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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 03-30-08 04:54 AM EDT (US)     2851 / 2994  
hey, short Q: Is there no shadow shift spell anymore in 5.0 ? (Iīd love if it was true!! I hate that damned spell!)
I canīt assign it to a Wizzard as starting spell so I assumed it has been deleted?? Could you. pls comment?

thx
M

Author of the following maps for AOWSM:
Version 1.4: DEMONWARS II (Transcendence & Immortalis)
Version 1.3: (also playable in 1.4) Gates to another World 1.4
><-><-><- Planning replaces coincidence by error. -><-><-><-
posted 03-30-08 08:19 AM EDT (US)     2852 / 2994  
Hi Stranger.

Would you list your email here, or send me an email to mikkelkc@ruc.dk ? Then I'll send future questions to you in email, they really belong in the mod making forum, but nobody reads there, heh.

I DID find out how to make new heroes on the basis of custom made templates with a little help from Griffith, so now the sky's the limit in terms of hero-making

But I have a problem with the 'seduce' ability, and wonder if you can help me clarify something. I have set it up in the unit editor so that astHeroUpgrade = False
it is not available to any hero classes but Shaman and Priest (astHeroShaman, astHeroPriest = true), rest false.

I interpret this setting so that it means the seduce ability is available for me to choose when I start customizing a hero (available for shamans and priests), but will NOT
be offered heroes (of these 2 classes) as an available upgrade?!

But nonetheless, in a test game I played recently, a male priest hero did get seduce offered as upgrade, despite the astHeroUpgrade = False setting.

What I can figure out is that either the unit editor is bugged here, or I misunderstand the meaning of astHeroUpgrade = False, or perhaps that specific hero was created at a time when astHeroUpgrade = True and now fails to comply with astHeroUpgrade = False.

What do you think of it?

Hmm, some players would like wizards available with different skills, like they are in dwiggs. That's interesting enough, but a lot of work, so I'm thinking of copying what's already done in Dwiggs and then modifying that for Gandalf mod. I just copied the herofaces.pfs file from the dwiggs resources, which gave me all the hero faces I wanted, so now I'm wondering what files in the
resources deal with what part of the wizards.

Wizards.pfs
Wizardskills.pfs - could either be the start skills assigned to individual wizards
or the definition of the cost etc. of channeller, constructor etc.?
Wizardres.pfs - wizard resources I assume, i.e. this could also be their starting skills and abilities; perhaps wizardres and wizards.pfs correspond with the resources (hero templates) in the hero section and the library (actual heroes) there?
Wizardfaces.pfs - obviously their faces

Hoping you might know what the individual files contain and will let me know, Stranger

Cheers,

Gandalf_DK

"It is better to discuss a subject without deciding on it, than to decide on a subject without discussing it" - Herbert Spencer.

[This message has been edited by Gandalf_DK (edited 03-30-2008 @ 02:03 PM).]

posted 03-30-08 11:27 AM EDT (US)     2853 / 2994  
Gandalf, you should post moding questions in the mod making forum. Maybe try posting questions there and if they don't get a reply, link to the thread or email a link to stranger or what ever. As if it wasnt hard enough find content in this huge thread.

[This message has been edited by TruePurple (edited 03-30-2008 @ 11:50 AM).]

posted 03-30-08 07:39 PM EDT (US)     2854 / 2994  
Morgul, spell is still in editor, but not available in game

Gandalf, I got your email, and will respond via email.
posted 03-31-08 07:52 AM EDT (US)     2855 / 2994  
sure that you didnīt mix up the two ? ?
`cause I canīt find it in the editor and I HOPE, that itīs really no longer in the game...

and itīs a vital thing if itīs there or not...

M

Author of the following maps for AOWSM:
Version 1.4: DEMONWARS II (Transcendence & Immortalis)
Version 1.3: (also playable in 1.4) Gates to another World 1.4
><-><-><- Planning replaces coincidence by error. -><-><-><-
posted 03-31-08 06:42 PM EDT (US)     2856 / 2994  
Ya, it's in the editor (I can't delete it) but there's no possibility that it will turn up in the game. It's been disabled...you can only assign it manually
posted 04-03-08 01:09 PM EDT (US)     2857 / 2994  
Another textual bug: The Dire Butterfly has the Faery Dragon Baby's description.

"With the first link the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably... "
- Jean-Luc Picard
posted 04-03-08 01:43 PM EDT (US)     2858 / 2994  
Theres alot of them like that. Units having the wrong description or inaccurate description. Wizards need in dwiggs what griff did with them in coma, a list of stats and abilities in their description.
posted 04-04-08 08:19 AM EDT (US)     2859 / 2994  
Hey Stranger

A few bits of feedback from a older (35+) college educated user.

I found the interface a bit confusing when I used your mod. As there was no readme or other instruction manual, it was up to me to find the batch file to turn on the mod, as well as figure out I needed to run your executable instead of the standard one.

Is there any way you could include instructions in the build for future users?

And,

Speaking of instructions, where do we find a list of all the changes in the mod? Another user here said I just had to play the game to find out. While I greatly appreciate the adventure, isnt there a textfile somewhere that lists the changes?

Thanks for the help. Be kind to the newbie.

Dharman07
posted 04-04-08 12:33 PM EDT (US)     2860 / 2994  
The new goblin priest, Shamanees or something, is invisibile when its facing certain directions (like left/bottom south/west)
posted 04-04-08 03:30 PM EDT (US)     2861 / 2994  
Hi guys,

a readme file was included in past Dwiggs versions, but hasn't been finished for this one. If everyone could keep posting the errors they find, I will endeavor to correct them (and add update the old readme file) in a patch.

Thanks
posted 04-04-08 08:14 PM EDT (US)     2862 / 2994  
Stranger, I have a question...

How easy is it to combine 2 mods?

If it is an easy task, then for Dwiggs 6.0, you could possible avoid many bugs by actually making 'many many separate small mods' and then combining them all into a final mod after the small mods are tested for any bugs.

This 'many into one' technique may also be good for mapmakers to avoid tiny bugs going unnoticed.

Great job!
posted 04-04-08 08:40 PM EDT (US)     2863 / 2994  
Stranger, could I at least get the old readme.txt from the old version?
posted 04-08-08 09:53 PM EDT (US)     2864 / 2994  
Hi FlyGuy,

I actually recommend that map makers tweek a mod for their map. It's pretty easy to do, and easy to install. As for mods, it's a bit harder, only because it would be quite time consuming. It's possible, certainly, though.

dharman07, you certainly can get a copy. Please email me bradjosse@gmail.com and I will send you the file.
posted 04-09-08 02:01 AM EDT (US)     2865 / 2994  
Theres so many though, I dont think a single change in dwiggs from 5.D to 5 (very confusing name, from now on I shall call it 5.1) Was put into unit description etc.

Bone dragons description still saying they get resurgance at silver for example. Which threw me in a recent game.

Also I mentioned this awhile back and it still needs fixing, taunt is magic type only. Which means magic immune units can't be taunted. It should be all types (except physical, if you want it to target resistance)

Stranger, did you hear what I said about adding in wizard descriptions what their stats/skills are? If I were to do it myself, could I send you it for a dwiggs upgrade fixing these little things? What file would it be in? Would that be the same file as that for unit description?

[This message has been edited by TruePurple (edited 04-09-2008 @ 06:38 PM).]

posted 04-09-08 02:23 AM EDT (US)     2866 / 2994  
I am working on creating a Readme file and fixing the descriptions. The stats in the Wizards' description is a good one and will be done.
I've been a little busy and have not been updating the Dwiggs Bugs thread but we'll release a patch soon.

Edit: ...and TP, you calling it 5.1 will only confuse people further. Can you please stick to 5.0? You don't see an advertised Red Alert 3 Beta resulting in the actual game being called Red Alert 3.1, do you?

2009 1v1-Mapmaking Champion, Former PBEM Singles Champion, Proud contributor to the UPatch 1.4 and 1.5 effort
War of the Twins- 1 vs 1 PBEM map, Too Much Water - 1 vs 1 PBEM map, winner of 2009 1vs1 Mapmaking Challenge
My Dragon Age development blog

[This message has been edited by Timelord (edited 04-09-2008 @ 02:27 AM).]

posted 04-09-08 06:46 PM EDT (US)     2867 / 2994  
Trust me, for anyone whos played the beta, 5.0 is a confusing name. Since we've already had a 5.0 A, 5.0 B, 5.0 C & 5.0 D. & D was played for a good while before final popped out.

Maybe 5.0 F?(for final?) But I have seen this confusion elsewhere, considering we just use the final version now the confusion is minimal. But in referance to beta..

What about the taunt change I mentioned?

I would also like to express my frusteration that stranger went silent on us past 5.0D. We didn't even get to try any versions to try past then. I guess it was just you TL and him that went through it all and made final decisions? The rest of us don't matter?

Likewise, you don't want my help adding descriptions? Might you at least answer my question about what file those changes are in?

[This message has been edited by TruePurple (edited 04-09-2008 @ 06:48 PM).]

posted 04-09-08 07:42 PM EDT (US)     2868 / 2994  
I haven't seen anyone else complain about the 5.0 name and jeez, its a couple of months since the release so I don't understand why you keep talking about the betas? Just delete those folders, will you? I don't understand why its confusing and I won't ever understand, so lets drop that subject and move on.

Yes, the taunt suggestion is a good one and will be done.
I would also like to express my frusteration that stranger went silent on us past 5.0D. We didn't even get to try any versions to try past then. I guess it was just you TL and him that went through it all and made final decisions? The rest of us don't matter?
Hmmm...if I said "yes, the rest of you don't matter", will that suffice? People have RL, other commitments, new ventures, other games, etc. etc. Stranger was also redoing the entire mod from scratch to resolve many of the errors - takes a lot of time, effort and patience. So, I would appreciate it if you comment on the mod ONLY.
Likewise, you don't want my help adding descriptions? Might you at least answer my question about what file those changes are in?
If you want to add descriptions, post them here and I will add them to the resources, giving you credit. The changes are in wizardres.pfs but unless you are very good at hex-editing, you would need to edit the descriptions inside the editor, which would result in a new resource set or a new wizardres.pfs at least. I wouldn't recommend distributing that file alone as an add-on either.

2009 1v1-Mapmaking Champion, Former PBEM Singles Champion, Proud contributor to the UPatch 1.4 and 1.5 effort
War of the Twins- 1 vs 1 PBEM map, Too Much Water - 1 vs 1 PBEM map, winner of 2009 1vs1 Mapmaking Challenge
My Dragon Age development blog
posted 04-10-08 00:13 AM EDT (US)     2869 / 2994  
Hmmm...if I said "yes, the rest of you don't matter", will that suffice? People have RL, other commitments, new ventures, other games, etc. etc. Stranger was also redoing the entire mod from scratch to resolve many of the errors - takes a lot of time, effort and patience.
It must be quite a shock to some people to realize that they simply can't force their ideas on others.
I demand that CBS recast two characters on CSI.
I demand that NBC fire Matt Lauer.
I demand that the Euro be devalued.
I insist that ...

What? No one cares what I demand?
Stranger has performed Herculean labor in taking over custodianship of the Dwiggs mod. As de-facto designer now, his is the final authority, as any designer's should be.

Edited for spelling.

Arch-Enemy of the Annoyingly Dense
Practitioner of Whimsy
Celt,Finn & Swede Elder Gamer

[This message has been edited by kaskoid (edited 04-10-2008 @ 00:15 AM).]

posted 04-10-08 01:25 AM EDT (US)     2870 / 2994  
Your lecture is unnecessary and condescending kaskoid. I can appreciate strangers work and voice frusteration over being left out of the process at the same time.

"Herculean labor"- exaggeration. Hes put alot of work into dwiggs over time. But I'm sure none of it was supernatural. Anyways done differently the work might have been shared more.

I remember someone mentioning this before. The humans unit, the riding shooter whos name I forgot for the moment. Definitely not worth the money, upkeep/level, or tech requirement(unless theres something I'm really missing about it) Compare to the tigerians or archons rider shooter, or just about any other race. Its got weak def, weak resis, no strike, no ability other then the gun (which thanks to it being a rider is shorter range) no real marksmanship.

Id say boost it a bit, better defense, block? Taunt? Decent melee attack.

Might night sight be on dread reaper & death angel? It seems strange that these units don't have night sight.

[This message has been edited by TruePurple (edited 04-10-2008 @ 06:34 AM).]

posted 04-24-08 09:21 PM EDT (US)     2871 / 2994  
Hi Timelord any ETA on the new Dwiggs patch? Looking forward to it! Thanks!
posted 04-25-08 12:10 PM EDT (US)     2872 / 2994  
End of this month is when I am targeting it for. It should also include a detailed Readme, possibly in a html format (akin to BNW, minus the graphics)

2009 1v1-Mapmaking Champion, Former PBEM Singles Champion, Proud contributor to the UPatch 1.4 and 1.5 effort
War of the Twins- 1 vs 1 PBEM map, Too Much Water - 1 vs 1 PBEM map, winner of 2009 1vs1 Mapmaking Challenge
My Dragon Age development blog
posted 04-28-08 03:26 PM EDT (US)     2873 / 2994  
Hi everyone.

At first i would like to thank The_Stranger and everyone who worked on this mod for this great peace of work. It gave back the fun to a game, that over the years became a little boring.
Also the one file installer was a really great feature for someone like me, being new to AoW mods. Nonetheless there are some questions concerning this mod I have at this moment:

1) Is there a description of all the units in this mod (stats, abilities, buildable by which race from which building etc)?
2) Is there a description of all (new) abilities? (I know there is a in-game description but e.g. for "bloodlust" the description is too long to read, at least at the resolution i use)
3) Is it just me, or are (some of) the warrior heroes quite a bit overpowered?

I'm sorry if any or all of this questions would have benn answered by reading the whole thread, but I simply gave up after a few pages (especially since this thread seems to have started based on a much older dwiggs version?).

Greetz

Doc Grog

p.s. I was really happy, and quite suprised, that there is such an active community for a game of the age of AoW.
p.p.s. Sorry for my english which has gotten quite "rusty" over the years.
posted 04-28-08 03:41 PM EDT (US)     2874 / 2994  
So, I probably should have asked this back when 5.0 first came out, and I'm sorry if it's been asked before, but anyways..

I noticed it replaced the 1.4 mod in the mod section. I was wondering if this has any effect on the 1.4 patch(I wouldn't think so, it seems like the 1.4 patch is its own ruleset, not an actual patch), but I want to make sure. Now I love the new Dwiggs, but I have an old map I don't want to convert unless I really have to, and I want to make sure it'll still be playable for new people, instead of relying on everyone still having 1.4 lying around on their computers.

So, in short: does the 1.4 patch actually require dwiggs 1.4, which was replaced, or not?

[This message has been edited by psykitty (edited 04-28-2008 @ 03:42 PM).]

posted 04-30-08 12:00 PM EDT (US)     2875 / 2994  
Is there a description of all the units in this mod (stats, abilities, buildable by which race from which building etc)?
A readme is in the works which will show this information by race. It will be released along with a patch that fixes some of the issues that people have pointed out here.
Is there a description of all (new) abilities?
Hmm...as of now, no. I didn't have it on my to-do list for the Readme too but I'll see if I can include this.
Is it just me, or are (some of) the warrior heroes quite a bit overpowered?
At start, some of the warrior heroes may seem overpowered and some are, for sure. In the mid- and late-game phases however, priest heroes can become far more powerful. In general, all heroes in Dwiggs are stronger when compared to the standard version.
does the 1.4 patch actually require dwiggs 1.4, which was replaced, or not?
OK, this needs some explaining...
There is the Unofficial 1.4 Patch ( I hope you are not refering to this!) and then, there was the Dwiggs 1.4 for which a Dwiggs 1.4 Patch was released. If this is the one you are talking about, then yes, Dwiggs 1.4 patch requires Dwiggs 1.4.
That said, this new version builds on top of Dwiggs 1.4 and Dwiggs 1.4 patch. There are differences but not too drastic. Hope that helps!

2009 1v1-Mapmaking Champion, Former PBEM Singles Champion, Proud contributor to the UPatch 1.4 and 1.5 effort
War of the Twins- 1 vs 1 PBEM map, Too Much Water - 1 vs 1 PBEM map, winner of 2009 1vs1 Mapmaking Challenge
My Dragon Age development blog
posted 04-30-08 01:12 PM EDT (US)     2876 / 2994  
Yes, I was only referring to dwiggs 1.4. It seems like it'd be pretty hard to update a 1.4 map to 5.0, if said map has a lot of heroes already placed, and some of those heroes were made with the SEM.

I thought the dwiggs 1.4 patch might be its own mod because you can select it OR Dwiggs 1.4 in the AOWSM setup. But, I have no actual knowledge of modding, and I wanted to make that clear before I did a whole bunch of work based on a silly guess. Thank you.
posted 04-30-08 01:37 PM EDT (US)     2877 / 2994  
It seems like it'd be pretty hard to update a 1.4 map to 5.0, if said map has a lot of heroes already placed, and some of those heroes were made with the SEM.
The only problem I see with custom heroes is that the hero resources might not be correctly mapped since the heroes were organized racially. If you could load the map in the 5.0 resources, you should be able to identify whether this is a problem or not. Other than this, there shouldn't be any impact to the heroes, even if they were made with SEM.

What would be impacted would be the balance due to some racial changes or due to certain pre-placed units (some units might have been moved around to organize them better).

2009 1v1-Mapmaking Champion, Former PBEM Singles Champion, Proud contributor to the UPatch 1.4 and 1.5 effort
War of the Twins- 1 vs 1 PBEM map, Too Much Water - 1 vs 1 PBEM map, winner of 2009 1vs1 Mapmaking Challenge
My Dragon Age development blog
posted 04-30-08 04:04 PM EDT (US)     2878 / 2994  
I have been playing versions of dwiggs forver now, and I wanted to thank you for continuing the work on this mod. I can't play vanilla AoWSM anymore. The cities fly up so quickly, the town sizes aren't important, the production buildings (seige workshop, wiz towers, libraries, temple(s)) don't list the bonus they will provide before you build them. It just feels... unfinished, after playing dwiggs for so many years now.

I have tried to play through each race to get a "feel" for their playstyle and units, and have come to the following conclusion:

I really look forward to the html documentation of the current version.

There are other things coming that I'm sure will be nice (visible icon for elven horsebacks, etc), but the sheer scope of the current Dwiggs Mod version is daunting to encompass.

Mostly though, I just wanted you to know that folks out there use and love this mod, and it has really become a game unto itself. Thank you for all your hard work!
posted 04-30-08 09:06 PM EDT (US)     2879 / 2994  
Wow, I'll bet that reading the 'making of' for Stranger's dwigg mod (and for the original Dwiggs, too) would be like reading a mystery novel! (It must have taken some great deal of patience and lots of detective work to pull it off)!

[This message has been edited by flyguy (edited 04-30-2008 @ 09:20 PM).]

posted 05-02-08 10:32 AM EDT (US)     2880 / 2994  
Intaka, thanks for the many kind words. The patch will try to make Dwiggs as clean (missing icons, descriptions and structures) and user-friendly (with the readme) as possible. Hopefully, that should elevate the mod to a new level in terms of playability and enjoyment.
It must have taken some great deal of patience and lots of detective work to pull it off
Yep, it takes a lot of patience and diplomacy (if you read this thread, you'll understand ) to pull it off. Stranger did an outstanding work here (and that would be an understatement!)

2009 1v1-Mapmaking Champion, Former PBEM Singles Champion, Proud contributor to the UPatch 1.4 and 1.5 effort
War of the Twins- 1 vs 1 PBEM map, Too Much Water - 1 vs 1 PBEM map, winner of 2009 1vs1 Mapmaking Challenge
My Dragon Age development blog
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