Mod that adds 4 full new nations as well as 10 sub nations.
Note: This mod and description was made by Motter28218, I have permission by email to upload it to Moddb.
Hello. This is my new mod that enables a total of 14 new playable nations.
There are 4 mainline nations:
Venuccians
Desert Monsters
Dark Alin
Fallen
There is also a bonus folder containing 10 additional sub-nations:
Condotierri
Dark Genie
Dark Prince
Death God
Mianans
Moon God
Pirata
Scavengers
Storm Goddess
Sun God
Just a note on the sub-nations: These nations are fully playable for you as the player, however, I did not write up complete scripts for them, sorry guys, but as much as I love this game I've been buried in it since October and I really just didn't feel like writing them all up, if someone else wants to that'd be great, but for now if you play against these nations the AI will not be fully efficient, it will still work, but likely won't do too much research or upgrades.
This also will be the last I'm going to do on the game for awhile, so unfortunately I won't be taking any request on this mod, I may check in from time to time to see if anyone reports any major bugs, but apart from that the mod will be as it stands now. Hope you all enjoy it and thanks for playing.
Otter
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Update 10-15-14 - Version 4
Lots of stuff:
-Finally figured out all Hero Bonuses so now Battaglion will increase building speed, Venza will summon faster and reduce cost of neutral sites, Yontash will push your borders and reduce spell cooldown times and Petruzzo will speed up unit production
-Got Dark Terror to work, play any of the Dark Alin nations (Dark Alin, Dark Prince, or Dark Genie) and it will automatically come on and cycle, you must play as the purple color as it was in the CTW campaign.
-Alin will have Desert Courage to counter Dark Terror.
-Scavengers now have prototype lab
-Defensive spells for the Sand Citadel, Fire Citadel, and Pirata City: without having access to the graphics files I had no way to make them fire like other forts, so I created an area spell around them, each is unique for each fort, so now they won't be defenceless anymore.
-Enabled Oasis for Alin
-Enabled Salamander Nest for Desert Monsters
-New Units at Zeke's Lab
-Laser Blast spell at Reliquary for Fallen
-New Nation: Condottieri, I really debated even making them as I never thought they belonged in the game, but I decided to anyhow just for the novelty, but a word of warning - they are a VERY weak nation, if you play them, you are really asking for a challenge.
-Pirata have some new ships
-All new nations are now in the CTW folder and I made scripts for all sub nations
-Got rid of error message for Venuccians at Prototype Lab
-Distruzio now gives the timonium bonus per level, not sure why I missed that before, sorry.
-Probably a few more little surprises I can't remember off hand, I couldn't get Ix Iface to work, I may keep trying but for now unless someone can figure out how to extract the graphics files this seems to be as far as I can go. Hope you all like it and sorry for so many updates but I'm learning as I go.
-Things I'm working on:
Fixing Ix's IFace
Making the AI smarter
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Update 9-17-2014 - Version 3
-Fixed Memphis I-Face so it won't just show a black screen when you select him in a group.
-Few other minor fixes: Imperial Observatory was giving out research points and was only supposed to be giving wealth, some other small stuff.
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Update 8-19-2014 - Version 2
-Fixed several bugs with the Marid unit, as well as the Dominances.
-Subnations "Dark Genie" and "Dark Prince" had bugs that were fixed
-Upgrades are now added to the Doge's Guards, they will be weaker overall than Musketeers but cheaper, and as they level up will create faster.
- Carrying capacity for the Destroyer Transport was increased, still lower than the final upgrade for the Air Destroyer but much higher than the previous 5 unit limit.
- Some other minor issues, nothing that impacted gameplay, just certain techs available for nations that shouldn't have them.
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Update 12-20-2013 - Version 1
-Fixed a bug that was preventing the Trading Post from being built
-Bug fix with Calculator for Venuccians
-Enabled Zeke's range attack so he is no longer helpless against flying units, he will now use his "machine gun" arm attack-Included in the "Bonus" folder files for enabling the Hero "Acerbus the Mystic", he is a very powerful unit and may unbalance the game, but for those who want him, he is there, I did power down some of his spells, but he is still one tough unit.
-Berserkers have a new surprise
-Fixed a bug that created Zeke even if Distruzio hadn't died or leveled up-Enabled War Elephants for Alim to keep with the usual RTS Arabians having Elephants theme
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Hello, you can view screenshots of Motter's New Nations Mod in the Images section above and read a detailed review of the features in the News section.
You can post comments about the mod here or Rol.heavengames.com
Thank you man, made play this awesome game again! :D
Hey dude, love the work you've done,
Just a question though.. I did what was needed to allow the new factions to play on the maps, but only the Venuccians work.
I tried the Fallen, and I started without a capitol, while Desert Monsters didn't even work...
Did I mess up somewhere?
As posted below:
This is an old version, the updated version is found below and fixes all bugs.
NOTE: I couldn't post the link but go to "Rise of Legends Heaven", go to the "Game Mods" section and download the updated version of the New Nations Mod.
The mod files have been updated with the latest version as of 1/2015
At the moment it's difficult to get the new nations to work properly on maps, you can download *Motter's New Nations Mod - fixed maps and tutorial* in the downloads section and that contains the 5 fixed maps that were made by Motter to work with the new subnations.
Good mod ...... i did all steps in read me .
But i always get errors about spells and some units for all Alin sub nations have errors .
How to fix it ?? please reply
thank you
This is an old version, the updated version is found below and fixes all bugs.
NOTE: I couldn't post the link but go to "Rise of Legends Heaven", go to the "Game Mods" section and download the updated version of the New Nations Mod.
The mod files have been updated with the latest version as of 1/2015
At the moment it's difficult to get the new nations to work properly on maps, you can download *Motter's New Nations Mod - fixed maps and tutorial* in the downloads section and that contains the 5 fixed maps that were made by Motter to work with the new subnations.