Emperor Wars mod 4.0
Moderators: Deathifier, Sukayo
Emperor Wars mod 4.0
I'm releasing the first beta of new Emperor Wars mod 4.0 https://github.com/Luxor70/EmperorWars
This mod recreates the historical (by the books) conditions at the beginning of the second Emperor War. The year is 4964 A.D.
MOD content:
Added Vuldrok, Kurgans, and Lost Worlds to the map. All worlds have been reworked to be historically accurate.
More than 400 unique units to be built/discovered. Among then you can find Anunnaki ships, 2nd Republic lost tech, future techs available.
Revamped combat system. Now units have specific roles. Combined arms are now strongly suggested.
Brand new tech tree with almost 200 techs to be researched.
This mod recreates the historical (by the books) conditions at the beginning of the second Emperor War. The year is 4964 A.D.
MOD content:
Added Vuldrok, Kurgans, and Lost Worlds to the map. All worlds have been reworked to be historically accurate.
More than 400 unique units to be built/discovered. Among then you can find Anunnaki ships, 2nd Republic lost tech, future techs available.
Revamped combat system. Now units have specific roles. Combined arms are now strongly suggested.
Brand new tech tree with almost 200 techs to be researched.
Re: Emperor Wars mod 4.0
I have just updated mod to beta 2: map is complete now and all worlds have been detailed.
Re: Emperor Wars mod 4.0
Updated a new version (4.0b):
- Added new flc graphics
- Fixed AI building too many Dervishes bug
- Nerfed psy units
- Buffed Hazat Space Navy and Army
- Reduced Kordeth rebel forces
- Fixed Shelit Eng and Tech, they are medic now for foot/tread units
- Added new flc graphics
- Fixed AI building too many Dervishes bug
- Nerfed psy units
- Buffed Hazat Space Navy and Army
- Reduced Kordeth rebel forces
- Fixed Shelit Eng and Tech, they are medic now for foot/tread units
Re: Emperor Wars mod 4.0
A new section for Emperor Wars mod has been created in our discord server https://discord.gg/fu4K6H4j
Join us there and post suggestions/bugs or just discuss about the mod in general. You can also ask any info you need to know.
Join us there and post suggestions/bugs or just discuss about the mod in general. You can also ask any info you need to know.
Re: Emperor Wars mod 4.0
Updated version 4.0c is now available. This is a savegame compatible version.
- Anunnaki Stealth ship can now attack on Byzantium II
- Added more unit graphics
- Added 2nd Republic Fighters/Bombers units
- Updated Tech Tree
- Switched ownership of Stigmata fleet to Imperial Fleet
- Anunnaki Stealth ship can now attack on Byzantium II
- Added more unit graphics
- Added 2nd Republic Fighters/Bombers units
- Updated Tech Tree
- Switched ownership of Stigmata fleet to Imperial Fleet
Re: Emperor Wars mod 4.0
Updated to version 4.0d
- Added Sutek to Hazat
- Added more unit graphics
- Added Sutek to Hazat
- Added more unit graphics
Re: Emperor Wars mod 4.0
New version available, 4.0e
- Completed Microbiology Archive
- House-specific knight units (like Hawkwood's White Tower Knights) will require a knight as a building prerequisite.
- Tweaked Hawkwood worlds
- Tweaked Hazat worlds
- Added Jukelo's flc for knights, guards, and various units
- Completed Microbiology Archive
- House-specific knight units (like Hawkwood's White Tower Knights) will require a knight as a building prerequisite.
- Tweaked Hawkwood worlds
- Tweaked Hazat worlds
- Added Jukelo's flc for knights, guards, and various units
Re: Emperor Wars mod 4.0
New version uploaded, 4.0f
- Nerfed Anunnaki Ships armor
- Nerfed Titan ship
- Knights/Guards never routes
- Added House Psionic warriors: Royal Dervishes, Screaming Dervishes, Taliesin's Spears, Diwins, Midnight Furies, Marifahs. FLC conversion by Jukelo
- Reworked spies and assassins: spy is used to spot enemies far away, while assassin can kill rank 6 units (nobles) and attack on Byzantium II. Added House intelligence units (spy) and assassins by lore
- Nerfed Anunnaki Ships armor
- Nerfed Titan ship
- Knights/Guards never routes
- Added House Psionic warriors: Royal Dervishes, Screaming Dervishes, Taliesin's Spears, Diwins, Midnight Furies, Marifahs. FLC conversion by Jukelo
- Reworked spies and assassins: spy is used to spot enemies far away, while assassin can kill rank 6 units (nobles) and attack on Byzantium II. Added House intelligence units (spy) and assassins by lore
Re: Emperor Wars mod 4.0
New version uploaded, 4.0g
- Added Cadavus to League
- Tweaked Li Halan worlds
- Tweaked Decados worlds
- Tweaked al-Malik worlds
- Added House spies and assassins flc converted by Jukelo
- Added Cadavus to League
- Tweaked Li Halan worlds
- Tweaked Decados worlds
- Tweaked al-Malik worlds
- Added House spies and assassins flc converted by Jukelo
Re: Emperor Wars mod 4.0
New version available, 4.0h
- Added Anunnaki Ships FLCs (converted by Jukelo).
- Adjusted food yields for Houses to have a sustainable situation for Warehouse off setting
- Added Anunnaki Ships FLCs (converted by Jukelo).
- Adjusted food yields for Houses to have a sustainable situation for Warehouse off setting
Re: Emperor Wars mod 4.0
New version available, 4.1
- Given Church control to most of House planets
- Added units techs so that tech requirements can be shown in Archives
- Reworked Archives to display military units
- Added cargo to space cruisers/dreadnoughts
- PTS are no longer loadable into transports (land/space)
- Rebels can now produce units
- Nerfed Psy combat. Psy attack can only hit foot, crawler (amphibious), mech
- Changed Shelit Technicians to Gannok
- Rename Shelit Engineers to Shelit CyberPhysicks
- Buffed Rampart rebels
- Added Fort to Madoc to prevent conquest exploit
- Added Xenotrenium's icons for House Guards/Knights
- Church and Stigmata are now allied at the start of the game
- Given Church control to most of House planets
- Added units techs so that tech requirements can be shown in Archives
- Reworked Archives to display military units
- Added cargo to space cruisers/dreadnoughts
- PTS are no longer loadable into transports (land/space)
- Rebels can now produce units
- Nerfed Psy combat. Psy attack can only hit foot, crawler (amphibious), mech
- Changed Shelit Technicians to Gannok
- Rename Shelit Engineers to Shelit CyberPhysicks
- Buffed Rampart rebels
- Added Fort to Madoc to prevent conquest exploit
- Added Xenotrenium's icons for House Guards/Knights
- Church and Stigmata are now allied at the start of the game
Re: Emperor Wars mod 4.0
New version available, 4.1a
- Fixed missing League garrison bug on Byzantium II's agora.
- Cx-omega tech is for Hazat-only
- Removed double Brother Battle tech
- Added Scions of Zhal buildable unit
- Tweaked Assault Landers
- Buffed camo for stealth units
- Reworked Twilight planet
- League Fast Freighter is now stealthy
- Reworked ruins and alien ruins files (thanks to Jonathan)
- Fixed missing League garrison bug on Byzantium II's agora.
- Cx-omega tech is for Hazat-only
- Removed double Brother Battle tech
- Added Scions of Zhal buildable unit
- Tweaked Assault Landers
- Buffed camo for stealth units
- Reworked Twilight planet
- League Fast Freighter is now stealthy
- Reworked ruins and alien ruins files (thanks to Jonathan)
Re: Emperor Wars mod 4.0
Thanks @luxor for your great work in the mod, updated to EFS 1.51
Last version is 4.2.6, updated november the 8th
More info in Discord channel
and in GOG Forum
https://www.gog.com/forum/emperor_of_th ... ars_mod_40
Last version is 4.2.6, updated november the 8th
More info in Discord channel
and in GOG Forum
https://www.gog.com/forum/emperor_of_th ... ars_mod_40
Re: Emperor Wars mod 4.0
Copy & paste updates since the last Luxor posted in this thread in June. Last update in November
4.2.6 is the last update
4.1b
- Nerfed Golem garrison for ruins
- Buffed vehicles armor
- Buffed flak air damage
- Added Noble/Officer roles to Titan/Dreadnought
- Tweaked target.dat file (order and phases)
- Increased costs for Mercenaries units
4.2
- NBC and Chem/Bio can now tactically spread plague like Pestulator Artillery
- NBC and Chem/Bio are immune to plague
- Buffed Church forces.
- Buffed League forces.
- Changed Trace to Rare Earths and Monopols to Fusion Cells.
- Changed supply chain: rare earths are now more expensive and needed for Wetware, Fusion Cells, Ceramsteel.
- Reduced rare earths resource on planets.
- Reduced range from 2 to 1 for mines/wells/farms
- Added new unit icons by Xenotrenium
- Added new recon air unit (AWACS)
- Added Galliot spaceship unit
- Hover units can now cross oceans
- Changed Cadavus to frozen
- Buffed psy
- Anunnaki ships ruin reward must now be upgraded in starports after researching Vau Psychology tech
- Added new Lost Worlds: Aspiration, Gizeh, Pandora, Rimpoche
- Rebalanced units
4.2a
- Added missing resources to Delphi
- Changed starting difficulty settings to Beginner
4.2b
- Buffed well and arborium yields
4.2c
- Removed credits/turn costs from League units
- Farms are not buildable anymore to allow university building
4.2.4
- Fixed Knight Retinue tech bug where only Li Halan could research it
- Removed Battlemaster unit requirement. They now act as officers and assassins
- Nerfed Symbiot spaceships
4.2.5
- Added energy depots to Twilight
- Added * after planet name for planets that require key to jump in (according to House rules)
- Connected Yathrib and Ustar planets
- Added unit symbols for medic, noble, officer roles
- Golems are now immune to plague
- Added engineer functionality to Battle Engineers
- Removed Officer role from Light Carriers
- Removed many tech descriptions that caused crash when selecting them for research
# New version available, 4.2.6
4.2.6
- Increased tech maintenance costs
- Changed sect.dat ruin gift chances: 2 for Eskatonics and 1 for Incarnates
- Increased Ceramsteel and Wetware values`
4.2.6 is the last update
Re: Emperor Wars mod 4.0
Update 4.2.7
`4.2.7
- Increased air transports cargo to 4
- Nerfed Imperial Fleet ground forces
- Disabled Peasants and Scientists units`
https://github.com/Luxor70/EmperorWars
Who is online
Users browsing this forum: Google [Bot] and 5 guests