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There is also a bonus folder containing nine additional sub-nations, just a note on the sub-nations: These nations are fully playable for you as the player, however, I did not write up 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 effecient, it will still work, but likely won't do much research or upgrades.
RISE OF LEGENDS MODS MOD
This is my new mod that enables a total of 13 new playable nations. Few other minor fixes: Imperial Observatory was giving out research points and was only supposed to be giving wealth, some other small stuff. Fixed Memphis I-Face so it won't just show a black screen when you select him in a group. Hope you all like it and sorry for so many updates but I'm learning as I go.
RISE OF LEGENDS MODS HOW TO
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. Distruzio now gives the timonium bonus per level, not sure why I missed that before, sorry. Got rid of error message for Venuccians at Prototype Lab enabled Salamander Nest for Desert Monsters 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 defenseless anymore. Alin will have Desert Courage to counter Dark Terror. 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. 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 Report any bugs or problems here, I do check in from time to time or maybe others can help. Thanks for downloading and I hope you enjoy it. I recommend people download AlinCarpetMans guide on enabling nations if you aren't already familiar with how to do it. I also went ahead and made some more of the CTW nations playable in Quick Battle. There are some minor changes that I had to make in order to get them to work together, plus I also found a few new builds/units so some new surprises. You can now play both Quick Battles and the Campaign with the new Nations and new features.
RISE OF LEGENDS MODS MODS
It also makes changes to CTW campaign so if you loved the game but have played it through and through here is a chance to try something different.įor those who aren't new, I finally did it, merged both of my mods so people don't have to switch out between them. *Thanks to Door1234 for catching that.įor those of you who are new to this mod it adds many new nations to the game as well as new units/techs/spells/builds.
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****Thanks to moki25 for reporting it.įixed a bug with Czin that was preventing 2 of his spells from being used.
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Posted on 12/15/13 11:48 AM (updated 08/21/20)įixed issues with Campaign maps, Pirata Map and the Alim Belisari map were not uploaded with my previous file and were causing conflicts with the script.