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Topic Subject: Gandalf's Mod Ideas, suggestions, discussion
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posted 03-09-08 11:19 AM EDT (US)   
GANDALF MOD DOCUMENTATION



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:

http://aow2.heavengames.com/downloads/showfile.php?fileid=956

Documentation for the contents of the latest release of Gandalf Mod can be found here. I will upload new documentation as the mod progresses.

http://rapidshare.com/files/185642042/Gandalf_Mod_documentation_0.022.pdf


Latest version of the mod (but without the graphics can be downloaded here, but users who need the graphics should use the link above to the 50 MB file at HG instead. The version here is only 1.7 MB :
http://rapidshare.com/files/181545236/GMOD0022.zip

Installation instructions for the resources (1.7 MB file):
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.


Installing Firebird graphics:
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): http://rapidshare.com/files/103038098/Firebird1.zip

Unzip it into the /Images/Units directory in your main aow directory, creating the file Firebird1.ILB, now you can see the firebird.

Installing Gandalf mod spell and ability names:
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: http://rapidshare.com/files/105371430/ResStr0014.zip

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.

Why play Gandalf mod?

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.

Heroes:
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.

Items:
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.

Extra units:
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.

New machines and transports:
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.

More morphing units and better upgrades at medals:
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.

Changes in racial bonuses and in building costs and bonuses.
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.

Diggable UG available:
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).

More of the new Upatch units available:
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.

Advantages in single player games:
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).]

Replies:
posted 03-30-08 08:00 AM EDT (US)     51 / 73  
Frall, when you select what abilities are available as upgrades, you can only limit this according to races and classes, so two rangers of the same race will always have the same upgrade chances (i.e. you can't construct different paths for them).
I know that. And that is why I said in my previous post that it should be the players choice what kind of ranger he will make. Does the player want his ranger to become a better melee fighter or a better archer. With the level up will he choose an extra lvl of marksmanship or first strike?
I think that will lead to greater diversity than every ranger having a ranged attack and high MM and every priest has healing etc.
but the basic concept both works well and makes sense in terms of the abilities and possibilities given each class and race of heroes.
As I said I don't think it makes sense restricting classes that much. Not every ranger shoots arrows and not every priest should have healing.
I can't cooperate with you on a mod where you have a personal veto on all changes
I never said I should have a veto on all the changes. I said I am a member of the committee and should have a vote in what changes are made. You should not make lots of changes in the mod and completely change the intention of the mod without even asking me. Or even release a new version without ever telling me about it.
since the MP mod (at least as I understood it) was supposed to evolve in cooperation with the online players, and not according to your views alone.
In what I understood the mp mod was supposed to be made by the committee and they would decide what changes are implemented. The committee should listen to the online community but they would still have the final say in what changes are made and what stays the same.
And the mod was supposed to stay close to original game.
posted 04-01-08 10:16 PM EDT (US)     52 / 73  
Feedback wanted:

a) I'd like more feedback on whether the new level 1-4 units are well balanced - cost and abilities; they need more testing.

b) I hope people can live with the spell/ability changes and the need for a special spell name file; I think they make the mod a lot more fun or I wouldn't go through the trouble of making it.

c) I added 3 new machines: a Holy Bombard (for good races) and a Bone Machine (for evil races) and a trebuchet for neutral races. I need feedback on this, of course, I think I'll need to give the trebuchet seeker and higher cost. I always wanted a couple of more siege machines in the game, and this seems to be the solution

d) I plan to add a stronger ship unit in the shipyard (or perhaps at master's guild), what do you guys think about that?

Frankly, ships aren't used much, so perhaps it won't matter a lot - unless someone casts wind walking on it and uses it on land! - but the idea is to make a strong and expensive ship - a frigate or something, with a high level of fire cannon and hurl firebomb, good hps etc. which can rule the seas (and with ram against fliers too - high masts).

e) Well I also need feedback on the new heroes. It's not as if they are totally unbalanced, but some of them might need to be nerfed a bit - at least they need to be tested a bit!

f) I am considering to release Gandalf Mod 1.0 with wizard (and hero) domain lines OFF, meaning they will not exist in the mod. Then you will have a hard time finding a wizard, esp. if he isn't in his tower, it will be harder to LOCATE a player's home area, and a hero with concealment or who's invisible can easily sneak with a party without being spotted because of the domain lines. I think this could be GREAT FUN, but want to hear the player's opinion about it. I can't make one version of the mod with domain lines on and another version with them off, for then people could easily set domain lines on when others are playing with them off, and gain an unfair advantage. So it's a choice either - or, I think.

g) Erm, well - seduce, dominate and resurrect should NOT be available as hero upgrades now. The unit editor is a bit illogical in this, so if (In Gandalf Mod 0.011 and later) these 3 abilities STILL show up as upgrades, please holler and I'll correct it.

h) Not sure if I got to give all the units that used to have hurl lightning (now = holy bombard) the Lightning Bolts ability instead. I just corrected this for the forceship now, but I may have forgotten some. Basically, at present, if any other unit than the holy catapult can use the holy bombard ability, it's an oversigt by me, so please let me know! In the long run it might be fun to give the ability to more units, but I just made it and it's not even finished in the testing phase.

"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 04-04-2008 @ 02:33 PM).]

posted 04-04-08 02:58 AM EDT (US)     53 / 73  
hi gandy, sorry i havnt been posting much but i let u know what i think needs changing in the tests, like those heroes with path of frost!.

i think having no domain would be very interesting and make ur mod quite unique, thers been so many case when i've been alerted by an enimies presence with only their domain showing, with it off ur concealed hero can join the hobbits in the trees, it will also make the spell concealmesnt more useful.
I just wish u could see ur own domain while the enemy cannot but that is not possiable .
posted 04-04-08 01:48 PM EDT (US)     54 / 73  
Wow, somebody responded!
Anyways, I removed path of frost from the two frostling heroes
that had it, and checked if any of the undeads have path of decay, and they don't. If some of the dark elves etc. turn out to have path of decay I'll just replace that for something else.
The salamander got strengthened a bit.
And I'm glad to hear that you'd like the domain off too
The player being able to see his own domain and the opponents not would be cool.
Whether it's doable or not is up to programming gurus like PawelS higher up in the food chain than me I think, but I could try and pass the question on

"It is better to discuss a subject without deciding on it, than to decide on a subject without discussing it" - Herbert Spencer.
posted 04-04-08 02:24 PM EDT (US)     55 / 73  
I suggest hurl lighting remain, its too much part of the game. Anyways more attacks with multiple types is bad for protections which lose value.

Great spider should get a stunning spit, not trap at gold. Trap is very thematically wrong for spiders. Spiders wouldnt try to convert units(more interesting in eating their foes, hence devour) They wouldnt carry nets with them, but their toxic venom might be able to immobilize units.

[This message has been edited by TruePurple (edited 04-04-2008 @ 02:31 PM).]

posted 04-05-08 00:46 AM EDT (US)     56 / 73  
Changes in 0.012:

Added new structure guards to income structures and recruitment structures - and new hireable units to the recruitment structures.
Fixed resurgence items so they work.
Removed pole arm and double strike from warrior heroes and as upgrades. Removed dominate and seduce as upgrade (I believe!).
Added frigate and war catamarane to shipyard - doubt they'll be built that much, but they look nice
Holy catapult (for good races), bone machine (evil) and trebuchet (neutral) was already available earlier.

Got my hands on BNW mod (2.0 and 3.0), wonder what I can borrow from here!

BNW 3.0 thread is here:
http://aow.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=33,5246,,60

HUUGE download, 300 mb and 600 mb!

It's quite unique, wonderful graphics - but some of the less specialized units might be interesting for Gandalf mod.

Changes in 0.013:
Added Jomungur as level 5 hero. Strengthened those races (tigrans,undead, syrons, nomads, shadow demons) which don't have that many morph units - see the documentation for 0.013. Added new items and new items graphics from BNW 2.0.

The mod is very close to the final 1.0 release now, I just need testing, testing and testing, hero descriptions from Vampireking and perhaps adding more level 5 heroes.

Changes in 0.015:
Small bugfixes, and added Gandalf as hero. Nature shrine now gives +40 growth.

"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 04-06-2008 @ 06:12 PM).]

posted 04-07-08 01:51 PM EDT (US)     57 / 73  
Hey DK. Im finally responding like you asked. Ive been playing your mod, updating daily it seems lately, and can only say I like it so far.

You know I miss double strike, but I will live I suppose. I really like the improved use of points on the heros, seeing all the useless abilities commonly chosen creating many weak heros was always annoying. I think the heros in your mod are better balanced to be strong across the board, instead of making people hope to win the "hero lottery" at the start of a game.

I havent played enough games to see a lot of higher level fights yet. The ones Ive played have seen mainly lower level battles, but I havent noticed anything unbalancing so far, and the units and changes Ive seen I have enjoyed. Ill add more as I experience more.

Keep up the good work!
posted 04-09-08 05:15 PM EDT (US)     58 / 73  
Changes in 0.019:
Thorough rebalancing of the level 4 units. I made a spreadsheet with the statistics for comparison, see here:
http://rapidshare.com/files/106965327/Level_4_statistics_comparison_Gandalf_Mo d_0.019.pdf

Stone skin increased to 10 casting points and 6 upkeep (was 8,5).

Bugfixes, such are giving the Coati Lightning bolts instead of Holy Bombard.

Replaced the Undead Animated Armor with a slightly modified Ghost Dragon (not invisible). The Ghost Dragon you can recruit in dragon's peaks is still invisible.

Changes in 0.018:
Did some rebalancing of the new level 4 units. I don't think this is done well enough yet, I'll need to make an excel sheet with their stats and cost and compare them all.

Changes in 0.017:
Small bugfixes (correcting descriptions). Added pixie catapult to elves, dwarves and halflings, archons and syrons keep the holy bombard. Added item graphics for download - see top post.

Changes in 0.016:

Added basic transports to all races, buildable from builder's hall. They have 32 mps and transport 7 (The Draconian only 28 mps, but then it bas block and swimming). Most of them look differently, adapted to the race (graphics from Dwigg mod pioneers) and with abilities reflecting their race, though they could be made even more specific, but actually the idea was to make them quite similar to keep a level playing field.

Added swimming and water concealed scouts to the shipyards, 3 types of scouts, one for neutral/good/evil races respectively.

Changed the racial bonus system (mana, gold, research and growth bonuses). Precisely how it was changed can be seen at the end pages of the documentation for 0.016. If people don't like this change, it can be reversed, but over all I think it makes good sense and spiffs the mod up a bit more

"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 04-12-2008 @ 03:04 PM).]

posted 05-04-08 01:21 AM EDT (US)     59 / 73  
Gan:Good modpack I installed all files from this site now the only units I cant see are goblin shaman and The Great Wyvern just letting you know. Also do I need dwiggs modpack?
posted 05-04-08 11:29 PM EDT (US)     60 / 73  
I think Gandy made Ilb pack to his mod and link is in 1st post. Ppl played this mod once or twice online, after Gandy and some other regulars disappeared from GS.

This leads some off-topic, that is: AoW:SM online is truly and utterly dead, thereīs plenty of human-kind creatures doing 2-years lasting PBEM games tho, thereīs the future Gepro, load it up there.

----

In the future, year 2015 "PBEM-XL-map-fanatic-organisation" will come to gamespy to play PBEM turns and sending them right away, using gs "highly working" transferring, which allows one working transfer in one week of time. (In case that transferring turns arenīt bigger than 1mb)

So, "PXLmfo" (as we should call the organication for clarification) did that transferring a while and notised in the middle of the game that the map-save is taking over 1mb and they couldnīt go on. They wasted to this prosess only 18 months.

That didnīt discourage boys, so they started new game with smaller map, in the hope of save not coming over 1mb. It was a great succeed, they almost had a finish in one game, after 10-15 years of playing. No1 heard "PXLmfo" ever after, mostly cause they were getting the age of 50 and other things in mind.

----

There was another, not so organised team that maid up following effort starting in 2020. Medial afk time of players in gs were near a day or two. If we are speaking some guys called Turtles,(too a hero in this mod), time might be twise or more then twise times longer. These Turtles hang around GS and mostlikely you get a answer once or twise per month, them saying Hello, before they are back to afk - Turtle form, and stay there to next month or two.

Itīs actually possible to have these Turtles in game, if they wake up somehow in gs lobby and they are very trusted for their unquitting skills, they have never quitted a game without a good reason. Bad again, as being a Turtle, turns take bit longer to finish, since Turtle hands are like dry rusks + some fingerkind in it, which may cause a few problems to move and controll the playing mouse.

So one whole turn of 8(game has 6 regulars and 2 Turtles) will be played fastestly in one year, which is not that bad of course. Although ppl do have to take 2-4 week summer holidays during game, usually one for each player.

So this 80 turns game actual last will be 800 years.

AoW:SM and WoW gamer

Maker of MP Mod 1.8
posted 07-14-08 03:34 PM EDT (US)     61 / 73  
Greetings from Egypt. I'm sitting in the McDonald's in front of the American University in Cairo. It's very hot here at daytime, so people mostly come out in the evenings and night; shops don't close until 2 AM!

If there is interest I could possibly make a final update of the Gandalf Mod; there should be a double version (to make diggable UG possible) and more balancing of the level 4 units, and perhaps some of the heroes need to be tweaked? However, there hasn't been much response about the mod in this thread, so maybe people aren't playing it at all?

I won't be seen much at GS more, as I've mostly lost interest in the game, so this is just a check-up on the interest (or lack thereof) in the Gandalf Mod.

"It is better to discuss a subject without deciding on it, than to decide on a subject without discussing it" - Herbert Spencer.
posted 07-14-08 08:10 PM EDT (US)     62 / 73  
Since you left I haven't seen anyone play it. Of course we're all waiting with baited breath for the TP mod...

"Shooting down a plane of civilians isn't careless, it's politcal opportunism." - Stormraider
posted 07-22-08 07:48 AM EDT (US)     63 / 73  
When Gandys mod and CoMA has to many balance issues, TPs mod will get enormous and incredible ancient mod in universe of ours. Tho, I think my 9631 hours in GS is enough for a while too. ^o)

AoW:SM and WoW gamer

Maker of MP Mod 1.8
posted 07-23-08 03:45 PM EDT (US)     64 / 73  
Not sure my mod has /that/ many balance issues. The new draconian level 4 is probably still too strong and in general the new level 4 units need more testing - which is why I am asking for response - and none of the last two posters provided any response on balance issues. Anyways, it's a mote point if nobody is using the mod.
Of course we're all waiting with baited breath for the TP mod...
Yes, that'll be the day; we must remember, however, to help him with the project by providing him with at least the same amount of loyal and positive criticism that he has liberally shared with the rest of us on this forum

"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 07-23-2008 @ 06:19 PM).]

posted 07-28-08 06:21 AM EDT (US)     65 / 73  
Not sure my mod has /that/ many balance issues. The new draconian level 4 is probably still too strong and in general the new level 4 units need more testing - which is why I am asking for response - and none of the last two posters provided any response on balance issues. Anyways, it's a mote point if nobody is using the mod.
I think human 4th lvl is too strong too, if itīs still the doublestriker/EW/MM IV unit with cost of 300. Those kind of units can be easily overpowered with stoneskin and human leadership + access to galleys.

Stoneskin can be got to every nonflyer, but doublestrikers usually need it more, cos low hp and low def - so they donīt die so quickly - and they do massive dmg compared to nondoublestriker.

When fe. gluttons got high hp, they donīt really need stoneskin, even when low def. Life steal and hunger gives advantage.

Tho, the one 4th lvl human unit b4 that, the titan kind were even better .

Also prolly 10k hours in GS is something to hit for. But yes, if thereīs no interest to continue playing, prolly the mod will be dead. Ppl have been playing mostly MP 1.7 or CoMA.

AoW:SM and WoW gamer

Maker of MP Mod 1.8

[This message has been edited by Munataros (edited 07-28-2008 @ 06:36 AM).]

posted 01-09-09 07:57 PM EDT (US)     66 / 73  
- unarchived -


Get the unofficial Patch v1.4. here!
My best AoW-Sm map: Drums of Death (This is the multiplayer version; for single player, or AI use different version)
Other proud AoW-sm maps: The Key of Kharzul, The Fight for Light, Waikiti Island, Goldrush Mountains
My proud AoW2 maps:The River Arne
Coordinator of the v1.4 and v1.5 patchteams, Seraph of AoWHeaven, PBEM Singles Champion 2008
posted 01-10-09 12:57 PM EDT (US)     67 / 73  
OK, version 00.22 is released, the URL is in the top post.
Changes from 00.19 are:

Diggable UG available, use the standard procedure: Start game with Gandalf Mod 0022 ROCK, then switch to EARTH after saving after 1st round.

Fire incarnate (draco lv4) -resurgence
Dwarf steam tank -block
Dwarf gargoyle -magic immunity, -repair machine (it still has very good stats for a lv3 flier at cost 130). Without magic immunity, units with magic strike or enchanted weapon will do full damage, even if the gargoyle has liquid form, but since it has res 20, it will not (I think) be grounded by double gravity. Correction: It DOES get grounded by DG, haven't tried it in that many games, but in one battle it was around 30% of them at any given time.

Human ninja: Damage down from 9 to 8, -poison strike at silver, -poison imm. at gold. Maybe I should have left it at removing poison strike, but it is hard to judge, testing is needed.

Comments on the balance between the different units are very welcome of course.

"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 01-19-2009 @ 11:14 AM).]

posted 02-13-09 02:33 PM EDT (US)     68 / 73  
Those human ninjas are a pain in the ^&$, I just played a game of the .022 gmod and one of them solo'd my ghost dragon in melee taking only 4 damage and downing the dragon...
posted 02-15-09 07:20 AM EDT (US)     69 / 73  
Hehe, mr. Fizzle. I have already weakened those ninjas considerably from earlier stats (which was clearly needed), so it'll take more than your comment here to make me weaken them further (I'm not rejecting the idea, though. Balancing the level 4 units is difficult and takes time, and lots of testing). In general, flying units tend to be weaker than
walking units at the same level, simply because the 'flying' ability is considered such a great advantage - and the ninja and ghost dragon are both (new) level 4 units.

I'm glad someone is not only playing the mod - but also taking time to comment in here
I'm too busy for gaming these days, my thesis must be handed in the 1st of March!

"It is better to discuss a subject without deciding on it, than to decide on a subject without discussing it" - Herbert Spencer.
posted 02-15-09 06:14 PM EDT (US)     70 / 73  
Well, you have been working on the thesis for years, about time you finished it!

KOBK plays your mod a lot, but sadly he has trouble with typing, so I can't imagine him posting much feedback of any use...

"Shooting down a plane of civilians isn't careless, it's politcal opportunism." - Stormraider
posted 02-25-09 10:30 AM EDT (US)     71 / 73  
It feels like years, Roger, but I started in May 2008, and
handed it in this Monday, so now I'm a free man, sort of

"It is better to discuss a subject without deciding on it, than to decide on a subject without discussing it" - Herbert Spencer.
posted 03-03-09 10:15 AM EDT (US)     72 / 73  
You should come back to GS Gandy, people play your mod there also .. I've played few games with it myself, and found the extra units you added quite well placed actually. I remember the beetle having some strange abilities though.. Perhaps we could have a game together sometime soon?

Cheers

Maker of the CoMA and Strange Lands mods.
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posted 03-04-09 01:35 AM EDT (US)     73 / 73  
Hey, thanks for the nice words, Griff I might look into GS soon, am busy applying for new jobs and such. Help with balancing the mod is always appreciated.

"It is better to discuss a subject without deciding on it, than to decide on a subject without discussing it" - Herbert Spencer.
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Age of Wonders 2 Heaven » Forums » AoW2/SM Online Multiplayer » Gandalf's Mod Ideas, suggestions, discussion
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