A new Realms patch is live, coming with balance changes, new content, and assorted fixes.
The biggest gameplay change is that the controversial gold pricetag on the Mandinka villager has been made optional. Players who were thrown off by the fundamental shift and just wanted to use known build...
Glad to hear you enjoy it!
Both of those bonuses are being revisited in the next version, and will hopefully work better. As far as AI goes, the only ones modified to work with Realms I know of are the mod's standard AI and the modified Principality also included. Unfortunately, neither is set...
Glad to hear it! Principality AI is already bundled with the mod: you can access it by opening the dropdown immediately to the right of where the player is identified as Computer.
A new version of Realms is now available, with significant balance changes. The most notable of these is to demolition ships, which have never been very powerful against other navies. They've been made a bit more expensive and given appreciable bonuses against ships, and a much larger bonus to...
I wouldn't object to seeing some graphics you made.
It's possible to add three new campaigns to the menus, with cinematics.
For your editor question, use the Task Object effect.
There should be more statues added in the future. As it stands now, the original statue has been given other rotations based on universities, and a set of statues from Battles of Middle-Earth mod was added as "Heroic Statue".
The Viet team bonus is certainly subject to reworking if need be. As...
If the problem is that the game is windowed in menus, yes.
We can talk about you contributing to a campaign after I've had a chance to see some of your work.
Usually you have to do area based effects and know where the unit spawns.
As for animal species, probably not in the next (rather...
Hm. Not sure about your resolution. Unless you mean in menus, not ingame, in which case you can delete or rename wndmode.dll in your age2_x1 folder.
It's possible to edit the base campaigns, and it's something that I've considered doing. But much like making a new campaign, my time usually ends...
Is the builder ship being attacked by wolves? That's the only thing I know of that does that.
Which new effects? If you're refering to the ones listed under Extended Triggers Patch and WAIFor's Trigger & Extension Patch, those unfortunately had to be removed due to conflicting with UP 1.5 (and...
Any animation outside the basic four (attacking, dying, standing, moving) is shared between all civs. Exceptions to that have to be done with executable changes, like ES did for Mesoamerican monks and trade carts. UP 1.5 did something similar for monk healing, but other than that it can't be...
Again, I'm not interested in changing original teams for the sake of it. Franks were a chronically underpowered team, and the water balance of the Conquerors is well-known to consist of nothing but galleys, so I took steps to correct that. Adding units and techs more broadly, while a fun idea...
For the most part, I don't intend to change the balance of original teams. There are a few cases where the balance is particularly undesirable, but overall I'm not planning on making very many changes.
Increasing the spear length for the Helvetians is technically possible, but it would take a...
No plans for hunting dogs, no.
A campaign is something I've wanted to do for a while (Probably either Ashot II or Trần Hưng Đạo), but my time usually gets spent modding rather than designing scenarios.
Real world maps are a fine idea. UP 1.5 allows them to be more or less added, so I'll see...
Nice to see some activity on the thread!
@Rajasa Konstantinus
Hunting Dogs was removed way back in the first FE patch for balance reasons, which still stand for Realms. I have toyed with the idea of bringing it back (perhaps at the TC to prevent it from making mills a must-have), but that's a...
Said new release is live. it comes with one more new civilization:
Turcomans
Cavalry Archer Civilization
· Cavalry archers +1 attack
· Dropsites mobile
· All cavalry archer technologies -50% cost
· Free Scout/Camel/2 Cavalry Archers in Feudal/Castle/Imperial Age
Unique Unit: Ulan (cavalry...
Actually, Chu Ko Nu's first arrow does 8 pierce and 0 melee damage, while others do 3 pierce and 0 melee. 0 rather than nonexistent melee matters against rams quite a bit, but little else.
Further special mention to fireships, which deal 1 melee damage in addition to their displayed pierce...
Re: AoK: Realms v0.80 released
The Ayrudzi costs 70 food, 90 gold and takes 21 seconds to build, slightly longer than Cataphracts and Boyars before conscription. The move speed is 1.2 (the same as a dark age scout) and the Armenians don't get husbandry. It also attacks every 2.1 seconds rather...
Re: AoK: Realms v0.80 released
I put the civ list and pictures of unique units (with stats) on the opening post. If it wasn't clear, Realms uses the latest 4.3f balance, except for the wonders. The only other difference is that one gate orientation no longer builds at the old rate.
Could you...
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