– Tigrans: Savannah Hunter/Mystic/Pharaoh Guard – Draconians: Fire Priest/Dragon Heir/Nest Warden – Goblins: Blight Doctor/Pest Keeper/Pyromancer – Orcs: Gladiator/Slavedriver/Voodoo Priest – Frostlings: Frost Witch/Hut Warden/Lumberjack Additionaly at lvl 5, each professions unlocks a learnable spell from among the existing non-class dependant spells. Some of them are abilities from the vanilla game, others come from my racial heritage mod and yet others are entirely new. The new hero upgrades are unlocked by choosing one of three professions and can be learned at levels 1,2,4,6,8,10 and 13. There are a few more on the workshop that tweak the AI, but either more limited or changing it in ways that I think actually make the game easier.This mod reworks the racial hero upgrades from my hero development mod and replaces them with three different mutual exclusive upgrade paths. It's bundled with a bunch of other things but you can pick and choose what to install. It also tweaks AI expansion behaviour, build priorities, strategic map aggression. Also makes it harder to defend your empire. This is because the AI ALREADY has this restriction, and it's a cheat in the player's favour that they can ignore it. It also bolsters minimum distance for cities to 10 hexes. ![]() This helps compensate for the fact that players are MUCH better at levelling units. The mod gives the AI one extra cheat: boosted XP gain. Mostly I use JJ's (poorly-documented) mod bundle, or parts of it.Īctual mod description for some reason I only found in this fan-zine on the AoW3 battlefield site.
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