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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 05-09-05 05:08 PM EDT (US)     61 / 2994  
indeed, the ape is one of the 3 units i can't see
the ugpm.exe file isn't of much help, cause the image files don't exist in the image folder.

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

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

posted 05-10-05 08:50 AM EDT (US)     62 / 2994  

Quote:

the image files don't exist in the image folder

No amount of recolouring will make them appear, then

"Shooting down a plane of civilians isn't careless, it's politcal opportunism." - Stormraider
posted 05-10-05 09:49 AM EDT (US)     63 / 2994  
Roger,
check whether the file called _DMod_Great_Ape.ILB is present in the Images/Units folder of your installation. This is the image file for the Great Ape.

In the hurry to upload the Dwiggs4.5 version, the UGPM_gui.exe was not included in the installer. Due to this, the recoloring will not work automatically. I will update the installer and upload it to the site again - replacing the earlier one.

If you are running the UGPM.exe separately, rename the Dwiggs4.5_script.txt to UGPM_script.txt and execute the UGPM.exe.

posted 05-11-05 12:32 PM EDT (US)     64 / 2994  
I think hellfire must does fire dam only, because sacred wrath that costs 40 mana in this mod too does only holy damage and has less att and dam. Or it must be weaker because now hellfire same as in normal version among all other weakened spells looks like out of balance.
posted 05-11-05 12:48 PM EDT (US)     65 / 2994  

Quote:

If you are running the UGPM.exe separately, rename the Dwiggs4.5_script.txt to UGPM_script.txt and execute the UGPM.exe.

I tried your suggestion, Timelord, but still have 3 units without pictures: Great Ape, woops, Gypsy Dancer

assuming, of course, that a woops is actually a unit, and not an error by the person creating the mod

Take you quite a long time to upload 46mb from India on a dial-up service!


"Shooting down a plane of civilians isn't careless, it's politcal opportunism." - Stormraider
posted 05-11-05 01:57 PM EDT (US)     66 / 2994  
i think this is a good balance bettween sacred wrath and hellfire. cause fire stands for offensive spells, while life should stay more for restoration. so why should hellfire be like sacred wrath then? and vertigo is better than just beeing burned.

Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
posted 05-11-05 02:28 PM EDT (US)     67 / 2994  
Roger, woops is a unit.

I will upload the revised edition before going to India, rest assured.

Some of the spells do need a little tweaking, I believe. Among them being hellfire (physical damage makes it very powerful since almost all units have low def in Dwiggs compared to res), call hero (low cost and powerful heroes makes this very unbalanced) and martyr (again low cost, powerful heroes and low cost of resurrect).

posted 05-11-05 03:16 PM EDT (US)     68 / 2994  
I've uploaded a Dwiggs 4.5 version of Rise of Kings here

"Shooting down a plane of civilians isn't careless, it's politcal opportunism." - Stormraider
posted 05-12-05 02:27 AM EDT (US)     69 / 2994  
DM did u ever play this mod ? It reminds me our discussion about sq and shades there when u played only single :P hellfire is 18 att 8 dam, sacred wrath 14 att 7 dam for same cost while high res appears more often than high def.
posted 05-12-05 08:35 AM EDT (US)     70 / 2994  
no, high res appears not often.......at least when i played undead, they all had low res and def

and shades and spiderqueens are both situational units, sometimes the shade is better than the spiderqueen. if you have 2 stacks of spiderqueens and multiple heroes with spellcasting(weaken) thats something different though

spiderqueens are easy to counter with ranged units and warmage stoning early on, but shades not we played that game where shades frodos shades rocked.

or the glutton(regular ones). i hardly lost with them when i build those....so why should it be that weak? perhaps you have to learn how to use it.

i played several pbem guys online as well. they use effectively lvl1 units for rush. like beserks with stone skin, no online dude does that. and i did only play regular there. i think the online community is just used to do stuff that they think is the only way how to play this game effectively....but thats not true.


on a different note: if you think you are that good player, try to use units that you think that are not as good and win with those. otherwise you are only exploiting and copying other guys strategies. its not even worth to post about it, heh. massing astrals, trolls, spiderqueens, charioteers is just lame afraid of using the warlord, bone horrors and hydras?

and hellfire is perfectly right, if it still costs 40cp and is a lvl4 spell. without physical damage its worth almost nothing i would say. sacred wrath just is lvl3 and life should not be as good as fire in terms of offensive spells.(how to even think about it)


Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
posted 05-12-05 08:50 AM EDT (US)     71 / 2994  

Quote:

on a different note: if you think you are that good player, try to use units that you think that are not as good and win with those. otherwise you are only exploiting and copying other guys strategies. its not even worth to post about it, heh. massing astrals, trolls, spiderqueens, charioteers is just lame afraid of using the warlord, bone horrors and hydras?

The problem with warlord, bone horrors and hydras is that they are both slower and more expansive=take longer time to train. If there's no transport they are not worth building.

[This message has been edited by Tearion (edited 05-12-2005 @ 08:54 AM).]

posted 05-12-05 09:24 AM EDT (US)     72 / 2994  
Except for the Orcs, all the other races have on average, higher resitance than defense. Besides, Sacred Wrath is also a lvl4 spell requiring 40 cp to cast.

Since transports are available to all races at a cheap price, slower units are not really a big issue in Dwiggs - it is more of a player mentality whether to use them or not.

posted 05-12-05 09:46 AM EDT (US)     73 / 2994  
you mean orcs *and* undead have little resistance...better check the undead again. i wouldn't play them in dwiggs, without access to a transport, whatever people here say, sine very low res, very low defense and very low mp is way too harsh.

tearion...those slow units are good in some situations, want a game?


Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
posted 05-12-05 10:03 AM EDT (US)     74 / 2994  
Well, Undead have low res but their average defense is lower than their average resistance. The Undead units are also not expensive (like some of the other races which give high-res units). Granted they move slower but they have transports now and dwarves, frostlings, draconians, goblins and shadowdemons are almost as slow, if not slower.

Undead units also have some nice abilities like physical protection and resurgence. These two abilities (combined with regeneration if you have the bone horror) make Undead a really nice race to play - though they are very weak against the Archons, as they should be.

posted 05-12-05 10:29 AM EDT (US)     75 / 2994  
they got a transport? in what dwiggs version? i downloaded them all but they don't have a transport...how is that transport called, what unit lvl is it?

ya, the abilities are nice, resurgence is especially good for early expansion and the indy fights. but good abilities and poor stats won't save the day.(except there is really a transport)


Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
Dwiggsvillain
posted 05-12-05 11:15 AM EDT (US)     76 / 2994  
My bad DM!
I took Stranger's word that ver4.5 will have an Undead transport...but I guess they don't have it yet (haven't played them in quite a while).

Well, many races don't have them but it should be easy enough to get a transport from another town nearby (doesn't always work, I know, but a workaround for now )

Actually, resurgence is a very nice ability (especially with phys protection). Yesterday, I was playing against Luna (and three others) and he used Undead very effectively. Resurgence turned what should have been an easy fight (if only my dwarves hadn't got themselves drunk) into a near loss.
Similarly, in big fights, the ability is very useful (as I again experienced at his cap). I had three stacks of units - fenrir, mammoths, knights, shardbearers, swashbucklers, halberdiers, etc (some of them holy championed, I might add) and he had a bunch of zombies (around 15 or so), two necros, 3 shredder ballistas, couple of stone minotaurs and a bone machine. With resurgence and animate dead, it was a pushover - especially since animate dead has been fixed (?) so that higher level units resurge as spectres instead.
He also had earth sphere enchanted walls but still, the effect of resurgence was terrible to behold!

posted 05-12-05 11:16 AM EDT (US)     77 / 2994  
btw i m not sure that undead should be that weak vs archons that lev1 crusader can succesfully fight vs all high lev undead except death knight and can easy kill eternity-to-get- and-500-gold-to-produce reaper. Also death knight needs fire immunity in addition to all other immunities he has i think. And no holy weakness on reaper. And goblins are useless at high levels as i already mentioned, I tried once lev1 units rush in 1vs1 game and humans with 6-7 crossbowmen + some other units easy slained my 28 units goblin horde trying to capture his capitol with ug they will work better i m sure, but karagh need willpower minimum or migrating is the only use of built goblin city.

DM I will be glad to discuss how u going to kill with gluttons and without trasports good player that got haste domain and building rocs or dragons, but its offtopic for this thread :P
And hellfire in dwiggs not only lev4 fire spell that not easy to get, its also a warshrine reward that not so hard to get.

posted 05-12-05 09:50 PM EDT (US)     78 / 2994  

Quote:

DM I will be glad to discuss how u going to kill with gluttons and without trasports good player that got haste domain and building rocs or dragons

some cosmic sprays easily kill rocs....i was never impressed by that unit with very weak defensive stats.

red dragons are bit better with higher resistance, in my last game i massed some red dragons and build the gluttons way later. they are a situational unit and will come whenever i smell a specific weakness and you are a very weak defender similar as mneme all your muscle is concentrated in your offensive efforts.

well, we should rather play than talk this here, i agree.

i know luna very well and played many times with him timelord. did he play undead with some life sphere pics too? nice to hear you had some trouble against them. transport is still needed though, they should be strong outside of cities as well

what about that spectre + animate corpse stuff? obviously i missed that, i imagine it will not be a good that high lvl units will turn into a mere spectre(lvl2).


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

[This message has been edited by DarkMystery (edited 05-12-2005 @ 09:52 PM).]

posted 05-13-05 03:15 AM EDT (US)     79 / 2994  
"some cosmic sprays easily kill rocs....i was never impressed by that unit with very weak defensive stats.

red dragons are bit better with higher resistance"

Rocs owns gluttons and red dragons! I have to study but Ill see if we can have a game.. but it have to be large map if we want to have those high lvl units

[This message has been edited by Tearion (edited 05-13-2005 @ 04:43 AM).]

posted 05-13-05 06:59 AM EDT (US)     80 / 2994  

Quote:

i know luna very well and played many times with him timelord. did he play undead with some life sphere pics too?

Luna Park uses dice to decide which choices to make at the start of the game...

"Shooting down a plane of civilians isn't careless, it's politcal opportunism." - Stormraider
posted 05-13-05 07:02 AM EDT (US)     81 / 2994  
nm

[This message has been edited by Tearion (edited 05-13-2005 @ 08:36 AM).]

posted 05-15-05 02:59 PM EDT (US)     82 / 2994  
Hello everyone,

as I travel, I check the forums from time to time. Would someone be willing to do me the favour of compiling a list of issues/problems/suggestions for the mod and either posting it here or emailing it to me at bradjosse@hotmail.com ?

I'm glad the mod seems to be getting some attention and appreciate all your feedback.


Cheers,

bj

posted 06-15-05 12:21 PM EDT (US)     83 / 2994  
Here’s my most humble opinion about certain things in the dwiggs mod. First of all I thank timelord for the auto-install, which saves such a chaotic person as me a great amount of ordering. My first point is that there should come two downloads of the new update, one which can be installed over the last fix (small file), and a bigger file which updates the game from scratch.

Second things are changes to the game, I shall start with things that are obvious mistakes (at least to me).

-The first removed mercenary has somehow reintroduced himself again. With stats that make titans tremble, and throw blade at silver and something very nice at gold and a cost of 140 gold he’s definitely too strong in my opinion.
-Forgot to mention path of decay on evil ent (you might want it not to level up in certain occasions)
-I thought roger had a problem with selling a library, I cannot test this at the moment.
-Remove the posses ring

Now some more personal suggestions:

-Call hero still too cheap
-Ghost too good vs. AI, I think phys., death, poison and cold imm. are just too good against indy towns, huge towns can be taken without a single risk, same goes for many other structures. The Basilisk has phys. Imm too, but is a lot harder to get and not immune to poison/death etc. I suggest making it more like the original spectre. (phys. Prot.)
-Snow queen should be longer lasting, often you start with a snow queen and some weaker lvl 1’s/ 2’s and it’s really no good at all in battles vs ai. Perhaps regen?
-Make the monastery or whatever the 350 gold mana + people giving building costs a lot cheap, I would like to see it for 200 gold. The population advantage is not that great and can be toned down, the 20 mana isn’t that superb either and it would make the step to lvl 4’s just a bit easier which I think should be.
-Make lvl 5 like guards for certain sites, that are not available to the player
-The liche is too powerful, even for a hard quest. Phys. prot, dominate, high res, animate dead, resurgence, strong fighting abilities and many immunities and will power make it way too strong in my opinion.
-Extra person in the balloon/throw spear at silver
-Change throw blade from 7 att, 4 dam. to 9 att and 2 dam, this makes more sens to me, and makes it a bit more special. (not sure about 7 and 4 stats)
-Reduce combustion hero (20 cp) to 15, so he has to earn it a bit more (really strong ability)
-Elven dryad has become a bit too strong (kicked my spear wielding orc, and increase of animals)
-Rootsinger/Druid really needs control animal, he’s not running around with a green robe and an elk’s head on his stick for fun.


From others: (made quick comprehension of your opinion, I’m sorry if I torn apart/changed your opinion/post and accidentally skipped something.). Added my opinion about it between the brackets. Also you might have thought otherwise since the patches have been done.

Ravinhood:
Make lvl 4’s recruiteable from sites only. (I think this is a bit too dramatic, and I would really miss the lvl 4’s too much)


Harlequin

Goblins migrating capital (As Jom mentioned, I think too that the advantage of fast growing races is not that great at all not to mention the cost of migrating your own race which takes 3-5 very precious turns. Also the goblins have cheap units with nice abilities and are just hard to play with)
Make goblin lvl 4 stronger (I’ve never really seen the kharagh in action, it’s not too good I admit but definitely a decent unit for the low price and fast growth of the goblin folks)
Ghost perhaps too strong (agrees)

TimeLord

Make trap weaker (I have no idea how trap exactly works, the first try is against def or res? Then it checks res wether it takes the unit once, or every turn it’s trapped? What if drained will during trapped?)
Martyr spell too cheap ( I disagree, while it can be a strong spell, it already has a cost of 13 mana if I’m right, so one needs 40 cp for it to cast 3 times, and also the unit dies after the battle)
Increase venom to med range, because dragons lack ranged def (I don’t think the issue of lacking ranged def should be solved for the dragons. I like their exceptional position and they also have a nice fire breathing unit)
Only lvl 3’s recruiteable from sites (I would like this change too, but I would miss the ‘odd’ lvl 4’s too much)

Air_warlord

Hellfire fire dam only (this seems like a nice idea, however I had no clue about it’s current stats)

Tir Asleen
Keep hellfire the same (also good idea, since it’s an extremely costly spell and expensive to research)
Transport for the undead (I slightly disagree with this, I do not think they really need it. They have a lot of floating units, which are on certain occasions better then fast ones. Also their units are strong in my opinion. Although a bone wagon kind of unit with some 32 movepoints might be cool)
Increase res undead (I disagree, since undead already have a lot of immunities and a lot of them got phys. protection too. And they seem not weak to me the times I played with them)
Add life stealing to bone dragon (I don’t think they need it, they are quite strong now fire weakness is removed and strong flyers are rare in dwiggs)
Cheaper undead units (disagree, I think the current lvl 1’s are the right unit for the right price and zombies are supercheap and not bad)
Lower summoning costs of lvl 4’s (I agree the costs are a bit on the expensive side, but still in line with dwiggs, which should have higher level for a high price I think. And it’s not totally out of range for a strong flying, life stealing unit)

posted 06-15-05 04:16 PM EDT (US)     84 / 2994  
Bone dragon costs 190 and have strenghth close to air elemental that costs 130, also bonedrag has no vision which dont make any sense, undead dont have buildable units with vision and their most common summonned flier weak in scouting too so i cant agree that all is ok about hellfire with some luck it can be get from average war spirit quest and u know it cant be described like "very hard to get" with stats all is clear 18 att, 8 dam, fire+phys+wall dam which is incredible strong for this mod because of low def for most units.
posted 06-15-05 07:34 PM EDT (US)     85 / 2994  
Concerning bone dragons, drain life doesn't make sense on them, cause fear and death strike does. I get your point air warlord about undead not having vision units, but that could simply be their drawback (undead aren't big on eyes) Anyways thats how it works in dwiggs mod. Some races don't have any healers fliers or what not. Undead don't absolutely NEED a vision unit and if we were to give it to them we should give it to them via one of their own units.

Alright I set up a test scenario.

If the air elemental didn't ram the bone dragon to death (stun/damage, get up, stun damage etc etc)the bone dragon kicked ass. (in a dwiggs mod, it kicks air elemental ass in reg too but not as dramatic)

The bone dragon often killed the air elemental in one round (maybe two or three occasionally) The air elemental barely ever made much more then a scratch. And that was my first test where I accidently gave the bone dragons "terrible moral" the second test I corrected this and the undead dragon kicked the air elementals winblower even worse.

Similar stats but bone dragon has
about 50% more health (I think the same health ratio as cost ratio)
Cause fear
Death strike, the death strike means it can bypass the air elementals physical protection where as the air elemental can't bypass the bone dragons.

If I were to make a suggestion I would suggest giving lightning strike and whirl wind (in replace of ram?) to air elementals. (and of course increasing their cost as well) Well maybe not lightning strike if there is a storm elemental that it would clash with.

------------------
Archons level 1's that heal. They should have a move of 24. It really is an effective ability for a low level critter. 24mp is needed to nerf it just a little. Otherwise you wonder why to bother with high priests and what not. Anyways you did give most all the races wagons.

[This message has been edited by TruePurple (edited 06-15-2005 @ 07:45 PM).]

posted 06-15-05 08:10 PM EDT (US)     86 / 2994  
There are problems with some units and wizards not being recoloured by the installer, subsequently invisible in the game (even though the image files are there)

"Shooting down a plane of civilians isn't careless, it's politcal opportunism." - Stormraider
posted 06-16-05 02:49 AM EDT (US)     87 / 2994  
Thanks for putting the suggestions in one post, Joepo.

Roger, the reason for that problem is that the UGPM_GUI.exe is not included in the installer. A mistake on my part.

I will try incorporating these changes and fixing the installer and uploading it soon (soon => anywhere between tomorrow and next weekend!).

posted 06-16-05 08:19 PM EDT (US)     88 / 2994  
Tigran mystic has both holy and unholy champion, besides the incompatability between these two abilities, neutral units don't need any boosts to being neutral other then the boosts they already have.

1.Uneffected by the good/evil counter weapons of those two sides.

2.Gets along with all but archons and undead. Much less moral problems.

The champion boosts should be left to good and evil units IMO.

posted 07-23-05 01:07 PM EDT (US)     89 / 2994  
Hello everyone,

I haven't been on Gamespy for several months, and I wonder what people play there now, if they play at all...

Anyhow, I have a functional computer for several days, and could probably get in a couple of games. I'm not sure I still remember how to play, so this might be a good opportunity for Joepo or TimeLord to notch that first elusive "victory"

Regards,

bj

[This message has been edited by The_Stranger (edited 07-23-2005 @ 01:07 PM).]

posted 07-23-05 02:28 PM EDT (US)     90 / 2994  
Sadly since you and Timelord left Gamespy there have been very few Dwiggs games

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