Some friends & myself have recently rediscovered this EXCELLENT game. With the 1.4 patch installed, we made the following changes to suit are tastes. On a further note, We start with AVERAGE towns, set to FEW cities, turn off SURRENDER & WIZARD TOWER 1. Our battles with each other to include the AI on higher settings have been very enjoyable.
Steal Curtain Mod
This Mod consists of the following changes -------
WIZARDS are maxed to 40 hit pts ( must choose a wizard portrait then select "or Create Wizard" button to receive the 40 hit pts )
All units/creatures have an additional +10 HIT PTS ( tougher battles )
( this is not a percent increase, great for the "weaker" troops! )
Each race has a level 1 that can build ROADS & WATCH TOWERS
Each race has a level 2 that can REPAIR STRUCTURES
Pioneers now cost 999
All level 3 units/creatures have an additional cost of + 100
All level 4 units/creatures have an additional cost of + 200
All level 3 SUMMONED have an additional research cost of + 100
All level 4 SUMMONED have an additional research cost of + 200
All SKILLS cost 500 Research Pts
EXPLORER SKILL is now +1 Skill Pt
TECHNOPHOBE SKILL is now -1 Skill Pt
GATES & WALLS hit pts are doubled
WIZARD TOWERS back to original costs: 1=500, 2=250, & 3=250
Sounds cool!
Many of the changes sound like my idea of a good mod.
GATES & WALLS hit pts are doubled?
Fine but what about the Crash Gates spell in your mod?
How expensive is this spell now to cast and research? Interesting question I think.
eddieballgame File Author
Posted on 10/12/08 @ 03:25 AM
Did not edit any damage spells. Increasing the hit pts of the units warranted an increase in outpost/town/city protection.
[Edited on 10/12/08 @ 03:29 AM]
KingChaos
Posted on 02/15/09 @ 12:41 PM
Interesting. I may have to try this out, though i Don't think i will like the idea of pioneers being so expensive, since you are eliminating anyone's desire to expand their kingdom in a situation of one person having many towns near them and another having no towns near them. The doubling of the value of gates and walls makes the spell "crash gates" far more important than many spells of its level, giving that sphere being chosen more often than the other spheres. Remember that Pioneers are an investment that don't pay off for at least 15 turns usually, so there is no need to eliminate them. I will get back to you after i try it out :)