Oreshnik Missile
BING XI LAO
Making a new map of the "freeform" type, no overall layout preplanned.
What's the Warlock's folder?Starting from the Warlocks folder I was able to see the new splash screen at least, but it still crashed when loading a map.
What's the Warlock's folder?Starting from the Warlocks folder I was able to see the new splash screen at least, but it still crashed when loading a map.
Oh sorry, that needs to be renamed too. All of this stuff is supposed to overwrite the default versions of these files, in their default locations, and I just renamed them with "warlock's" so I could store them alongside vanilla in the same directory. And to know what they were of course.What's the Warlock's folder?Starting from the Warlocks folder I was able to see the new splash screen at least, but it still crashed when loading a map.
Release->Warlock which contains the release.hss and the .pfs files.
Basilisks are an accursed race, doomed to ruin their powerful minds with gluttony and wrath. These monsters will fight anything that stands in the way of their next feast. The same gaze which slays enemies imbues flesh with narcotic properties, though Basilisks do not care whether they consume hale meat or rotten.
Basilisks can be manipulated with drugs and promises, but this is dangerous. Sometimes a more lucid Basilisk will turn the tables, forcing Lizardmen to aid it in a desperate campaign of loot and pillage. As each Basilisk feasts, the curse maddens and rapidly ages it. In wartime, desperate Lizardmen may bring a Basilisk to adulthood swiftly by feeding themselves to a hatchling. The resulting beast will be dangerously insane and will soon perish of old age if it slays the foe.
A Basilisk’s regard deals death and pierces deceit exactly like a Beholder’s, but unlike those enigmatic beings, Basilisks despise the past and will destroy ancient relics whenever they may.
Well, the first version of this map was really buggy, and I decided to release version 2 without any flaws(that I know of).
Here are the list of fixes:
-AI opponents no longer torch their own cities or disband half their troops
Only one that's more convenient to use than the previous one in terms of directories or references or whatever IIRC. No added functionality over previously released DevEd.Hmm...didn't AoW+ come with a custom editor?
Not by the current roster of modders. we lack the expertise. The AoW2 MPE mod did achieve such integration however.Will the hex code that allow to change interesting stuff like ranged attack (attack, damage, number of attack, range, type of damage) and diplomacy will ever integrated in the "official" resource editor?
fix attached to this post. And in future google "showscene crash patch fix age of wonders" and you should find it. I also have it uploaded in the AoW1 discord.I was starting to wonder if my installation had been bugged somehow, since I suddenly got lots of "exception during mapviewer.showscene" errors
Some weird happenings...
Recently I played an old user-made map called Duvian's Rising 1.1, using the Ziggurat mod. After a few turns the Undead razed one of their own cities (Westin), a city they started with and which had Undead population. So the Undead ended up hating themselves and units started deserting. Then a few turns later the Goblins too started hating themselves and their units starting to desert.
So I thought "stupid Bing-a-ling and his changing the racial alignments and relationships" and I istalled a squeaky clean vanilla version of the game instead and restarted the map. I had forgotten to drop the DgVoodoo files into the new AoW folder, but now the game displayed perfectly without it.
And even with vanilla rules the Undead still razed the same city, only a few turns later this time. Didn't notice anything abnormal with the goblins, but the game only lasted ten turns.
Well that is beyond me, the map is password protected so I can't rummage around inside, and the AI turns take too long for me to bother playing it much. I did notice they have Shadows which are on Terrible Morale on day 1.... how???I've never seen the Undead razing their own Undead cities before. AFAIK these things can't be scripted in AoW1, so what gives? (And why would the Undead have morale anyway?).
And the Goblins suddenly hating themselves is even more mysterious.
I don't know what DgVoodoo is, but Display setting are in the AoWSetup program. Which I have to set to admin/compat mode to run it.So the questions remain:
How come the game doesn't need DgVoodoo anymore, and where are the Display settings stored anyway? I can't see any files being modified.
Kobolds are the descendants of Athla's first murderers. These kinslayers fled on pain of death, branded foreheads aching. From camps in the mountains, forests, and caves, they raided towns for food and women. Those who killed again found themselves and their children transformed into sinewy, reptilian creatures. Large amber eyes guided them through the darkness which hid their misdeeds.
In this first era of the world, thoughts and deeds changed body and soul swiftly and completely. The Dark Elves of a later time would experience something far gentler after their dedication to revenge.
Kobolds can never be trusted, as their lust to kill has grown as their stature diminished. They find no shelter among the Dark Elves who require obedience from their servants. For Goblins, Kobolds are cunning enough to fear, but weak enough to drive off - the opposite of a Troll or Beetle. But Orcs care little for those weak enough to be killed by a Kobold and so tolerate these creatures as allies.