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January 19th, 2009, 11:40 PM
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Private
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Join Date: Dec 2008
Location: Madison, WI
Posts: 40
Thanks: 12
Thanked 6 Times in 5 Posts
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Re: Nation mod: Harabatia: Rise of the Raptors
A few changes already:
increased gold cost of wingless archers to 13
increased gold cost of wingless ravens to 15
increased gold cost of risen yasad to 30
fixed Harab Seraph, no longer can get water magic, but can get nature through custom magic, replaced ice cap with half helmet, as Harabatia isn't supposed to have any ice weapons.
Upcoming changes: I plan to make an Eagle King god, which would fit into the ancestor worship religious theme. Otherwise awaiting comments for balancing and further unit creation, particularly summoned units, and maybe more heroes.
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January 20th, 2009, 10:41 AM
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Private
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Join Date: Dec 2008
Location: Madison, WI
Posts: 40
Thanks: 12
Thanked 6 Times in 5 Posts
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Re: Nation mod: Harabatia: Rise of the Raptors
Changed the flag, as I realized it was borrowed from someone elses mod, but I forgot which one, anyway new flag included.
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January 20th, 2009, 03:48 PM
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Private
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Join Date: Dec 2008
Location: Madison, WI
Posts: 40
Thanks: 12
Thanked 6 Times in 5 Posts
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Re: Nation mod: Harabatia: Rise of the Raptors
It's my birthday, and how am I spending it? modding Dom 3. Anyway, new version released. Adds a banner a new mage commander(Harab Naturalist), and makes a God version of the Eagle King. Also I reorganized the .dm file, upgraded the PD, and altered the starting units(now is 15 Raptor Home Guards and 5 Ogre Bulls instead of 10 Raptor Warriors and 10 Raptor Home Guards). In play testing I've noticed that the custommagic mask never seems to give my mages any additional nature magic, even though it is listed. If anyone else notices this, or knows why, let me know.
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