New users of the mod should download the package at HG, which contains all needed graphics as well as the latest (0.022) resource files. Follow this link:
Documentation for the contents of the latest release of Gandalf Mod can be found here. I will upload new documentation as the mod progresses.
Turn off any download accelerator. Download and place it in /user/resources in your aow directory. Unzip it here, simply double-click the file. It will create a sub-directory in /user/resources named Gandalf Mod 0.022. Select this in aowsetup.exe and launch the game.
Users who have Dwiggs and CoMA installed, won't need the graphics package (the 50 MB file) above, but only need the firebird graphics, as it was specially made for Gandalf mod.
Firebird graphics here (it IS included in the 50 MB file at HG, so don't download both):
Unzip it into the /Images/Units directory in your main aow directory, creating the file Firebird1.ILB, now you can see the firebird.
Gandalf mod spell/ability names differs from MP 1.6 in that:
a) The Dire Penguin spell is renamed to (and is a) Firebird
b) The Fairy spell is renamed to (and is a) Nature Elemental
c) The Hurl Lightning ability has been renamed to "Holy Bombard* and works the same as the bombard ability (but with extra long range, and doing holy and lightning damage).
d) Shoot Javelins renamed to Shoot Fire Javelins
In order for these spell and ability names to be seen correctly, you need to install a new spell name file (the file that specifies the names of spells and abilities is ResStr.MLD in the /Dict directory) for Gandalf Mod (the original spell names will be backed up).
The new spell names are installed as follows:
(Note: If you download and unzip the 50 MB package, the files are automatically placed correctly, so you just need to follow the instructions on that page, which are identical to what's written here from 4) and on.)
1) Download the file ResStr0014.zip here:
2) Place it in the /Dict directory in your main aow directory and unzip it (it does NOT overwrite any files).
3) It unzips the following files:
runonce.bat
gmodon.bat
gmodoff.bat
GmodResStr.mld
4) RUN (double click) the file runonce.bat. It is VITALLY IMPORTANT that you do this before you run gmodon.bat or gmodoff.bat. Runonce.bat makes safe backups of both your original resstr.mld file (that contains the spell/ability names) and the new Gandalf Mod spell/ability names file (Gmodresstr.mld).
5) Now you have INSTALLED the Gandalf Mod spell names.
To set Gandalf mod on:
a) Run gmodon.bat (this will fetch the gandalf mod resstr.mld from the backup and set gandalf mod spell names ON, regardless how many times you run it).
b) Go to aowsetup.exe, select Gandalf Mod 0.xxx in the list, AND REMEMBER to set language = ENGLISH - otherwise you don't see the spell names and changed ability names from Gandalf Mod.
6) To set Gandalf mod off:
a) Run gmodoff.bat (this will fetch the original resstr.mld from the backup and set original spell names on, regardless how many times you run it).
b) Go to aowsetup.exe, select whatever mod you want. Now if you want to use upatch or MP 1.6, select language = Auto. If you are changing into another mod that has
special spell and ability names (both dwiggs 6.0 and ComA mod has this), select language = English.
Regretably, there are very few online players left, and even amongst those, my mod isn't being used as much as I'd hoped for, although personally I like it much better than either the MP mod, COMA or the Upatch (naturally, for otherwise, why should I make this mod?). What follows on this page, then, is a bit of a sales pitch for the mod, to explain why I've designed it as I have, and what I think are its best features.
The mod contains 5 level 1 heroes as well as 2 level 3 heroes for each race, which is a total of 84 heroes. This means that all races have a hero for nearly all the 6 classes of heroes: Warrior, rogue, shaman, priest, ranger and paladin, so a lot more heroes are available. On top of this, the heroes are stronger: They start a little stronger than in upatch 1.4, and better upgrades (determined by what class of heroes they belong to, so that priest heroes generally get magic updates, and warrior heroes get fighting skills etc.) are available to them, all of which make the heroes more useful in the game.
The new level 1 heroes still follow the same templates as the originals, however, so they are all mounted and look like the race they belong to; only the level 3 heroes (which, sadly, you can only recruit in inns, and even then rarely) are custom-made to different body types, and named after well-known AOW players.
I've made a large number (probably around 60, but I don't remember) of new items for heroes, so more diverse skills are available with the items; this of course further increases the usefulness of the heroes.
I have added 1 extra unit for each level (1-4) of each race to give the races more diversity. In adding these units I have taken great care that the new units follow the racial theme and add abilities that the specific race needs (or, as a minimum, which complements the other units); for instance the undead level 0 is a good scout, something which that race in particular needs a lot.
I've also added new machines; mainly catapult-type machines, which are very useful both in attack and defense and should increase the value of machines in the game. The catapults (depending on their race and price) have several different types of attack: Hurl boulder and firebomb (the traditional setup, which combined with seeker in the trebuchet makes for an excellent attack unit) for neutral races; bombard (death and magic damage) for evil races; holy bombard (holy and lightning damage) for evil races. To further increase the usefulness of machines and slow units, I have also given each race a cheap racial transport, which is available in early game and can therefore be used to transport units like catapults or dire fungus along in an attack so they are not reserved only for defense purposes.
Finally, there are far more ships available; this generally doesn't mean a lot in the game, since sea battles are rare, but if you're air specialist or have 3-4 air picks, you can cast wind walking on them, which makes them formidable attack and transport weapons.
In online games before the later versions of the MP mod, people chose pacifist by default, because the disadvantage of this was minimal. To avoid this, and to spiff up the game, unit in the Gandalf Mod gets better upgrades at medals, and around 10-15% of them can morph into stronger forms when they get gold medal.
The racial bonuses are changed, the details can be seen in further down. The main purpose of this is to a) create more variation in the bonuses and b) make the bonuses more consistent with the 'racial features', although this is a bit difficult (how exactly do you determine the features of the race?).
The tower shooter is more expensive and more effective (because of my desire to make a stronger defense possible but then, also costly). The town income system is changed, so that more income derives from the buildings rather than the town itself, which again means that if you don't invest in structures in your towns, they will give less income which makes perfect sense from a 'natural' viewpoint.
Finally, this mod has diggable UG available. To get it, you need to start with the ROCK version of the game, then save the game (after turn 1, or later as you prefer). Then close AOW, select the EARTH version of the mod in aowsetup.exe and load the save game again. Now there is diggable UG in the underground. Because of the diggable UG, all races have the drill available, and more races have 'natural' diggers (faster then the drill).
These are available as structure guards, as new buildable units, as prisoners in dungeons, or as rewards from quests. I think it's a shame, given all the new units that have been made in the Upatch, that they aren't used more often in online games, so therefore I've tried to make more of them available in my mod.
These various changes both mean that the game is a lot more fun and varied in multiplayer settings, but it certainly also spiffs up the gameplay in for single player maps, which is one reason I think more of the single/PBEM players should try it. Given that a lot of effort in single player games are made on levelling up heroes and units, Gandalf mod is ideal for this, and the extra available units provides for more variety.
"It is better to discuss a subject without deciding on it, than to decide on a subject without discussing it" - Herbert Spencer.
[This message has been edited by Gandalf_DK (edited 01-30-2009 @ 10:20 AM).]