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Old March 15th, 2005, 04:00 AM
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Default Persian Empire Mod (Updated)

I have completed a mod for Ulm turning them into the Persian empire. Please download/test/play it and let me know what you think. I am especially concerned with issues of unit cost, and errors.

Changes:
1. Cavalry now have hoof attacks.
2. Sha'ir now costs 45gp.
3. Fixed Scythed Chariot name (was Wolfherd).
4. Fixed carriage returns in summary.
5. Reduced basic infantry cost.
6. Increased Immortal cost by 5gp each (for non-cap sacred).
7. Reduced Rustam's hp from 40/20 to 25/15.
8. Changed some filename capitalization to conform with linux (hopefully I didn't miss any).
9. Changed the name from Persia to Aracesia (a butchering of the divine ancestor's name, Arsaces).
10. Fixed some commander names that had slashes in them.

Notes:
1. The Magus, Mobed, and Sha'ir have Elemental randoms, not full randoms.

2. The Mobed's random picks are linked (e.g. he will get 2F, 2A, 2W, or 2E but never a combination).

3. The national spell, Sanguine Heritage, takes 3 Astral and 3 Death to cast -- none of the national mages can cast it, so make a pretender that can or ignore the spell. The spell summons a Fravartin who, in turn, gathers Spectres. These are the stealth units of Persia.

4. Many of the units transform into others when they die.

Urvaram Aabi lose the abilities of Heal and Supply +20 among other things. They become immortal and gain several other personal abilities making them "better" as singular units but not nearly as good as a support unit.

Immortals transform into Aabi--their weapons are phantasmal and they lose their strength. They gain some abilities of the non-corporeal undead, however.

Satapatish also transform into Aabi, but they get a life drain attack instead of a phantasmal one.

The cavalry units will transform into similarly equipped infantry units upon their death--this is to simulate the death of the horse rather than the rider. I would have liked to make a probability of either complete death or dismount, but the game does not allow such things.

5. The priest/mages have special ranged or melee (Barshnuum) fire attacks. Zarathustra's (hero) attack is a Divine Armament which is supposed to cause 3x damage to demons and undead.

6. The Scythed Chariot is a very powerful commander that is probably best used as a stand-alone rather than a leader like the TC S&A Noble. It has a significant armament and is a size 5 trampler. It's resource cost of 59 is quite expensive, though.

7. Persian scouts are excellent bowment with 13 precision.

8. Units employing white horses are capitol only, but receive an AP and map move bonus.

9. All of the Persian forces have wasteland survival (a very valuable trait).

10. The rings possessed by the Magi are shields.

11. Typically, shield-wearing units do not have bows. However, it is possible to wield a bow while using a small shield. The traditional Persion Gerron is made out of wicker and is very light. It provides no protection, but does add defense. It's primary use (historically) was to deflect incoming arrows.

12. The basic gem income for Persia is 3F, 1N, 1S.

Known issues:
1. I can't get rid of Ulm's free spell "Legions of Steel", but the Persian wizards have difficulty casting it anyway.

2. The spell, "Sanguine Heritage" now summons a Fravartin, not a Vampire Count.

3. Vampire counts are now Fravartin, Thralls are now Spectres--this will cause a change in one of the random (bad) events.

4. I can't change the names of the heroes--I wrote their names into the flavor text.

5. I don't know how (or if) I can insert newline characters into the racial summary.

6. I couldn't give the Simurgh a research bonus without giving it magic paths--it has 1F1A1W1E.

7. Urvaram were originally supposed to be 1N wizards who transformed into 1F1D wizards when they died. Magic paths cannot be changed when a unit shapechanges, so they are now always 1N1D.

8. The mod uses the following indices:
Unit indices: 1650 - 1671
Armor indices: 350 - 352
Weapon indices: 750 - 764
Attached Files
File Type: zip 340466-Persia.zip (248.9 KB, 930 views)
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