Hey guys
Welcome to my modmod thread. This is still in the design phase at the moment and will be undergoing a lot of updates (especially to the first and second post). Although the world design is something I have written about for a long time, I have drawn a lot of inspiration from FfH and Rise of Mankind for the technical design of the mod. Thanks to the creators of both of those beautiful civilisation mods!
I have completely re-done this first post. Most of the lore + tech tree are contained in files. Random bits are left in this post that are still being designed. Please feel free to post any ideas you might have
Link to a commission of Alzara done for me a while ago (he's so cool!) : http://njoo.deviantart.com/art/Alzara-86217737
WARNING: CERTAIN LEADER DESCRIPTIONS ARE UNSUITABLE FOR YOUNGER READERS OR THE FEINT OF HEART (Any warnings on leaders are detailed below)
SMALL UPDATES (24-05-2009): Added a brief description on a new civ. Also added the team list seeing as this mod is beginning to slowly take shape. I have delayed screenies for now. Myself and Psychic_Llamas have nearly finished resources. A few touch ups are needed and Llamas is snowed under atm. Hopefully there should be some nice piccies of the new resources for you soon
UPDATES (31-05-2009): Added some screenies of a selection of resources new to Naeralith Reborn (with and without labels). The first file contains Hemp, Coffee, Coal, Fraeyalillies and Lemons. The second contains Maussberries, Salt, Starmetal, Sulphur and Tobacco (Tobacco is still a bit of a WOP) Hope you enjoy... just a bit of proof that things are happenning
UPDATES (02-06-2009): As requested I have linked all of the proposed leader art so far. Alzara and Shaelana are linked as I own these drawings. Also I have attached a sketch of Naeralith's landmass I have SERIOUS trouble finding male leader art that I actually like so please feel free to pitch in and help me there
Brief Background:
Brief Civilisation List (Under Construction: Still adding leaders, WARNINGS on each individual leader contained in here):
Magic (Under construction: Only elemental magic here so far)
Magic
Different forms of magic will become available to arcane units as the game progresses. For example a given tech will enable fire magic, which can be gifted to any arcane units you possess (up to their power level). The exception is the shaman route (the earliest arcane unit that upgrades to specific casters). The shaman will automatically start with nature 1, and will not be able to receive other magical promotions. Nature will be unavailable to other arcane units unless the civ has constructed Makhala's circle.
Also, different combinations of magic (metamagic) allow for more diverse and powerful spells.
Nature 1 - Undergrowth Passage
Nature 2 - Entangle
Nature 3 - Bloom
Earth 1 - Boulder
Earth 2 - Stoneskin
Earth 3 - Earthquake
Air 1 - Fair Winds
Air 2 - Lightning
Air 3 - Flight
Fire 1 - Blaze (starts forest fires)
Fire 2 - Fireball
Fire 3 - Inferno
Water 1 - Rejuvinate (blasted lands)
Water 2 - Water Walking
Water 3 - Tsunami
Fire 3 / Earth 1 - Meteor Swarm
Fire 1 / Earth 3 - Lava Flow (creates lava tile which fades to blasted lands)
Fire 3 / Earth 3 - Volcano (creates volcano with surrounding lava tiles - these fade to blasted lands)
Fire 3 / Air 1 - Scorch (grasslands to plains forest fires)
Fire 1 / Air 3 - Blazing speed
Fire 3 / Air 3 - Wave of Fire
Air 3 / Water 1 - Tornado
Air 1 / Water 3 - Whirlpool
Air 3 / Water 3 - Tempest
Earth 3 / Water 1 - Saturate (creates marshland on a grasslands tile)
Earth 1 / Water 3 - Flood (creates floodplains on a desert river tile)
Earth 3 / Water 3 - Sink (sinks a flatland tile to water)
Welcome to my modmod thread. This is still in the design phase at the moment and will be undergoing a lot of updates (especially to the first and second post). Although the world design is something I have written about for a long time, I have drawn a lot of inspiration from FfH and Rise of Mankind for the technical design of the mod. Thanks to the creators of both of those beautiful civilisation mods!
I have completely re-done this first post. Most of the lore + tech tree are contained in files. Random bits are left in this post that are still being designed. Please feel free to post any ideas you might have
Link to a commission of Alzara done for me a while ago (he's so cool!) : http://njoo.deviantart.com/art/Alzara-86217737
WARNING: CERTAIN LEADER DESCRIPTIONS ARE UNSUITABLE FOR YOUNGER READERS OR THE FEINT OF HEART (Any warnings on leaders are detailed below)
SMALL UPDATES (24-05-2009): Added a brief description on a new civ. Also added the team list seeing as this mod is beginning to slowly take shape. I have delayed screenies for now. Myself and Psychic_Llamas have nearly finished resources. A few touch ups are needed and Llamas is snowed under atm. Hopefully there should be some nice piccies of the new resources for you soon
UPDATES (31-05-2009): Added some screenies of a selection of resources new to Naeralith Reborn (with and without labels). The first file contains Hemp, Coffee, Coal, Fraeyalillies and Lemons. The second contains Maussberries, Salt, Starmetal, Sulphur and Tobacco (Tobacco is still a bit of a WOP) Hope you enjoy... just a bit of proof that things are happenning
UPDATES (02-06-2009): As requested I have linked all of the proposed leader art so far. Alzara and Shaelana are linked as I own these drawings. Also I have attached a sketch of Naeralith's landmass I have SERIOUS trouble finding male leader art that I actually like so please feel free to pitch in and help me there
Brief Background:
Spoiler :
Brief Civilisation List (Under Construction: Still adding leaders, WARNINGS on each individual leader contained in here):
Spoiler :
Magic (Under construction: Only elemental magic here so far)
Spoiler :
Magic
Different forms of magic will become available to arcane units as the game progresses. For example a given tech will enable fire magic, which can be gifted to any arcane units you possess (up to their power level). The exception is the shaman route (the earliest arcane unit that upgrades to specific casters). The shaman will automatically start with nature 1, and will not be able to receive other magical promotions. Nature will be unavailable to other arcane units unless the civ has constructed Makhala's circle.
Also, different combinations of magic (metamagic) allow for more diverse and powerful spells.
Nature 1 - Undergrowth Passage
Nature 2 - Entangle
Nature 3 - Bloom
Earth 1 - Boulder
Earth 2 - Stoneskin
Earth 3 - Earthquake
Air 1 - Fair Winds
Air 2 - Lightning
Air 3 - Flight
Fire 1 - Blaze (starts forest fires)
Fire 2 - Fireball
Fire 3 - Inferno
Water 1 - Rejuvinate (blasted lands)
Water 2 - Water Walking
Water 3 - Tsunami
Fire 3 / Earth 1 - Meteor Swarm
Fire 1 / Earth 3 - Lava Flow (creates lava tile which fades to blasted lands)
Fire 3 / Earth 3 - Volcano (creates volcano with surrounding lava tiles - these fade to blasted lands)
Fire 3 / Air 1 - Scorch (grasslands to plains forest fires)
Fire 1 / Air 3 - Blazing speed
Fire 3 / Air 3 - Wave of Fire
Air 3 / Water 1 - Tornado
Air 1 / Water 3 - Whirlpool
Air 3 / Water 3 - Tempest
Earth 3 / Water 1 - Saturate (creates marshland on a grasslands tile)
Earth 1 / Water 3 - Flood (creates floodplains on a desert river tile)
Earth 3 / Water 3 - Sink (sinks a flatland tile to water)