looks....
Atreidi
June 17th, 2008, 08:48 PM
I fixed the problem accordingly I had the #str value mixed with the #att value. It was supposed to be low str high att. http://forum.shrapnelgames.com/images/smilies/happy.gif
Alderanas
June 18th, 2008, 01:40 AM
can you put it in a zip file plz
Endoperez
June 18th, 2008, 01:52 AM
It's an attachment in the first post, on the lind just under the disk icon and the subject title.
Edit: or if your problem was with .rar files... Follow Ballbarian's advice in the other thread. http://forum.shrapnelgames.com/images/smilies/redface.gif I had forgotten how weird it was to see a rar file and not know what it is.
Atreidi
June 18th, 2008, 10:31 AM
I thought RAR files were standard too.
Atreidi
June 19th, 2008, 02:35 AM
http://forum.shrapnelgames.com/images/smilies/laugh.gif I did some polishing. Added a few generic units and a national level 9 summon. Im open for comments/suggestions.
Aezeal
June 19th, 2008, 07:16 PM
Well... you could make graphics to fit the maniac ninja goblin theme http://forum.shrapnelgames.com/images/smilies/laugh.gif
Atreidi
June 19th, 2008, 08:17 PM
maniac ninja goblin sounds too boring... how about
maniac super mutant ninja goblins from hell!! http://forum.shrapnelgames.com/images/smilies/tongue.gif
Alderanas
June 19th, 2008, 09:48 PM
uhhh what was his advice in the other thread and i use a mac so rar file do not work on it.
Atreidi
June 20th, 2008, 01:24 AM
Ahh mac. Im so ungrateful to them. I learned to use a computer with an apple computer. I surfed the internet for the first time with a mac and how do I repay them by using windows and a Zune. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Alderanas
June 20th, 2008, 11:52 AM
haha nice
Atreidi
June 21st, 2008, 04:45 PM
I am working on the Atreus MA. Any suggestions on what I can add. (excluding the maniac ninja goblins)
Alderanas
June 22nd, 2008, 01:28 AM
I wish you luck with your mod but i cant download it becasue the mac version of rar didnt work but o well
Atreidi
June 22nd, 2008, 01:35 PM
I will change it to zip file just for you. http://forum.shrapnelgames.com/images/smilies/happy.gif but not until I finish the Middle Age.
HoneyBadger
June 22nd, 2008, 02:33 PM
Some evil fox spirits would be nice (or evil nympho fox *****es from hell, if you prefer http://forum.shrapnelgames.com/images/smilies/happy.gif )
Alderanas
June 22nd, 2008, 11:48 PM
now i feel special. http://forum.shrapnelgames.com/images/smilies/happy.gif that will be fine and thanks!!
Atreidi
June 23rd, 2008, 12:21 AM
HoneyBadger said:
Some evil fox spirits would be nice (or evil nympho fox *****es from hell, if you prefer http://forum.shrapnelgames.com/images/smilies/happy.gif )
Very good idea... did you mean Evil nympho "foxy" *****es from hell? if you did, im in.
HoneyBadger
June 23rd, 2008, 01:14 AM
Well, part fox, part evil nympho hell *****es who have come from hell.
Atreidi
June 24th, 2008, 12:33 PM
When people download your mod and dont make any comments it could mean two things: That the mod is really really bad not even worth comenting on, or that they liked it and are still experimenting with it. I hope it is the later. (it is for me) http://forum.shrapnelgames.com/images/smilies/happy.gif
By the way, Im done with the "expancion" the MA Atreus. Im just testing it out before release. http://forum.shrapnelgames.com/images/smilies/happy.gif
Edratman
June 24th, 2008, 01:03 PM
Atreidi said:
When people download your mod and dont make any comments it could mean two things: That the mod is really really bad not even worth comenting on, or that they liked it and are still experimenting with it. I hope it is the later. (it is for me) http://forum.shrapnelgames.com/images/smilies/happy.gif
http://forum.shrapnelgames.com/images/smilies/happy.gif
Another possibility for lack of comment is that the unit/weapon/etc numbers clash with another mod that is in current use and I haven't gotten around to modding the mod to slip it in. (Acually I lost my master list of numbers, so I an SOL and face a long tedious task to recompile the list.)
HoneyBadger
June 24th, 2008, 02:01 PM
Sorry, I'd download it happily, but I don't have a proper computer to download it to. It looks really interesting though, and I'm glad that China's getting more representation-China's legends and myths are an awfully big subject for just one set of nations-even a Dev set.
Atreidi
June 24th, 2008, 02:14 PM
I never thought of that.... Conflicting unit/weapons/etc numbers... The same thing happens with all other mods. This limists the ammount of mods from different users u are able to activate. http://forum.shrapnelgames.com/images/smilies/frown.gif
Edratman
June 24th, 2008, 03:21 PM
Atreidi said:
I never thought of that.... Conflicting unit/weapons/etc numbers... The same thing happens with all other mods. This limists the ammount of mods from different users u are able to activate. http://forum.shrapnelgames.com/images/smilies/frown.gif
That is a big one. I'm running nine or ten mods in my present game. Some, like improved AI, don't pose any conflicts, but new nations almost always pose conflicts. I started to change numbers to avoid conflicts, but as I added mods, more arose, and now many are a mishmash which requires me to scroll through the dm files and record them.
I've selected the mods I'm playing mostly on the strength they are as AI nations. Your mod looks good, but it posed conflicts with my own mod nation which I'm playing because it is terribly unbalanced and it gives me edge I require.
Sombre
June 24th, 2008, 04:09 PM
ID number conflicts are easily resolved.
That isn't the real limiting factor on mods. That would currently be the vanishing magic paths bug. Last patch it was the descriptions, before that it was sprites,...
You get the idea.
Endoperez
June 24th, 2008, 04:28 PM
Next patch, it's probably spells. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Atreidi
June 25th, 2008, 01:23 PM
HoneyBadger said:
Sorry, I'd download it happily, but I don't have a proper computer to download it to. It looks really interesting though, and I'm glad that China's getting more representation-China's legends and myths are an awfully big subject for just one set of nations-even a Dev set.
It is now a Zip file. Just for you. http://forum.shrapnelgames.com/images/smilies/happy.gif
HoneyBadger
June 25th, 2008, 04:00 PM
But I still can't download anything, that's the problem http://forum.shrapnelgames.com/images/smilies/frown.gif it's a work computer.
Atreidi
June 25th, 2008, 06:19 PM
I see, maybe I can hire you and let you play in the company computer. I'll pay you 5.15 an hour to play with me. http://forum.shrapnelgames.com/images/smilies/tongue.gif
HoneyBadger
June 25th, 2008, 08:40 PM
I'd take it, too, providing your company happens to be within walking distance of my house, and I could work on my current days off.
Edratman
June 26th, 2008, 01:26 PM
Sombre said:
ID number conflicts are easily resolved.
That isn't the real limiting factor on mods. That would currently be the vanishing magic paths bug. Last patch it was the descriptions, before that it was sprites,...
You get the idea.
You are correct, but because I had to bastardize many of the mods to get rid of conflicts, I no longer can rely on the unit/weapon/spell numbers the mod developer listed. Last time I tried to sneak one in without comparing id numbers, Tomb Kings I believe, I was able to recruit some sort of skelton scorpion in my mod nation.
Last mod in seems to overrule any other mods in the case of conflicts.
Atreidi
August 20th, 2008, 02:03 PM
I just hope the next patch does not decrease the number of unit #s we have left. :(
HoneyBadger
August 20th, 2008, 02:15 PM
I hope that too...
I don't think it would be amiss if we had access to double or even triple the total number of "vanilla game" units as there currently are in the game. With the various, ever-increasing number of mods-each with it's set of say an average 24 units-we need the space.
HoneyBadger
October 14th, 2008, 12:39 AM
Just a quick bump-any plans to add a preview of the National sprites?
Atreidi
April 4th, 2009, 04:22 PM
Just a quick bump-any plans to add a preview of the National sprites?
I should, but Its been quite a while and I forgot all about it.
I wonder if people still play this Nation....
DaveCG
April 9th, 2009, 03:58 AM
Just a quick bump-any plans to add a preview of the National sprites?
I should, but Its been quite a while and I forgot all about it.
I wonder if people still play this Nation....
I do!
and I enjoy them too!
Atreidi
March 31st, 2010, 12:38 AM
Bumping. Anyone has any comments after using this nation. Any comments or bugs? I will be updating both EA and MA Atreus Mods. :)
Atreidi
March 31st, 2010, 09:46 AM
IF you like playing single player, use this mod for a computer controlled nation and you will have yourself a challenge!
UPDATE:
VERSION 1.06
General Updates---->
-General Balance Added Here and There
-Overall Attack/Defense Skill Improvement, 8 was too low
-Icrease Kung Fu and Wushu Defense
-Changed IdealCold to -1
-Added Multihero1
Commander and Unit Updates----->
-Imperial Warlock, 2650, reduce castle defense
-Imperial Spy, 2651, reduce magic, remove recuperation, lower price
-Autum Warrior, increase defense, increase standard, increase berserk bonus
-Dragolich, 2663, reduce the unrest it produces,
-Master of the Wude, reduce supply bonus, add starting magic skill so it need a lab to be produced
-Prince General, 2652, increase by 5% the chance to get astral magic
-Master of the Ancient Way, 2654, reduce supply bonus,
-Imperial Fanatic, increase berserk bonus
-Drgon Cult Priest, 2665 increase precision, set noleadership, Increase Protection
-Master of the Quong, in creased healing
Sombre
March 31st, 2010, 10:18 AM
Next patch, it's probably spells. http://forum.shrapnelgames.com/images/smilies/laugh.gif
As it turns out, it's actually explosion sprites and spell graphics that got broken this time.
kennydicke
March 31st, 2010, 04:19 PM
I noticed that this mod has the same lung.tga, Lóng sprite as the Mytheology mod. I'm curious if you know who made this sprite, as I'm interested in using it for a mod. Thanks, in advance.
Atreidi
April 1st, 2010, 08:07 AM
I noticed that this mod has the same lung.tga, Lóng sprite as the Mytheology mod. I'm curious if you know who made this sprite, as I'm interested in using it for a mod. Thanks, in advance.
I really dont know. I got the sprites years ago from these forums and most people are very open about using their sprites. I am sure that there would not be any problem if you use it as long as you don't claim the sprite is your creation. :)
kennydicke
April 1st, 2010, 08:22 AM
I really dont know. I got the sprites years ago from these forums and most people are very open about using their sprites. I am sure that there would not be any problem if you use it as long as you don't claim the sprite is your creation.
Yeah, I just wanted to give credit where due. Thanks anyway, though.
Sombre
April 1st, 2010, 09:59 AM
Probably a pscientist original.
kennydicke
April 1st, 2010, 10:13 AM
Sombre
Probably a pscientist original.
Thanks, I wondered if he did the Mytheology sprites himself.
Atreidi
Back on-topic: This mod has an interesting theme that I enjoy, especially the random picks and martial arts. All in all, I think it's fun. Good job!
Btw, they do make a decent AI opponent.
Atreidi
April 1st, 2010, 04:49 PM
Sombre
Probably a pscientist original.
Thanks, I wondered if he did the Mytheology sprites himself.
Atreidi
Back on-topic: This mod has an interesting theme that I enjoy, especially the random picks and martial arts. All in all, I think it's fun. Good job!
Btw, they do make a decent AI opponent.
=D Thanks. If you set EA Atreus AI to offensive and let them expand you will have trouble stopping all those well armored millitia.
Atreidi
April 19th, 2010, 03:58 PM
Patch 1.07 FINAL
-Fixed a couple of issues with the martial arts armors
-Added a small Martial Arts parry effect to most units (they were too squishy)
-Fixed some protection/defense inconsistencies
-Lowered gcost and rcost in a couple of units to improve AI efficiency
Enjoy!
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