
I don't know if I will ever release the mod as there are still several things I am unsatisfied with at the moment. But allow me to tell you steadfast AoW fans a little about it, and hopefully you can provide some suggestions. No suggestion will be too silly or useless.
Most names have been changed for every race. Orc Swordsmen are now Orc Grunts, Humans are now Infantry, Elves are Glade Guard, et cetera. Same with archers and cavalry.
Another addition I've made to the generic units are some relatively useful skills. For example, at Silver every swordsman, archer, rider, and priest will acquire some type of concealment. Elves get regular Concealment, Orcs Steppe Conceal, Dwarves Underground, and so on. This is to exploit the races' inherent adaptations to their homelands. Several lvl 3 units achieve this as well.
I believe Laurentius (sp?) was the creator of some excellent units. I've incorporated many of them. This is one reason I may not release the mod--I don't have the man's permission yet.
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Okay, maybe this is my love of history, but I've attempted to boost the lower level units so they are a bit more useful.
Now we all know that the archers in AoW were ridiculous, and to counter this fact, Triumph gave the lvl 1 swordsmen Block. I've increased all lvl 1 warrior defence by 1. Typical warrior stats are 4 att, 3 def, 3 res, and 3 damage. It has influenced the AI that I've played to crank out a great deal more swordsman than before, even the Elfish races with their still-superb archers.
Something else Triumph attempted to fix in AoW2 was the lack of things such as Siege Towers, Ladders, and the simple grappling hook. Therefore, when a swordsman hits Gold, they get Wall Climbing. This goes for a few of the Special units as well. I.E. Highmen Spirit Puppet gets Pass Wall.
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I have removed the Ballista from the Race Unit Line-up, because some races over-produce them. As a result, any army going up against them would have to face a hail of Ballista bolts. That's not happy. 80% of an army should not be siege units.
In an attempt to further counter the mass-production of Siege, I have increased the cost of all siege units, except the battering ram. It seems to have helped a bit.
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The Halflings blow. Sorry, that's my opinion. Any ideas on helping them out?
I see the Goblins as being about even for Halflings, in stature, strength, and all that. So I lowered their HP by 1. However, Goblins reproduce like jack-rabbits, so their numbers allow for a mass of less-well-trained troops. Hence the Halflings possessing the Parry skill. So Goblins are cheaper. Is that a fair trade-off? I want your opinion.
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Changed several lvl 2 and 3 units around. Human Musketeer now level 2, Air Galley lvl 3, and Silver Dragon lvl 4. Air Galley has been significantly reduced in power due to this move.
Azrac Elephant lvl 3, now, gaining Battering Ram instead. Comments?
Lizards kept the Turtle Ballista and Catapult, simply because they are water-borne and racial. Sort of. However, the prices on both reflect the general increase in siege prices, as well as a small extra due to swimming.
Frostlings are relatively unchanged. Gained Winter Fox (wolf-like stats) as lvl 1 scout-type unit. Need a stronger lvl 2 unit. I plan to convert the Mammoth Rider from AoW2, it will be a tougher lvl 3 unit.
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The Elves gained the Druid as a lvl 3 mage-class. This is only because I was in a bind, but I think I will leave him there. I've balanced the Elf Cleric to coincided with the Druid's strengths and weaknesses.
Halflings, and their Gnomish cousins, have gained the Freezer, a neat little ice-throwing contraption at lvl 2.
Dwarves are little changed: the Berserker is crazier. That's about it. I do plan to alter the cavalry into some type of Ram Rider. I just don't see Dwarves on boars...
For the moment the Highmen have gained the Pheonix as a lvl 2 flyer. This will changed as soon as I fix my converted Archon Charioteer. It wobbles and looks a little off, being AoW2, but I shall do my best. It will be lvl 3, thus negating the need for the Pheonix.
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Undead now have Doom Bat.
Orcs have Bog Imp (lvl 2). Kept Shredder Bolt (lvl 3). Needs new lvl 4 units. I dislike the Red Dragon being in the command of Orcs.
Goblins have Cave Slug (I think, I forget). Little change.
Dark Elves have the Spider Centaur for the loss of the Shadow. Dark Mistress (Lady of Pain on Dark Unicorn) has joined the ranks, riding and seducing alongside the other lvl 2 units. LoP gains Charm at Gold (one more ATT power); the Dark Mistress has Charm, receives Dominate at Gold.
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I'm also working on several little Builder's Guilds. Most will feature in the campaign I plan to go along with this. The maps are complete, for the most part, but I need to tinker with several other things first.
Questions, Comments, Complaints? I'd love to hear your opinions!
[This message has been edited by White Wolf (edited 06-08-2005 @ 11:00 AM).]