Oreshnik Missile
BING XI LAO
I should use these message triggers more in my maps; might go back and add loads of them to the ones I already made. Reminds me of the simple storytelling of homm3, here
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It will make the AI use its heroes a little more agrressively. It makes a long campaign quite challenging in SP by making heroes a lot weaker, and by making it harder to garrison, supress and migrate hostile cities. Archers are no longer god-tier, and unit upkeep by tier is 2/5/10/15 instead of 4/6/8/10. Various spells and abilities do more damage, except for Archery, Hurl Stones, and Poison Darts, which thankfully do much less (only shooting half as much as before). Spellcasting I/II/III/IV/V no longer gives 10/20/30/40/50 casting points, now it's 5/10/20/40/80, though this may've been rescaled since.Would be useful to know if it was intended for SP or MP, and how it will affect the AI.
It will take a hell of a lot of modding to make AoW1 superior to Shadow Magic game mechanics wise when it comes to the SP experience, IMO.
Also, the campaign has been improved so that you can play with the lizardmen, then return to your original elf/darkelf faction for the last part of the campaign. In the original campaign setup, siding with the lizards came with a warning that it would merely annoy Julia/Meandor, but then you find that they've cast you out entirely, which wasn't really justified. The guy making it also seems to be making mild map improvements to the campaign and may eventually make his own campaign, based on the Late Bronze Age collapse and covering the original fall of the Elven Court to the Human hordes.
My Sword and Sorcery Ruleset (in the OP) now comes with a version that's slightly tweaked, intended to fit in with AoW+'s archery nerfs and reduction in tier1 upkeep.
Azrac bows take a recurve shape, and some are skilfully layered with bone and wood. But this archery tradition comes from low-caste tribes, those which were among the last to submit to Yaka. The most zealous Azrac warriors prefer to risk themselves in melee, leaving archery to levies and militiamen. These troops are no more skilled than the archers of other races, even if their tools are finer.
In ancient times, Azrac infantry would skirmish with slings, javelins and bows, always ready to retreat from a difficult battle. Since the rise of Yaka's faith, this approach has been replaced by tight-knit bands of fanatics who charge into melee wielding heavy single-edged scimitars. These footsoldiers are lightly armored, and deride those who wear armour in the hot climate as 'cauldrons'.
The most vicious tool of Azrac beastmasters are trained scorpions. These are tame and docile with men wearing certain scents, such as the chives popular among Azrac troops. Placed in a house or camp, the smaller type of scorpion will lurk until darkness falls, or find crannies such as boots to hide in. These are a potent assassin's tool.
Others are the size of a large dog, and still possess a share of their smaller brothers' venom. Their hard exoskeletons and large pincers make them usable in battle.
Giant Scorpions can move undetected in caves and desert, and can climb town walls.
Elephants appear ponderous, but they can comfortably travel a hundred miles from one watering hole to the next, and their charge in battle is devastating. When Elephants break the gates of an enemy town, the Yakamajal praise their strength as symbolic of the Azrac nation, but otherwise take little interest, associating beasts with the low-caste beastmasters who tend to them.
Under an ancient cult of water and the moon, Elephants had a more prominent role, revered instead for their long memory and peaceful hearts. Several remote oases were discovered by Azrac parties following the footsteps of a migrating herd. In the old festivals, these intelligent beasts held place of honour, and gentle music was played for them to listen. These old rites are remembered only by the elderly in remote settlements, and none dare speak the moon faith's name for fear of Yakamajal scrying-spells.
Azrac priests are called the Yakamajal, meaning "The Will of Yaka." They worship the ageless, all-seeing Azrac king-god, Yaka. The priest caste is the living embodiment of Yaka's will in the world. They lead his chosen people as teachers, headsmen, and judges, enforcers of Yaka's Code.
Like other priests, the Yakamajal project magical bolts with greater skill than Shamans or Clerics, and are harder to strike. They are immune to fire, and impress their subjects by entering sacred pyres in the course of public worship, from which they draw the right to wield Yaka's own flames in judgement. Though sanctimonious, they will heal those wounded in the course of honour. They can dispel infidel magic, and possess the power to repel the Yakamapu, meaning "The Waste of Yaka," more commonly known as the Undead. The most accomplished Yakamajal can project Yaka's will on lesser minds.
The Azracs are the first recorded race to domesticate the horse. Their horses are legendary for their stamina and strength, even in blistering desert heat. The finest breeds have been kept under close guard ever since some were stolen by Human emissaries centuries ago.
Foregoing heavy armor, these troops rely upon their steed's swiftness and the length of their cavalry sabers. Along with the Elves of Silvanus, Azrac Riders are the most skilled cavalry scouts in Athla, and are the highest of the non-priestly castes in their society.
Like all of their race, Azrac cavalry are resistant to intense heat, and the most experienced can evade the sight of enemy scouts when travelling the desert.
Sandworms are huge annelids indigenous to dusty plains and semi-desert. They hunt animals and humans, lying in wait underground until the sound of footfalls alerts them to nearby prey. When starving, they will also strip the bark and leaves from trees. Dry soil and sand is their homeland; in damper environments, they must travel aboveground or fall ill.
Training these animals is difficult, but they are not as stupid as their brutish appearance might suggest. Azrac beastmasters have learned to use a system of drumbeat rhythms, along with gifts of cattle, to communicate with the great worms, developing a rapport over several months with an adult sandworm. Attempts to domesticate these creatures from birth have failed, as juveniles lack the necessary intelligence.
Sandworms concealed in dunes, plains, or cave dirt can ambush enemies. The beasts have the strength to break city walls, and their circular maws are perfect for digging tunnels.
The Beholder's spherical body consists of a central eye and a wide maw lined with sharp teeth. Squirming eye-stalks make this monster impossible to surprise.
Beholders prefer to inhabit abandoned forts or cities in the heat of a jungle or desert - places where civilisation first held sway, then fell. There, they gather in humid silence above pools of water and gaze into the past, searching for something.
The Azracs have come to revere Beholders as Yakamaheli, 'Eyes of Yaka', and believe they have been sent to watch over Yaka's favoured race. Beholders fight alongside the Azracs to foster such notions, but they grow uncomfortable in the presence of a Yaka Avatar, and try to keep their distance.
Beholders float magically, and their gaze can kill instantly from afar. Those who would fight a Beholder in melee may flee under supernatural terror, or be mentally dominated. Beholders can see through all distances and deceit. They are resistant to magic, and the oldest are immune.
Djinni are spirits of the smokeless flame. From a sandstorm, these beings can take a partly corporeal form, which will then last several months. Azrac sorcerers learned the rules which govern bargains with the Djinni, whose own magical powers are considerable. For an era, every Azrac city of note was ruled by a petty mage-king allied to one or more Djinni, and the logic of a Djinn-bargain became reflected in the wording of social codes and laws. Yet when these mage-kings fought one another, their Djinni patrons never came to blows save in jest.
Under the rule of the Yakamajal, there are no independent magicians able to strike such bargains. The Yakamajal possess that knowledge, but the dogma of their faith accords special status to Djinni, requiring that no demands be made of them. Instead the Djinni aid the Azracs infrequently, for secret motivations.
Djinni are skilled swordsmen who can float, fire magic bolts, and are invisible to mortal eyes from a distance.
According to legend, were Yaka himself to set foot in Athla, the intense heat would melt the world, folding it like a scroll. Since this has not yet happened yet, it is presumed that he remains aloof.
Yet the God does make his presence felt. When their mortal armies falter, the Yakamajal priests turn to their God, investing His presence into a statue bearing the symbols of divine kingship. These vessels walk under the power of priestly sorcery, but it is Yaka Himself who looks forth from painted eyes.
Avatars under Yaka’s possession can be destroyed, but not easily. They are immune to the powers of life and death. Just as flames bend to serve Yaka, so do the flickering thoughts of men. Yaka's followers are emboldened by the presence of an Avatar, while weak-willed enemies kneel.
I agree, the art and the music of AoW 1 are the best of the series. It is also very readable and has a good interface. AoW 2 is also decent although some art elements don't mix well with the rest and stand out to much. The worst of the bunch is AoW 3. The popups and the floating text on the right side in AoW 3 are terrible, and the overland map is hard to read, unless you zoom out.Good descriptions.
Am I the only one who always pretended that the Yaka of 2 was an imposter? Really doesn't jive with the powerful monotheistic fire god of the Azracs, whose religion seemed to parallel Islam with a dash of Zoroastrism.
I don't know why, but I find AOW1 to be the most aesthetic of the AOW games. Sure AOW2/SM are very beautiful, but the AOW1 is just incredibly pretty and immersive.
https://rpgcodex.net/forums/threads/sheep-spam.134578/page-2didn't like them back then
AoW+ is designed for single player, much to my chagrin. It makes very minor alterations to the AI, but the income changes and city changes do make singleplayer vs AI a much more challenging and interesting experience. It's the third link in the description.I can't keep track of things longer...but there's two recent AOW1 mods that rebalance the game, isn't it? AOW+ and?
Anyway, which one is recommended for single player? I'm not really interested in that illusive "balance", but in anything that enhances the AI and evens the playing field somewhat.
I just remembered, didn't you make a Ruleset yourself? Which one was it?I can't keep track of things longer...but there's two recent AOW1 mods that rebalance the game, isn't it? AOW+ and?
Anyway, which one is recommended for single player? I'm not really interested in that illusive "balance", but in anything that enhances the AI and evens the playing field somewhat.
I just remembered, didn't you make a Ruleset yourself? Which one was it?