I've been obsessively playing Dominions 5 for the past 16 months and have only just now burned out on that game (It's very difficult and complex). So the above style probably owes a lot to the excellent style of Dominions lore.
i just briefly check it, what it appears to change (bear in mind I dont know AOW1 by heart):
unit upkeep cost from : 4/6/8/10 => 2/5/10/15 ... which is a great change!!
Defense cost : 5 => 10 ... expected it to be higher. still improvment.
HP cost: 5 => not allowed? ... whoah.. thats good. I think. Hero can be glass canon, but will not take a role of invincible tank. I like it "on paper" i hope would be good in practice too
looks like migration time doubled - another excellent change. Because I dont like changing each city race, it feels artificial, and take some flavor from game. I will still do migrate cities , but hopefully it would be harder
all unit installation cost 50 and take 1 turn - wtf?! I hope every modder can change that
Hero skill points 1st level: +10 points; next 2nd level +5 .... good good
wall cost (wooded/stone) 60-2turn / 80-2t = > 40-1turn / 250-5 turn [cost of walls depend of city size too]
the cost of independent city bribery is much higher ... very good
"hurray our savior come" - ("no you idiots, i dont want to pay for your training") :D
It installs as a separate .exe file that even references different saved games, so you can play it parallel with vanilla game, so issues switching back and forth.I think I will try this mod when I reach the first user made AoW1 campaign (probably by Arctic Wolf) on my play list.
Should be interesting to see how it works out.
It's ugly, styled after civ5, has bad lore, and streamlined mechanics.What's wrong with AoW 3?
It's ugly, styled after civ5, has bad lore, and streamlined mechanics.What's wrong with AoW 3?
In AoW1 - If your troops don't have magic damage, they literally can't fight Air Elementals or Wraiths, they will just die while doing zero damage, because of Physical Immunity. If you don't have boats, you can't cross rivers, in AoW3 I think boats autospawn or something. You can't take a walled fort, even one with no garrison, without a unit with Wall-crushing, pass wall, flying, or wallclimbing. These are all good things!
Anyhow I get the impression AoW3 is pretty good, but it's definitely not to my taste.
...AOW 1 if they release source code.
Human Archers were commonplace in the wars of the Fall of Inioch's Court. Since then, the bow has been neglected as wealthy warriors look to armour and horses, while the cities establish corps of musketeers and pikemen. Only among rural peasants and hunters does the bow still find favour. While there are some skilled Human archers, the highest compliment given to them is "He has elven blood."
Human Men-at-Arms can be anything from a feudal levy to an independent mercenary. Though cheaply equipped with sword, shield and light armour, such men have been the foundation of Human conquests since the arrival of their race in Athla. Many such swordmen have risen to the nobility by first becoming a captain of their fellow soldiers, and then carving out a new territory from one of the other races.
Pikemen and Musketeers have together become famous after a string of unlikely victories, baffling their foes. The power of the musket and the reach of the pike are necessary for ordinary men to slay monsters, or to challenge elite warriors empowered by shamans and sorcery. Yet the training, discipline and teamwork of these troops set them apart from the rest of Athla just as much as their weapons. They are harbingers of a new, Human-dominated era.
Pikemen can strike first when defending against a melee attacker.
Lancers are recruited from Humans of modest wealth, such as artisans and the lowest ranks of the nobility. Unable to afford heavy armour, Lancers rely on a tactic of charges and retreats, as well as performing scouting duties.
In contrast to the mighty pedigree destriers ridden by Cavaliers, Lancers can only afford the smaller, more docile horses which have been produced by crossbreeding with Azrac stock.
Charlatans epitomise the Human phrase, "Jack of all trades, master of none." Their legitimate talents are few, but they strive to appear masterful at everything.
The one art which Charlatans excel at is deception, aided by the petty spells they mix with their music. Duping others into believing they possess more than their true share of knowledge and wisdom, Charlatans thrive alike in a Mayor's city hall or a Baron's rustic castle. Charlatans see through the deceptions of others with ease.
Charlatans wield magical bolts and the sword competently, but they are ill at ease on the battlefield, preferring to use stealth or brazen lies to achieve their aims. One popular human saga tells the misadventures of a rather dim Charlatan, 'Cugel the Clever', who eventually triumphed over his foe, an Archwizard, through dumb luck and persistence.
Human aristocracy has had only three centuries to develop since the fall of Inioch's court. The basic pattern laid out in that time continues: human lords are expected to active warrior-captains. In contrast to Elven society, even a common soldier can rise to lordly status should he lead a band of Men to conquer new territory from another race. As such, only Cavaliers from long-established holdings are educated: most are illiterate, but read battles well.
As the elite warriors of humanity, Cavaliers are called on to stand head-to-head with dangerous monsters. The bravest are a threat to even a Dragon should it deign to enter melee. Most horses in human lands derive from Azrac herds, but the destriers ridden by Cavaliers are bred with the horses used by Orcish heavy cavalry. Unbiddable but intelligent, these brutish steeds are a threat in their own right with steel-shod hooves.
Like all Humans, the most battle-hardened Cavaliers are adept at leading their allies in battle.
Pikemen and Musketeers have together become famous after a string of unlikely victories. The range of the musket and the reach of the pike are necessary for ordinary men to slay monsters, or to challenge elite warriors empowered by shamans and sorcery. Yet it is the training, drills and teamwork of these troops which truly sets them apart. They are harbingers of a less chaotic, Human-dominated era.
Musketeers wield a recent human invention, adapted from the Dwarven Bombard. These handheld cannons are powerful enough to pierce even a Dragon's scaly hide with their heavy metal shots, and gunpowder is simple enough to produce for any town of significance.
Like the musket, the Air Galley is a human variation on Dwarven ingenuity. Any great shipwright can see an Air Galley constructed, but only the greatest human cities have alchemists skilled enough to create the lifting gas for the twin balloons.
As with Dwarven Balloons, Air Galleys have no sails, and travel under the power of engine-driven propellers. These engines were copied from the Dwarven design after a Dwarf balloon crash-landed in Human territory. Human craftsmen do not understand the principles behind such devices, but as long as they copy the originals faithfully, accidents are rare. The engines are fueled with coal, and each air galley carries a replacement.
Air Galleys sport two rows of ballistae, and can be used to carry seven warriors in airborne assault over walls, rivers, or mountains.
New map is in the works
If you run into the showscene crash fix, then the solution is the first link in this thread; also, using the game setup to run things in Windowed mode allows you to alt-tab without the graphics bugging out. The window can be stretched to whatever size so it's still effectively full-screen.just launched this for the first time in ages and I cannot express how overjoyed I am that the UI actually scales to 4k res and everything is super readable. usually these older games make all the text look smaller than this and fucking impossible to read in 4k
so happy that I can play this instead of needing to play ugly civ5 graphics rip off AoW3