When the merciless swift death dances in a slaughter of the four factions bent on destroying each other, alone shalt rise a fiery player to own the slaughter....This time its not about armies but thousands of soldiers trusting their fate in your hands, Its about choice taken by Heroes to lead their armies to their ultimate fate, be it victory or doom. Mixing RPG style with RTS style and introducing a never before seen style of Play, The Rise of Sols will cast a spell of Ultimacy on you....Are you ready to look Closer?

Description

Heroes of Annihilated Empires 2 : The Rise of Sols Mod version: alpha 3.5 ''''''''''''''''''''''' About ''''''''''' Hello, this is "Heroes of Annihilated Empires Rise of Sols" mod. We have put in our greatest efforts to bring this up till here. As you may notice, the mod is in its alpha testing stage. Since we put in a great deal of effort to making this mod, we'll have to ask you, the user, not to redistribute it under any other name or take credit for it. Some glitches will be there A Map pack featuring 4 maps are out already! (HoAE RoS Mod Alpha map pack 5.4) Some features will still be missing since this mod is still under development and you are the V.I.P testing it!!!

Preview
Rise of Sols 3.5a
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Nimostar Author
Nimostar - - 488 comments

Use the necromancer fix with this Moddb.com

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Guest
Guest - - 690,511 comments

From what I can see it’s still the original 3.5a, is there any new content and is development continuing?

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Nimostar Author
Nimostar - - 488 comments

This isn't a new release, it just wasn't uploaded into ModDB

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rukifelth
rukifelth - - 6 comments

Any chance we could see another Rise of Sols patch to improve the game? I personally think that the change to hero spells, making them limited, should be reverted. If you open up the magic cards (unit abilities starting with magiccard and MC) in the ALL.GSC and mod.gs1 files, most magic card abilities have a '<Amount>?</Amount>' data line with numbers ranging from 1 to 10. Fireball, for example, has <Amount>4</Amount> in one of its files, limiting it to 4 uses before it disappears. Mana and cooldown limitations already prevent heroes from using powerful spells, so I don't think we need this limitation. Spell cards don't have this limitation in the unmodified game, so I don't think we need them here.

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