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  #1  
Old January 5th, 2008, 03:16 AM
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Default New Nation: Travelers

Version 0.08

I wanted to make a nation with no magic, so here it is.
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File Type: zip Travel.zip (173.1 KB, 987 views)

Last edited by Amos; September 3rd, 2008 at 12:24 PM..
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  #2  
Old January 5th, 2008, 08:44 PM
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Default Re: New Nation: Travelers

"Possessed Prince" can change into "Missionary of Ka" at will.
Changed "Ka" attack sprite.
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  #3  
Old January 7th, 2008, 05:17 AM
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Default Re: New Nation: Travelers

Version 0.03

-Added two multiheroes;
-Added another unit.
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  #4  
Old January 8th, 2008, 09:56 AM
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Default Re: New Nation: Travelers

Version 0.04

Added 3 summoning spells.

Going to test the mod now.
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  #5  
Old January 9th, 2008, 07:28 AM
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Default Re: New Nation: Travelers

Added another spell.
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  #6  
Old January 10th, 2008, 06:02 AM
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Default Re: New Nation: Travelers

Version 0.05

Units with the "spectral sword" weapon got "spectral fire" instead;
Soldier of Ka got "spectral sword" instead of "phantom blade";
Terminator armor got +2 protection -def and ap.
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  #7  
Old January 10th, 2008, 03:15 PM

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Default Re: New Nation: Travelers

I played the first release version and I'm definitely in favor of increasing the power of the free-spawns. I'm not sure if this is a documented bug, but if an immortal commander dies from a disease, it is gone forever. I had 2 missionaires die from a disease, 1 I had just purchased the previous turn in my capitol-they never re-appeared and they were definitely in my dominion. The immortal free-spawn, which basicly starts off old, starts racking up afflictions immediately, which I can consider a design decision. Not sure if the immortal free-spawn is getting diseased, and dropping dead immediately and then evaporating. Will test the new version and see how it goes. After the first 15 turns, I never purchased any units as the upkeep on the free spawn was so high(gold cost 10 and 15 respectively. Great work on the mod!

PS-Was using a rainbow pretender but didn't go far enough to see if that works. Would consider weakening the free-spawn if you can reduce the up-keep.
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Old January 10th, 2008, 07:08 PM
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Default Re: New Nation: Travelers

Quote:
I'm not sure if this is a documented bug, but if an immortal commander dies from a disease, it is gone forever.
Its a known bug. But it fits well with this mod so I'm not complaining. Otherwise the Travelers would never die and you will have an unlimited numbers of immortal seducers.

Quote:
I never purchased any units as the upkeep on the free spawn was so high(gold cost 10 and 15 respectively.
I'll try to balance them better. The new weapon is a step in the right direction.

Quote:
PS-Was using a rainbow pretender but didn't go far enough to see if that works.
I actually never play with pretenders other than the mod's original, since I try to balance them, more or less successfully, for the mod.
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  #9  
Old January 13th, 2008, 09:21 AM
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Default Re: New Nation: Travelers

Changed the name of the nation to "Principalities". Didnt like the old name of "Princedoms".
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  #10  
Old January 18th, 2008, 02:16 PM
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Default Re: New Nation: Travelers

Small changes to sprites of Armor type units and leaders.
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