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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 04-26-05 11:38 PM EDT (US)     31 / 2994  
Also just a question, anyway to make perhaps lvl 4 units "only available" from structures? Meaning one would have to take armies of 3's or less + heroes to try to take out these structures and only then does he/she get any level 4 units and then only 1 or 2. Meaning no lvl 4 production at all, they all must be gained from adventures.
posted 04-27-05 00:04 AM EDT (US)     32 / 2994  

Quoted from ravinhood:

have even been sent into the abyss a few times by the AI.

researches a "banish ravinhood to the abyss spell"

man, play mp - ai is for sissies! and play the NEW AGE of games that is everything after mom


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

[This message has been edited by DarkMystery (edited 04-27-2005 @ 00:06 AM).]

posted 04-27-05 10:29 AM EDT (US)     33 / 2994  
btw goblins have useless high lev units and migrating goblin capitol after its built to lev4 into something usefull will be the strongest decision from goblin player
posted 04-27-05 10:39 AM EDT (US)     34 / 2994  
while i like the migration feature, i hate it to see made so easy since WT came out. there should be some restrictions and heavy race releation penalities if you migrate your race to a different one.

Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
posted 04-27-05 11:05 AM EDT (US)     35 / 2994  

Quote:

"Meaning no lvl 4 production at all, they all must be gained from adventures"

That's actually how it works in practice with Dwiggs in MP games. If you play on random maps with average starting size, there's not enough time to build level 4s. Most games are won before that point. The level 4s that come into play are found by releasing them from structures and (sometimes) summoning.

Which is fine by me, I am of the school that believes that the onset of buildable level 4s, while cute, is bad for the game as far as strategic depth.

posted 04-27-05 11:08 AM EDT (US)     36 / 2994  

Quote:

btw goblins have useless high lev units and migrating goblin capitol after its built to lev4 into something usefull will be the strongest decision from goblin player

Actually, goblins in Dwiggs require a little finesse and a strategy different from other races to play, methinks.
In the hands of a player who knows how to play them, the "Goblin swarm" can be overwhelmingly effective. Ask Joepo, he knows how to extract the maximum out of them!

posted 04-27-05 12:46 PM EDT (US)     37 / 2994  
Air, that was a huge concern when designing goblins. It is not meant to work that way, and certainly, if you were to play goblins only to get to maximun city size faster than the rest, to then migrate them to a more powerful race (with the implication that you could also "breed" a whole lot of cities that way), you would be abusing them. Not that it would surprise me coming from you anyway...

Why not suggest ways to make the goblin high level units more useful ?

As far as lvl4s go, I see 2 problems:

1) The recruitable lvl4s are obtained relatively easy now(either by some poorly guarded dwelling, or some quest reward). They provide excellent opportunities to expand quickly and with minimal casualties. You could even rush with them. The high price is no object either. In allied games, allies can provide the money, and in FFA's, I think they pay by themselves with the indies they can take on their own. Stop building at your cap to get them, is usually OK.
2) The buildable lvl4s are, IMO, not worth going for. Their very high price (that translates into very long building times), plus their relative weakness vs other units, incl. heroes (and I'm not talking about retaliation limitations here), make the effort (and risk), not justified in most cases. The late game fase when they are ready to come is also a factor because when the game is about to be finished, what difference can they make?. As far as my experience with high level units go, not many units above $200 are worth the trouble.

But I understand they are the less experimented units, and not much can be said about them when you rarely have the chance to test them.

posted 04-27-05 01:02 PM EDT (US)     38 / 2994  
anyone tried the dwiggs basilisk? he must be fun, i never saw an unit with over 30hp and physical immunity, he has some weaknesses though.

Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
posted 04-27-05 01:02 PM EDT (US)     39 / 2994  
I think lvl 4 units are nice. I massed sphinxes which costs 700 gold at capitol before in a game while I summoned units and built lvl 1 units at other city. It's good that they are hard to get because they remove strategic depth as Jomungur said.

What do you dwiggers say about adding elemental strike at the low cost of magic strike/prot/imm http://aow.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=33,4591,0,60

I haven't begun on my mod yet, I am only recoloring now. I have recolored an extra 25 units from Warlords for now.

posted 04-27-05 01:03 PM EDT (US)     40 / 2994  

Quoted from Harlequin:

"It is not meant to work that way, and certainly, if you were to play goblins only to get to maximun city size faster than the rest, to then migrate them to a more powerful race (with the implication that you could also "breed" a whole lot of cities that way), you would be abusing them."

Once they hit the town level (level 3), gobs don't grow any faster than humans or halflings, and not much faster than orcs, tigrans and nomads. Their extreme growth is only valuable to get from outpost to village, and village to town, and to have cheap settlers.

posted 04-27-05 01:04 PM EDT (US)     41 / 2994  
not bad, almost 3 posts at once

Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
posted 04-27-05 01:06 PM EDT (US)     42 / 2994  
hehe

btw I like 4 player dwiggs games more than 6 player because of the long battles

What do you think about allying but still not being allowed to attack/defend together?

It should be possible for allies to cast spells in allies domain without the need for a unit to get in the battle.

[This message has been edited by Tearion (edited 04-27-2005 @ 01:09 PM).]

posted 04-27-05 01:16 PM EDT (US)     43 / 2994  
yes i think this is a good suggestion tearion. what i really don't like is shared spellcating in TC battles in team games. the players should fight the enemy more independent. they share resources, vision and combined global spells.(e.g. damnation + poison domain/fire domain, puryfiyng water + life domain)

spelltrading and allied enchantments are arguable as well.

i certainly would try such a game once i get free time on my hands.


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

[This message has been edited by DarkMystery (edited 04-27-2005 @ 01:18 PM).]

posted 04-27-05 02:25 PM EDT (US)     44 / 2994  
@DM, in a team game day before yesterday, Luna summoned a basilisk before one of our attacks (Luna, me vs Viril, BA).

The basilisk was killed in two shots by BA's hero who had death strike. Damage of 16 and 20.
Like the ghost, it is a situational unit and especially powerful against indies (since you can determine whom to fight) but since it is a lvl4 summons, it can't even be used much against the indies.

That said, it has a low enough resistance to be targeted by spells and many units in Dwiggs have elemental strikes to override the physical immunity. Against Frostlings, Water magic and Death Strike though, it is really vulnerable since its weaknesses can't even be suppressed by enchantments (except for Bless against pure death attacks).

As for team games, I think allies participating in fights is the reason why huge battles are possible. You can easily have a 4-stack battle if allies are present - which, for me, makes the game more enjoyable. The number of diverse units makes these big battles more fun!

posted 04-27-05 06:07 PM EDT (US)     45 / 2994  
Question about this Stranger Dwigg mod, will it "over-ride" the Dwiggs mod I'm already using or do I have to uninstall the origional Dwiggs mod first?

And which mod is being used most often for multiplay?

posted 04-27-05 06:15 PM EDT (US)     46 / 2994  
Sheesh,

now that I'm leaving, the posts have certainly heated up! Timelord is going to release a easy to install version this weekend, so if you haven't downloaded the mod, please wait for that!

Ravinhood, my dwigg mod is seperate mod, and you can switch back and forth from it to Dwiggs or regular. In fact, you don't need to have Dwigg mod to use mine. As for online multiplayer, NewDwiggs seems to be getting a lot of play lately, which is really encouraging.

On another note, I'm going to do one more update before I go (two days). I don't know when I'll have the chance to play (or update the mod) again. I'd like to thank everyone who enjoys playing it and who helped me improve it. And, of course, if anyone wants to tweek the mod to suit themselves or improve it, that's perfectly fine. It's been a lot of fun playing, and hopefully I'll get another chance to go to battle with some of you in the future . I just don't know when that will be.

Regards,

bj

posted 04-28-05 08:41 AM EDT (US)     47 / 2994  
TL, no wonder the basilisk has death weakness and thus is a very situational unit. i would prefere no such weakness and no physical protection/immunity. still wonder why basilisk should have this?(story wise)

Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
posted 04-28-05 09:06 AM EDT (US)     48 / 2994  
Stranger do you have the original files of the wizards pictures?
posted 04-28-05 09:59 PM EDT (US)     49 / 2994  
Stranger,

I just wanted to express what a pleasure it has been to have enjoyed your company on so many occasions. I certainly hope to do so again in the future (hopefully sooner rather than later.... so get yourself a computer and an internet connection!). The community as a whole, and certainly the Dwiggs community, will miss its Shakespearian eccentric.

I wish you the most pleasurable and safest of adventures (I do so in spite of a necessary confession -- I am green with envy). Hopefully, in the not too distant future, my own adventures will rival even your own.

I fully expect to be kept abreast of your adventures via email. I will email you my new email address, since my old email address was, in a moment of weakness (yes, that sounds better than stupor), given to a club promoter and thereafter inundated with spam that my spam guard refuses to act upon.

Wishing you the best,

Tom


Tom Bombadil

"And even in a mythical Age there must be some enigmas, as there always are. Tom Bombadil is one (intentionally)."
The Letters of J.R.R. Tolkien, No 144, dated 1954

posted 04-29-05 12:29 PM EDT (US)     50 / 2994  
I adhere to everything Tom said. The best of lucks for you Stranger !
posted 05-03-05 00:47 AM EDT (US)     51 / 2994  
Friends...er....Romans, cyber-countrymen....

I salute you and offer you my gratitude and greetings from Central California. In order to preserve the aura of exotic mystery surrounding my journey, I will not type much (ya, right!) other than to say that I forgot AoW in New Zealand. I reckon I can pony up for another version here, though. However, the ****-*** who made the NewDwiggs mod made it 47 mb so that it will take me eons to download it again on dialup...

Tom, I'm glad it wasn't stupor since that would imply that you imbibed, which of course would be a shock and disgrace to us all, especially those who, like myself, have delicate sensibilities. However, when you are not in a "moment of weakness," email me at bradjosse@hotmail.com, as my other email has been obliterated in the absence of funding to maintain it.

My best regards to all of you,

bj

P.S. Tom, do you really expect me to believe that you didn't want that type of spam?!

posted 05-05-05 09:50 AM EDT (US)     52 / 2994  
Dear stranger, I still have a few points of suggestions left and some others covered with dust. Ofcourse I would appreciate any comment from other fellow dwiggs players.

#1)The old mercenary somehow got back in this mod, I assume this is a mistake?

#2)I think the ghost is a bit too strong, not as in tactical combat, although it can be a terror in there too if one is suprised. But more as vs towns, mines, nodes, firecamps, etc. While it's cost are high (350 gold) You'll get a unit with poison imm, death imm, phys. imm, cold imm., in my opinion it's a bit too easy with this unit to attack certain structures/towns, since most of the time there's just nothing that can hit it back.

While the basilisk has phys. imm too, he's much less frequently seen and it's his only immunity.

#3) (old issue ) Summon hero is still a bit too cheap in my opinion, now has become 140 mana to cast. It's really easy with 30/40 cp to get a lot of'm quickly and they generate mana too. I really wouldn't mind it becoming 200+ mana, since it should be used in case you have no more heroes left. Not as an infinite resource for heroes.

#4) The shadow demons have gone a bit crazy with all their true visions me thinks. While I suggested some more true vision units for the evil races, I think it's a bad thing that pretty much all of those creepers get it at silver. I'd rather have true vision as something special, not to mention the strength the shadow demons already have. I would like it to see it removed from all but the Brain unit. When someone manages to hide his fluffy forest creatures in the tiny woods you should be rewarded.

#5) Perhaps you could make the snow queen a bit more of a lasting unit? When I start with frostlings I get her pretty often from the start, and than some other weak forces. Haven't started with a mammoth ever in this mod. Maybe regeneration from bronse medal? Or a little point of extra defense?

posted 05-05-05 10:38 AM EDT (US)     53 / 2994  
"#1)The old mercenary somehow got back in this mod, I assume this is a mistake?"

Why is that a mistake? I see it as a decent unit.

posted 05-05-05 10:40 AM EDT (US)     54 / 2994  
I feel beholden to earn the appreciation of the Dutchman, so here goes -

1) The ability Trap. It should have a lowered attack rating. With the average defense rating of units being lower, Trap becomes especially powerful - more so, since the net is now wielded by soldiers who haven't even had a training session in the Champ Guild!

2) Some starting spell casting heroes start with CP 20! Even though other stats might be weak (7/7/7/9, IIRC for that Draconian hero and Sagestone) CP 20 is way too powerful a starting ability. On top of that, Sagestone has Fire bolts too! Atleast, he should be toned down a little.

3) I concur with Joepo about the Frostling Snow Queen. Regeneration at silver is really a nice idea for her.

4) The martyr spell. Maybe its just me, but I think this spell is a little cheap for what it does. Especially with heroes being powerful in Dwiggs, Life magic users don't really hesitate to martyr their heroes since they can be resurrected anyways. I think a cost increase of 3-4 mana would be reasonable - so that Life magic users can still use them (only not multiple times in battle in the beginning stages of a game, atleast) while not making it too expensive.

5) I whole-heartedly agree with the Call Hero spell!

Quoted from Stranger's title post:

Balancing units and spells that may have been exploited (by certain people in the Netherlands...)


Still prevalent!!

6) Increase venomous spit to normal range, maybe?. The only reason I am asking this is because the Draconians have no effective ranged units. All ranged attacks are short-range for them (venomous spit and breath attacks).

posted 05-05-05 11:04 AM EDT (US)     55 / 2994  
"6) Increase venomous spit to normal range, maybe?. The only reason I am asking this is because the Draconians have no effective ranged units. All ranged attacks are short-range for them (venomous spit and breath attacks)."

I want venomous spit to be short range. It's possible to add another shooter for the draconians instead.

posted 05-05-05 09:10 PM EDT (US)     56 / 2994  
true, the venomous spit should be not short ranged....thats too pathetic and hurts draconians a lot. there i like the diversity of original rules more: flamer for short distance attacks, draconian hatchling for medium distance and charger for melee charge. this diversity is really good, especially for early city defense.

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

[This message has been edited by DarkMystery (edited 05-05-2005 @ 09:11 PM).]

posted 05-06-05 05:07 AM EDT (US)     57 / 2994  
nm

[This message has been edited by Tearion (edited 05-06-2005 @ 06:35 AM).]

posted 05-09-05 04:18 AM EDT (US)     58 / 2994  

Quote:

imelord is going to release a easy to install version this weekend, so if you haven't downloaded the mod, please wait for that!

Has anyone else who used this "easy to install version" found that the recolouring doesn't work, and a lot of the units are still invisible?

"Shooting down a plane of civilians isn't careless, it's politcal opportunism." - Stormraider
posted 05-09-05 12:10 PM EDT (US)     59 / 2994  
currently for me there are 3 units invisible and they won't get visible.

Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
posted 05-09-05 03:46 PM EDT (US)     60 / 2994  
I managed to colour most of them by borrowing the UGPM.exe file from one of the other mods, and renaming one of the Dwiggs 4.5 files to Dwiggs4.5_script.txt

Some images (such as ape) are still missing, though


"Shooting down a plane of civilians isn't careless, it's politcal opportunism." - Stormraider
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