The updated version of the Modern Units Database has been posted for play testing. You can download it here or find it on EDIBLE. With over 200 hours logged, this is the largest update I have posted for any mod since I originally released MUD or the last update I made to it a year ago. Read the full post if you want a complete listing of the changes. There is still a lot more to do before I get this into a spot where it can work the way I intended, but I wanted to get this out in its current state in case others find issues I am not already tracking.
A small update to the Future Units Database has been uploaded on EDIBLE. The changes are based on feedback on the Steam forum and focuses on balancing the unit set, but doesn’t make any major changes. If you are using the existing set, you don’t need to update to this version unless you are experiencing balance issues.
The new Enhanced Terrain Set (ETS) has been uploaded to EDIBLE. This set attempts to enhance the definition of the default terrain set by improving the depth of the art at closer zoom levels while retaining the same look and feel as the original terrain set when viewed at a distance. It uses a mix of isometric and top down images like the original set and uses a color and contrast that is slightly darker than the original set.
The Future Units Database has been uploaded to EDIBLE. This is a futuristic take on one of the default unit sets already available in-game. In this version, capital ships hover over the surface of the water while giant walking machines called “Mechs” roam the surface of the planet. The ever-present danger of nukes and biochemical warfare cause infantry to suit up in hazmat combat suits. These powerful war machines are led by the presence of a Field Marshal, a walking arsenal controlled by a human commander and an imminent threat to anything standing in their way.
I posted a small update to the Island of Harn map that corrects a few issues found during play testing. Mainly, there were some cities incorrectly marked as Important Cities, Aleath has been named correctly, and fixed some typos in locations. I’ve never played the actual Harn campaign setting, on the Empire Deluxe version, so thank you to dandan for the corrections and play tests. Because this update is small, there isn’t a new upload link. You can continue to use the original post or find the update map file on EDIBLE. Luckily, I have not yet uploaded the map to the in-game library, as there is no way to back out changes as far as I know. That will be done this week.
The Island of Harn is a rough, hazy, forested isle roughly 100 miles off the northwest coast of the continent of Lythia, on the edge of the Haonic Ocean. Compared to other regions of northwest Lythia, Harn is a wild, barbaric land, where pockets of civilization are surrounded by large tracts of wilderness.
Harn’s center is dominated by Lake Benath, a freshwater lake drained by the Thard River. The longest river is the Kald (375 miles), which drains the eastern interior. Much of Harn is hilly. There are four mountain ranges of note: the Felshas, running north-south in central Harn and boasting the island’s highest peaks; the Rayeshas, running east-west along the top of Lake Benath; the Sorkins, running north south along the east coast; and the Jahls in the far north.
I put the finishing touches on the Future Units Graphic Set today. You can download it on EDIBLE. This set is a replacement for the default unit graphics and does not include any new units. The graphics focus on futuristic, science fiction versions of each unit type to give a unique touch to your Empire Deluxe gaming experience. Ships that hover over the water, bombers carrying particle weapons, and large Mechs roaming the landscape are just some of the changes in this set.
This set marks a move away from posting large, all inclusive sets like MUD, or even its earlier version, and instead focuses on graphic enhancements to the default units. However, since all of the graphics follow the same EDUT template, you can easily mix and match them to make your own unique sets since they are using the same template and drawing methods.
Today I have uploaded the first pass at an AI for MUD. This is posted to EDIBLE in the usual spot. Note that, like MUD, this is an alpha upload as the set is not yet fully functional so lots of future changes are expected. It’s also worth noting that the AI is capable of using MUD without this AI script which is why it is packaged separately.
The Movement Sound Pack is a collection of movement sounds for EDCE. The pack includes 68 sounds recorded from several military and civilian vehicles averaging between 5 to 10 seconds per clip. There are trucks, tanks, helicopters, bombers, fighters, watercraft, submersed pings, and electronic noises. The sounds can be mixed and matched to produce a more unique EDCE experience but were specifically tailored to MUD which will also have a parallel update added to EDIBLE.
This Random Map Generator is used with the standard EDCE unit set with a focus on sea power. All cities will be accessible by sea units. The map will not place any landlocked cities, making each placement along a coastal tile or a river delta.