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Scenarios » The Riverland Wars! v2.2

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The Riverland Wars! v2.2

Author File Description
TalonThorn
File Details
Ruleset: AoW: SM - TS Standard Rules
Map Size: XL
Levels: 1
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: No
# of Wizards: 8
# of players: 8
Skill Level: Average
Password Protected: No
Surface Minimap:
The Riverland Wars! v2.2

The lords of the Riverlands have lived restlessly together, but no longer. Now each lord will have to decide whether to defend or expand while other warlords take matters into their own hands. Some will try to maintain stability in the Riverlands. Others will try to control the rich lands for themselves.

There are twelve playable races in this scenario, but only eight of them can be played in any one game. The initial scenario setup allows for instant play of all four good and all four evil races. Neutral races are set up with units set to "guard area." The AI setting for the neutral races can be edited as desired.

This is a remake of the open-ended multiplayer AoW1 scenario of the same name, originally based on the AoW1 scenario "The Riverlands" by Joe Amstrong. Scenario is intended to be played as an open-ended game after the epic flavor of the AoW1 scenario, "After the Fall." Scenario should be balanced with dungeons, mana nodes, resources, and various other features to help keep the fusiest warlords happy.

Last revision September, 2004. Please send comments to talonthorn1@yahoo.com.
Version 2.2 - remake of AoW map of same name.


Shipbuilding has been disabled. The only way to "build" a ship is by recruiting one from one of the marketplaces -- these being the "shipyards" for the scenario. I had wanted to make it take time to build a ship, but there is no easy way to do this with scripts (and have it be obvious to the player and let the AI use it as well), so I have instead set up marketplaces in strategic and hard to defend locations. Each "shipyard" is stocked with five warships. Use them wisely.

Every location is defended, or should be. Since I had to manually set them all up, let me know if I missed one and I'll update the scenario. Each dungeon should have prisoners (random) and each treasure site should have treasure. Once in a while, it may be possible that no guards are generated due to the randomness of the auto-generated defenders. Setting up "spawn unit" defenders was more than I could imagine doing.

Cities are not all created equal. I have disabled some features on certain cities. Some are "level 2" cities, while there are a few "level 3" and very few "level 4" cities. Each player has one "level 4" capitol city with a force field and lvl 3 wizard tower, a "level 3" city with a level 1 wizard tower, and a level 2 city that is much more developed than the others. Not all cities can build temples to the gods (there are also some quest stones that can be accessed on the map). No city can build ships.

The Goblins start out in a rock-shrouded land. Fear not! Scripts will convert this into earth so that they can dig tunnels to their heart's delight. There are some "diggers" located at key recruiting locations to aid those who are not so friendly to the Goblins. Unfortunately, there is no "drill" unit in the standard set of AoW:SM units.

Changing Active Starting Races

Each of the twelve races can be set up as an active starting race, but only eight of them can be active in any game (due to the game limitations). I recommend that the active starting races be "balanced" based on the starting races being played by humans. If one human (or AI for that matter) has too many adjacent starting races set to "independents," he may have an unfair advantage. (However, this might be a way to adjust the game, to a degree, for those who are not as experienced as others in the game.)

When changing an "independent" starting race into a playable (human or AI) starting race, first select one playable race/wizard to be converted into an independents starting race. You may want to consider player-order when doing this. Delete the wizard, and then convert the remaining units into "guard area" independent units (or some other AI setting if desired). Avoid using the "auto" setting, since the units may start out as "garrison" and be hireable.

Next, place the deleted wizard on the map next to the "independent" starting race's units. Be certain to change the AI setting of the units to "auto," especially if they will be an AI player -- the AI setting affects how the AI will be able to use the units. Setting it to "auto" allows normal AI play for the units. After changing the AI setting, set the unit ownership to match that of the placed wizard.

Last of all, be sure to change the starting race for the wizard, by going to options/map settings, selecting the Players tab, and changing to the appropriate Start Race.

For the "Azrac" starting race (they were Azracs in AoW1), the player/AI can have either Nomads or Tigrans as the starting race.

Special note: Mab has terrain changing scripts based on her first turn, so as to covert the rock in the goblin land to digable earth. Keep this in mind when moving this wizard to a different starting race.

Enjoy!
Talon-Thorn

:.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Horza666
Rating
4.4
Breakdown
Playability4.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions3.0
Playability: 4
Great gameplay.

Balance: 5
I tried several starting positions. Balance is well done and i would suggest not to change the races (as TT mentioned in his description)

Creativity: 5
The editor pushed to the limits.

Map Design: 5
Nothing more to say. Take a look at the map for yourself. This is landscape as i like it ! (must have been an awful lot of work)

Story/Instructions: 3
Less story elements here. But hey, this is not the key point of this map.

Additional Comments:
Again a map that will keep me playing for long. Hope to have some real good PBEM games at it.

Very nice work ! Keep em coming !

.... (and i wish you could add an "Underworld" to the map)
TalonThorn
File Author
Mistake fixed. V2.2 released. Archon wizard started out with wrong gold/mana.
Horza666 And some small things, i forgot.

If you like single player, try Goblins, as they act a little unhappy when played by CPU....

And i suggest not to cast a mastery spell. There are so many nodes, thus the game is won from that point on.
Timelord
Rating
4.4
Breakdown
Playability4.0
Balance4.0
Creativity5.0
Map Design5.0
Story/Instructions4.0
Playability: 4
Great map to play, especially in multi-plyer. In SP, the AI doesn't challenge you that much. The starting positions for the different wizards can be changed to provide different starting scenarios.

Balance: 4
Races with flyers/flying summons at the beginning can really control lots of towers in the early game. Combined with the research boni offered by so many nodes, this can prove quite an advantage. Of course, this is still random - so it affects playing only in some cases.

Creativity: 5
The goblin area is really well done - a neat idea. Same is the case with Dark elves. I liked that area very much too.

Map Design: 5
No comments necesary here. A look at the map will suffice.

Story/Instructions: 4
No story or instructions but since it is a MP map primarily, this is not a big deal.

Additional Comments:
hiranu
Rating
4.4
Breakdown
Playability4.0
Balance5.0
Creativity4.0
Map Design5.0
Story/Instructions4.0
Playability: 4
(Insert Playability analysis here)

Balance: 5
(Insert Balance analysis here)

Creativity: 4
(Insert Creativity analysis here)

Map Design: 5
(Insert Map Design analysis here)

Story/Instructions: 4
(Insert Story/Instructions analysis here)

Additional Comments:
Great map, very complicated and full, works well for single player, or very dedicated group of pbem people.
jsroy73 I am involed in 2 games with it and this map looks great and their seems to be a lot of work on it.

One thing though, maybe this map should not be played with the Mastery spell because there is way to many nods in it. In one of my games, a player has been able to cast a Mastery early on in the game and this is going to be my end I think. I dont think their is a blind spot for him and even though I am currently destroying nodes (about 6 to 8 per turn) I dont think I will ever see the end of it.
Ecthelion_21
Rating
4.4
Breakdown
Playability4.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions3.0
Playability: 4
It is very playable. I would give it a five it had some special events.

Balance: 5
It is balanced, nothing more to say.

Creativity: 5

Map Design: 5
This is the only possible rating if you have played the map.

Story/Instructions: 3
There is not much of a story.

Additional Comments:

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HGDL v0.8.2

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Rating
4.4
Breakdown
Playability4.0
Balance4.8
Creativity4.8
Map Design5.0
Story/Instructions3.5
Statistics
Downloads:2,596
Favorites: [Who?]0
Size:319.92 KB
Added:09/09/04
Updated:09/19/04