crazy_dave
Educated
Which should I play? And what are the differences between the two...
Not really. It's just different and at some points it was more of a downgrade (like very boring looking and designed castles which are basically 4 walls in AoW2+) and the diplomatic AI is dumb (I remember buying all of its shit but capital and then simply finishing it off). There is a mod-patch for AoWSM which fixes the AI a bit though, but don't jump so happily - as I said "mod"-patch, meaning that modders just fucking had to fuck up the game with new units that don't fit into the game.Reject_666_6 said:AoW2 is basically an upgrade of AoW1 in all areas
MetalCraze said:Not really. It's just different and at some points it was more of a downgrade (like very boring looking and designed castles which are basically 4 walls in AoW2+) and the diplomatic AI is dumb (I remember buying all of its shit but capital and then simply finishing it off). There is a mod-patch for AoWSM which fixes the AI a bit though, but don't jump so happily - as I said "mod"-patch, meaning that modders just fucking had to fuck up the game with new units that don't fit into the game.Reject_666_6 said:AoW2 is basically an upgrade of AoW1 in all areas
I liked the re-playability of the campaigns, you even get to make minor choices, hehe.The Brazilian Slaughter said:AoW has better atmosphere, races and campaign story.
Overall, AoW is to AoW2 exactly like HoMM2 is to HoMM3.
- first tier halfing ranged units are worthless (centaur and halfing slingers)
it feels like a cheap Lords of Magic
Sorry for the necromancy but when i read this :
Overall, AoW is to AoW2 exactly like HoMM2 is to HoMM3.
To me, that means AoW2 is far inferior.
Brings me to why i searched about AoW, i overlooked this franchise for some reason and after trying Shadow magic for 1 hour (tutorial 1 and part of the second one), i begin to think i was just right.
Anyone to change my mind ?
I think i've read AoW III is not very good and apparently, AoW 2 is the best one, so far, there's pros and cons and i'm not sure i can get over the defaults.
Really feels like a turn-based Lords of Magic, which is nice but :
- the teenager hero, Symon or something, not very engaging
- first tier halfing ranged units are worthless (centaur and halfing slingers)
- in the second tutorial, a single bat of doom destroyed one sherif + 2 cavaliers + one centaur + one hellhound + one eagle there were 3 other units which i dispatched "easily"; centaur would miss 3 shots from 2 squares away, cavaliers couldn't hit it, the eagle was already dying and the sherif could shoot at it at first but when he was the last man standing, his retaliations prevented him from using his ability so he couldn't hit anymore ...
- it's a pain to navigate through the UI to find the city building menu when you don't have a message (maybe i'll juet get used to it)
For that, it feels like a cheap Lords of Magic but
- it's turn-based and the combat is alright
- i really like how units can attack multiple times if they don't move or use just one third of their movement
- the assaults on fortified places seems interesting
- dragons and shadow world, seems like there is a lot to discover
I've read other threads where some mods are highlighted.
- Is there some mods to replace the main sorcerer ?
- Do the units gain some experience ? Doesn't seem like it, any mod to add it ?
- Anything to enhance the experience ?
The greatest inspirations for AoW are Warlords and Master of Magic.hellbent thanks for the link, shadow magic is AoW 2 / 2.5 though, i think.
Zboj Lamignat Lords of Magic was an amazing underrated game, i'm not sure how he does nowadays though but i'd replay the shit out of it if it was TB, that's his single default. Beating the game and being able to replay as the dark lord of death was one of my best gaming experience.
Actually, from what i've seen, AoW is heavily inspired by Lords of Magic and/or they're both inspired by the same source.
The greatest inspirations for AoW are Warlords and Master of Magic.
AoW has almost exactly the same stack mechanics, and automatic combat resolution is very similar. Map elements such as ruins work almost exactly the same - AoW expands on these ideas obviously by introducing tactical combat and it's a more refined game with many more elements, but it's interesting to go back to Warlords after playing AoW and to look at it from a different perspective.Holistic Gynecologist thanks for your insights.
The greatest inspirations for AoW are Warlords and Master of Magic.
Warlords, i don't see it at all and i played my fair chare of Warlords I and II