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Author |
File Description |
LordDragatus |

Posted on 07/11/04 @ 12:00 AM (updated 07/13/04)
One day I was wondering about it how no unit has more than 30 hit points even though the game supports units with up to 50 hits. Then I got involved in a debate about super heroes in the forums and finally decided to make this mod.
Right now this is officially an alpha version of the mod, but since I didn't make too many changes and didn't inlcude any new graphics it should hopefully also be the final version.
If you find any bugs plese let me know either by posting in the modpacks forum here at AoW Heaven or by sending an e-mail to LordDragatus@hotmail.com. Note that I check the modpacks forum more often than my e-mail.
INSTALLATION:
Extract the zip file you downloaded into the directory where you installed Age of Wonders. The default is "C:Program filesTriumph StudiosAge of Wonders".
I don't know how to make a rule switching program so you will have to manually switch between rulests. At least that's easy enough to do. ;)
Go to the directory where you installed Age of Wonders. I will refer to this directory as AoW.
Go to "AoWReleaseTough unit ruleset".
Copy the two files to "AoWRelease".
That's it. You can now enjoy in the mod.
If you want to switch back to the original rules do the same as above, just copy the files from "AoWReleaseTs136" instead of copying the ones from "AoWReleaseTough unit ruleset".
Note: If you already have any other mods installed you may need to chage back to TS136 before switching to this mod.
CHANGES:
There are no new units, graphics or structures. I only made changes to existing units and spells.
All units get +50% hit points. Usually hit points are rounded up, but in the case of archers, ballistas and a few other units (like titans) they are rounded down.
Since heroes are unchanged this means that units are stronger compared to them. It also turned out that this makes units with poison, holy and death strike more effective because they can use that ability to poison/curse/vertigo more enemies.
At first that were supposed to be all the changes, but then one by one I tweaked some units and this is the result:
humans:
-musketeers are level 2, so they are a weaker but cheaper alternative to ballistas. Makes humans much more fun to play already at level 2.
azracs:
-all azracs are immune to seduce
foot-units have 28 movement instead of 26 (the description says they wear no armour because they prefer mobility)
-archers and swordsmen cost 13 gold (they're zealots, they don't need much to convince them; makes them a bit more attractive as an alternative to an all elephant rush)
-riders have 6 attack & 2 defence
-priests have 4 attack
-djinns get marksmanship I at silver and marksmanship III and magic protection at gold
lizardmen:
-archers, swordsmen, shamans and frog riders get water concealment at silver and poison protection at gold
-salamanders get poison protection at silver and poison immunity at gold
frostlings:
-archers, swordsmen, shamans and wolf riders get snow concealment at gold
-frost queens get marksmanship I at silver and marksmanship 3 at gold
elves:
-swordsmen get parry at gold
-nymphs have bard's skills and cost 18 gold
-all units (except machines) get concealment at gold
-fairies get magic protection at silver and magic immunity at gold
-unicorns get magic protection at gold
-clerics start with nature's blessing and get it again at silver and gold
halflings:
-pony riders now have only 2 damage but they get parry (seems more fitting for a halfling)
-satyrs cost 18 gold
-rogues get forestry at gold medal (makes cocealment more useful)
-leprechauns have 28 movement, they already have dispel magic III when newly produced (not only at gold level), at silver they get marksmasnhip I and at gold they get magic protection and marksmanship III.
dwarves:
-archers have 8 hit points
-berserkers have bloodlust and get it again at silver and gold
-all dwarves get night vision at gold
-firstborns get cave crawling at silver and wall crushing (and night vision) at gold
high men
-all high men are immune to seduce (does not include titans)
-avengers get marksmanship I at silver and marksmasnhip III at gold
-astras get holy champion at gold and have dispel magic III already when newly produced. They also have turn undead, which improves with experience..
dark elves
-swordsmen cost 12 gold and get parry at gold
-ladies of pain have bard's skills
-riders cost 30 gold, get first strike at gold
-shadows get underground concealment at silver and forestry and physical protection at gold
-spider queens get marksmanship I at silver and marksmanship III at gold
-all units except incarnates (and machines) get underground concealment at gold
orcs
-all orcs with strike get bloodlust at silver and gold
-kobolds get underground concealment at gold
-assassins get forestry at gold
-doom bats get cave crawling at silver and +1 hit point (yes, cave crawling does work in combination with flying)
goblins
-spearmen have 7 hit points (not 6)
-bombers cost 6 gold
-all units except wolf riders, wyvern riders and machines get underground concealment at gold
-wolf riders get concealment at gold
undead
-all units except machines, hell hounds and demons get wasteland concealment at gold
-hell hounds get fire immunity and poison protection at silver and poison and death immunity at gold
-wraiths get cause fear at gold
non-race units
-black dragons have 6 defence
-mermaids have seduce
-earth elementals get hurl boulder at gold
-water elementals get +1 hit point, at silver they get -poison protection and at gold they get poison immunity
-wild boars get mountaineering at silver
-wolves have concealment
-druids have nature's blessing and get it again at silver and gold
machines:
-flamethrower cost 50 gold and have 3 defence (this is to help the AI that keeps producing them)
-drills have 1 attack, cost 50 gold and get strike at silver (if they had strike when newly produced the AI would produce tons of drills instead of tons of flamethrowers)
-builders cost 75 gold
-galleys have 36 hit points (not 37 or 38), but cost 144 gold (instead of 150)
Changes to spells:
All combat spells have their cost cut in half (rounded up if needed). Exceptions are:
- Chain lightning costs 6 mana
- Entangle costs 5 mana
- High prayer and Sacred Wrath cost 20 mana (instead of 15)
- Animate dead and Recall Spirits cost 15 mana
- Sacrificial flame costs 12 mana
- Slow costs 0 mana
- Swarm costs 7 mana
- Turn Undead and Shockwave have their costs rounded down, not up and so costs 5 and 10 mana
I also changed the costs of non-combat spells. Most notably the "storm spells" (Fire Storm, Lightning Storm etc., including Town quake) now all cost 75 mana. Other changes include:
- Fire barrier, 20 mana
- Freeze water, 25 mana (to support Spellcasting V)
- Holy and Unholy champion has 4 upkeep
- Summon Gold Dragon now has 12 upkeep (the 8 mana upkeep in TS136 seemed to be a bug anyway)
- Cosmagic surgery is now a level 2 cosmic spell with no casting and research cost (it still takes 1 research point to research it).
- Vortex costs 15 mana
- Watcher and Antimagic shell cost 50 mana and have 5 mana upkeep
Hope you enjoy it.
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Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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LordDragatus
File Author |

Posted on 07/11/04 @ 12:00 AM
I noticed that the installation insctructions didn't display corectly. I'll try again.
INSTALLATION:
Extract the zip file you downloaded into the directory where you installed Age of Wonders. The default is "C:Program filesTriumph StudiosAge of Wonders".
Go to the directory where you installed Age of Wonders. I will refer to this directory as AoW.
Go to "AoWReleaseTough unit ruleset".
Copy the two files to "AoWRelease".
That's it. You can now enjoy in the mod.
If you want to switch back to the original rules do the same as above, just copy the files from "AoWReleaseTs136" instead of copying the ones from "AoWReleaseTough unit ruleset". |
LordDragatus
File Author |

Posted on 07/11/04 @ 12:00 AM
Anyway, there should be slashes (or backslashes? I don't really differ between the two) between the names of the folders, but they aren't displayed, but they aren't. |
LordDragatus
File Author |

Posted on 07/15/04 @ 12:00 AM
I updated the readme so that it now includes the installation instructions. |
LordDragatus
File Author |

Posted on 02/26/06 @ 10:50 AM
I started using another e-mail adress a while ago. i apologize to everybody who was sending e-mail to the old one in vain.
The new one is: lorddragatus[at]yahoo.co.uk (replace [at] with @) |

HGDL v0.8.1 |
Statistics |
Downloads: | 912 |
Favorites: [] | 0 |
Size: | 112.19 KB |
Added: | 07/11/04 |
Updated: | 07/13/04 |
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