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Age of Wonders 2 Heaven » Forums » General Discussion & Suggestions » Stranger's Dwigg Mod
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Topic Subject:Stranger's Dwigg Mod
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The_Stranger
Member
posted 03-30-05 02:59 AM EDT (US)         
Dwiggs5.0 is available here:

http://aow2.heavengames.com/downloads/showfile.php?fileid=612

Update 17-12-19 Joep and I are making an Age of Wonders 3 Dwiggs mod. If anyone is interested, just email me at bradjosse@gmail.com

Cheers!

In regards to Dwiggs mod, special thanks to:

El Joep-who did too much to list.

Timelord-again, too much to list.

Igoraki-converted many of the new graphics.

Merkraad-taught me the whole morphing thing

Kirky Picardo-maker of the excellent Brave New World mod. Like Timelord and Joep, he helped me too much to list just any one thing.

Kaskoid-Many of the excellent descriptions come from his desk.

Stillborn, Jean Luc, and many others also contributed some very creative descriptions. Look for the letter at the end of the description to see who wrote it.

If you wish to contact me, you can do so at bradjosse@gmail.com

[This message has been edited by The_Stranger (edited 12-16-2019 @ 08:19 PM).]

AuthorReplies:
Swolte
AOWH/AOW2H Seraph
posted 07-08-06 07:52 PM EDT (US)     1471 / 2994       
Enchant weapon stays, just like Bless.


Get the unofficial Patch v1.4. here!
My best AoW-Sm map: Drums of Death (This is the multiplayer version; for single player, or AI use different version)
Other proud AoW-sm maps: The Key of Kharzul, The Fight for Light, Waikiti Island, Goldrush Mountains
My proud AoW2 maps:The River Arne
Coordinator of the v1.4 and v1.5 patchteams, Seraph of AoWHeaven, PBEM Singles Champion 2008
Air_warlord
Member
posted 07-08-06 08:08 PM EDT (US)     1472 / 2994       
its good, though i m too lazy to test haste, fire halo, stone skin and dark gift
TruePurple
Member
posted 07-17-06 02:51 AM EDT (US)     1473 / 2994       
Units that shouldn't appear in RMG sometimes do, sometimes as guards and so forth. Most recently a opponent attacked me and one of his units was a "empty slot unit" A "wyvern" named unit with pikeman graphics, pathetic stats but dragon status & flying. He couldn't remember for sure where he got it but said he thinks he got it from a quest.

I have reported this before like with ghosts & path units appearing in games and you could just take my word for this, why would I lie? If you seriously still doubt me I have a screen shot, but is that really necessary?

Concerning banish & bind + summon resist, I already gave a very good set of suggestions for that. Besides increasing damage, which doesn't address issues like earth level 4s being way too easy to bind...what other options are there?

[This message has been edited by TruePurple (edited 07-17-2006 @ 04:22 AM).]

The_Stranger
Member
posted 07-17-06 04:45 AM EDT (US)     1474 / 2994       
True Purple,

I thought I'd mentioned that I knew where these units came from and that I also thought that I had fixed them. I'll double check, though.

Violet Lev
Member
posted 07-17-06 08:29 AM EDT (US)     1475 / 2994       
Stranger
Can I use some of units presented in dwiggs in my mod?
The_Stranger
Member
posted 07-17-06 05:11 PM EDT (US)     1476 / 2994       
Yes, of course, although since some of the units are not mine, you would need to contact their creators for permission. Just send me an email with what you want, and I'll let you know what's "mine" and not
Air_warlord
Member
posted 07-19-06 10:56 AM EDT (US)     1477 / 2994       
Stranger nice to know u are alive
The_Stranger
Member
posted 07-20-06 00:32 AM EDT (US)     1478 / 2994       
I've been back at school and very busy, Air, sorry But, I have been working at the mod and Joepo has made some very nice Lizard cities, so a patch should be coming soon.
Air_warlord
Member
posted 07-20-06 06:58 AM EDT (US)     1479 / 2994       
nice to know Joepo is alive too
Munataros
Member
posted 07-20-06 08:16 PM EDT (US)     1480 / 2994       
Btw Sphinxes cost should be 450 so u can build them in 5 turns with order shrine, now itīs missing 10 and in later games there are no time to hurry those. Rocs can be done f.e in 5 turns with warsrhine and slave pit with cost 400.

AoW:SM and WoW gamer

Maker of MP Mod 1.8
TruePurple
Member
posted 07-21-06 05:48 AM EDT (US)     1481 / 2994       
I thought we were emailing suggestions to stranger instead of posting in the forum like stranger requested.
Munataros
Member
posted 07-21-06 05:55 AM EDT (US)     1482 / 2994       
To post them here also others can say their opinions about that thing. And otherwise this forum is useless.

AoW:SM and WoW gamer

Maker of MP Mod 1.8
TruePurple
Member
posted 07-21-06 06:02 AM EDT (US)     1483 / 2994       
People saying things about such and such a suggestion and replies and more replies and so on making the thread hard to read is the very reason stranger wants it that way. If he decides to consider it he posts it.

On the other hand he can be slow about responding to emails and so far hasn't posted any. But if he hasn't gotten around to responding to emails then maybe he'd never get around to reading the pages of suggestions and replies that has so far been the fate of this thread.

gunks
Member
posted 07-26-06 01:15 AM EDT (US)     1484 / 2994       
I apologize in advance if this has been discussed already, I just didnt want to search through the 50 pages in this thread to find out...I'm lazy I guess :P


ANYWAYS, I was playing as elves and I noticed that two of the structures produce the unit Lancer.

Is this a glitch with the instalation, or a bug in the mod that will be fixed in subsequent versions?

Thanks!

The_Stranger
Member
posted 07-26-06 03:45 PM EDT (US)     1485 / 2994       
It's a bug that will be fixed!
gunks
Member
posted 07-26-06 05:42 PM EDT (US)     1486 / 2994       
Right on!

Great mod btw...Cant wait for subsequent versions!

So what unit will replace the excess Lancer? (I'm personally rooting for the sharpshooter!)

Munataros
Member
posted 07-26-06 07:45 PM EDT (US)     1487 / 2994       
Yea, i think elfes could need some better 2nd lvl. Their 1st lvl wildblade is better in most cases and lower cost.

AoW:SM and WoW gamer

Maker of MP Mod 1.8
The_Stranger
Member
posted 07-26-06 11:17 PM EDT (US)     1488 / 2994       
Well...email me or post your ideas for a new elvish unit here then and we'll see what sounds good.

What I primarily want to avoid at the thread is fighting over balance issues. So, if you've got those, please email them to me

One area I would like feedback here on is the wizard tower cost. Currently it's 450 gold and 100 mana. Someone suggested in an email that it's too cheap, and I tend to agree. What are your thoughts?

Cheers,

bj

Air_warlord
Member
posted 07-27-06 01:59 PM EDT (US)     1489 / 2994       
700+200 mana at least as if towers are built everywhere game is going to insanity and after some point is passed get tower is better than 2 lev4 units as it gives access to getting additional + 80 gold, +75 research, teleporter (in this case even +100 gold) also need to mention all wiz tower upgrades are cheap and give huge bonuses compared to normal buildings.
MitchK1989
Member
posted 07-28-06 06:34 PM EDT (US)     1490 / 2994       
Hey, I'm back after quite a long absence... I'm making a new clean install of AOW:SM and Dwiggs 1.4... I'll let you know which units have graphical glitches... I seem to recall a lot of them dissapearing when they get hit.
The_Stranger
Member
posted 07-29-06 08:17 PM EDT (US)     1491 / 2994       
It's good to hear from you again, Mitch

Any bug feedback you can provide would be much appreciated!

BJ

Air_warlord
Member
posted 07-30-06 04:27 PM EDT (US)     1492 / 2994       
archon special building doesnt cast holy light in battle but description says it should
TruePurple
Member
posted 07-30-06 05:07 PM EDT (US)     1493 / 2994       
700+200 mana at least as if towers are built everywhere game is going to insanity and after some point is passed get tower is better than 2 lev4 units as it gives access to getting additional + 80 gold, +75 research, teleporter (in this case even +100 gold) also need to mention all wiz tower upgrades are cheap and give huge bonuses compared to normal buildings.

@air Well that additional RPT requires additional initial resources.

Also, Its 70 gpt or 90 with gate with wiz tower and all structures it allows according to the file listing for the game. It also says 95 for research.

Also the tower upgrades give only a bit more in RPT for cost then say a master guild or a seige workshop. (production & gold is ever so useful and mana costs matter too since they increase build time & sometimes someone just needs mana)

On the other hand, wizard towers should be more expensive IMO. This will help shorten games too by reducing the number of towers making it easier to conquire a player in a single battle and more of a reward to own their tower.

My tentative suggestions.
600 gold & 600 mana for a tower. (or even more mana/less gold?)
Towers would give 30 gold & mana (instead of research.)
Wizard tower 2 could cost say about 100 gold & mana.
Wizard tower 3 could cost about 160 gold & mana but not give any addition resources then wizard tower 2. (remember, base wizard towers would be more expensive, and the additional domain radius is ever so much bigger then that before it)
Wizard towers 2 & 3 also to give mpt, not research?

Libraries could give 30-40 research but cost 10-20 gpt. It costs money to maintain those dusty books & staff the structure with librarians and stuff, plus it makes making a library a more strategic decision when it also has a con/negative. Along with a slight increase in cost perhaps?

[This message has been edited by TruePurple (edited 07-30-2006 @ 05:28 PM).]

The_Stranger
Member
posted 07-30-06 05:33 PM EDT (US)     1494 / 2994       
Can anyone else confirm that the Archon building is not working and, if so, whether another race's structure is giving off the Holy Light spell in combat?

TP, I don't think you can set buildings to cost maintenance gold, but that's an interesting idea.

bj

DarkMystery
Member
posted 08-02-06 03:53 PM EDT (US)     1495 / 2994       
played a bit dwiggs...

the arch enemy should be better cost gold upkeep so regeneration works without domain. and why does he lack wall crushing?

2 hatchling wyverns alone killed 1 black angel in fc...cause she lacked poison immunity or protection.

great spiders are really powerful found 1 spider spawnd and made several stacks of great spiders out of it while never producing any military units except archers.*lol* who needs the spiderqueen?

werewolf can't see his image.

btw, it sad to see in dwiggs focus is on buildings, focus in aow games should be only on units and tactical combat.

in standard aow you can disable outposts its reall a good game then.


Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
TruePurple
Member
posted 08-02-06 04:37 PM EDT (US)     1496 / 2994       
You can disable outposts in dwiggs too. Since growth indicates how soon you get structures quicker growing towns get cap faster. I know most think you need it enabled for dwiggs to be balanced but whos even tried?

Quoted from DM:

focus in aow games should be only on units and tactical combat.


No use making such blanket statements. You might as well have said, focus in aow games should only be on undead units and recruitment structures with so little statement validation.

Building is just as much part of the strategic balance of the game as anything else.

Quoted from DM:

2 hatchling wyverns alone killed 1 black angel in fc...cause she lacked poison immunity or protection

You mean dragon hatchlings? Well they do cost 160*2 and angels 320. Also the poison thing would just as much apply to a life angel. & the gap between low level units and high level ones is less in dwiggs. But dragon hatchlings are pretty weak (since they can become dragons) and angels have decent resist. So some of thats probably rng/luck. You had this happen but once? How much health on the two baby dragons?

Angels could use to be a bit better/more expensive IMO to make them more the apocalyptic characters that they are.

[This message has been edited by TruePurple (edited 08-02-2006 @ 04:42 PM).]

Air_warlord
Member
posted 08-03-06 05:51 AM EDT (US)     1497 / 2994       
I agree with DM about wallcrushing and summoned on demon lord and poison immunity on dark angel
DarkMystery
Member
posted 08-03-06 07:09 AM EDT (US)     1498 / 2994       
true purple.....

building just become a lot more important in dwiggs and i think its the wrong direction, the buildings are hardly so beautiful nor interesting to make them that important

i am sure everyone agrees that aow sm strenght is tactical combat, or combat in general not constructing all the same generic buildings, and in dwiggs you are forced to build them all if you want a good income.

you can't just build up an elite guild and fund a war, like it is in the original game, so i still prefere this to any mod i found here.

but then again, who knows where you came from, TP, i think you never played aow1 where you just build units and nothing else in cities. so in that regard i think aow2 just included some generic buildings for eye candy and now some ppl make an obsession out of it.

Quoted from TP:

You mean dragon hatchlings?

no, i mean wyvern hatchlings which have poison strike and venomious spit, these are lvl1 units cost 30 to build, 6 gold upkeep. 2 of them killed a dark angel without summoners aura or enchants in FC, both units survived too.

and i think its very wrong



Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain

[This message has been edited by DarkMystery (edited 08-03-2006 @ 07:45 AM).]

Air_warlord
Member
posted 08-03-06 08:02 AM EDT (US)     1499 / 2994       
in dwiggs if u find some villages on the map u can build only barracs there and produce only lev1 units in capitol and win whole game, though it requires fast actions, advanced scouting and so on while some unreliability of this method cant be compensated at all, some time wasted and your army is obsolete , but u have much more time to complete such conquest than in any other mod. and i think if buildings were added to the game they must be useful, another advantage u can take any race and get strong magic while in 1.3/1.4 if u didnt take research or mana race - forget about mastery or lev4 summons so buildings helped to balance race bonuses system very much also in dwiggs u cant pick research races, build 20 outposts and have everything which is very good as huge number of draconians and archons in 1.3/1.4 games incredible boring.
DarkMystery
Member
posted 08-03-06 09:20 AM EDT (US)     1500 / 2994       
in 1.4 or lets say mp mod 1.2, i just take dwarves wich are constructor race with constructor and expander.

they build outposts and magic shrines so fast that players are totally overwhelmed by rm and tanks. additonal rush 1 mana or research race.

like i did yesterdays game, rushing frostlings. building lvl4 there getting enough mana for enchants. while allready winning with tank+rm and completeing the the game while its not even turn50.

if there is not plenty of time to mass several stacks of good lvl4 there is no chance to stop RM. 5 of them proberly enchanted killed ver 10 leps. )

reapers were easy too since frall removed unholy champ of reapers. )

another game 2 days ago all the same was done with just goblins, rocs and tigrans. just build magic shrine.....

no one needs lvl4 summons or mastery if you conquer the map fast enough and i think 1.4/1.3 mp mod is pretty good without outpostbulding. ;-)


Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
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