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Topic Subject: Strange Lands Mod [was LOW]
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posted 09-12-08 10:27 PM EDT (US)   

Quasi-familiar world, filled with surprising adventures.

Intro video (oldish)


- 15 new Races, each with unique style, strengths and weaknesses.
- Units have 20% reduced Attack, Defense and Resistance scores, compared to the original version.
- 30 new wizards and new wizard ability and skill pick system.
- 70+ heroes, new hero classes and level upgrades.
- New Spell Schools (previously Spheres), with many new spells and icons.
- Over 70 new artifacts, some with "special" properties.
- Many new sounds for units.
- 800+ units, ranging usually between levels 0 to 8. Exploring them all might take a while.
- Converted to MPE patch, providing many nice extra features.

You can see more details below and some additional info can be found in the Strange Lands Docs once you install the mod.


Install order:

1. uPatch 1.4
2. 3-in-1 pack
3. MP Evolution 1.5
4. Strange Lands 2.0 (420mb)

You need to use MPE-Setup to enable the mod. Set English language and Strange Lands -custom resources there, and run Strange Lands Mod.exe (or use the link provided) to play the mod. Campaign wont work with this mod, but random maps should work just fine. There are also few custom maps converted to the mod now, see below.

Have fun.

P.S. Thanks to hatstand for previously hosting the SL mod files for a long time.


Custom maps:

Strange Lands of Non by Dorbungan
Unexpected Conflict by Fly
Strange Promising Land by Tendril
Strange Vikings by Tendril
Strange Valleys of the Lost II by Galumbovic
Anarchy and Treachery by Oleg123

In case some map is made for earlier version, you can convert it by selecting Strange Lands -custom resources in MPE setup, opening the map you want to convert with the MPE editor, and simply save it.

\/~~~~~~~~~~~~~~~~~~~~~~~~~~~ Overview ~~~~~~~~~~~~~~~~~~~~~~~~~~~\/

___________________________________ Good races ___________________________________

Revenants [dwarf]
+ Units are relatively strong for their price, with good protection abilities. Undead ability gives even more protections.
- Units actually get weaker with experience, especially at gold medal. Being undead can be a weakness as well.

Visitors [syron]
+ Units have haste and invisibility, making this an excellent sneaking race. Towns get very strong research bonus. The race has strong ranged attackers.
- Units can be bit costly for their combat effectiveness. Towns get major penalty at growth and some penalty to production as well.

Ainúr [archons]
+ Can make some of the strongest units in game, and just generally looks cool. Mana and research bonus.
- Units are expensive and cost more upkeep than in average. In addition, towns have gold penalty as well, so gold might be in short supply.

Alliance [halfling]
+ Very diverse selection of trainable units. Because of the diverse population, gets some bonus to gold, mana, production and growth.
- Is not especially strong at anything, but relatively good in everything.

Enchanted Forest [elf]
+ Units can be quite sneaky, and on top of that, the town can be hidden in a huge forest as well. Can make powerfull ents at early stages in the game.
- Most units are tiny and have low hitpoints.

__________________________________ Neutral races __________________________________

Viking [frostling]
+ Strong melee units, and all of them have willpower. They can also move in snow and water at ease.
- Not very good ranged abilities. Towns get some production bonus, but nothing else.

Consortium [tigran]
+ Most units have summoned property, so you can save your gold income. Towns have great mana income bonus.
- Units being summoned, you can run out of mana easily, and the units have extra weaknesses.

Avian [nomads]
+ Most units can fly, and they have good vision. The towns can be sent flying as well, and act as transports.
- Units can be bit squishy.

Automatons [humans]
+ Units have good amount of protection abilities. They are mechanical as well, so they have even additional immunities. Towns have huge production bonus.
- Mechanical units mean additional weknesses as well. They also have lightning weakness, and mana penalty.

Dragonkin [draconians]
+ Lots of morphing abilities. Units also have swimming. Powerfull priest units. Mana and reseach bonus.
- Most units have kinda low defense value.

____________________________________ Evil races ____________________________________

Legion [dark elf]
+ Strong fire and death based abilities. Can train godlike Balrogs at top tier.
- Many units have holy or secret weakness.

+ Many units have physical protection or resurgence. High level units are possessed. Good research bonus.
- Most units have holy weakness. Not good at scouting.

Gremlins [shadow demon]
+ Tricky units, who commonly have sabotage, taunt and repair machine. Units can also multiply and grow stronger in battle. Awesome growth rate and some mana bonus.
- Low level units can be bit squishy, and most units have cold weakness. Production penalty.

Beastmen [orc]
+ Lots of trainable units, and they are relatively cheap. Good growth rate and mana bonus.
- Units are beasts, so they could be easily controlled by certain units.

Giants [goblin]
+ Units have huge amount of hitpoints, they can move through most terrain easily and are immune to entangle. Awesome production rate.
- Units move bit slowly, and have low resistance. Growth penalty.


Also most buildable units can morph to better form atleast once at gold medal

*Race in [] means the replaced race


Magic Schools
(Idea for new spheres by Merkraad)

One of the two schools that have more diverse types of spells. Thaumaturgis main speciality is health affecting spells, having 5 of those. It also has spells like Holy Light, Turn Undead and Holy Champion to combat forces of evil.
Thaumaturgy has total of 5 combat spells, 2 combat attack spells, 3 summoning spells, 4 overmap spells, 3 general enchantments and 4 unit enchantments.

The other school that has diverse types of spells. Necromancers command the forces of death and darkness with great skill. He is specialized on the undead, having spells like Animate Hero, Animate Dead, Animate Ruins, Animate Dragon and Create Undead. Also they have spells like Power Word Fear, Rot, Infection, Corpus Furia, Weaken and Poison Ray to throw at enemies in combat. It is also one of the few schools that can learn Mastery spell, but at an increased cost.
Necromancy has total of 5 combat spells, 3 combat attack spells, 3 summoning spells, 5 overmap spells, 4 general enchantments and 2 unit enchantments.

Alterers specialize in bringing changes on the general environment. They can alter terrain with spells like Mist, Spiders Curse, Freeze Water, Clear Terrain, Level and Raise Terrain etc, and also they have very strong General Enchantment spells. They can also learn Mastery spell at reduced cost.
Alteration has total of 3 combat spells, 1 combat attack spells, 1 summoning spells, 6 overmap spells, 10 general enchantments and 2 unit enchantments.

Conjurers specialize in conjuring various creatures to their aid, and sometimes forces of nature. Their summoning spells are generally cheaper than those of other schools, and they are very diverse. They can also learn spells like Conjure Comet, Call Tremors, City Quake and Tornado.
Conjuration has total of 2 combat spells, 2 combat attack spells, 12 summoning spells, 5 overmap spells, 2 general enchantments and 1 unit enchantment.

Evokers command the forces of destruction like no other. Their Combat attack spells are generally cheaper than those of other schools, and they are very diverse. They also have spells like Storm, Forge Blast, Fire Storm, Tornado and Fire Domain for blasting enemies from afar.
Evocation has total of 2 combat spells, 9 combat attack spells, 2 summoning spell, 5 overmap spells, 1 general enchantment and 1 unit enchantment.

Enchanters can fortify their units with wide variety of unit enchantments, and also use certain Power Words and charms on enemy units.
Enchantment has total of 4 combat spells, 1 combat attack spell, 2 summoning spell, 1 overmap spell, 2 general enchantments and 11 unit enchantments.

Cosmos spells are available for all wizards, regardless of their school. There are some spells that will be available only on certain conditions though, like Spell of Mastery is only available for multiclass wizards and Mighty -enchantment can only be gotten if Shadow World is available. In addition to more general type of spells, Cosmos spells include some usefull summoning and enchanting spells, alltough theyre generally pretty expensive.
Cosmos has total of 5 combat spells, 1 combat attack spell, 2 summoning spells, 4 overmap spells, 5 general enchantments and 3 unit enchantments.


New abilities:
(At least some of them)

Clarity [Crusader]
Gives Willpower & Immunity to Drain Will.

Prismatic Breath [Cold Breath]
Deals Fire, Cold and Lightning damage. Only for some of the most powerfull units..

Aimed Shot [Fire Crossbow]
13ATT, 7DAM, extra long range, 1 shot. Advanced archer skill.

Kill Shot [Throw Spear]
10ATT, 15DAM, long range, 1 shot / day. Advanced archer skill.

Gunfire [Poison Darts]
11ATT, 6DAM, medium range, 3 shots. Powerfull ranged attack for some advanced technological units.

Psychic Attack [Shoot Javelin]
12ATT, 8DAM, unlimited range. Magic and holy damage types. Combined with seeker, this ability can be real nasty..

Energy Beams [Lightning Bolts]
10ATT, 5DAM, long range, 3 shots. Lightning and magic damage. Doom gaze animation.

Corrosive Breath [Fire Breath]
11ATT, 7DAM, breath attack. Physical and wall damage. New breath attack with physical damage type attacks defense instead of resistance and damages walls.

Smite [Spread Attack]
10ATT, 10DAM, holy damage. Divine storm animation.

Secret Weakness [Dragon]
Powerfull units have this attribute, and also some other strange creatures. Slayer ability [Dragon Slaying] gives +5 ATT against these.

Might [Shadow Walking]
Gives +2 to all stats, allows immunity to shadow sickness, and disables Changeling ability from unit. The temporeal version of this ability gives +1 to all stats, and any unit can get it from the Altar of Might [Shadow Weed], except the units that allready got permanent version (or enchantment) of this ability.

Normal [Shadow Walker]
Allows immunity to shadow sickness, and disables Changeling ability from unit. All units in game have either this ability or the Might ability, meaning that all units are immune to shadow sickness and cant use changeling ability. Normal unit is able to get temporeal version of Mighty ability.

Dragonkin Growth [Draconian Growth]
Allows Dragonkin Warriors to become either Dragonkin Nobles or Allosaurs at gold medal.

Natures Blessing [Free Movement]
Nature lends its aid for the unit. Gives free movement, +2RES and immunity to entangle.

Rune of Mastery [Wind Walking]
Allows a Unit to Float across all Terrain, gives +2ATT and immunity to freezing.

Multiply [Devour]
Gives the Unit a chance to steal it's Targets life force with each Melee Strike and, when a unit is disintegrated, produce a Gremlin in a new combat round.


Hero Classes:
(Some possible quidelines..)

Champion [Warrior]
- Decent ATT, high DEF, high HP
- Block, extra strike, mounted, polearm, physical protection and other protections are common
- Leadership I and holy or unholy champion, willpower at start

Bard [Paladin]
- Decent RES, decent HP
- Aimed shot, taunt, pixie dust and seduce are common
- Spell casting I, bards skills, leaderhip II-IV, some have ranged attack with mark 1-2 at start

- Decent ATT, decent MP
- Control animal, archery, critical / aimed shot, spear of slaying, natures blessing, trap and concealment are common
- Mark 3-5, vision 2-3, heroism and some ranged attack at start

Assasin [Rogue]
- Decent ATT, low DAM (compensated by mighty meek feat), high MP
- Double strike, first strike, blurred, energy drain, throw blades, venomous spit, gas breath and poison strike are common
- Some concealment or invisibility, mighty meek, vision I and wall climbing at start

Cleric [Priest]
- Decent DEF, high RES
- Holy dagger, hurl lightning, black bolts, divine breath, lightning abilities, protections, holy strike are common
- Spell casting I, true seeing, turn undead, healing 1-2, mark 2-3 at start

Sorcerer [Shaman]
- Low ATT, low DAM, high RES, low HP
- Magic bolts, fire bolts, frost bolts, flame throwing, frost blowing, bombard, lightning abilities and some protections are common
- Spell casting III, mark 4-5, and some ranged attack at start, willpower

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Good Wizards: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Neutral Wizards: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Evil Wizards: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~Wizard Skills:~~~~~~~~~~~~

Explorer: 4 Skill Picks
Conqueror: 4 Skill Picks
Summoner: 3 Skill Picks
Peace Keeper: 3 Skill Picks
Merchant: 3 Skill Picks
Survivalist: 3 Skill Picks
Constructor: 3 Skill Picks
Scholar: 3 Skill Picks
Expander: 3 Skill Picks
Enchanter: 2 Skill Picks
War Mage: 2 Skill Picks
Channeler: 2 Skill Picks
Casting Specialist: 1 Skill Pick

Anarchist: 4 Extra Skill Picks
Pacifist: 4 Extra Skill Picks
Decadence: 5 Extra Skill Picks
Bureaucrat: 6 Extra Skill Picks
Technophobe: 6 Extra Skill Picks


Special thanks to Kirky Picardo and BNW mod for the additional graphics!


If you got cool ideas for improving the mod further, or something, feel welcome to post here.

[This message has been edited by Griffith (edited 01-19-2018 @ 06:05 AM).]

posted 08-18-11 09:45 AM EDT (US)     151 / 241  
I will re-check, but it seems to me there were at least 4 different races, including Beastmen and Enchanted Forest. In most cases Village-size settlements were defended by a single lvl2 unit. Undead village was most heavily defended by 4 lvl1 Zombies.
In gold income structures, schools (nodes), ruins, crypts and etc random guards met my expectations for all the strength settings.

Spell check failed - not enough mana
posted 08-19-11 06:38 AM EDT (US)     152 / 241  
OK, the map is converted and adjusted and I will upload it soon. There definitely is an issue with units groups assigned. For example, weakly guarded watchtowers on wasteland sometimes are left unguarded. On beaches and grass, on another hand, Weak guards may include lvl7 giant or even two.

Spell check failed - not enough mana
posted 08-19-11 08:11 AM EDT (US)     153 / 241  
A very cool idea, Oleg!

I'm definetly interested to take part in this blind 'mod-game playing' project. I have downloaded this mod some time ago, but still hadn't the time to have a closer look at it. It seems I would be a perfect candidate then.

A Proud Member of the Unofficial Patch Team
posted 08-22-11 01:25 AM EDT (US)     154 / 241  
Yeah, I always thought the town defenders in RMG maps is pretty weak.. Hellbrick told me how to increase the value of the defending army, but the problem would be that the best units in the players starting armies would be disbanded, causing unbalanced starting troops, especially if the prices on units varies between races. But you can manually add defenders for the towns in the map editor, right? And I dont think Strong defenders are too much for towns, theyre worth it.

I see your map uploaded now, I'll add the link for the opening post if you dont mind.

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 08-27-11 02:18 PM EDT (US)     155 / 241  
Check it out:
Strange Lands Mod - Anarchy and Treachery (original by Tattersail)
Edit: heh, missed your post, that what happens to people who write rather than read
I see the point about the guards in towns now. I remember that problem, but I thought it was about number of units being restricted to 8, not about the army's value. And then it was about mods with less variaty of typical units costs of different races...

Spell check failed - not enough mana

[This message has been edited by Oleg123 (edited 08-27-2011 @ 03:14 PM).]

posted 09-01-11 09:09 PM EDT (US)     156 / 241  
Hey guys. I have a minor problem with my SL mod. The race names in game aren't changed ... as in, the Vikings are named the Frostlings. It's not a big deal, but it's certainly annoying. I've tried reinstalling the mod, setting SL resources as the custom mod and restarting the game. Nothing has worked thus far. Thanks.
posted 09-02-11 11:51 PM EDT (US)     157 / 241  
Lydyn, your problem gets solved when you start the game using Strange Lands Mod.exe.
posted 09-07-11 08:21 PM EDT (US)     158 / 241  
Another update downloadable from mirror 1 or mirror 2 (65mb)

It became clear that some morphs were still bit overpowered, so I removed some and made some others harder to get. Other changes include:
- removed weaknesses from dragonkin
- added few units for revenants, dragonkin, beastmen and ainúr
- assasin heroes bit stronger
- growth penalties removed or reduced
- some changes on enchantment sphere spells
- some new graphics for towns

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 09-08-11 03:25 AM EDT (US)     159 / 241  
sounds promising

Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
posted 09-11-11 08:17 AM EDT (US)     160 / 241  
Magic elementals suffer from shadow sickness.

In other news I love this mod even more than before. The new magic schools and races are nicely balanced and all have something I feel I just can't do without.
posted 09-11-11 10:29 AM EDT (US)     161 / 241  
Remove entangle strike, it gives melee units the upper hand against all other melee unis, with the exception of giants, if you do something like this you could as well place static shield and all units in a race, just ss is not as op as entangle strike that binds you for 2 turns in combat and can't be removed with fire like web.

Make Ancient Lore cost twice as much, its too cheap for it stats and hosts of abilities. There are units that costs 800-900 gold that are much weaker. The fireweakness is not much of a weakness cause Ancient lore has high resistence and is immune vs melee units with his entangle strike. Only Fire Giants with their inihate big stats, nature blessing and fire strike can counter it. The spell itself is not that cheap and could be dispelled. Also the Ancient lore has magic are very generous with magic immunity in this mod.

Lizards on the other hand have only weak ranged attacks. They lack area targeting ranged abilities. like hurl firebomb or hurl lightning. Their melee units could have higher attack at lower tier too.

However i view Lizards as the most balanced race in your mod. For their end tier units the snake and dragonet i would try to make them more diverse, they almost have the same stats + abilities. Also i think there are better big snake models you could use too.

Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
posted 09-12-11 07:51 AM EDT (US)     162 / 241  
Lizard heroes still have lightning weakness.

I don't think entangle strike is in any way overpowered. Nature's blessing is easy to come by and freedom is always available.
posted 09-12-11 10:25 AM EDT (US)     163 / 241  
where is freedom and natures blessing always availible? go online and i show you power of entangle strike.

you must dream a daydream

Honored Core Balance Team Member of UPatch 1.4
Also known as TirAsleen
posted 09-13-11 08:04 AM EDT (US)     164 / 241  
Thanks guys, I'll make note of your observations..

Btw Tir, I think you couldve beaten Luna in that battle if you had used the black breath on the Dragonet. Also the Half-Dragon couldve been a good choice against the treemen, as it has fire strike. Anyways, perhaps I'll test them out myself and see if they need additional boost.

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 09-13-11 08:39 AM EDT (US)     165 / 241  
Be prepared for an essay:

You seem to missview the balance a lot if you think a unit with high cost like 800g is more worth than 1 powerful hero, powerful combat wizard and powerful unit he build. Just cause they are cheap(hero and wiz did cost actually nothing) do not mean they are weaker than a dragonet in a 1 by 1 comparission. Please compare stats! For 800 gold the dragonet should be TWICE as strong in base stats as the ancient lore and have TWICE as much abilities as he costs TWICE as much. And Costing more gold also makes up for insane production turns if you are not automatons or giants.

I replayed that battle several times against myself in classic mode. even with all breath used and 5 enchants on the dragonet(natures blesssing too) there is no hope to win this. Also had many enchants on my units and dispelled lunas who used heavenly bless and fury.(in original fight i dispelled 8 enchants from him while his wizard had only 20cp using holy light) My units got more powerful enchants too, but its no use. So just note 2 things: more powerful enchants and more expensive units vs his dirt cheap units with dirt cheap enchants(bless/fury only)

He had 3 powerful units and i had only 1. I can only beat max 2 of them. The breath is merely useful to kill the weak trees but they have resurgence too. The Ancient lore has way too much hp to be killed by this breath + high res too.

There is the wizard with awesome stats, the hero with awesome stats and the ancient lore with awesome stats. they all had high def/res/dam/att, + healingIII keeps the hero alive for a while.

Stop underating ancient lore, who is not easy to hit/dmg with his high def/res stats and costs nothing at all 450 is not far way from a normal 300 gold lvl4 unit. I payed almost 1300k for the dragonet, as i rushed him with 900 gold when he was 50% build.

You seem to missview the balance a lot if you think a unit with high cost like 800g is more worth than 1 powerful hero, powerful combat wizard and powerful unit he build. Just cause they are cheap do not mean they are weaker than a dragonet in a 1 by 1 comparission. Please compare stats! For 800 gold the dragonet should be TWICE as strong in base stats as the ancient lore and have TWICE as much abilities as he costs TWICE as much. And Costing more gold also makes up for insane production turns if you are not automatons or giants.

Staying behind is no option as well as those 3 units had high dmg + wallcrushing and his wizard wall climbing.

The breath only managed to kill the weak trees and slightly wound those 3 powerful units he had.

U can't win with just 1 Dragonet and very weak lizard units.

you are welcome to play lizard like i do, use all units except dreamdragon(we know its the only good unit) and try to survive. Its the hardmode of SL.

Yersterday, i played another round with them this time massing terrodax. it was no use either You need to give lizard units (except dream dragon) more abilities and better def/res + more ranged abilities. I mean gasbreath does nto impress anyone in this mod many are immune to it. Its really an uphill battle all around.

Try to compare enchanted forest with lizards, they both have smiliar town bonuses and many units, just forest has it more cheap, more powerful, more versatile. All around. Maybe you planned the lizards to be THE underdog race so veterans can use it vs newbies.

Just use the editor and view them or play them in games.(newbs don't count)

The stegadon is mismatched, i think he should get abilitis on gold and lizard growth removed rather. It should stay a tank unit, not transform into something it was never supposed to be.(another lvl3 unit just a ranged one)

and he needs +2 def to compete with the demisaur too. Block is no use if the def base is as low as 9.

Another observation i made was that most players that play lizards always go for the Dreamdragon no matter what. I think this prooves singlehandely how unbalanced lizards are,the purpose of your mod is to use more units not less. If i play legion, giants, undead, avians etc....i have shitload of useful units not just 1 option as with lizard.

Also your gold costs are very missmatched many powerful high level units costs half gold while dragonet is very expensive for what it provides. Unreasonable high cost. I also think the snake is too expensive a bit. Dragonet and this snake should be more diverse they share mostly the same stats and abilities.

again, def/re allaround on their low-mid tier units is too low, it does not work in a mod with powerful ranged attacks with bombards of all kind and high markmanship, left alone those physical protected units with powerful strikes for the melee part. Lizards are powerless.

But i play them without dream dragon until i win.

You can have weaker races and strong races, but i urge you to review the gold costs, they are very mismatched in this mod. Units costs 800g-1100g the other one 350g-450g and the more expensive one can have weaker base stats and less useful abilities too! Thats kinda the problem nr Uno in this mod. Even your gold dragons for avians cost less than a dragonet.

Btw, you don't know the prequel of this small episode. We had a game sometime with muna, you, blob and me. And muna did rush a lot of ancient lores. And killed u first.

After that i rushed someone in his corner with beastmen and took over the legions there, that was the battle with the many legion priests and their hurl firebomb.

Blob attacked with lizards in the south and got webbed. He could not attack me and was scarred of 3 stacks of legion priests.

So Munas ancient lores and Blob lizards with dragons, T-Rex and 1 Dragonet did fight a big epic fight.

The T-Rex was instantly killed, cause hp are no protection at all without proper def/res. And dragonet was no use at all and also killed easily, same way as mine died

So i have really to wonder why lizard end tier unit must cost double the ammount of enchanted end tier units? If you want power, units need to have very high gold cost! They should not be availible for free!

So, finally, i never saw a lizard player dominating the game in SL, maybe if he build dream dragons, but not without them. I never saw the dragonet survive a single TC. And you certainly only build it to get to the true dragon, on its own it has hardly any value as its price is too high for what it does, you get easily outplayed if you count on this unit.

29mp with explorer and ancient lore is not slow enough, as we play striclty rmg maps with roads and haste beery trees in them. I am very dead sure, griffith, i will wipe the map everytime i would play undead, avians or enchanted forest abusing their most powerful and dirt cheap techniques. You can have this op stuff around if you wish, but make at least prices more reasionable, thats the easiest way to blance the strenght of units.

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

[This message has been edited by DarkMystery (edited 09-13-2011 @ 09:34 AM).]

posted 10-03-11 07:13 PM EDT (US)     166 / 241  
Oh right, I forgot to reply to this earlier. Anyways, I think we've discussed about most of this in chat already. I suppose you got a point about Dragonkin, some of their units could still be cheaper. Also we've talked about nerfing Avian and Undead, dunno what should be done about Enchanted Forest though. Perhaps weaken the racial structure units a bit.

I know the balance isn't perfect or even very good in SL mod, for this kind of mod it can be bit challenging. But with further testing and such good feedback, I think it's improving.

I might be converting the mod for MPE patch sometime soon, so that adds some extra features (and challenges) also.

Also I want to thank akaBOBAH for the russian translation of the .mld -files. I added those to last update but forgot to mention that on credits..

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 10-24-11 10:06 PM EDT (US)     167 / 241  
Update 11 uploaded today. (70mb)

- Most of the strongest wizards were tuned down a little.
- Startup spells were sorted out better (the spells you start with should be usefull in beginning at least, although the number of spells might differ a bit, depending or research cost I suppose)
- Dragonkin and Beastmen got some improvements. (like cheaper high tier units)
- Revenants, Undead, Visitors, Avian and Enchanted Forest weakened on some parts.
- Various changes on spells (like Thaumaturgy spells more expensive, also changes on Necromancy and Enchantment spells)
- Added the Mountain Gorilla (although it's not certain whether its actually a man on gorilla suit) and Flying Carpet (Many thanks to Kirky for providing this nice ILB)
- Some stylish new race / town graphics for Revenant, Beastmen and Dragonkin.
- Also tons of other changes of which I'm too lazy to list..

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom

[This message has been edited by Griffith (edited 10-24-2011 @ 10:13 PM).]

posted 10-25-11 03:32 PM EDT (US)     168 / 241  
Nice thanks for the mod, it assured great fun at an AoW LAN-party.

What tastes like chicken? Precious ? Yes !
Chicken does, but so does turkey. It means they are all
against us, how else would explain such an inconsistency ?

You ,you're against me, at least I know that.

The universe smiles wicked, hungry smile at us, but through bars, mind you.
posted 10-25-11 04:40 PM EDT (US)     169 / 241  
Happy to hear.

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 12-01-11 07:28 AM EDT (US)     170 / 241  
There are no Garth or Theodén among choosable good wizards.

Alliance starting units are ridiculously underpowered when compared to any other race. I suggest replacing the swashbuckler with something useful.

Otherwise the mod is excellent, IMO quite well balanced and great. I miss the amount of heroes from CoMA, but I don't know how to include (at least some) of them.

[This message has been edited by Thurisaz (edited 12-01-2011 @ 07:33 AM).]

posted 12-02-11 03:12 AM EDT (US)     171 / 241  
Hello Thurisaz, and thanks for the nice comment.

You might have a point about the Alliance, they start pretty weak, although they have more versatility on the units they can build later on compared to most other races. I'll try giving them some strong unit for the starting army for next update.

Yeah, number of heroes is pretty low compared to CoMA (which used mostly the finely crafted Dwiggs heroes). I'm not that into making heroes, but Munataros hinted he might like to lend a hand on this. Adding more heroes yourself (as in making a custom variation of the mod) is bit impractical atm, because the custom executable is set to use only the resources at %AoWSM%\_SL_Res_ folder. But that might change sometime soon..


Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom

[This message has been edited by Griffith (edited 12-02-2011 @ 03:13 AM).]

posted 01-28-12 01:22 AM EDT (US)     172 / 241  
I have downloaded all the files as listed in the OP, but not executed them yet. I would like to be able to return to the default version or to other mods, such as BNW3.2.

Since the instructions here say that all you have to do is set English in AOWSMSetup and doesn't say anything about setting Custom Resources, how does one remove or disable Strange Lands?
posted 01-29-12 06:15 AM EDT (US)     173 / 241  

You don't have to disable the mod in order to use other versions or mods. SL mod uses its own exe-file which uses its own resources by default. So it doesn't affect other mods.

I'm in the process of converting SL to MPE patch, after which you can select the mod through the MPE setup. After that it will be easier to use custom version of the mod also.


Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom

[This message has been edited by Griffith (edited 01-29-2012 @ 06:26 AM).]

posted 01-29-12 06:52 AM EDT (US)     174 / 241  
SL with MPE *drools*

Spell check failed - not enough mana
posted 01-31-12 09:06 PM EDT (US)     175 / 241  
Wrong thread, but converting CoMA too?
posted 02-01-12 01:56 PM EDT (US)     176 / 241  
Dunno if I'll be converting CoMA to MPE anytime soon. Enough work to convert just 1 mod. Also I am more interested in SL mod atm, so will be focusing there. Some of the new features in SL could be interesting to you too though.

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 02-16-12 03:30 PM EDT (US)     177 / 241  
SL version 2.0 now available! (75mb)

I thought I'd use a version number for a change, as this was the biggest update so far and adds plenty of cool stuff. Mainly thanks to MPE patch -conversion, but there was a sizable reworking on various other things as well. Note that you will now need to get MPE patch also and use MPE Setup to select SL mod. (But you still use Strange Lands Mod.exe to start the mod)

Most MPE executable changes now apply to SL mod as well. Here's things that are different:
- Independent units don't cost as much extra. (+0%/+0%/+10%/+20%, for levels 1/2/3/4+)
- Pacifist & Conqueror returned to original values.
- Summoner, Enchanter & War Mage don't increase the chance to get corresponding spells as much. (if at all, those variables act a bit funny on my test games )
- Walls and gates are heavier. (Stone gates & walls are actually very strong now, but need city size to be built and cant be gotten at start. This means watchtowers have strong walls also though.)
- All wizards start with 3 skill picks. (This was one thing I wouldve liked to keep as it was earlier, but oh well, cant have it all I suppose. You can still choose different "bodies" for your wiz though, but now all of them are pretty tough, in one way or another)

Other Changes:
- The units were reworked a bit to correspond to the new abilities and ability level system of MPE. (ability levels also show now on the ability list by default, which is nice)
- Wizards reworked
- Spell schools were tinkered with a bit (all schools got some changes, but especially alteration, evocation and conjuration. See Magic Schools.xls at \Strange Lands Docs for more info.)
- Spell icons were changed a bit.
- About 10 new heroes.
- New defenders for overland structures. (Now defenders consists mostly of "original" races, and CoMA units. So now many of the units see more frequent use, hopefully. )
- Various changes on playable races, especially Beastmen units got even cheaper. Avian got some new graphics, Alliance got Samurai for a starting unit, etc.

As always, I dont bother to list anything more specific as theres so big amount of changes. Anyways, hope some1 enjoys, and please give any comments & suggestions if something comes up.


P.S. Many thanks to Hellbrick for help in exe -modding.

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom

[This message has been edited by Griffith (edited 02-17-2012 @ 06:28 AM).]

posted 02-17-12 07:07 PM EDT (US)     178 / 241  
Cool New Units Especially Werewolf and carts, Grifith from which game are those? Or its product of 3d max program or such?
posted 02-17-12 09:23 PM EDT (US)     179 / 241  
The werewolf is from Baldurs Gate 2, i think. But it was converted by PawelS or FireGolem, I havent really converted unit models for the mod. (Mostly just used the fine work others have done alrdy )

Maker of the CoMA and Strange Lands mods.
Check out the AoW Chatroom
posted 03-05-12 03:56 PM EDT (US)     180 / 241  
Good changes. Dont know if you will continue this work. It is almost perfect now.
One suggestion so far: Diversive independents are great, but i think some map objects needs more strong guards (artifacts storages, markets maybe).
Today i finished full translation to russian (in exception of unites descriptions). No conflicts with original game. A week for testing than i will try to submite it to russian community.

Racial buildings has no full descriptions. To understand what they do players must read "race tips.rtf".

[This message has been edited by akaBOBAH (edited 03-08-2012 @ 08:27 AM).]

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Age of Wonders 2 Heaven » Forums » General Discussion & Suggestions » Strange Lands Mod [was LOW]
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