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Topic Subject: Stranger's Dwigg Mod
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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).]

Replies:
posted 08-24-06 12:29 PM EDT (US)     1531 / 2994  
thanks Timelord

i just thought holy weakness is too brutal on the reaper. on the other units its rather ok they have many abilities too. giving some units wasteland concealment would do it for me, path of frost is a bit stronger than path of decay cause it cannot be removed by rejuvenate and only 1 race can have cropfields there. also tried fire storm on snow fields it won't melt only ice will melt. if there are lots of archons on the map, then its migration time for the undead.

so, stranger, give wasteland concealment to vampire and spectre, i think it makes a lot of fun and is logical.


Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
posted 08-24-06 04:33 PM EDT (US)     1532 / 2994  
DM,

You'll be happy to know that in the patch we've been playing with, several undead units have WConceal, including the vampire and plague bringer. Also, the Reaper doesn't have Holy Weakness, and spectres have higher move points. Great minds must think alike, eh?

So, with path of decay on plague bringer, you can stick some vampires in his stack (they also start with pass wall now) and have an invisible army.

BTW, this new patch will be released as soon as a certain someone from the Netherlands sends me the Lizard Cities. So, perhaps we could put a little "good natured" pressure on him to complete this task?

bj

[This message has been edited by The_Stranger (edited 08-24-2006 @ 04:38 PM).]

posted 08-24-06 04:56 PM EDT (US)     1533 / 2994  
Hmmmm, do you have his address, I still have a lot of contacts in the netherlands.

Nice suggestions. I wouldn't like WC on the Spectre though. It doesn't look like a unit that is concealed.



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
posted 08-24-06 09:49 PM EDT (US)     1534 / 2994  
the spectre looks very concealed but i think its only on necromancer and vampire i got the new version.

while i type this karf and stranger have a battle fey folk is very tough


Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
posted 08-24-06 10:35 PM EDT (US)     1535 / 2994  
lol, the unit that looks the most like a lightbulb looks 'very concealed'. Perhaps in downtown Las Vegas!
(sorry, couldnt resist)


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

[This message has been edited by swolte (edited 08-24-2006 @ 10:38 PM).]

posted 08-24-06 11:28 PM EDT (US)     1536 / 2994  
I'm sort of hardwired to think 'ghost=invisible/concealed', but the spectre is an awfully bright spirit... Swolte's right, it wouldn't look out of place in Vegas.
posted 08-25-06 00:00 AM EDT (US)     1537 / 2994  
Nothing looks out of place in Vegas except, maybe, sanity
posted 08-25-06 00:03 AM EDT (US)     1538 / 2994  
spectre has pass wall which mean she can hide in a wall so you won't see her. ;-)

and probably she can decide to glow on will, yer guys lack fantasy :P

you don't see ghost like creatures easily if they don't want to be seen


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

[This message has been edited by DarkMystery (edited 08-25-2006 @ 00:04 AM).]

posted 08-25-06 09:47 AM EDT (US)     1539 / 2994  
Yah, spectre donīt need WC it need pure invisibility .

AoW:SM and WoW gamer

Maker of MP Mod 1.8
posted 08-25-06 09:56 AM EDT (US)     1540 / 2994  
agreed

edit: anyways, now that we are at it, i noticed flying glutton in dwiggs. how can i get him? unit is called glutton magi in additon many, many units are invisible in the new version of dwiggs. like repopulator for demons. why is he invisible now? in old dwiggs 1.4 i can see this unit. what does cause this?


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

[This message has been edited by DarkMystery (edited 08-25-2006 @ 09:59 AM).]

posted 08-25-06 07:57 PM EDT (US)     1541 / 2994  
What do you think of what I said about purgers? And what about what I said regarding the short range single shot of lurkers making them deserve the higher attack & damage?
posted 08-25-06 09:41 PM EDT (US)     1542 / 2994  
Honestly, I consider the lurker to be of approximately appropriate strength for a level-1 summon. After all, it does have some measure of range and can travel over water. Anyway, I think the best way to judge the Lurker is against other spheres' level-1 summons. Here is the comparison of stats from the Dwigg's 1.4 Documentation:

Dwigg's 1.4 Level 1 Summons: (Relative to Lurker)

-=Salamander (Fire)=-
Pros: Fire Strike, Ignition, Fire Immune, +2 Atk, +1 Dmg, +2 Def, +4 Mov. No "Animal"
Cons: +10 Cost, -1 HP, No Range, No Swimming, No Water Concealment

-=Dire Boar (Earth)=-
Pros: Forestry, Vision I, Charge, +1 Dmg, +4 Def, +3 HP, +4 Mov
Cons: -1 Atk, -1 Res, No Range, No Swimming, No Water Concealment, No Poison Immunity, No Posion Strike

-=Zephyr Bird (Air)=-
Pros: Flying, Vision I, +8 Mov
Cons: +20 Cost, No Range, No Water Concealment, No Poison Strike, No Poison Immunity, -2 Dmg, -1 Def, -1 Res, -5 HP (!!)

-=Black Spider (Death)=-
Pros: Web, Wall Climbing, Night Vision, Cave Crawling, +1 Def
Cons: No Poison Immunity, No Swimming, No Water Concealment, No Range, -1 Atk, -1 Dmg, -2 Res, -2 HP, -2 Mov

-=Purger (Life)=-
Pros: Floating, Holy Immunity, Better Range, +3 Def, +8 Res, No "Animal", Healing at medal
Cons: +10 Cost, No Melee Attack, -3 HP, No Marks. 1 at level.

As far as comparing the Lurker to the Purger, on paper it looks ok. You were talking about how the Lurker does about as much damage with its strike as it does with its range... compare it with the Purger who has no melee capability at all! Healing on level may be a bit much, though. It does cost 10 more, which is significant if you are spamming them.

As far as roles go, I see the Lurker as a balance of mobility with its Swimming, range with its spit +marks 1 on level, melee with its decent strike+poison strike and stats, and stealth with its water concealment. It's a pretty darn flexible unit. Yes, the Zephyr Bird is better at mobility, the Purger is better at range, and the boar is better at melee. However, none of those can reciprocate against the wide variety of enemies that the Lurker can fight against.

You do make a good case for the Purger being nerfed in some way, though. I feel that Healing and Path of Life should be removed, personally. Healing because I feel that it may be too useful to give to anyone who has any life sphere on a level 1 summon, and Path of Life because I feel that only really strong units should have path of ____ because it adds to their mojo.

posted 08-26-06 05:16 AM EDT (US)     1543 / 2994  
Kalindor,

Good points. I think the level one summons are pretty well balanced though, as you have shown, still quite distinct. As for the Purger, perhaps Path of Life could come at gold as a nice reward for getting a leve one so high...

posted 08-26-06 09:31 AM EDT (US)     1544 / 2994  
yes, the purger is really powerful behind walls..glade faun too, but lurker too so all is balanced while i agree purger might have too many abilities... but you saw how i deal with this stuff, Stranger!

i think 1-2 hellfire is fairly easy too...next to some phasing selfdestruction things.

some heavy cavalry should deal with them in the open field fairly easy too....especially lurkers have a great disadvantage here.

and i agree to remove path of life from the purgers, thats too much for lvl1. there are other summons that can give that too, like nature elemental that you get from nature "easy" quests.

i think we agree on incarnates to remove holy weakness last game, something TL had suggested to make it more a lvl3 unit.

blood mage needs buffing look at his stats and he costs 200 gold and is lvl3. i see no way why. i had fights with that unit and its durability is a joke dies to any melee unit with high damage or good ranged units too fast. i think blood mage should have resurgence, cause he cost so much and has no bolt attack(why even call him a mage, when he is just a priest unit with life steal...) just healing and life steal.

so, either cost is dramatically reduced or add resurgence.


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

[This message has been edited by DarkMystery (edited 08-26-2006 @ 09:59 AM).]

posted 08-26-06 11:36 PM EDT (US)     1545 / 2994  
Salamander(Fire)
Good attack: 10, dam 6: debuffs poison & fire strikes & ignition/haze plus immunities. lower def: 6 medium resist:6 hp: 12 32mp
Combat rating: B
Medium speed no special movement.
Explorer rating: D

Gold medal fire breath which has its uses it makes it ok for defending towns too.

Its useful against frostlings but cold weakness means its vulnerable to them too.

Extra summoning cost.

Dire Boar (Earth)
Attack 7, but charge. Dam:6 Def 7 resis 5 HP:16 32mp
Stoneskin at gold:
combat rating: C+ , Higher at gold.
Explorer rating:C+
Animal & easily controlled from lower resist.

Zephyr Bird (air)
Combat rating F-
Explorer rating B+
Pros: Flying, Vision I, +8 Mov
20 extra casting cost

Black Spider (Death)
7att, 4, 4, 4, 11hp 26mp Can be useful for immobilizing, even units behind walls but its speed means haste or being underground helps allot with their effectiveness. Poison strike & immunity makes them useful on targets that can't retaliate.

Decent explorers for UG areas C+ Otherwise explorer rating D-

Lurker (water)
att:8 Dam:5 Def:3(Definitely a point to exclaim on)res:6 MP:28
Poison strike & immunity

Animal & easily controlled from lower resist.

Combat rating: D+
Has a range but so short being that close means its probably already been destroyed. Even behind walls its so short as to be hard to use.

It can explore waters and do so concealed well enough. But there isn't usually that much of interest in water. Putting them near bridge choke points as invisible early warning is one use.
Exploring:C or D+ Sorta depends on how much water too.

Lots of stuff has poison immunity (like majority of first level summons for starters,& undead) & only a few things have poison weakness.

If you were to nerf venom spit you'd need to boost lurkers & other units with venom spit. Its short range & one shot, it doesn't need to be nerfed!!

Purgers (life)
att:9 dam:4 in the form of range. Their lack of melee is a boon in many ways since it means they can attack again full power range if they have even a single hp left.
Def:6 Resist very high at: 14. Holy means lots of vertigod units. MP 28 w/ float

Heal & path of life at silver: Heal is pretty powerful & purger is one of only like two units in the entire game who's first level with heal that I can think of, Path of life can be a give away so its mixed bag. Only level 1 summon I can think of to get specials at silver instead of gold. (Well the birds can get vision two but you'll have to pay 50 gold for that because of it being nearly impossible to medal them by combat.)

Combat they can be used behind walls, behind other troops or offensively against fortification as they can pass wall. Only level 1 summon with shot that can be used enough.
(as ven spit is too short range and 1 shot, move into yellow zone & its gone & they don't have much mp so it doesn't take much)

One of two level of the sphere summons thats not a animal type, (not that it matters much for the birds)

Combat rating: B+ for being so damn versatile. (yes better then Salamander)

Explorer rating: D+ or C, they maybe slower then other units but float gives them all the access of a flier. They can also be used to spy or hunt spies who move on water/mountain as a way to avoid getting attacked.

But a big part of the upsetting balance of purger is its effectiveness against undead & deamons with cosmo picks of as little as 1 or 2 life. You could take holy weakness from a bunch of units or simply nerf its fighting a little bit. Taking pass wall will take its offensive against cities ability & help balance things for undead & deamons. Could give it death weakness(very few units with that anyways), could move its bonuses to gold. (not necessarily suggesting all of these changes at once, just throwing out suggestions, but taking pass wall is my strongest IMO)

If you want to compare purger its probably best to do it against magic servant. Which is slightly cheaper to cast (10mana less) but much weaker def/resis, no floating, strike which works against it because its not that of attack/damage no holy bolts, no healing or pass wall. Its level 2 so it costs 50% more every turn & takes twice as long to level. Perhaps should be level 1?

@Stranger
Why should hobbit sheriffs have poisoning skill but not hobbit rogues? It doesn't make sense.

[This message has been edited by TruePurple (edited 08-27-2006 @ 04:15 AM).]

posted 08-27-06 00:55 AM EDT (US)     1546 / 2994  
Because the sheriff is always smoking his pipe, which encloses him in venemous fumes.

I think I'll take path of life of Purger, maybe pass wall...not sure. I've seen it in action a lot today, and it didn't really dominate the game. I wonder also if spider should get 28 mp?

posted 08-27-06 04:19 AM EDT (US)     1547 / 2994  
They are better then other summons for cost considering overall versatility in use. But they usually only "dominate" games with undead or deamon players.

I understand thats part of the cost of these races, but it its so minimum to do so by just putting in just a point or two of life sphere selection.

By magic servant standards purger is amazing. Perhaps magic servant should be level 1 & be boosted slightly.

Venomous fumes? Sheriff smokes snake venom? Then those around him would be poisoned, like troops standing next to him. It doesn't make sense for him, and theres always reason to build sherriffs over pony rider besides leadership or poisoning.

[This message has been edited by TruePurple (edited 08-27-2006 @ 04:27 AM).]

posted 08-27-06 06:00 AM EDT (US)     1548 / 2994  
You guys get a game in saturday? What about one sunday? What time?
posted 08-27-06 08:37 AM EDT (US)     1549 / 2994  
purger without passwall is absolutelly zero in offense, do u think life sphere needs such penalty? also animal on unicorn isnt good idea too.
posted 08-27-06 09:16 AM EDT (US)     1550 / 2994  
Against walled cities sure, But they'd still be pretty useful otherwise(we could decrease their summoning cost slightly) Even against walled cities they could be useful (healing, & you break down the door & use them, or if the enemy decides to come out, plus you can occassionally shoot through walls. Just bring other units as well)

Its not about life magic needing it but undead/deamon races needing it. On the other side of things, I still feel angels should be mightier creatures. I think stranger said he would.

Alternatively maybe death weakness or something.

So you feel that magic servant needs a little boosting with level 1 status then?

I agree on unicorns not being animals. They need to be able to phase behind enemy lines without worrying about being taken by control animal. They are magical animals/creatures, not "animals"

Speaking of, perhaps we could limit the number of uses of control animal? Unlimited seems too much to me.

[This message has been edited by TruePurple (edited 08-27-2006 @ 09:33 AM).]

posted 08-27-06 12:21 PM EDT (US)     1551 / 2994  
Animal of unicorns are good idea if it have willpower, also then control animal troops need drainwill. If it works like that not sure. If pass wall leave on purger then add wall climbing on them .

AoW:SM and WoW gamer

Maker of MP Mod 1.8
posted 08-27-06 12:53 PM EDT (US)     1552 / 2994  
another thing about purger if your opponent is archons or just building crusaders in archon village situation changes a lot and seems all ppl here forgot about it, no other summon can be so useless.
posted 08-27-06 01:25 PM EDT (US)     1553 / 2994  
purgers shouldn't have pass wall, thats a bit ridiculous... then path of life makes more sense.

plus, i do not think each unit in the game should be good in offensive AND defensive situations.

and while purgers are bad vs archons which meaning has lurker against goblins in combat?


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

[This message has been edited by DarkMystery (edited 08-27-2006 @ 01:27 PM).]

posted 08-27-06 01:38 PM EDT (US)     1554 / 2994  
I think frog agreed to get better stats. 1st lvl summons are useless anyway tho.

AoW:SM and WoW gamer

Maker of MP Mod 1.8
posted 08-27-06 02:58 PM EDT (US)     1555 / 2994  
lurker still can hit goblins while purger cant hit archons at all. also all machines are holy immune, rumors about how great are purgers seems are far from reality
posted 08-27-06 04:33 PM EDT (US)     1556 / 2994  
I've decided to just put Path of Life at gold for the mighty Purger

BTW, Magic Servant is not summonable in Dwiggs 1.4

No one answered about the spider....probably it's fine as it is.

We got about five games in this weekend, which was very good for testing. I'm pretty happy with where the mod is at and I want to finish (Lizard cities, Joep!) it. So, if you have any issues to screa...discuss rationally, please email them to me or post them.

Air, we've missed you lately

bj

posted 08-27-06 05:21 PM EDT (US)     1557 / 2994  
Im not sure about the spiders, probably fine as is, web is pretty useful. So the cant properly be used offensive unless UG or with haste, then do that

If your opponent has not but holy immune units it won't matter if purgers can pass walls or not.

Path of life @ gold? Healing is the more powerful skill. Path of life is both good & bad since it gives you away. Even on grass since it alters the grass to more bland graphics.(which is pretty stupid if you ask me) Though it is more antiundead then healing.

Not taking pass walls? Do you have other ideas for dealing with the issues purger creates for undead/deamons?

[This message has been edited by TruePurple (edited 08-27-2006 @ 05:40 PM).]

posted 08-27-06 06:01 PM EDT (US)     1558 / 2994  
Aren't holy things supposed to create issues for demons and evil undead?
posted 08-27-06 07:34 PM EDT (US)     1559 / 2994  
I already stipulated to that Kalindor. But like I've already said several times, it takes only 1 life pick to get a purger. Which is much different then the commitment of life pure sphere or of archons & their positives & negatives etc.

Plus I can't think of any other holy ranged unit so mobile, with healing & relatively cheap with level 1 status to boot.

[This message has been edited by TruePurple (edited 08-27-2006 @ 07:50 PM).]

posted 08-27-06 10:39 PM EDT (US)     1560 / 2994  
i exclusively play demons and undead purgers are no issues i can deal with them. but strong units with fire immunity and death immunity are more a problem purgers can hurt undead and demons but so can they hurt purgers,so all is balanced.

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