|
|
|
 |

October 25th, 2007, 03:17 AM
|
 |
Second Lieutenant
|
|
Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Age of Wonders Mod
you see, I have a way to avoid this rl stuff, I have no life
|

October 26th, 2007, 11:33 PM
|
Corporal
|
|
Join Date: Aug 2007
Posts: 55
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Age of Wonders Mod
Yeah, well, I'm going to a conference tomorrow, I had to make sure I was ready for it this past week, so... 
|

November 3rd, 2007, 01:38 AM
|
Corporal
|
|
Join Date: Aug 2007
Posts: 55
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Age of Wonders Mod
Okay, I can't do what I was originally planning because, indeed, there is a limit of 171 units with descriptions, and even existing units that have been rewritten count against that limit. As a result, the mod will consist of existing nations with a handful of units added instead of an overhaul of the game.
Meanwhile, I will ask Illwinter to increase this limit in the next mod.
|

November 3rd, 2007, 11:30 AM
|
Corporal
|
|
Join Date: Nov 2005
Posts: 88
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Age of Wonders Mod
You can make one Nation by mod no? This limit is a for one mod only, not for an addition of mod?
|

November 3rd, 2007, 11:47 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Age of Wonders Mod
A lot of mod issues are coming home to roost with the addition of so many new nations to the vanilla game via patch (so far Lanka, Eriu, Tir na n'Og, Fomoria, Serpent Cult), while the modding limits seem not to have been changed since Dominions 2, which only had 17 nations instead of 70.
Consequently, a lot of the mod issues are going to be presented to Illwinter as a package as soon as I can write that report up.
|

December 14th, 2007, 04:40 PM
|
Corporal
|
|
Join Date: Aug 2007
Posts: 55
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Age of Wonders Mod
Okay, so it looks like the bug is going to be fixed at some point, although it might not be soon. I'm going to go ahead with this simple version of the mod.
Now, I will lay out what sort of thing I intend to do with the following example of the first race:
The Humans
The Humans will use late era Man as a template, although a few units will be added. These will include the following:
New units (units I will be making stats and descriptions from scratch):
-A Musketeer
-An Air Galley (maybe)
Added units (units that I will be adding from other nations or independents):
-A Sailing commander, probably the Captain of late Marignon (pretty well everyone is going to have someone with Sailing in this mod)
-A medium-weight cavalry (of which there are many options)
-A higher-powered independent priest (e.g. the High Priest)
|

December 16th, 2007, 09:42 AM
|
Corporal
|
|
Join Date: Nov 2005
Posts: 88
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Age of Wonders Mod
So you make the human of the first AOW?
The Air Galley is one of the most difficult unit to adapt, because they lost their main capacity: quick troops transport. The more close capacity is to give a supply bonus to all transport unit (Air galley, balloons and dwarwen tank). What do you think of this?
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|