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 ARTHAN TA:K Mod

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$_ARTHAN

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PostSubject: ARTHAN TA:K Mod   Sat Feb 11, 2012 8:04 am

Hi again. I have recently created a simple mod in order to satisfy all those who complain about few units and imbalance at the same time. The ArthanMod will give you access to both your units/buildings and your opponent ones. Take a look in what this Mod is about:


(1) Each of the five monarchs can summon his/her respective tier 1 builder. For example,
Elsin can summon a Mage Builder without constructing a Barracks first and training him
there, The Sage can train a Mechanic right away without building a Smithy first etc.


(2) Each of the five monarchs can summon a high-tier unit. This enables these units to
enter the battlefield earlier than before, making them more useful. Thirsa can call
Wisps, Lokken can conjure Dark Hands, The Sage is able to train Shock Troopers,
Kirenna creates Ballistas and Elsin makes Grenadiers.

(3) Each monarch will be able to summon the tier 1 builder of another civilization, if
that civilization is present on the map. This was made in order to maintain balance
even when the odds are uneven. For example, The Sage can train Priestesses and Dark
Masons along with his Mechanics as long as a Veruna and a Taros player exist. Notice
that this will make all the players able to train the same units.


(4) If the nation of Aramon is present on the map, the monarchs of the rest players
will be able to summon the Ark, even if they are not Aramon players.

(5) Thirsa can build the Gate of each other race, as long as that race is present on
the battlefield. Obviously, this was made in order to give Zhon a chance in 1v1
online matches taking place on 3rd party maps.


THE LINK IS HERE:
http://dl.dropbox.com/u/61724283/ArthanTAKmod.zip
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$_Spagg

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PostSubject: Re: ARTHAN TA:K Mod   Sat Feb 11, 2012 9:27 am

Awesome mod arthan, I hope I can find some opponent for these online Razz
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PostSubject: Re: ARTHAN TA:K Mod   Sat Feb 11, 2012 10:38 am

you could of put all of this in to your maps insted of a mod so it could be played normaly without the hassle of a mod. just a sugesten...

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PostSubject: Re: ARTHAN TA:K Mod   Sat Feb 11, 2012 12:13 pm

Thats a good idea /\
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$_ARTHAN

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PostSubject: Re: ARTHAN TA:K Mod   Sat Feb 11, 2012 1:25 pm

Wqaopl wrote:
you could of put all of this in to your maps insted of a mod so it could be played normaly without the hassle of a mod. just a sugesten...

Actually, I couldn't. The scripting available on cartographer is limited and I would be unable to put the mod's rules to them, let alone the fact I want the changes to be present in every map and not only in my maps. Razz
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PostSubject: Re: ARTHAN TA:K Mod   Sat Feb 11, 2012 2:29 pm

Uploaded your map with the Mod in it, test if it works for you

It worked fine for me

(remember to test without any mod)


http://dl.dropbox.com/u/48076798/1v1%20ARTHAN%27s%20Dungeon%20withmod.kmp
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