With Arcane Lore, units with Silver Weapons get an additional strength point, making them on-par with Iron Weapons. Melee Line: Bladedancers can pick up “Silver Weapons” instead of bronze, iron, or mithril, giving them a small strength boost similar to Bronze Weapons.Religion spam is no longer necessary for the Amurites to pick up every mana type Great Sages and Dispel Magic are all they need now. I did it this way so that Amurite GS's could provide a direct benefit to the Amurite war effort, rather than just building normal academies or settling down for pure research. Each academy requires a Great Sage to build it, so the benefits are directly tied to how many you can pump out. They each also grant a small bonuses to research and production which can stack if you build a bunch of them in one city. Rather than being unique wonders that grant specific bonuses, these academies act as secondary sources of mana, allowing the Amurites to build a stockpile of up to 4 sources of mana from only one node on the map. Mage Academies: I borrowed the original idea from Jojomo and made my own version of it.Mage Towers will upgrade into Mage Enclaves, which have an additional ring of cultural control and can be used to train old units to use magic. You can now convert and control mana nodes without having to spam cities nearby. The Amurites can build these with either arcane or recon units, or they can get them from upgrading existing mana nodes. Mage Towers: Added a series of new improvement types which double as both a mana node and a fort. ![]() They are now a mana-hogging civ, capable of developing mana nodes in far-off corners of the world though Mage Towers and Enclaves, and acquiring multiple mana sources from a singe node via Academies. ![]() In particular, the Amurites got a major shot in the arm in both flavor and capabilities. There may also be some changes that I made that aren't documented. For the last few months I've been putting the finishing touches on it, and now I think it's time for a public release.ĭISCLAIMER: I've yet to test any of these changes very thoroughly for balance purposes, so I'm open to feedback as to whether some of them are overpowered or not. mod for RiFE (1.23 and possibly newer since it's modular), with a few of my own tweaks. In case anyone's been wondering why I haven't been posting lately (besides college), I've been working on a modmodmod.
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