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-   -   Testplay Red Sands Extended (http://forum.fulqrumpublishing.com/showthread.php?t=185116)

Erkilmarl 06-07-2014 05:53 PM

The Kef Azisa cave is actually quite amazing, but then my nationality is not known of the use of overflowing descriptive words. I could have said more earlier.

ecania 06-07-2014 07:07 PM

Hasim, im not from Morrocco, just know about the Cave anyway, Im from Sweden, and ty for the suggestions.

Seems i need to merge steam accounts to have right to post there, cant post atm.

Erki, im happy you like the Cave, I simply love it myself.
Did ypu guys like the extra reservslots? fixed the old mod for it, was missing a file.

EA

ecania 06-08-2014 01:34 AM

Was experimenting this night, couldnt get to sleep, so what I did was to try and implement other skills on units

Griffins can now summon ghost Griffins, but in lesser quantity then Royal Griffins, they can also cheer but with lesser Power.

Pirates can now summon thorns and have a lesser powerful prayer then paladins have.

and ofcuz they have higher leadership now and Little more Health.

EA

Kiras 06-08-2014 07:37 AM

The new dungeon is a vast improvement over Purple Cave. I haven't had the time to go through that much of it yet, but it looks so much more interesting.

ecania 06-08-2014 07:42 AM

Thanks a lot Kiras.

EA

ecania 06-08-2014 11:33 AM

Here are some changed unit stuff.


REWORKED UNITS

GRIFFINS - Level 3
Cost 300
Leadership 150
Attack 25
Defense 23
Health 120
Talents - Summon spirit griffins, dragonslayer,Cheer - these are slight weaker versions.


PIRATES - Level 3
Cost 180
Leadership 120
Attack 18
Defense 16
Health 90
Talents - Summon thorns once per battle, prayer once per battle, weaker version then paladins.


BOWMEN - Level 2
Cost 110
Leadership 60
Attack 17
Defense 12
Health 40
Talents - Fire and Frost arrows 1 charges, double shot with no penalty 2 charges


SEA DOGS - Level 3
No changes on cost leadership and stats
Talents - Fury Attack, Charm, Running


MARAUDERS - Level 3
Cost 100
Leadership 60
Initiative 3
Attack 16
Defense 12
Health 55
Talents - Longattack , Looter 3 charges, change shift troops 1 charge

WITCH HUNTERS - Level 3
Cost 320
Leadership 130
Attack 20
Defense 14
Health 110
Talents - Witch Shield, Healing also heals plants, Magic Bondage

BLACK KNIGHT
Cost 1200
Leadership 200
Attack 35
Defense 28
Health 200
Talents - Running, Summon Skeletons, Necro Blast

ANCIENT ENTS
Cost 5000
Same leadership and stats
Talents - Swarm, Summon swarm, Summon Fauns

FIRE SPIDERS - Level 3
Cost 200
Leadership 120
Attack 22
Defense 20
Health 80
Speed 2
Talents - Web, Fireball, Summon little Spiders


INQUISITOR
Same leaadership and stats and cost
Talents - Resurrection, Holy anger, Fire disaster


ROYAL GRIFFINS
Same leaadership and stats and cost
Talents - Cheer, Summon Spirit Griffins, Magical Random Buffs

SCUFFER IMPS - LEVEL 3
Cost 170
Leadership 75
Attack 20
Defense 16
Health 60
Speed 3
Talents - Fireball, Calling Allies


EA

Erkilmarl 06-08-2014 06:08 PM

The new reserve slots are nice... for transferring troops from far away merchants to easier reachable castles. Thanks, but I don't want to make things too easy.

I got, perhaps for the first time, Fool's Cap. It gives +3 intelligenge, which is nice, and is supposed to give +1 morale to all troops. However, it affects only humans. (It states: PARAM: race any of [human] Unit moral: +1) Is there a way to change it?

ecania 06-08-2014 06:30 PM

The thing is that it is a human item and are supposed to give morale to all human troops, it is the translation wich isnt perfect, if I make it to all troops it is sweet for the price it costs, but actually there is another item in the game wich gives 1 morale to all troops regarding race.

Erki did you have time to post a link to this thread on steam, seems i cant post there yet.

EA

Erkilmarl 06-08-2014 07:30 PM

Ok, I understand it now. It would be too easy if it gave all troops +1.

I put a link to your mod and to this thread on the Steam board.

ecania 06-08-2014 07:41 PM

Aye, ok great will check steam laters.

EA


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