[eMod] Age of Fangs v1.0

This mod removes the creature recruiting resources that spawn on the diplomacy tech tree. Instead new resources spawn at the beginning of the game. These new resources allow players who build on them to build multiple creatures at the closest city. Research on the diplomacy tech tree allows you to unlock stronger monsters. Both Kingdom and Empire factions can use all the resources but they recruit different monsters from them.

It requires my Overwrite to be installed as well. Simply place the Overwrite folder in the mods folder, remove the OW_Techs_Amerian and OW_Techs_Trog from the Overwrite folder, and add the AoF filea to the mod folder and the tile files to the tile folder.

New Creature Resources  *(x)= tech level

Ancient Woods: Empire - Darkling Grunts(0), Darkling Warriors(1)

                      Kingdom - Spiderling(0), Venom Spider(1)

 

Deep Fissure: Empire - Hunting Warg(1), Umberdoth(2)

                    Kingdom - Cave Bear(1), Shrill(2)

 

Hidden Village: Empire - Drota(3)

                      Kingdom - Drath(3)

 

Ruined City: Empire - Ogre Fledgling(2), Ogre Warrior(3)

                  Kingdom - Golem(2), Guardian Golem(3)

 

Cliff Temple: Empire - Demon(3), Greater Demon(4)

                  Kingdom - Drake(3), Dragon(4)

 

Get it: Here

 

Compatibility: It depends on a complete game overwrite so it is probably not compatible with any other mods unless is says otherwise.

I suggest trying this with my Mini Mount Mod. For v.1.3

9,082 views 5 replies
Reply #1 Top

Ooooh. I like this.

If I can rework my house spell mod to work with the overwrite mod, I may actually give the game a complete playthrough. Here, have a little karma.

Reply #2 Top

When I was doing the expandedfactions_uniqueunits submod, I was never able to get the AI to reliably build these new monsters using this method. Are you seeing the AI build more than just a few of these monsters?

Reply #3 Top

No, I don't see the AI build a lot of the new troops. Not surprising really since I never really saw them build many of the old ones either. I plan to look into it more now that it's released. Honestly with the AI thing, balance, bug fixes, and adding more complex monsters and monster abilities this mod is still going to be worked on a lot.

Reply #4 Top

Based on what iv seen ingame, and in the xml .. this mod adds a new feature, but does not remove the old, but might just be me who have been away from the game too long :) .. btw . nice stuff, mods like these adds a lot of fun to the game.

Reply #5 Top


It requires my Overwrite to be installed as well. Simply place the Overwrite folder in the mods folder, remove the OW_Techs_Amerian and OW_Techs_Trog from the Overwrite folder, and add the AoF filea to the mod folder and the tile files to the tile folder.

The only way to get rid of the old monster resources is to change the tech so they don't spawn, which is impossible without the overwrite.