You must be logged in to post messages.
Please login or register

General Discussion & Suggestions
Moderated by ChowGuy, Swolte, Ziggurat Mason

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Unofficial Patch V1.5 - Plans and suggestions
« Previous Page  1 ··· 10 ··· 20 ··· 30 ··· 40 ··· 50 ··· 58 59 60 61 62 ··· 70 ··· 80 ··· 90 ··· 93  Next Page »
posted 12-28-05 11:51 AM EDT (US)   
Note: This thread is meant to provide news about the progress of the v1.5 project. Suggestions are welcome, although more threads will be made in the future to make the information flow more fluent.
If at all possible, keep the thread a summary of ideas with a short explanation. Try and keep discussion on a topic minimal and make a thread and link to it, if you think your topic is up for discussion. Remember that suggestions are meant as a patch and the aim is wide acceptance by the AoW-community. This means that changes must be in line and compatible with existing maps and campaigns. In addition, gameplay changes should take Online, Play by Email and Single Player into account. This is different from a mod that is able to change large gaming concepts or is made for whomever is interested.



PLAN FOR UNOFFICIAL PATCH: VERSION 1.5



WHY DEVELOP AN UNOFFICIAL PATCH V1.5?
- To keep interest in Age of Wonders alive!!
- To keep improving aspects of the game.
- To keep the game interesting and dynamic on a competitive level.
- To dramatically improve the possibilities for mapmakers and modders.
- To enhance community involvement.

HOW CAN I HELP?
The development forums are here and everyone who wants to can sign up and contribute! Core members will be admitted by invitation only.

WHEN WILL IT BE RELEASED?

Since the project isn't a financially sponsored or paid endeavour, we have no strict deadline. The patch will not be a rushed product and the necessary time will be taken to fix issues and thoroughly test balance changes. Delays are possible and may take as long as months.

EXPECTED RELEASE DATE:
Currrently undetermined

WHAT IS POSSIBLE?
The teammembers will consist of very able people in the modding/playing/mapmaking/writing world that are capable of working in teams. What is possible will largely depend on the qualities of the teammembers and rules we allow ourselves to break. Decisions regarding some of these issues, as you may understand, are not allowed to be discussed in public on these forums. Please email me at swolte at gmail dot com with questions regarding copyright, hacks, etc...

In terms of additions to the game, v1.5 will be much bolder than v1.4 was.

********************WHAT IS PLANNED SO FAR?********************
This list may be expanded.

CAMPAIGN + Campaign Editor (35% complete)
The campaign will consist out of many linked maps replacing the old campaign (yes, you will be able to switch back and forth). The basic campaign structure therefore is linear but the internal design will allow for as much (perhaps even more than expected...) freedom.
We'll also attempt a campaign editor that actually works so users can make campaigns themselves a lot easier


MORE BUGFIXES (80% complete)

Fixes

RACIAL BOATS/PIONEERS/MACHINES (55% complete)
v1.5 will be a bit bolder in the sense that we will add and replace some existing units. Perhaps only with a couple of races.
- Racial Boats
- Racial Machines
- Racial Pioneers
- Extra Builder unit at Mastery Guild for some Constructor races.


This picture shows Bilge rats (the new Goblin Transport 'boat') transporting nasty Goblins and Kobolds to the human wharf. The peasants and defending pikeman are fleeing for safety towards the old mining tunnel.

NEW HEROES FOR CLASS (80% complete)
This will be the biggest change planned as it will impact gameplay as well as game feel. The intention is to replace existing hero classes with unique graphics (keeping some, but replacing most...). We have decided to go for it, in full force.
Discussion here.

ADDITIONAL WIZARDS and ITEMS. (85% complete)
Some new items and Wizards will be added to the standard library. This means that these can now also show up in the Random Map Generator.

NEW MAPS. (30% complete)
These are maps that will come with the patch. They will show some of the new editor features that will otherwise not be available when playing the game.


This picture shows more water based tiles and units. The whirlpool can suck in even the giant seamonster. On land, there is a fortress holding many magical creatures. and a Seer sees trouble from afar, when a Spiked Maw is flinching its three large, and deadly spikes on his back

MORE NEW UNITS/STRUCTURES/TERRAIN. (80% complete)
Especially mapmakers and single-players will be treated the most with these additions. None of the existing possibilities will be altered or changed. These can be considered as bonuses and have no effect on playing existing maps. Mapmakers can add them at will, the advantage is that a lot of work by fans and hidden opportunities of mapmakers will now be directed supported and easily accessible by everyone.
- New units will also now be available in standard structures (as defenders or recruits), as spirit rewards/infidels.

NEW RACES + RACE SWITCHER (~ temporarily stopped ~)
Another ambitious project is the race switcher. This utility will let you play new races (also in rmg) at the cost of switching one.
Some new races planned:
- Demons
- Gnomes
- Beast
- Fairy
- Lizard

This will be the last priority. If the patch's release is delayed too much, we may opt to do this as a future add-on.


********************WHO WILL BE INVOLVED?********************
These teams will be elaborated as time goes on. This is the current status. Vacant positions will be posted in this thread.

Map Team
This team is the core design team for the campaign
- Morgul666
- Swolte
- A
- Enginerd
- Nyarlathotep
- Albaron

Graphics design Team
This team will create units and structures for the game!
- PawelS
- Swolte
- The_Groll
- Albaron
- Achilles Reborn
- Beastfeast
- TravisII
- MagicIceFlame


Technical Support
- PawelS


NOTES
- This patch will be larger in size than the previous one. For v1.4, size was a restriction for certain additions and for v1.5 we're gonna let that go completely. Especially now that we are adding movies to the Campaign, hitting 500 MB is possible.


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 10-16-2011 @ 12:47 PM).]

Replies:
posted 10-03-10 09:27 PM EDT (US)     1771 / 2787  


Been making some statues of Wizards.


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 10-04-10 02:29 AM EDT (US)     1772 / 2787  
Ty.

Nice statues too.

Kirky
posted 10-04-10 03:45 AM EDT (US)     1773 / 2787  
Wow! Really nice statues.

I haven't managed to get a closer look on BNW in the editor, but I saw at the first view a lot of things, which are a pleasure for mapmaking.

I will try to dive deeper into BNW with the editor soon.
posted 10-04-10 03:55 PM EDT (US)     1774 / 2787  
That guy kinda has a big belly though xDD


Tired of manually receiving/sending your PBEM turns everyday ? Try out Dave's PBEM Wrapper!
posted 10-04-10 05:30 PM EDT (US)     1775 / 2787  
He just likes to show off he is well fed.

If you had one unit (nonWiz, nonHero) in the game you would like to see pertified, which would it be?


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 10-04-10 06:23 PM EDT (US)     1776 / 2787  
There's quite a few of them... Obviously the dragon, the hydra and the sfinx, but also the wolf and the infantry have their own right as a statue.

Proud mapmaker for the UPatch team
One gas to rule them all, One gas to find them
One gas to bring them all and with the Spice we bind them
Creator of the following maps: RenaissanceEarth, RoadToHell, YeOfLittleFaith, FrostbiteDelirium, Stormy Seas
Co-creator for: CityDwellers
together with TravisII
posted 10-04-10 06:56 PM EDT (US)     1777 / 2787  
As many as possible I guess xD Story-wise, we could have just any units turned into stone by some evil magic/curse

But I guess a few typical units from each race would do.

And yeah, some unique figures like... >.< *scrolls down, copies the name, scrolls up, pastes the name* nyarlathotep mentioned, too.


Tired of manually receiving/sending your PBEM turns everyday ? Try out Dave's PBEM Wrapper!
posted 10-04-10 09:28 PM EDT (US)     1778 / 2787  
Stone Elemental! Eerrr... no, wait. Sphinx would be the obvious choice, but the Warlord would be cool too!
posted 10-05-10 00:45 AM EDT (US)     1779 / 2787  
Just today I noticed that "Underground Concealment" also makes the unit invisible in the Shadow World. I'm not sure if this is widely known or not.

I feel like this should be added to the description. From what I've read, it looks like people don't play with the Shadow World very often competitively, but in casual play it can be a ton of fun and is a huge part of the game.

If someone's not aware of this, it can be exploited to a potentially devastating level (imagine someone building a Shrine of War and having stacks of Goblin Bombers rampaging around at 16 hexes a turn, completely invisible).

2 other questions that have probably already been asked:

1. Is it possible to have the RMG make Dirt the default underground terrain instead of Rock?

2. Is it possible to redeem Spell Ward in any way?
posted 10-05-10 01:08 AM EDT (US)     1780 / 2787  
Statue suggestion: dragons, unicorns, various summoned creatures, and more dragons.

Just to check, but has the issue the missing image for razed teleporters on shadow world terrain been dealt with for the UPatch 1.5 (at least it is not visible in the editor)?

urulokiurae at gmail dot com
posted 10-05-10 03:54 AM EDT (US)     1781 / 2787  
Every different statue would be useful, think of different cultures. What creatures/units can be hailed or memorated with statues? Dragons, Hydras, Demons, Infantry, Soldiers, Nymphs/Virgins, Shamans, Saints, Cardinals, Priests, Angels, Summoned Creatures and probably every LVL4 units.

Even animals or treemen, if you think of a nature worshipping culture.
posted 10-05-10 09:31 AM EDT (US)     1782 / 2787  
We'll try to add as many as possible, but I am very hesitant of the patch becoming some sort of warehouse of limitless slots, I'll add some of those suggestions which are repeated: hydra, sphinx, infantry, etc...

(I don't get Hydra, btw, personally, who would build a statue for those! )

PawelS suggested Titan as well:



(Shadows, etc... to be added).
Just to check, but has the issue the missing image for razed teleporters on shadow world terrain been dealt with for the UPatch 1.5 (at least it is not visible in the editor)?
Has been fixed.
Just today I noticed that "Underground Concealment" also makes the unit invisible in the Shadow World.
Never noticed myself. But yeah, easily added (once we confirmed).
1. Is it possible to have the RMG make Dirt the default underground terrain instead of Rock?
We had looked into this for v14, and it is possible. However, I believe it affected existing custom made maps and this may have been the reason we didn't go for it at the time.
Not sure, but we can revisit the issue.
Is it possible to redeem Spell Ward in any way?
No(t that we know yet).


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 10-05-2010 @ 09:37 AM).]

posted 10-05-10 10:30 AM EDT (US)     1783 / 2787  
PawelS suggested Titan as well
That was King David, I had different suggestions...

A proud member of the Unofficial Patch team.
Creator of the AoW1 Mod.
posted 10-05-10 11:32 AM EDT (US)     1784 / 2787  
Will it be possible to fix the transport ability if given to a hero, either by direct tinkering or via an item which gives said ability?

Proud mapmaker for the UPatch team
One gas to rule them all, One gas to find them
One gas to bring them all and with the Spice we bind them
Creator of the following maps: RenaissanceEarth, RoadToHell, YeOfLittleFaith, FrostbiteDelirium, Stormy Seas
Co-creator for: CityDwellers
together with TravisII
posted 10-05-10 12:22 PM EDT (US)     1785 / 2787  
Noooooo,please don't do it.
A hero with a backpack full of cannnons.
A horror.
posted 10-05-10 12:39 PM EDT (US)     1786 / 2787  
No, the transport only makes sense. And should result in bug (I mean, program will conflict if a hero suddenly starts wearing his transportI backpack whilst in a full 8 stack).
That was King David, I had different suggestions...
Oh right, well I have your nymphs done too!


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 10-05-2010 @ 12:42 PM).]

posted 10-05-10 01:30 PM EDT (US)     1787 / 2787  
The reason for a hydra statue should be obvious: it stands out. Not many creatures in the game have that many heads...

urulokiurae at gmail dot com
posted 10-05-10 02:19 PM EDT (US)     1788 / 2787  
drool... when I see all these new images I get appetite for making a new map! I hope IŽll see 1.5 released in this life...otherwise I have to pass on my mapmaking knowledge to my daughter...

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 10-05-10 10:17 PM EDT (US)     1789 / 2787  


As per popular request...


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 10-05-10 10:38 PM EDT (US)     1790 / 2787  
I wanna see terrain versions for all your statues, Swolte No more aluminum gray color after that nice golden Sphinx

Author of the following maps for AOWSM:

Version 1.4 - Race To Death: Rise Of Evil
Version 1.3 (also playable in 1.4) - Race to Death S&M - Walker's Crusade ====== This Land Is My Land ====== War In The Valley


Proud member of the Upatch Team

posted 10-05-10 11:23 PM EDT (US)     1791 / 2787  
Don't forget the Gargoyles! Perhaps in top of a baroque building
posted 10-06-10 04:20 AM EDT (US)     1792 / 2787  
They are pretty nice and cool.

I've got nearly endless ideas for the use of statues in maps, so please add as much as possible.

Gargoyles on top of buildings are also a very cool idea!

Oh, by the way, if I could have one wish for a statue implemented, I would choose the Naga!

[This message has been edited by Albaron (edited 10-06-2010 @ 04:22 AM).]

posted 10-06-10 04:59 AM EDT (US)     1793 / 2787  
Naga statue is a good idea! Generally I would say there should be at least one statue available per race (except halfling maybe, doesnŽt really fit imho) and at least 1-2 for the proud and crafty Dark elves
I would LOVE to see a spider statue - you canŽt imagine how often IŽd longed for that goodie!!!
Or any kind of Spideresk Building at all. like a temple.
maybe as healing site or even better - AS RECRUITMENT SITE.
What I did in my maps was using the Elephant-temple rec-site and tried to place an obstancle which somehow hides the head so the rest looks a bit like a spider but this of course is not a desired solution

I certainly have more ideas when I start thinking about it more concentrated. IŽll get back on this then.

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 10-06-10 04:05 PM EDT (US)     1794 / 2787  
Never noticed myself. But yeah, easily added (once we confirmed).
Thanks!
1. Is it possible to have the RMG make Dirt the default underground terrain instead of Rock?

We had looked into this for v14, and it is possible. However, I believe it affected existing custom made maps and this may have been the reason we didn't go for it at the time.
Not sure, but we can revisit the issue.
That's cool. I wonder, has it been posted anywhere on this site how that can be done? My friend and I love to play Empire-Building RMG games, and being able to tunnel out our own Goblin empires would be awesome. I think it makes sense to keep it out of the patch, but it'd be cool to mod it in myself.
Is it possible to redeem Spell Ward in any way?

No(t that we know yet).
That makes sense. I wonder if it'd be possible to replace it? It seems like a shame that there's an unused spell slot. I guess that'd be more of a mod than a community patch thing, though.
posted 10-08-10 02:23 AM EDT (US)     1795 / 2787  
Please go here for diggable earth stuff.




*Wonders why no one mentioned trolls*


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 10-13-10 11:23 AM EDT (US)     1796 / 2787  
Okay, time to get back to my favourite subject, ships yes

Moreover, heroic ships. Admirals so to speak...or infamous pirates, whatever.

So what I propose is a hero, that also looks like a ship, acts like a ship, transports like a ship (and thus has to be a machine)but can be upgraded like a hero with acumulating victories.

Now, this might sound overpowered, but it shouldn't be. It still is a ship, so it will be limited to only watertiles. I know, what about enchanting it with Windwalk? Well, the solution would be to put a limitation on that spell. I know it should be possible, as the Haste spell can't be put on a transport.

Now, statwise, an admiral should still have strike, but it should be a rather low value (5 or so), though the damage should be low to normal (between 6 and 8). The defense & resistance might vary between race. Health should be normal, but moves should be something between 30 & 36.

The main weapon an admiral uses should be his onboard weapon, ranging from archery unto canons.

Note that this sort of hero should be only available in custom made scenario's and not in RMG maps.

Proud mapmaker for the UPatch team
One gas to rule them all, One gas to find them
One gas to bring them all and with the Spice we bind them
Creator of the following maps: RenaissanceEarth, RoadToHell, YeOfLittleFaith, FrostbiteDelirium, Stormy Seas
Co-creator for: CityDwellers
together with TravisII
posted 10-13-10 11:34 AM EDT (US)     1797 / 2787  
Are you sure that a transport must be a machine? The Great Eagle in v1.4 has Transport I and is a creature...

A proud member of the Unofficial Patch team.
Creator of the AoW1 Mod.
posted 10-13-10 12:49 PM EDT (US)     1798 / 2787  
that's what Naeco said on the mmbem-thread, but you're correct with the eagle which is an animal. Another exception is the great sandworm and the dragonturtle ship, who are just transports. Also, Naeco mentioned that the machine ability can not be assigned via the editor (even not with SEM - yup, I checked ) and must be hardcoded.

I even tried to dabble with the Animal & Dragon ability, but alas, nothing works

Proud mapmaker for the UPatch team
One gas to rule them all, One gas to find them
One gas to bring them all and with the Spice we bind them
Creator of the following maps: RenaissanceEarth, RoadToHell, YeOfLittleFaith, FrostbiteDelirium, Stormy Seas
Co-creator for: CityDwellers
together with TravisII
posted 10-13-10 01:06 PM EDT (US)     1799 / 2787  
Machine is one of the three types of units - Humanoid, Creature, Machine. It can't be assigned to heroes, they are always treated as humanoids. I don't think Machine has something to do with the Transport ability, probably it just doesn't work on heroes.

A proud member of the Unofficial Patch team.
Creator of the AoW1 Mod.
posted 10-14-10 11:37 PM EDT (US)     1800 / 2787  
Hmmm, I wasn't going to share this one, yet, but the amazing events in Chile, recently, are reason for exception!


The enormous mine you see below is one of my favorite structures.


This mine is currently set to generate the most income of all income-structures so they will make a valuable target. However, they are aren't easy to capture... for example, you'll see that there are two stacks of Orcs drawing near, however, the mine only has one entrance (the bottom hex) allowing you to reach the center defenders. So, the Orc Wizard won't be able to use his numerical advantage when attacking this mine. This simulates fighting in the narrow tunnels.

So, a structure with an economical as well as a tactical implications!


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
« Previous Page  1 ··· 10 ··· 20 ··· 30 ··· 40 ··· 50 ··· 58 59 60 61 62 ··· 70 ··· 80 ··· 90 ··· 93  Next Page »
Age of Wonders 2 Heaven » Forums » General Discussion & Suggestions » Unofficial Patch V1.5 - Plans and suggestions
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Wonders 2 Heaven | HeavenGames