[LH][eMod] Age of Fangs 2.0

v2c

One thing that really bugs me in LH is the monster recruitment system. In FE some effort was made to make it better but now it is really pointless and has been half removed. This mod is a redo/port of my original WoM mod that seeks to address this and bring monster recruitment back as a interesting and integral part of the game.

This mod completely reworks how factions recruit monsters and special units. The ability to recruit special units is tied to a new resource called tokens, which are produced by Primitive Villages. You find villages after clearing out certain monster lairs. Each faction not only can recruit basic units such as Darklings but every race gets a unique heavy monster. Almost all units are designable and can be upgraded with new armor(non-graphic) and weapons to stay relevant all game. Also Tokens can be produced by Foreign Quarters which are improvements you can only have one of.

 

Primitive Village: Found after defeating Wildlings and Darklings. Produces Tokens which can be used to create cheap units that cost no wage.

Darkling: Basic Empire unit with spell resistance.

Wildling: Basic Kingdom unit that has swarm bonus.

Slave: Unlocked by Slave Masters trait, which also unlocks Slave Markets.

Poison Spiderlings: Unlocked by Cult of a Hundred Eyes. A group of spiders that do poison damage. Can't be edited.

 

Heavy Units: Unlocked by new Constructs tech on the magic tree, each race has a unique creature.

War Ogre: Hulking Empire unit for Urxen. Can Throw Boulders

War Golem: Defensive Kingdom unit for Capitar.

Hergon Crusher: A Kraxis soldier mounted on a Hergon. Immune to Swarm, has Stomp ability.

Iron Golem: Expensive Defensive unit for Ironners.

Huntress: A Tarthan Rider mounted on a Stalker. Has Pounce ability which allows it to teleport short distances and do damage.

Juggernaut: Offensive unit unlocked by Trog race.

Ursen Mauler: Altar bear rider. Mauls units it attacks.

Bound Harridan: Unlocked by Cult of a Hundred Eyes. Casts Beguile and Web, deals poison damage. Can't be edited.

Salamander: A Quendar mounted on a huge fire Skath. Can Breath fire to do damage in a line to 3 tiles.

Djinn: A lightning spirit controlled by Amarian magic. Has Lightning Form and Storm.

Revenant: A undead spirit controlled by the Wraiths. Has Frozen Hands and Soul Feed.

 

Download

*Instructions in readme file.

*Includes bear model file from Heavenfall's expanded mounts.

*This is compatible with my Add Factions and Traits Mod

*For LH v1.4

Status:

-Beta Released

-Tons of little art things that need done

-Lots of balancing to do

39,533 views 31 replies
Reply #1 Top

Love your work, dsraider!  Looking forward to this mod!

Reply #2 Top


Great concept! All the best with your work!

Reply #3 Top

Looks interesting.   Great ideas here.

Reply #4 Top

So I have the system up and running for primitive villages but I have to mod the core directory to change techs and lairs, annoying but not a big deal. Also now units you can't afford show up in the unit list greyed out so the old workaround for having improvements as prereqs for units doesn't really work as well. Anyone know if there is another way to do it that prevents the unit from showing up in the list at all until you have the right building?

Reply #5 Top

Nice concept DsRaider. I agree that the monster recruitment in FE was a very interesting concept that just didn't work like it should have. This sounds like a cool way to reintroduce it.

Reply #6 Top

Been working on this and have a rough draft up and running. Seems to work fine. Been thinking about adding in some heavy mounts. These would be special units in groups of 1 that would be able to equip heavy mounts such as Bears. Kinda like fantasy versions of elephant riders. Several factions would get unique mounts. I will have experiment and see how it works. The thing I am worried about is how to restrict the mounts to units in a group of 1. I could do it by giving the riders a unique modeltype but that would be a truly ridiculous amount of work. Any help or ideas would be appreciated.

 

Heavy Mounts

Empire: Umberdroth

Kingdom: Hergon

 

Ironeer: Bear

Wraith: Spider

Quendar: Drake

Tarth: Stalker

Reply #7 Top

Quoting DsRaider, reply 4
Also now units you can't afford show up in the unit list greyed out so the old workaround for having improvements as prereqs for units doesn't really work as well. Anyone know if there is another way to do it that prevents the unit from showing up in the list at all until you have the right building?
End of DsRaider's quote

Hiya... Just curious about this one.  Is the issue with this that you're maybe using a resource to restrict access to the units?  And now they show up (greyed out) if you don't have the resource?  

 

Reply #8 Top

Quoting DsRaider, reply 6
The thing I am worried about is how to restrict the mounts to units in a group of 1.
End of DsRaider's quote

Wouldn't this work just by adding:

<GroupingType>UnitGroupingType_Single</GroupingType>

To the UnitType...?

 

Edit..... ok hangon it's the mounts sorry I see the problem.

Reply #9 Top

Quoting abob101, reply 7
Hiya... Just curious about this one. Is the issue with this that you're maybe using a resource to restrict access to the units? And now they show up (greyed out) if you don't have the resource?
End of abob101's quote

Ya. i don;t want the units to show up in the list unless you can build them, as they require unique improvements to build, and in a lot of games you may not get any of them.

Reply #10 Top

is ti downloadable and where?

Reply #11 Top

dragon hatchery and eggs....to raise a dragon?

Reply #12 Top

You can move this to LH Modding forum now it exists (edit OP and change "Category", but you probably know that =)).

Reply #13 Top

This has been on my back burner for while, even though most the work was done for it, because I didn't like the way it fitted together. Two new resources was too many. I have removed bloodstones and simplified the system so that while the small units still require tokens from primitive villages, the big units now require techs and various resources including sometimes tokens. I think this is a nicer system. I also have added a bunch of heavy mounted units as shown above.

I am just adding the final touches and beta testing everything. All the monsters but the Djinn are done but I might release the first version without it.

Reply #14 Top

Looking forward to it

Reply #15 Top

First beta uploaded.

Bleh this mod requires so many little art files. I could spend weeks adding little icons and pics. I also want to eventually add saddles to some mount textures.

Reply #16 Top

Any particular mod conflicts we should be aware of (for me personally, I would worry about Children of the Storm and ParrotMath's mods)?

 

This looks like it is going to be good.

Reply #17 Top

I'm guessing Children of the Storm will clash,  ParrotMath's stuff should be fine. This is compatible with my Additional Traits and Races mod.

Reply #18 Top

Quoting athelasloraiel, reply 11
dragon hatchery and eggs....to raise a dragon?
End of athelasloraiel's quote

I'm not to worried about it now, but later I plan on redoing/adding in some late game monsters. Stuff like Dragon Riders, Titans, and Hoarder Spiders.

Reply #19 Top

So even though some races already get one midgame unit from an ability like Cult of a Thousand Eyes, to be fair I have to give every race a unique midgame monster not tied to a faction ability. So this is Roseln's, the Revenant. 

 

Reply #20 Top

I love this. Keep up the good work!

Reply #21 Top

Update to v2b!

This is a pretty big update. Here are some highlights...

-Added Revenant.

-Completely redid Djinn art.

-Lots of Bug Fixes.

-Added special abilities to most racial monsters.

-Added Foreign Quarters which are improvements you can only have one of and produce tokens.

Reply #22 Top

Impressive update speed. Cant wait to test the new content.

Reply #23 Top

Nice, this mod is really getting there. Gonna try it out for my next game.

Reply #24 Top

Still early days in my new game but I am recruiting darkling warriors! Was wondering if you're gonna make heavy units for the new races in your other mod? Playing as Hunduran now and would love to see a nice special unit for my horselords.

Reply #25 Top

Quoting LordTheRon, reply 24

Still early days in my new game but I am recruiting darkling warriors! Was wondering if you're gonna make heavy units for the new races in your other mod? Playing as Hunduran now and would love to see a nice special unit for my horselords.
End of LordTheRon's quote

I plan to add some some unique ones eventually. Right now they use Ogres and War Golems. I am working on another project. I haven't decided what to give Hundura yet anyway.