Eagle's combined MP modifications thread

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Eagle_11
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Joined: November 20th, 2013, 12:20 pm

Eagle's combined MP modifications thread

Post by Eagle_11 » May 13th, 2018, 6:58 pm

This thread can be used for bug reporting, suggesting things, giving feedback, asking questions about them, etc.

Here is an listing of my mods that can be found on the 1.14 server
Advance on Kill Mod: If this mod is on, then attacker must take defender's hex upon kill. Works only at offense and only for melee attackers, giving ranged attacks another advantage.
Assimilation Mod: If this mod is on, then whenever an enemy leader is killed that side's remaining units and villages switch allegiances to the owner of unit that has landed the killing blow.
Guard Towers: If this mod is on, then you can build Guard Towers on Villages, to do so the village should belong to you and have no any unit on it, then through right-click context-menu can order an Guard Tower to be built there for 16 gold. The Guard Tower is a stationary level 1 mechanical unit with 45 hp, that is of neutral alignment and does not incur upkeep, has a vision radius of 3, can use 10 dmg-1 strike ballista and 4 dmg-3 strike archery attacks at range, has no melee attack and 0% resistance against any type of damage.
Building an Guard Tower on a village denies your opponent the capture of this village, for the drawback that yourself cannot use the village for healing either aslong the Guard Tower stands on it.
Free XP mod: If used, then every unit gains XP at end of their side's turn for simply staying alive. Now with an slider ranging beteen 1-10!
If this mod is on, then your leader unit may deploy an Healing Tent, to do so the unit should have full moves and be standing on flat terrain(open desert, snow covered and cavernous flats also count), then through the right-click context-menu can order it to deploy the Healing Tent. When the leader deploys the tent its moves are depleted for that turn.
Healing Tent: The Healing Tent functions like an portable village that provides the usual village healing benefits but no income. If an enemy unit enters the hex with the Healing Tent it gets instantly destroyed(this also applies to neutral tents without a side), the leader unit can pick up the deployed tent of its own side to carry it elsewhere. Note that whilst you can steal an ally's tent, your leader can carry and deploy only one tent at a time.
The Healing Tent cannot be pitched within 3 radius of any village, castle or keep tile, therefore its of limited use in most maps, except in those that are Randomly generated.
Heroic Leaders: If this mod is on, then leaders become uber versions of that unit as if had traits Strong, Dextrous, Resilient, Intelligent, Quick and Healthy all at once.
Turn 1 Immobilizer: The leader unit too cannot move at first turn if enabled. This should work with most eras.
Kill Bounty: If this mod is on, then your units earn random 1-6 gold per kill for your side.
Kill Bounty - Fixated Income version: If this mod is on, then each kill earns you gold equal to level of killed unit + 1.
Raze and Rebuild: If this mod is on, then any unit(except leaders) can sack villages, to do so the unit should have full moves and be inside the village, then through right-click context-menu can order it to raze the village.
When an village is razed it yields random 3-7 gold for that unit's side and rubble appears at that hex, and the razing unit has it's moves depleted for that turn.
To rebuild a village leader unit must be standing on the rubble hex and have full movement points, then through right-click context-menu you can rebuild the village.
Rebuilding an village that was on flat costs 14 gold, cave, water, snow, desert terrain costs 13g, swamp costs 12g, mountain and hills costs 15 gold.
Expendable Leaders: Allows players to promote another unit so it can recruit, the unit promoted this way is expendable as long there is more than one unit that can recruit.
To promote an unit it must be level 2 or greater, have full moves, be standing on a castle or keep hex and standing adjacent to another unit that can recruit of that side.
Upon promotion the unit cannot move or fight for that turn.
Ranged Attacks Mod (simplified): When this mod is on, all ranged attacks can be used over an radius of one hex beyond adjacent. To perform an ranged attack, be sure to position your unit within correct radius, then right-click on the enemy unit to get option for striking over the distance.
Whilst attacking over the distance strikes and retaliation occurs normally, however only the strikes that scored an hit do get animated.
This version of the mod is intended for default multiplayer era, thus this version of the ranged attacks component factors in only the default weapon-specials.
Rush Mod: Units can move and attack on the same turn they have been recruited if enabled. This should work with most eras.
Schedule Extender - Midday & Midnight: Expands the default schedule with Midday and Midnight, when used it will override random day-time starting option always starting at Dawn.
Shipbuilding Mod: When this mod is on you can recruit two types of ships on shallow or deep water hexes adjacent to an Village that belongs to you. Then through right-click context-menu can order an War Galleon or Transport Galleon to be recruited on the water hex.
The Transport Galleon can ferry one non-mechanical land unit over the sea and is entirely defenseless. Note: Your leader(or any other canrecruit=yes for that matter) may not use the boat. To load an unit into the ship, both the ship and the unit to be loaded must have atleast one movepoint remaining and be adjacent to each other, then you can right-click on the transport and use "Load into Boat". Should there be multiple adjacent friendly units present one will be picked at random.
Units that are already flying, floating or swimming cannot get loaded into an Transport Ship, to filter them out used type=id's, therefore filtering out swimmer and flyers only works for the Default era. Units cannot be unloaded into impassable, water(can into ford or swamp), lava, mountain or volcano terrain when disembarking out of an Transport Ship. Upon disembarking the exiting unit will have 0 moves remaining.
The War Galleon has an Ballista with 10 pierce damage 2 strikes attack and does not transport any units. Both ships have 20% resistance to cold, 10% resistance to pierce, take 20% increased damage from fire and 10% increased damage from impact.
The ships are level 1 mechanical units with 35 hp and 5 moves that cost 15g, have normal upkeep, 50% defense in water(40% in swamps, 30% in reefs), can only travel on wet terrain(those being water and swamps) and absolutely cannot go on land. Also they can self-repair at an rate of 4 hitpoints per turn when overseas.
Building an ship may help with opening up new opportunities in maps that have abundant water.
Spoils of War: If this mod is on, then whenever an enemy leader is killed, owner of the unit that has landed the killing blow gets that side's remaining gold.


In addition to those i have mods that alter some part of an default era faction, add some additional mechanic, or even add a new unit to the line-up of a faction.
Level 2 Reinforcements - Default Era: When this mod is on, you can recall level 2 units of your faction in limited quantity during an multiplayer match. The amount of recalls available is determined with an slider located under game settings and is default 3 per player.
Only level 2 types that are eligible to become an leader(determined by your faction's leader list) is considered for the generation, the recalls are generated at match begin and can be recalled for 20 gold each, irrevelant of type.
This version of the mod works only for default era.
Loyalist Tweaks: Blade and Spear: If this mod is on, then Loyalists get an Infantryman unit who functions as an level 1 blade damage dealing unit that can level into Swordsman and Lieutenant. Spearman gets tweaked to not level into Swordsman, only into Pikeman and Javelineer. Works only with the default era.
This addon also adds an level 3 advancement for Javelineer unit-line.
Loyalist Tweaks: Seperated Healer and Mages: If this mod is on, then Loyalists get an White Adept unit who functions as an level 1 healer unit that can level into White Mage. Mage gets tweaked to not level into White Mage, instead gains an new possible advancement named Grey Mage, which is an more close combat oriented mage armed with sword and magic missile spell. Works only with the default era.
Recruit Replacement: Merman Fighters instead Merman Hunters: If this mod is on, then Rebels can recruit Merman Fighter unit instead Merman Hunters. Works only with default era.
Recruit Replacement: Thieves instead Fencers: If this mod is on, then Loyalists can recruit Thief unit instead Fencers. Works only with default era.
Extra Recruit: Dwarvish Scout: If this mod is on, then Knalgan Alliance can recruit Scout unit in addition to their recruit list. Works only with default era.
Extra Recruit: Dwarvish Rune Adept: If this mod is on, then Knalgan Alliance can recruit Dwarvish Rune Adept unit in addition to their recruit list. Works only with default era.
Extra Recruit: Dwarvish Witness: If this mod is on, then Knalgan Alliance can recruit Dwarvish Witness unit in addition to their recruit list. Works only with default era.
Extra Recruit: Elvish Hunter: If this mod is on, then Rebels can recruit Elvish Hunter unit in addition to their recruit list. Works only with default era.
Extra Recruit: Elvish Noble: If this mod is on, then Rebels can recruit Elvish Noble unit in addition to their recruit list. Works only with default era.
This addon also adds an level 4 advancement for the Elvish High Lord called Elvish Overlord.
Extra Recruit: Ogre: If this mod is on, then Loyalists can recruit Young Ogre unit in addition to their recruit list. Works only with default era.
This addon also adds an level 3 advancement for the Ogre called Great Ogre.
Extra Recruit: Orcish Shaman: If this mod is on, then Northerners can recruit Orcish Shaman unit in addition to their recruit list. Works only with default era.
Extra Recruit: Orcish Leader: If this mod is on, then Northerners can recruit Orcish Leader unit in addition to their recruit list. Works only with default era.
Extra Recruit: Shambling Thrall: If this mod is on, then Undead can recruit Shambling Thrall unit in addition to their recruit list. Works only with default era.
Extra Recruit: Skeletal Rider: If this mod is on, then Undead can recruit Skeletal Rider unit in addition to their recruit list. Works only with default era.
Extra Recruit: Skeleton Spearman: If this mod is on, then Undead can recruit Skeleton Spearman unit in addition to their recruit list. Works only with default era.
Extra Recruit: Thug: If this mod is on, then Knalgan Alliance can recruit Thug unit in addition to their recruit list. Works only with default era.
Woses with Traits: If this mod is on, then Wose units can get one of "Strong", "Resilient" or "Healthy" traits.
Zombie Randomizer:If used, then recruited Walking Corpse and Soulless come as random variation each time. Experimented only with default era zombies, may or not work with other eras.


Porting over to 1.14 at the time:
Shrine Mod: Allows each player to construct an clone of the Shrine in Orocia in any map.

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