[C3C] Earth Fantasy Mod(EFM)

the idea is interesting but the implementation is not very good in my opinion.
how do you like the idea to build a castle. first a fortress gate with 4 towers then a citadel with 4 towers. get the final product and not just a set of towers by themselves)

Instead of Space race victory, wanted to put the construction of the magic tower into this mod. This victory condition will be able to be turned off anyway. I just wanted to take the opportunity.
 
Hello, I found two errors. The first is in the PediaIcons text. WON_SPLASH_BLDG_Earth_Altar_Dark
The second is File not found, "Art\Units\Wyvern Red\..\SoundsOther\DragonWingFlap.wav"
 
Hello, I found two errors. The first is in the PediaIcons text. WON_SPLASH_BLDG_Earth_Altar_Dark
The second is File not found, "Art\Units\Wyvern Red\..\SoundsOther\DragonWingFlap.wav"

@Tigris of Gaul
Thanks for the feedback I fixed the bug.

New _Earth_Fantasy_Mod_Beta1.38A_pach available.
patch information:
PediaIcons.txt
Earth Altar(Dark) splash bug fixed.
Wyvern Black.INI, Wyvern Green.INI, Wyvern Red.INI bug fixed.
 
Unfortunately i found that setting up air trading in the mode caused additional problems so i went back to the basic concept.
So I took the air trade off next to the new type of buildings, I find that the game doesn’t slow down after 200 rounds.
I left most of the new building requirements and found that AI doesn’t build Wonders soon.
I also retained the previous version.(_Earth_Fantasy_Mod_Beta1.38A_pach.zip)

New _Earth_Fantasy_Mod_Beta1.39_pach available.
patch information:
I stopped air trading at the base buildings because it slowed down the game
Earth Altar(Dark) splash bug fixed.
Wyvern Black.INI, Wyvern Green.INI, Wyvern Red.INI bug fixed.
 
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It seems the Pirates can't build ANY offensive or defensive units. Is this intentional? With the monsters, expansion is pretty much not possible.
 
It seems the Pirates can't build ANY offensive or defensive units. Is this intentional?

Pirates are better than other species in building naval units. But they also have ground units.
Pirates can build at the beginning of the game, Light Spearman (Pirate Traditions) .
Later ground attack and defense units:
Light Swordsman (Weapons) (even iron needed to build). United pikeman (Armor) (hardwood required).
Medieval Swordsman (Martial Traditions) (iron required)
Pirate(Pirates) (iron needed)
Pirate Man(Armament)(iron and saltpeter required)
Mariner(Warships)(saltpeter required)
and War Dog(Bestiary)(wolves required)

With the monsters, expansion is pretty much not possible.
If you are thinking of building monsters, part of them can be built by all species.

Eg if you have a centaur hut you can build centaurs (bestiary)
Faun can be built if we have fresh water
Gnoll Infantry can be built if you have a gnoll hut... and so on.

The first generation (weaker) dragons are created by certain Wonders(first generation dragons: Earth Dragon, Water Dragon, Air Dragon and Fire Dragon).
Stronger dragons can be built in the 4th era(Amber Dragon, Obsidian Dragon, .... Diamond Dragon(raw material dependent dragon cave + gems)
 
Then is there maybe a bug? For the Pirates, all I could build were settlers and workers - no other units. As for the monsters, I meant the barbarian ones around the map.

EDIT: Here is a screen shot after planting the first city.
 

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Then is there maybe a bug? For the Pirates, all I could build were settlers and workers - no other units.

I also noticed that it does not allow you to select the unit development that has been placed on the hidden development tree, such as this is the first unit that pirates can build. The game will automatically display the option to build the unit, if you move to another one you will not be able to re-select it once you have completed the other built after you allow it to build. It might be worthwhile to transfer the development of the first units to a visible development tree. This affects all human civilizations anyway.
All types of human civilization used the same tree of development in the first age, but could only use other buildable starting units (knights, wizards, nomads, and pirates).
Fortunately, the construction of the units is based on individual settings, so this error can be easily remedied, in contrast, it cannot be solved in buildings. it had to be placed in a separate place because if all people have access it can build it, even if I don’t allow it in the cultural settings.

As for the monsters, I meant the barbarian ones around the map.
Do you think there are few monsters at the beginning of the game?
Spiders can appear in new places.
 

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For the Pirates, all I could build were settlers and workers - no other units

it only affected the pirates because I only placed their unit on a hidden development tree, the pirate traditions.
:)I fixed bug.
I moved the pirate starting unit to a visible development tree so it should work fine.

Earth fantasy Beta 1.39A.biq(zip) =
Earth fantasy Beta 1.39A.zip
 

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I have a new idea for space victory, I prefer to discard the tower construction version.
Instead of space victory, the goal would be to make an Elixir of Power or Elixir of Might.
It would be complete after the ingredients are present.
Such a component would be the water of life, the fire of dragons, the power of demons, etc.
:mischief:i hope you like my idea.:mischief:
 
My new idea instead of space racing, The Elixir of Might should be prepared by the players.



Navigation => components ()
7 Secret Ingredients
8 Courage of Titans
9 Demonic Power
x Harmony of Nature


(Field Control) => basic things
1 Magic Books
6 Bottles for Elixir

(Components) => essential components
5 Breath of Death
2 Water of Life
3 Dwarves' Gold
4 Fire of Dragon

_Space-victory-edit_elixir_of_might.jpg
 
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:goodjob:I'm done:goodjob:
New EFM_Beta_1.40.zip available.
version information:

Earth fantasy Beta 1.40.biq
All strategic and luxury resources can be depleted and displayed on the map.
I exchanged music:
NightengaleFull.mp3
I changed the Dwarven Music (Most Epic Dwarf Music Mix).mp3 to
Fantasy Music - The Elven Prophecy.mp3
scorpion became a strategic resource from the bonus resource.

:)The Elixir of Might victory came into play instead of Space Race victory.:)
 
My new idea instead of space racing, The Elixir of Might should be prepared by the players.

Navigation => components ()
7 Secret Ingredients
8 Courage of Titans
9 Demonic Power
x Harmony of Nature

(Field Control) => basic things
1 Magic Books
6 Bottles for Elixir

(Components) => essential components
5 Breath of Death
2 Water of Life
3 Dwarves' Gold
4 Fire of Dragon

The order has changed, but as I wrote it can be tried:
______________________________________________

STRUCTURAL => COMPONENTS ()
7 Fire of Dragon
8 Courage of Titans
9 Demonic Power
x Harmony of Nature


COMPONENTS=> ESSENTIAL COMPONENTS
5 Water of life
6 Breath of Death


MODULES => BASIC THINGS
1 Magic Books&parchment-roll
2 Bottles for Elixir
3 Dwarves' Gold
4 Secret Ingredients
 

New EFM_Beta_1.40.zip and _Earth_Fantasy_Mod_Beta1.41_patch.zip available.

patch information:

I fixed a few more bugs:
Setting up a vampire crypt and infectious mausoleum.
Adjusting the parts of the elixir of might in the development tree

I incorporated the components of the Elixir of Might into the development tree.
 

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