- Joined
- Jan 30, 2013
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I apologize for the error of writing Sankt as Sankh. Yes, the word origin is German, since the word is taken from Sankt Altar ability.
Sankt Empire Designed with 1.31 Patch for SD Graphic AI Support is available for Sankt Empire Darkness looms upon the horizon The dead within the empire arise To answer, one must resist together For justice will always prevail Sankt Empire, literally translated into the Saint Empire, is an empire in an alternate world that unites the entirety of the elven civilization. With the human kingdoms broken apart by the invading army of the dead and their demonic masters, this elven empire has been preparing their servants of Sankt to face upcoming invasions. Elven people are not renowned for their strength, but their cunningness and precision are to be feared. Sankt Empire utilizes this trait by maximizing their Archers' ranged capability, while their frontline of Crusaders and Swordsmen are supported with blessings from the Priest and curses of the Sorceresses and Spell Slayers of Sankt Empire. When the situation forces the Empire, they can unleash their heavy machineries to lay siege on enemy bases. These machines are called Elvish Engines and Flying Ballistae that they crafted with the knowledge they learned from the humans prior to the invasion. To protect them from the skies, spiritual beings from nothingness called Spirit Plasms and the mighty Dragonhawk Riders are called to serve. If that it is still not enough, they can call forth they mighty Gritz Phoenixes to obliterate opposition with sheer ferocity. FeaturesVideoChangelogCreditsAuthors NotesAn alternative Human faction called Sankt Empire which utilizes aggressive long-range combat strategies combined with powerful magic and frontline support.
Pick Human to play as Sankt Empire TRAITS
PROS + Absurdly long range assaults + Above average health and mana regeneration + High mana pool spellcasters CONS - Low base health for most unit and structures - Low base armor EARLY GAME DEFENSES * Remember that Devoters can arm themselves into Loyalists. [March 16th, 2025 [1.3]]
Changes:
Bugfix:
Buff:
Nerf:
[March 15th, 2025 [1.2]] Changes:
Bugfix:
Buff:
Nerf:
Notes: - It feels weird that Water Mage uses horse while Light Keeper doesn't [August 8th, 2024 [1.1]] Changes:
Bugfix:
Buff:
Nerf:
Notes: + 1.31 is used for this patching. A 1.35 variation will be provided once the balance is somewhat stable. [April 18th, 2023 [1.0]] First Upload Model and Icon Credits:
Water Mage: Ujimasa Hojo Crusader: Cavman, Hawkwing, Mr.Goblin Hall: Ujimasa Hojo Keep: Ujimasa Hojo Castle: Ujimasa Hojo Priest: Daffa Paladin: Ujimasa Hojo Blizzard: Vinz Sankh Altar: Itius Leurn Freim Holy Claw: Freezer (?) Purifying Beam: jhon wilber Divine Burst: Darkfang Ancient Phoenix: The Panda Tower: Ujimasa Hojo Magic Tower: Ujimasa Hojo Phoenix Tower: Ujimasa Hojo Observer Tower: Ujimasa Hojo System Credits: 1.31 AI Fix: The3X This is from my old project called Warcraft III Theta, a project to replace all 4 factions inspired by this particular challenge between Kyrbi0 and Direfury. It is very restrictive and originally I planned to follow the idea that the thread offers. However, icons and models becoming a very big issue pretty fast which dulled my senses and it let this little idea lost into the ravages of time. I do visit from time to time, but never get the motivation to work with the MacGyver rules of retrofitting.
Recently, I noticed that I had done substantial works on the Sankt Empire faction (customized Humans) and I find the faction lovely despite sharing decent similarity to the original. After further polishing with the unfinished parts of the work, I decided to present this little faction to the community to enjoy. I hope you have fun like I have fun polishing the faction. During polishing, I decided to try to stick to the MacGyver as much as possible, leading to 3 restrictions still noticeable in the final product: 1. No custom spells for the faction 2. All ability of the unit must remain untouched (so, if say I edit Priests, the abilities must remain Priest abilities and I cannot add or remove any of them) 3. Techtree rules cannot be changed (partially to ensure AI won't go braindead) Due to the Sankt Empire replacing Humans in this map, it renders the AI of the Human available for the player. I have not tested extensively on the AI, but so far I noticed no issues during my tests. |