Quoted from DarkMystery:
Players think about races and units not about a wizard that sit in his tower doing absolutely nothing. we don't need wizards the game could be played without wizards but only wizard towers and heroes a race should stand on its own even without using generic priests and machines
I almost completely agree with Also, I want diversity, so I suggest these Options: 1 & 2 provides 4 different types of handling Wizard/Hero and when a player is eliminated, check With this #4 option, mapmaker can make sure Player1 only have e.g. Goblin & Undead units but nothing else thoughout the game. Player1 have to face the fact that the WyvenRider & archer or expensive summons be their only air defence, etc. And of course, I want every races (with their own racial priests, & to a Much lesser extend, racial machine/ship), be relatively balanced in AOWSM. So playing race(s)-vs-race(s) map will be fun Hopefully this thread can solve many Wizard/Leader/Race Balance related mess of 'problem' My choice in AOWSM is to play RACE(s) instead of Wizard most of time. How about you? Let me know even if you don't have much to add (sort of a poll) Devs please read & implement Concised Wishes Nice to have Wishes for AOWSM Playing Race(es) vs Wizard Ehancing existing units in AOWSM [This message has been edited by Climber (edited 05-12-2003 @ 03:25 PM).]
1. Wizard OR Hero as (kingdom) Leader
2. Leader off
3.
3. Mapmaker can control what race(s) the player initially have (in a location by location basis).
4. Basically you can migrate to any race you've encountered in the map right now. It's not a bad thing, but for some selected maps I want some player to be able to
Climber's Generic MOD v2.x for AOWSM can be downloaded here