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Warrior Kings: Battles - Grand Battles (Grand Saljukis) v.2.1 - Game mod - Download

The file Grand Battles (Grand Saljukis) v.2.1 is a modification for Warrior Kings: Battles, a(n) strategy game. Download for free.

file typeGame mod

file size161.7 MB

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last updateSaturday, November 13, 2021

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Grand Battles (Grand Saljukis)  is a mod for Warrior Kings: Battles, created by Warrior Kings Battles - Content Development

Description:

Grand Battles & Saljukis Alignment Read Me

Hello and welcome to the readme for the current mod that is being work on, this is a community mod, it bring balance and a huge variety of content and mechanics, we welcome any feedback and idea anyone has to offer and always open to more help, i will soon also be looking for people to make a bunch of language files for each language so be in touch.

enjoy and thank you for reading :)

Recent Additions: :?Fixed text for kings guard, Fixed UV map for telemagna damaged version, fixed UV map for the Maebad. :?I have shifted a few sounds over to the 3D sound mechanic, so if you don't hear some sounds, if because you have to zoom in a little, wood cutting\Mining was one of these sounds.

:Various sounds added to battles with units, like grunting, metal clanging etc.

:Small nerf has been applied to the explosive trebs, the explosive radius is now 20 metres (From 30 metres)

:There have been some small changes to the “Demons” “Wild Behemoths” from the summoning pentangle, they have decreased HP, this results in faster spawns, making them better for rushing.

“Wild Creature” HP: 700 (from 2500)

“Demon” HP: 70 (from 300)

:New Ambient sound added to the temple, new sound added for

the Grenadier Voice Acting done by “Hussar 16”, new sound added for the “Trial By Fire” spell.

:New Music added for the Saljukis alignment specifically, so a new experience for those used to the old one.

:Limiters added to various special units, “Inquisitor 15” “Spider Demon 15” “Formorians 20” “Death Wryms 15” “Bishops 10” “DeathMage 10” “Corsair 15” “Fire Boat 15” Carrock 10” “Galleas 10”

:Improved AI, The AI will now Build bigger armies, this will result in a stronger defence or offence, so expect big attacks.

The AI will now also use boats, i am still working on a way to make them Build a docks perfectly on every map, but community maps made specifically for Island warfare with AI will be available.

:Fix to all limiters, they all now show when they hit their limit, along with the number the limit is.

:New cursor icons, aswell as ability bar icons for abilities added, also reworks to the sandstorm ability it's now called “Trial by Fire''.

Eruptions Trials by Fire Unholy Fire

:New icons added for Saljukis Messiah, Death Mage, Darkpriest PREVIOUS FIXES.

:Upgraded guard function for: Arch druid, Priests, High Priestess.

:Improved Reaction for: Grenadier, Rhinosaur, Sahir. Al-kimiya.

fixed a bug with an explosive cart, where allies would gain more HP if they were a certain distance from the explosion, same applied to Mines but is

fixed now.

:Both farmers will now work at a farm when its construction is finished.

:Explosive mines have now been reworked, they are now able to be detonated by flaming arrows, after the sapper has uncovered them.

:Shops now show a coin with a cross in it to indicate that they have no one working there.

:Merchants now show the zzz above their heads when they are idle.

:More fixed text.

:Added icons for certain units.

:Fixed bug for idle peasants not showing up, also fixed the bug where trained units would not be spread out.

:New unit added: Saljukis Kaliph, this unique, it rides an ostrich, a huge beast built for speed, in which he now moves a lot faster than the average king unit, he also has the ability

Windmills and Sawmills now produce a pile of Grain\wood which size changes depending on amount held, similar to village.

:Spies now disguise themselves as Saljukis peasants as well as normal peasants.

:zombies can use portals, so can death mage, portals can also be used by allies, text updated for portal command.

:hovels and houses added, for Saljukis alignment style.

:fixes to spearmen being able to be recruited without money, but it being paused while doing so.

:units locators added for: Massiah, at temple, Al-kimiya, at alchemists.

:Coming soon, new huts and houses for Saljukis alignment

:fixed bugged Saljukis walls

:fixed sand storm spell animation.

:fixed melee mode for the rhinosaur and the alchemist.

:fixed upgrade for alchemy, also fixed the alchemy spell not giving gold outcrops the gold item value.

:fixed text for zealous warrior, summoning pentangle, holy of holies, demons

:Fixed Text for Messiah

:Gave melee and ranged modes to alchemist and Rhinosaur.

:Fixed bug with gatehouse not converting to saljukis on a new manor. :Added carts recruiting to windmills and sawmills, which come? from the village.

:Fixed bug with Support stone removing buildings. Grand Battles Changes

-------------------------------------

Vanilla bugs that were fixed

--------------------------------------

: previously, if you had units garrisoned inside a building and was going the full renaissance or pagan path, when reaching last tech with pagan or researching the bayonet upgrade, the units inside the garrison would enable again and become immune to everything but still cause damage. is fixed now, they convert when exiting the garrison.

: when sending a fast unit to flee and then converting it to a peasant at the same time, you would end up with a really fast peasant, now fixed with this addition.

:When building a manor before the last tier of any faction, you can instantly convert the manor to a palace, with no cost, or time requirement, so I fixed the issue and replaced it with a series of upgrades you can use once at the palace tech level.

:when stamping down a manor foundation, a player could delete his original manor and then delete the manor foundation he placed, rendering him invincible, i fixed this issue

: Elephants and behemoths would not attack Abbadon or archangel or each other, I fixed this issue, monster battles are here.

:Unaligned towers, battlement towers, rampart towers, all only ever did one damage, no matter if it was a gunner or archer firing from it, I fixed this issue.

:fixed a bug where entangle never cost Mana, also fixed a bug when Scrying with the observatory, while doing the telescope upgrade, allowed you to infinitely use the scrying ability.

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AI Improvements

------------------------

: Previously people mentioned how once used to the AI, game play became boring, due to a lack of interesting use of features from the AI. With the recent update AI now will use the

units corresponding to the Alignment they choose, also improvements on the amount of units they use, and their economy is much stronger now...................along with the addition of AI now building naval units, and also using cogs to ferry units for attacks, island maps are now an option for a field of battle with the AI. although still fairly basic, you will find yourself defending your island from invaders.

-------------------------

Economy changes

-------------------------

:there are new additions and changes, most of which are needed for game performance.

:Windmills\Sawmills, these 2 buildings allow you to now deliver to them using peasants, and carts can also be assigned to them, much like a village, this increases game performance and uses less cpu processing,

:Farms, farms now hold 2 farmers, requiring less farmers, less objects, less game processing

------------------------------------------

Character changes and addition

-------------------------------------------

:The biggest addition to characters is movement sounds added to heavy infantry and heavy cavalry units, Marching, Stampeding etc , soon to be added to all.

crossbowman: the crossbowman now works similar to the gunner, it cannot arch their shots, and they fire specific arrows and reload slower than average, but overall their damage is much better.

:Dark priest\Death mage, now have pagan specific attack spells. i call it unholy fire, it is much more accurate, and fairly strong when used in numbers, Death mage, death mage can no longer go in formations due to the in-balance it creates.

:War Elephant, to the war elephant, i gave it Area Of Effect damage, reduced it cost by 500 food, and did some re-balancing with it, it now has its uses.

:Behemoth, the behemoth I also did some re-balancing for, it now too costs a lot less, and it also

has increased armour, their now A lot more Tank then they were.

:Gunners, gunners now have a new more musket shooting sounds, the other i feel had more of a modern day rifle sound, i also gave bayonet gunners a Nerf, due to their high damage, and instant health boost of 30 hp.

:Spies/Succubus/Arch druid, these 3 units, now have an ability which allows you to transfer control over to an AI system, which will use this character to harass the enemy, while you are busy fighting battles.

:Scouts can now swim, in order to do so, you have to take them to the shore, once deep enough in the water, they offer the command to swim, to get back on land, just go back to the shore and embark onto land.

:Peta Warrior (Kings Guard), have had a rework, they now have 25 armour, 250 HP, but they move slower than peasants, but in addition they do Area Of Effect damage now too.

:Wild Behemoth, the wild behemoth, has had a remodel, he now looks a little more wild than before, although still room for improvement, he has increased speed, but has had a few fixes, before, once engaged only one unit at a time would attack, that is now the case now.

:Demons now have had a new model completely, from modpack 1.2, they are now different from the gibbering horde, but they also offer the ability to fly, once they take flight they cannot attack but move at a similar speed to Light cavalry, until they land, but can still be attacked.

:Siege Tower, the siege tower rarely got used, so in WKB, i upgraded the armour and HP, they also house ten units before attaching to walls, upon attaching to walls, any units inside will vacate over the wall, also any unit set to follow that siege tower, will climb the tower once attached.

---------------

New Units

--------------

:Marauder of Uruz, this unit offers extra armour, but still fulfils the same role as the pagan pikeman.

Image here:

:Imperial Swordsman, very similar to the imperial Pike man, except he too has extra armour.

Image here:

--------------------------------------------------------------

Abbadon\Archangel\Rocket launcher changes

----------------------------------------

:Abaddon now has the ability to be controlled, along with his special ability, it also can now be used at the users command, also increased his health by 1000.

:Archangel now too can be controlled, with his special ability being wielded the same too, he too has had his HP increased by 1000, Armour increased to 50, his special ability now also fully heals allies in its path.

:Rocket Launcher, the rocket launcher has had a rework, due to a lot of bad balance, so now, the rocket launcher does 180 damage in a 15m radius, before they did 240 damage in a 10 metre radius then another 60 for 20 metres after that, which seemed a little to much, in addition i have dropped it price by 250 gold, but it has a limit of 4.

---------------------

Manor Upgrades

--------------------

When stamping down a manor foundation after gaining level 2 on an alignment, you will be presented with three upgrades depending on the alignment you go, but it is the same for all other alignments. you do require a palace before being able to see the upgrade icon.

:Manor upgrade cost: 1000 materials, 150 gold.

Upgrade image:

Construction image:

:Keep to castle upgrade cost :1500 materials, 175 gold.

Upgrade image:

Construction image:

:Castle to palace upgrade cost : 2000 materials, 200 gold.

Upgrade image:

Construction image:

The price is the same for all Alignments, they also have a construction animation like in the first WK.

-------------------

Level Changes

--------------------

On maps you cannot see trees in the fog of war, this makes it so you cannot see other players starting locations, it also requires you to scout for resources.

--------------------------

New King Piece unit

-----------------

On the standard game mode, you now start with a king piece, it has no lose conditions, If he dies in order to get him back you must reach level 3 with you're alignment, then recruit him from the palace, he also makes use as a scouting unit for tree's outcroppings, gold, etc

-------------------

New Buildings

-------------------

The newest addition, is houses and hovels, only accessible after building the village and having

the population set at 200 or below.

:Houses, can be built inside the city, once built they increase population by 20, of course once destroyed they decrease the population by 20.

:Hovels, are built outside the city walls, they increase your population by 10 and once destroyed decrease it by 10 as well.

This adds the option of infinite pop cap, and also other strategy implementations.

:Mines, the mines add the option, after reaching palace level, to build a mine, once built, you place ten peasant inside it, the more peadants inside the more stone created and quicker its created, up to a max of 10, people say they see no stone coming from the mine, the reason being is, i tried to add realism with this building, so if you look inside you will see the stone, then assign peasants to gather the stone.

:Red tower, the red tower i pulled from the first campaign and did some remodeling, although i feel it should be a more elaborate idea of the pagan palace, open to opinion.

:Telemagna, too, was pulled from the first games data. But again would prefer a more elaborate idea of the imperial palace.

:Portals, portals are now a building, i reworked the portal mechanic, now you can only construct 2 portals, but how it now works is, you construct both portals, select one, then cast darks portal on the other, this opens both portals up, allowing you to transports troops too and from that set location, but the buildings have to be constructed first, it is much easier to use, thus requires less micro management.

---------------------

New Abilities

----------------------

All of these spells require the full mana of your king unit.

:For the Emperor this ability is found used by the holy emperor. It increases the armour of all heavy infantry units you have recruited, for 20 seconds it is multiplied by: X amount

:Rune Of Uruz, the pagan god of war blesses the warlord with the gift to increase the strength of his heavy infantries attack by: X amount

--------------------

RE-works

-----------------------

Explosive mines: regarding these, upon lighting the fuse, it would rush towards the barrel, to detonate it, but this can be halted if there is no path to the barrel, meaning your sappers cannot be behind walls, while at the same time detonating, the fuse would sit at the gate waiting for a path, in the new addition, i changed them to proximity mines, with a limit per player, also at 100 cost per barrel, this i hope adds more diversity to the game, while at the same time, improving how you can defend your base

Counters: for countering the barrel, sappers can uncover them, allowing archers with fire arrows to fire upon them, to detonate them, spies can also defuse them, so there are counters, they just need to be known and used.

Saljukis Alignment Changes

BUILDINGS

Well spring?:(Rural): The well acts similar to the maypole, with new animation and effect, most efficient around farms.

Temple?:Rl(Rural): The temple can spawn the messiah(see massiah for details), the temple holds a charge bar, peasants can be assigned to pray at the temple, the more peasants praying the quicker the charge rate.

Saljukis barracks?:(Civic): This is an alignment specific barracks, it becomes available after you build the well, it spawns the core fighters of the Saljukis.

Alchemist?:(Civic): you can spawn the alchemist from this building(see alchemist for details), also used to spawn grenadiers, research Alchemy.

Creature Pen?:(Rural): spawns the rhinosaur and the scorpion rider.

Tower of Sorcery?:(Rural): you can spawn the sahir, also has an increased sight range.

Battle Tower?:(Rural): this tower offers defense for grenadiers, also it increases their range.

Desert Farm?:(Rural): this farm acts like a normal farm, except it can be built on sand and grass, because of this, it has no fertility penalty.

UNITS

Saljukis swordsman?: he is one of the most formidable units, more armour than the average heavy infantry, with faster attacks, but at a cost to damage.

Food: 100

Materials: 40

HP:200

Armour: 15

H2h damage: 30

Food Consumption: 1

Saljukis Spearmen?: less armoured than his counterpart: with a higher attack damage at a slower rate.

Food: 60

Materials: 20

HP: 150

Armour: 13

H2h damage: 35

Food Consumption: 1

Grenadier?: fast moving, quick throwing ranged unit, low armour, good damage along with a deadly AOE effect when in high numbers.

Food: 100

Gold: 10

HP: 60

Amour: 3

Ranged damage: 15

Food Consumption: 1

Saljukis Horse Archer?: quick moving. Arrowing firing unit, quick rate of fire, with deadly accuracy.

Food: 100

Materials: 30

HP: 140

Armour: 7

Ranged damage: 18

Food Consumption: 1

Scorpion rider?: this heavy cavalry unit differs from the normal, they have higher armour and deadly attacks, at an extra cost to food and materials.

Food: 120

Materials: 40

HP: 180

Armour: 16

H2h damage: 40

Food Consumption: 2

Rhinosaur?: this siege unit has the option of melee and ranged attacks, it is moderate in both areas, it has decent range, Can switch between ranged mode and melee mode.

Food: 400

Gold: 50

HP: 650

Armour: 12

H2h damage: 75

Ranged damaged: 60

Food Consumption: 4

SPECIAL UNITS

_________________

Massiah?: the massiah is spawned from the Temple, where his xharge bar is counter as the temple charge bar.

Food Cost: 200

Gold Cost: 50

HP: 100

Armour: 5

H2h Damage: 20

Food Consumption: 1

Abilities:

Support stone?: this stone heals nearby idle allied units last 3 minutes, cool down 3 minutes.

Sand storm?: this storm surrounds enemies, slowing their attack speed, lasts 30 seconds, mana is deducted from the temple.

Iye?: this elemental being, guard the caster,, with deadly ranged attacks, along with brute force, cannot be controlled.

HP: 250

Armour: 20

Ranged damage: 30

H2h damage: 40

Food Consumption: 1

Sahir?: The sahir is a great sorcerer, he has a powerful range attack accompanied by 2 abilities.

HP: 200

Armour: 6

H2h damage: 40

Ranged damage: 60

Food Consumption: 4

Abilities?:

Summon iye?: this summons an elemental, he will guard the caster till death cost 15 mana, limited to 1 per sahir.

Ritual of Alaz khan?: this ritual is cast by the sahir, in order to summon the titan "Alaz Khan '' the ritual takes 10 minutes, but can be sped up by other sahir when assigned to them.

Alchemist?: the alchemist is a strong single handed melee and ranged slowing unit, he also offers other abilities.

HP: 250

Armour:15

H2h damage: 50

Food Consumption: 3

Abilities:

Throw Potion?: lobs a potion at his enemies slowing them over time, can throw between 4 - 6 potions at a time.

Alchemy?: convert stone into gold, this is researched before use, but gives a great advantage when left to roam the wild.

TITAN

Alaz khan?: is summoned using Invoke alaz Khan..

Alaz khan is the god of fire in ancient seljuk religion, he offers his disciples protection (the iye) and defends them with eternal flame, with deadly eruptions of flame it can easily deter even the strongest of will.

HP: 2000

Armour: 35

H2h damage: 120

Food Consumption: 20

Abilities:

Incineration(passive)?: units within 10 metres will take DOT damage and be set a flame.

Desolation?: this attack is the most deadly, erupting in a plume of flame that engulfs his enemies, killing units closer to him instantly, units further away take less damage, maximum distance 30 metres.

To install:

Extract to game’s main folder.

  • Last update: Saturday, November 13, 2021
  • Genre: Strategy
  • File size: 161.7 MB
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