![]() In both the original and my version of Houseboat, there is a strip of land surrounding the lakes that contains Gold, Stone, Forage Bushes and extra Sheep. But they’re still useful if you want to quickly ferry away your Sheep before any enemies come along to steal them. However, by making these changes, early game microing suddenly becomes much easier and Transport Ships a lot less useful. Houseboat Shallows attempts to correct these issues by increasing the Houseboat size and by connecting the houseboat to the mainland with shallows. The original Houseboat has two issues that makes it unplayable to the default AI: it requires the use of Transport Ships and the land around the TC is too small to build farms. Then, because I didn’t want DIRT3 to be the starting area terrain, I replaced DIRT3 with the player terrain, a terrain that varied based on map theme. First, I filled in all of DIRT3 over 20 units away from the starting player area with Forest terrain. It’s in terrain generation where I give starting units space to spawn. I set the player land size and land percent to 0, though, so to maintain the island’s circular shape. Finally, I used a create_player_lands to generate the starting player lands. The ring of trees act like a dam, blocking the main terrain from spilling into the outside water. This ring, in turn, was created using TheMadCader’s MadLands utility.Īfter generating the ring, I used another create_land command to fill the middle with the main terrain, setting land_percent to 100 and land_position to 50 50. When I was creating this map, I simply copied the create_land ring from Arena-ception’s map. Then I created a ring of placeholder terrain, which in this was DIRT3. To create this map, I first set the base terrain to water in the land generation section. Each player also starts with Sea Towers, to give you some protection from early naval rushes. ![]() Most resources are inside the walls, but extra herdables and resources are located outside the wall. If you need help, yo can contact me on COTF discordĪllesKutEnter, the admin of ModAPI, decided that any video i embed will be Rick Astley's "Never Gonna Give You Up" so here are the unembedded links.Being on an island, the starting area is smaller than regular Arena. Just don't copy the mod entirely and claim it's yours. If you would like to make a mod of your own, and consider any of the changes in Champions of the Forest as useful, you are free to pick up whatever you want and implement it in your project. I have made this mod open source, as i would like to see the development of modding and of ModAPI. It can be fixed by disabling SSAO or switching to Unity mode With SSAO set to Amplify models using normal maps (for example Greatsword in hand) appear completely dark.Beware of the unknown.for you are not the only one who grows in strength.Move up a difficulty, obtain better items.Get more levels, health, damage, stamina and recovery.Level up by cutting trees, bushes and effigies or hunting down animals.Start on easy difficulty on as you are level 1.In-game update notes, news and list of amazing supporters and contributors ).Supported languages are Polish and German More difficulty options and control over game settings.Hundreds of items of different rarities.Leveling system and upgrade trees - Player upgrade points 2.Many of the already in-game mechanics reworked.Better, faster, harder, stronger enemies that will make encounters more scary and challenging.Replayability! Try different builds and playstyles until you find one which suits you best.Custom, RPG-style inventory, loot that drops from enemies, new crafting.There are custom weapons, the first and only mod that adds weapons.Don't use this mod with Player Upgrade Points or Ultimate Cheat Menu, they overwrite the same properties and cause unwanted behavior.Ĥ.Wait for all the extra textures, models and sounds to download.
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