Age of Wonders III

Age of Wonders III

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First Conflict REDUX
   
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3.713 MB
14 Apr, 2017 @ 6:04am
17 Apr, 2017 @ 11:14am
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First Conflict REDUX

In 1 collection by Thariorn
All of Thariorn's AoW3 stuff
3 items
Description
REUPLOAD due to me losing my old files






In 965 LIR, Humans first entreated Lord Inioch for refuge in his kingdom. The Keepers welcomed Humans, convincing Inioch to grant them the Grey River Basin. Within the year, Humans had settled there with remarkable ease. Some closest to Inioch feared the power of these newcomers. Orcs and Goblins, led by a secret faction of Inioch's Court, rallied, eager to destroy. Discovering the plot, the Keepers warned agents in nearby Elf and Halfling settlements, hoping they might keep the peace. Should war break out, who would the Humans blame and how would they view this "First Conflict"?

The First Conflict however lies in the past.
Inioch's Court destroyed from within, leaving the Athlaian people distressed.
Archon Legions came and went.
Bones and Cities torn asunder by weather and time.
But conflict thrives where civilization grows, and so, roughly 2000 years later, a new Conflict sparks in the Grey River Basin, one yet to see its end.


___________________________________________________________



You'll need the Golden Realms and Eternal Lords Expansion in order to have this map working!!!


Ruleset: I'd advise playing with Classic Turns to allow Ai Raiders to work properly
Also custom default Leaders exist, it's up to you to use them or not.
Lastly, city founding can be enabled, but I'd advise against it, because the map's not balanced as is and certainly won't resemble a balanced one if you settle all those juicy spots.

Map Size: A large Overworld and medium Underground

Levels: Overworld & Underground

Single Player?: Yes, against the AI, tho it might be hampered by the map desing

Co-Op vs. AI?: Yeah, sure, but same caveat as above

PBEM/Hotseat?: Sure, but beware AI raiders causing trouble during independent turns

Multiplayer Online?: Definetly, but Altar of Death might cause troubles with Message Scripts

# of Wizards: 4

# of Players: 4

Skill Level: Certainly depends on Speed-Settings, but I'd say Advanced



There's a scripted-interaction driven 'Altar' in the rough centre of the map which does something to someone if you desire to
Sadly, the AI does not handle a script-system like the one I did via message pop-ups.
So playing against/with AI may not result in the full experience :D



Have fun playing the Map and as always, tell me if stuff does not work. Without proper Feedback, things won't get any better ^^




You're a GoG.com Player?
Check otu this link
http://aow.triumph.net/forums/topic/first-conflict-redux-a-reimagination-of-the-classic/
or download the map directly & follow these instructions

{LINK REMOVED}

To install the Package, put the downloaded folder (“First Conflict REDUX”) in C:USER\YOURUSERNAMEINSERTHERE\MY DOCUMENTS\my games\AoW3\User Content.
On your next boot up, the Launcher should have found the package and you’d have to check if it’s ticked on under the “User Content”-tab in the Launcher itself.
Now you should see the scenario in the community tab ingame.
Popular Discussions View All (3)
0
14 Apr, 2017 @ 6:31am
Suggestions on future REDUXmaps
Thariorn
0
14 Apr, 2017 @ 6:30am
Bugs
Thariorn
0
14 Apr, 2017 @ 6:29am
Suggestions on Map Design/Balance
Thariorn
7 Comments
Thariorn  [author] 21 Jul, 2019 @ 4:28am 
Ehh, design.

The neutral AI raiders pose a significant challenge to AI players, so yeah
test 20 Jul, 2019 @ 3:56pm 
"Yes, against the AI, tho it might be hampered by the map desing"

What is "desing"?
Iguana-on-a-stick 14 May, 2019 @ 8:26am 
This is an amazing looking map. Love the attention to detail.

As for the pre-defined leaders: That would mostly be fine, except for some reason they also only have 24 movement and very low hitpoints. That means they can't keep up with their own slow infantry...
Thariorn  [author] 5 May, 2019 @ 4:46am 
Huh, I thought I unlocked custom Leaders, but alas not.

I've used the Wharfbuilding as a Proxi because, at that time, modding wasn't available.

If I were to pass a check, I'd repalce many things with content from the "Decodence"-Mod


The independent turn timer hinges on, well, independent units.
Might be, because the underground has some rather hard to reach spots with roaming Ai units.

I've got no clue about the snake sounds you described.
Didn't encounter them :steamsad:

But thanks for your comment.
Janusz Biznesu 4 May, 2019 @ 10:47am 
By the way, I very much like maps set in AOW universe. Makes them more believable.
Janusz Biznesu 4 May, 2019 @ 10:46am 
I like the idea that some of the mountain ranges are covered by that impassable fog.
Other than that, a soild map, good for single player scenario.
Janusz Biznesu 4 May, 2019 @ 10:46am 
Well, well, well…
First off the idea of predefined (and locked for change) leaders is stupid so I had to edit this map to make it playable. The gameplay is fine (more or less, I played until 103th turn so far). The design is very good, much MUCH better than those randomly generated maps - especially some of the mana eruptors. Some inconsistencies though: why a building of wharf is placed on the hill (?!) - because it looks nice? Nope. Two stacks of galleons patrolling the seas? After the 60th turn the wait for independents to finish their turn is rather long… and wtf are those weird snake sounds every time I press the „next turn” button anyway? What are independents doing out there? All snakes? Haven’t found a single one. You mentioned setting up cities is not recommended then why the map comes with this setting enabled by default? I disabled it for the sake of better gameplay (I hope).