Age of Wonders III

Age of Wonders III

Westeros V3
1–8/8 bejegyzés mutatása
Frissítés: 2017. márc. 14. @ 20:25

Upgraded to version 3.5

This version includes new skills and new units for each wizard. Also, small modifications to starting skills for wizards and a few other minor modifications. Lastly, made King's Landing interactable so that the user may accept quests and perform diplomacy.

New Skills:
-- Greyjoy gets Ironborn (All soldiers except cavalry get Mariner, Fast Embark, Fishing, and Likes Water) -- enhanced from just Fast Embark
-- Targeryan gets Blood of the Dragon (Leader gets 100% Fire Restistance) -- not new
-- Lanniser gets Lannisters Always Pay Their Debts (+5 Gold from Treasure Sites)
-- Baratheon gets Disciples of R'hllor (All soldiers get 20% Fire Protection and Devout)
-- Martell gets Dornish (Leaders and Heroes get Bard Skills)
-- Tyrell gets Defenders of the Reach (Mounted get Athletics, +2 Defense, and +1 Resistance)
-- Stark gets Men of the North (All soldiers get 20% Frost Protection and Devout)
-- Night's King gets White Walkers (Leaders and Heros get Explosive Ice Death, Frost Weapons, +10 Def, and 20%Fire Weakness)
-- Night's King gets The Dead Shall Rise (All undead get undying) -- might get nasty

NOTE: Soldiers are irregulars, infantry, archers, cavalry, pikemen, leaders, and heroes

New Units:
-- Greyjoy gets Finger Dancers (Human infantry base, Archer type, Throw Cleavers)
-- Daneryus gets Unsullied (Phalanx base, +15hp, Strong Will) and Dragon Whelps (Fire Wyvern base, Lesser Fire Breath, Evolve to Fire Dragon) -- not new
-- Martell gets Royal Guard (Tigran Sun Guard base, Human race)
-- Stark gets Wildling Skinchanger(Tigran Mystic baxe, Human race, Shapeshift into Dire Bear, +2 Vision (simulates skinchange into eagle), Inflict Chilling, Throw Ice Ball)
-- Tyrell gets Tournament Knight (Knight base, Athletics, +10hp)
-- Lannister gets Mountain Clan (Beserker base, War Hall Build, Taunted (no control in combat), +10hp, +4 Attack, +1 Resistance, -2 Defense)
-- Baratheon gets Red Priest (Human Priest base, Guardian Flame, Fire Bomb)

Miscellaneous Changes:
-- Changed starting units (and decreased starting strength) based upon the new units
-- Humans lose Mariner (only Ironborn have it now)
-- Baratheon a Warrior instead of Theocrat
-- Made King's Landing interactable (hopefully fixed reported bug)
-- Melissandre's magic item R'hllor's Blessing nerfed from Divine Vengence to Fire Bolts and Fire Bomb
-- Replaced Jon Snow at Castle Black with Joer Mormont. In a future version, plan to incorporate Jon Snow into a quest.
-- Probably other minor stuff I can't remember right now.

Frissítés: 2017. márc. 5. @ 13:55

Minor update to some hero appearances (mostly Tyrell heroes).

Frissítés: 2017. febr. 26. @ 12:27

Updated to 3.4

Fixed the following:
* Blood of the Dragon gives Daneryus 100% Fire Resitance, no longer makes her undead (copy/pase error)
* Castle Black caused crash when player tried to enter after The Wall has fallen (fixed, Castle Black and The Gate are fortresses that now raze when The Wall falls)
* Dragon Whelps now have Lesser Fire Breath (were always supposed to be there, but corrected ability setup)

Enhancements:
* Equalizied Leader starts for building, all leaders start only with a Wooden Wall
* Changed starting units from default to set, for flavor (Martell starts with a few Tigarian Sun Guard, Stannis/Melisandre with a Shadow Spawn, etc.)
* Removed three Long Bows on ground from Tyrell and placed Boots on Tyrell (the boots were on the gournd not on the Mace Tyrell, I think Long Bows were erroneous and never removed)
* Updated some hero appearances
* Made Tyrion an Halfling instead of a Dwarf (HALFMAN! HALFMAN!)

Known Issues:
* Daneryus is still an elf. Can't find where this is set :(
* The Free Cities across the Narrow Sea are ripe for the plucking of Stannis and Martell, pehaps eliminate 50% or more of the free cities and/or move Daneryus closer
* Independent cities have no relationship modifiers, so definitely not canon (e.g. Riverrun may very well friend the Lannisters)
* Need more Hero appearance updates (e.g. Tyrells)
* No Ironborn Finger Dancers or other specialty units for building. :( I tried and tried but couldn't get this change to stick. Shouldn't be this hard... maybe next release.

Frissítés: 2016. máj. 15. @ 16:50

Ugraded version to 3.3.

I had somehow removed the WesterosMapMod. This version reattaches it.

In addition, Night's King will case a couple spells. At the beginning, he will cast Artic Empire, but it doesn't have too much effect until he captures something on the surface level. When the Wall falls, Night's King will cast Age of Death. Nasty!

Frissítés: 2016. máj. 15. @ 11:44

Modified Night's King to destory the wall around turn 30. The Night's King will blow the Horn of Winter to destroy all defenders and The Wall. It also removes AI Blocks from spots on the map to allow Night's King to move south.

The horn is blown 2d6 turns after turn 20. It appears the AI Night's King then takes 2-5 rounds before moving south.

Frissítés: 2016. máj. 7. @ 7:04

Bug in PBEM hosting would only allow Night's King to be a human player (opposite of single player-mode). Not sure if it is a map bug or PBEM setup bug. Nonetheless, set up Night's King to be either human or A.I., but he is intended to be A.I.

Also, added atmospheric description in game description (when selecting scenario).

Frissítés: 2016. máj. 2. @ 18:05

Change notes and discussion found at Triumph forums : http://aow.triumph.net/forums/topic/westeros-map/ (the two 2016-05-03 posts)

Post #1 of changes:
Latest Version 3.0 upload. Technically, it should be 3.1, but I forgot to update the version.

In order to make some of the changes, such as adding Fast Embark to the Greyjoys, I had to include a mod, called WesterosMapMod. The mod will download with the map. You’ll have to enable it to play the map (at least, play it as intended). I made other changes as well, such as creating a couple Unsullied (+15 hp and strong-willed phalanx) and three dragon whelps (fire wyverns that evolve into fire dragons) for Daeneryus. It also opens up a whole lot of possibilities, such as Axe Throwing archers for the Ironborn.

Here’s a complete list of changes (that I remember):

9. Mance Rayder actually never left. He and other wildling heroes are in the Thenn outpost. They’re gonna die there, too. Short of giving them human control, I can’t see making them run for the White Walkers. Also, nerfed the Wall defenses (now, only Dwarf Hammer defense). Also, nerfed the amount of wall defenders.

I did make Castle Black an outpost under The Wall’s control. However, I think most of Night’s Watch goes there and stays, leaving the Wall undefended. I only played one game through fifteen turns, so not sure this happens every time or what happens when the White Walkers finally breach it.

13. “Greyjoy Fast Embark” skill given to Greyjoy. Irregular, Infantry, Pikemen, Archers, Heroes, and Leader for Greyjoy gain Fast Embark. I intentionally left out cavalry. Don’t the Ironborn make fun of Theon’s horse riding skills?

19. King’s Landing starts at war with Stark, Stannis, and Greyjoy. I think the other players are no diplomatic state. Makes sense to me, story-wise, but I’m not sure about play-wise.

20. Lowered Oldtown to “Strong” defenders. I generally lowered defenders at every location. Very strong is very strong.

23. Gave the White King (aka Night’s King) two Necro heroes, Night’s Queen and Night’s General. He gets a town and undead dwelling. In my one play through fifteen rounds, he’s kicking ass in the north. I think he’ll be tough.

24. I gave Daenerys two Unsullied, three dragon whelps (instead of wyverns), one orc (Dothrak) berserker, and one orc (Dothrak) martyr. I also gave her one more hero, Grey Worm. Lastly, I gave her Astapor. If she was human, I would make a quest to give the Unsullied to her after Astapor was taken, but I don’t trust the A.I. to do this. Yunkai and Meeren kill her heroes if they are too strong. So, I knocked them down a bit. It’s a hard balancing act. Lastly, the Dragon Whelps got resurgence (and lose it when they evolve), cause they were dying quickly without it. Evolve is Elite-only option.

25. I’ve left Daenerys as Elf, but gave her Mediator. She generally conquers Yunkai (one time she ran across Slaver’s Bay, raided some sites, and then ran back. It was kind of funny). She almost always rebuilds Ghis. I turned it into an outpost instead of a city. Lastly, gave her the volunteer-skill of warlords.

26. Added Mercenary Camp to Astapor and Crystal Tree to Mereen.

27. Added a couple inns on either side of Yunkai. Added a couple inns amongst the Free Cities. Also, added Lys in the southern sea for Martell.

28. Changed White King to Frostling.

29. Gave Stiffen Limb and Death Ray to White King, but also gave Winter’s Domain (city likes artic), the artic spread spell, Dedicated to Evil Shadowborn spell, and Age of Death to White King. In my one play through, he had not cast any of those spells, so I’m not sure when he will cast Age of Death. I’m confident I could script to cast Age of Death by a certain turn number.

30. Removed some of the camps, but White King seemed to handle everything pretty well.

31. White King is at war with everybody and diplomacy is disabled. He’s also Pure Evil from the get go.

Post #2 of changes:
Additional Feedback from the-battlefield.com responses:

1. I treated White King as AI only. In fact, set A.I. as unchangeable. I thought about making him a cosmic event, but I don’t think this would work quite as well. I’d bet as an independent he could never cast strategic spells. And he deserves Age of Death.

“Crippled towns” are definitely possible, at least as far as eliminating buildings from build options. I’m not sure about population growth. I’m open to ideas on which towns should be limited. BTW- I’m listening to Feast of Crows on audio book and Braavos doesn’t have any walls. :)

2. Daenerys is difficult to set up as playable or A.I. I could see her going either way. Right now, I yielded to A.I. only, but can be changed in setup. A human player would roll over the Slavers Bay towns with no trouble. However, as I typed, I think I could buff those towns if Daenerys is human. A human player must click through story messages, but the A.I. never does. I could script a story messages so they only fire for a human. Hmmm….

3. Cities can be one hex (sort of). Therefore, I made Moat Caitlyn an outpost. I like it that way for battles, but it growing to a metropolis seems outrageous. I will investigate limiting city size later. Moat Caitlyn is a choke point, with water rapids to the west and impassable mountains to the east.

I moved Dreadfort east a little, but left it as a fortress. However, it seems like it should be a city. Does that give too much of an advantage to Stark? Since they have wide-open space, they seem to have tons of growth opportunity since there are more cities in the north. Lastly, it is possible to tamper with a town’s attitude toward individual players, but not a fortress.

The idea of changing players is interesting. Honestly, I’m not sure why Renly isn’t playable but Tyrell is. But other options are Joffrey/Cersei (and remove Tywin), Arryn or even Littlefinger, Mance, etc. More thoughts on this in my next post…

4. Added two pikemen and two scouts to Greyjoy. I added Flint’s Fingers (very easy for Greyjoy to take) and Deepwood Motte (very easy for Stark to take, hence my concern about Dreadfort earlier. ) Plus, what about White Harbor? That’s the north’s largest city. And Gulltown in the Vale is one of the big five cities in Westeros. There are some excellent wikis on Game of Thrones/Song of Fire and Ice.
As for the Twins, I think story-wise it has to be there. It is iconic.

Frissítés: 2016. ápr. 6. @ 22:16