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LAN-MP Ruleset (obsolete)
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Author |
File Description |
IniochReborn |
Posted on 07/14/16 @ 06:57 PM (updated 07/25/20)
DISCLAIMER: OBSOLETE
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Pages: [1] 2 » Last » | Author | Comments ( All | Comments Only | Reviews Only ) |
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IniochReborn
File Author |
Posted on 07/16/16 @ 11:17 AM
edit: reformatted description for new release[Edited on 09/03/18 @ 12:00 AM]
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IniochReborn
File Author |
Posted on 08/16/16 @ 03:00 PM
Hey thanks its nice to get feedback. I agree with most of what you said and will update the mod accordingly. Ill post a changelog at the end of this comment to record all changes.
One thing about this mod is that the original copy was corrupted (long story), but luckily one of the veteran players who was testing the mod for me was able to send it back to me. I've noticed a few unfamiliar things in my own mod recently that I believe to have been snuck in lol.. As an example, the Human Air Galley was stripped of its Flying ability and given Floating. This will be changed in this update.
Also there are a few reasons behind Bless and Stoneskin getting similar casting cost reductions as other Level 1 enchantments..
I)My experience with a few other long time players (on and off since release in 1999) has been that we chose Life and Death spheres the least often by far. For that reason alone, Bless and Dark Gift are the two cheapest enchantments in the game (along with Fury).
II)Stoneskin got a similar cost reduction as other spells basically to make the Earth sphere more appealing and try to keep us from always choosing Air. One reason why is that Chain Lightning can be used to reach up to 3 units beyond its own supposed range (!) by shooting it at the ground. The second is that we would choose the Air sphere in order to spawn Great Eagles and give them Haste, then send them off to raze each others resources. This was especially devastating considering it can be done fairly early in the game. Stone Skin being the best level 1 enchantment helped us even things out.
I agree that its a good idea to lower the Flamethrower HP. Ill also raise movement for Ballistas (Black Javelin included). These are two things that my friends and I discussed and were split on. If anyone else speaks out against it I may revert it but for now Id like to try it.
As for the Necromancers I will give them Poison Protection, and Immunity as they level up. They arent really meant to be 'undead' in the mod, but more crazed human fanatics.
Here is a changelog:
-Undead Necromancer now has Poison Protection as default, and Poison Immunity at Silver Medal.
-Flamethrower Ram nerfed from 15HP to 8HP.
-Ballistas and Black Javelins movement raised from 20 to 26 like all other siege machines.
-Human Air Galley regains Flying as it was intended to have..
-Item rebalance.
-Not new but unmentioned before: New heroes (made with portraits either unused in the game or hidden within DevEd) were added. Hero default abilities also edited.
-Also previously added but unmentioned: Custom diplomatic texts |
Revolverman |
Posted on 08/25/16 @ 07:01 AM
Hey, I don't think you uploaded the right file. All the issues you listed are still there (Air Galley only has float, Flamethrower still has its HP, etc, etc)
Oh, noticed the Undead swordsman's Bio is the Mummy's bio.
Also, if I may make a suggestion, given how much the AI spams flamethrowers, could they not get wall crushing until silver medal?[Edited on 08/25/16 @ 07:10 AM]
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Mac_Biodiesel |
Posted on 11/23/16 @ 01:14 PM
I haven't tried this yet, but a couple things I notice from your notes.
1. Azracs: dropping magic bolts from the priests makes it harder for them to have a low-level response to physical and/or fire immunes like air elementals, incarnates, nordic glows, red dragons, and wraiths. This worse with the fliers; at least the wraiths can be turned. I guess this puts them in about the same boat as the Frostlings.
2. Elementals: I was thinking just the other day that all elementals should have regeneration. Thoughts?
3. Arenas: Did you change the cost to level units up in arenas? Those will become hot spots now.
4. Dwarves: Why give the giant wall crushing? Isn't that redundant with hurl boulder? And why make the boar rider have wall crushing? That's a fast battering ram, that can go over mountains to boot! The balloon shoot javelin confuses me. How can you make that only be added if the gold medal comes from the arena? Or are you saying it can only get to gold medal rank from the arena?
5. Undead: I'm curious about the bone horror getting round attack. Doesn't make sense to me, and I'm wondering even how the sprite graphics handles it. I'm surprised you went went with gas breath instead of black breath for the reaper.
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Mac_Biodiesel |
Posted on 11/23/16 @ 01:48 PM
I also tested just today and confirmed that air galley still has floating. |
IniochReborn
File Author |
Posted on 06/10/17 @ 08:46 PM
Hey guys. Took a year-long hiatus from AoW, mostly because of college. Not sure what happened on the last upload, but Ive updated the file with the changes previously mentioned (no more floating Air Galleys, mummy/undead swordsman bio, etc).
@Revolverman: The reason I, along with the group I play AoW with, have decided Flamethrowers should have wall crushing was because it was too easy to defend a castle with a small force against large AI armies (they'd only bring a single battering ram, you'd destroy it, then they'd turn around and leave).
@Mac_Biodiesel:
1. Azracs lose magic bolts but gain the advantage of hitting units across walls with ranged attacks (Call flames). Frostlings also lose magic bolts but having access to frost bolts is a good defense against "super heroes". Both races do end up relying more on enchanted weapon to counter wraiths, incarnates, air elementals, etc.
2. Elementals having regeneration does sound interesting but our group didnt agree on it when brought up.
3. Not sure how to change arena level up costs but they were always a hotspot for our group regardless. And would still be no matter what the cost lol.
4. Giants have wall crushing because it is more accurate that hurl boulder. If they are standing next to the wall, they shouldnt miss what a boulder, hence wall crushing. Also, boar riders only get wall crushing at gold medal. And yes, it does make them very useful. And yes, dwarven balloons can only get shoot javelin from the arena.
5. Our group wanted bone horrors to be a little more tank because they were always very 'cool', yet not very strong/useful. At least not compared to demons and wraiths. As for gas breath, our group basically just wanted to see it in the game.
Thanks for the feedback guys, it is cool to visit the old AoW site and see a few people still playing![Edited on 07/02/17 @ 11:25 AM]
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IniochReborn
File Author |
Posted on 07/08/17 @ 08:16 AM
Hey thanks for the feedback. I have no idea how to give independent heroes any form of functional spellcasting. Same with some of the stuff Warlock's mod added in, that's beyond my own skills, using hex editors, sprite editors etc.
As for flamethrowers, with 8hp, 1def, and limited range, they are very vulnerable to ballistas and catapults.. Handy against the AI. |
Mac_Biodiesel |
Posted on 08/13/17 @ 04:01 PM
A few things I've noticed:
- Mermaids no longer have seduce. Is that intentional? They're practically zero threat now.
-Path of Frost can't walk on water anymore.
-Gandalf's picture is missing (Halfling king in Before the Fall map).
-Playing through the single-player campaign now, and the AI doesn't seem to be handling the changes as well. Maybe I'm not far enough along yet (Scenario #3), but it's been a lot easier than when I played through a couple months ago. Cheap spells are also a HUGE bonus for the human player, as usually you are mana poor when you start off each map. |
IniochReborn
File Author |
Posted on 10/28/17 @ 03:56 AM
Hey sorry been away from the game for awhile.
-Instead of having Seduce, which was only semi-useful against Lizardmen (but makes no sense) and units with Water Walking/Liquid Form (but are usually powerful/accompanying a Leader, etc so basically would crush a Mermaid anyways), we gave Mermaids Water Concealment and Vision I to make them a decent scout.
-Path of Frost should still work on water? But you need Swimming, which Frost Queens still have. That was the only unit I tried it with just right now and it worked for me? But if you buy it as a skill with a Hero, you will also need a movement type that allows travel across water (ex: Swimming/floating/Flying/Liquid Form/Water Walking, etc).
-Lol yeah I'll change that and put a default AoW portrait. Ended up getting rid of the custom portraits, just too different from original AoW.
-Yeah, the single-player campaign's balance may be thrown off by my mod, that's true. It's aimed more for multiplayer, and especially for expanding viable winning strategies beyond racing to have the most tank super-hero Leader. But now, a single superhero is pretty vulnerable to a weak hero with Spellcasting III for example, and a supporting weak-ish army to buy time and space to cast spells. So instead of rushing the 10 DEF at the beginning of every game, rushing to increase your Spellcasting can give you as good of an advantage, especially with lower spell upkeep and better Medal Abilities for weak units.[Edited on 06/03/19 @ 03:43 PM]
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IniochReborn
File Author |
Posted on 09/03/18 @ 12:02 AM
Mod updated September 2nd 2018. Rather than posting a changelog I've reformatted the description to show all changes since the mod was first posted. |
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HGDL v0.8.2 |
Statistics |
Downloads: | 293 |
Favorites: [] | 0 |
Size: | 10.58 MB |
Added: | 07/14/16 |
Updated: | 07/25/20 |
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