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Jason_the_Iguana: It also adds a bunch of units, but not too many. Some of these are added to the racial lineups to increase variety. For example, Goblins in the mod can no longer build rams or ballistas, but they can build Wolves and Warlocks.
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PetrusOctavianus: How will they capture castles without rams?
Suicide Bombers? IIRC they can damage/destroy walls. This, and... Beetles? And I'm not sure if Goblins don't have a unit with climbing walls, too.

Adding to what was said above:
SM is basically AoW2,5. If you want to play WT, then mostly for the campaign, I think.
The major differences would be - AoW1, AoW2 and AoW3, where AoW1 is hard and somewhat realistic (city is walled? Good bye until I have some siege units), hard (again) and quite personal. In AoW2 your character suddenly turns into lazy fatass who needs to stay in the city and grow fat, or you won't be able to cast spells over distance. And finally AoW3 - mix of previous games. More, IMO, fair, explained, leader is hero again and can kick serious ass, althought he/she is kinda immortal (unless you are missing a city - then you are dead), city management is simillar to the one in AoW + Civ5.
And I must say - I like all of them. :) AoW series belong to my holy trinity of turn-based stratedy fantasy games with HoMM series and Disciples series.

I'm not sure if you can really stop switching to basic colors in windows - it seems it's forced by this version of the game, for what ends - I'm not sure.

And about subforums - I added every game I own to the 'list', in case I had a problem, but I try to speak up in topics about game I love and have something to actually say.

And I usually don't use mods.
Post edited April 19, 2016 by Bethezer
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PetrusOctavianus: How will they capture castles without rams?
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Bethezer: Suicide Bombers? IIRC they can damage/destroy walls. This, and... Beetles? And I'm not sure if Goblins don't have a unit with climbing walls, too.
Ah...forgot about the beetles. Been years since I last played AoW 1.
And I never got the Warlocks mods to work. :-(
Post edited April 19, 2016 by PetrusOctavianus
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Senteria: I think that's the one I meant. I haven't tried it myself as I like AoW 1 the way it is. :)
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Jason_the_Iguana: Warlock's Ruleset is/was the most popular mod for AoW 1. I quite liked it and played much more with the mod than without [..]
The biggest changes it makes are to balance[..]
Damn, now I don't know what to do.. mod or not?
Does the campaign normally work with it?

Anyway, I like the game.
It seems similar to Homm2, but with better graphics and larger battles.

Aren't there shorcut keys, though? (e.g: skip unit turn)
Aren't there indicators for units yet to move or with unused special skills?
Fairly certain Enter or Ctrl-E ends turn in AoW1, though it's been eternity since I played it last.

I always considered AoW closer to Master of Magic and more interesting than HoMM2+3, mainly because you didn't just stack 200 units together and steamroll stuff, instead you made do with what you could get to work together and tried to surround enemies before attacking.

Liked AoW 1's multiplayer, only played it once, but ended up winning with a LOTR style play. Got mashed into a corner, while the other player was amassing all his armies to utterly crush me and show how big his victory was. I managed to sneak a small group out of my city, under cover of the woods, sneaked that small band through enemy lands until they stood at the enemy hero's tower. All units but his hero had left. My units had climbing and scaled the walls and stabbed his main character to death, giving me the game victory because he wanted to gloat.

AoWSM was good as well, played that a lot. Never got really into AoW2, but if you want a good laugh, make sure you set simultaneous turns, then play the tutorial. At least the CD release build you'd learn to use a spell to freeze water, then march across. But as you go on the water the enemy will cast a spell thawing the ice and drowning your units, essentially meaning the tutorial was impossible to complete without setting turn classic turns.

Regarding unmoved units. I believe there's a next unmoved unit button, think there was a key for that as well. Also you could in battle see whether the little orb by them was faded out to indicate the unit had taken its move
Post edited April 20, 2016 by DrakeFox
My main problem with AoW 1 compared to SM and HoMM, was that it was too tedious to line up the units before every battle.
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DrakeFox: Fairly certain Enter or Ctrl-E ends turn in AoW1

Yep CTRL+ENTER. Here are all the keys.
Btw, I couldn't find much info about the hero skills.
And I spent all the points in.. 2 abilities O_o'
Post edited April 20, 2016 by phaolo
@phaolo:
Well... I never mod it or SM with unofficial patch, always had fun. :)

About hero skills... well, yeah. But you know, if you make sure to level the hero up, he becomes the monster. I, as of present, played AoW3 the most, but the hero mechanics are closer to AoW1 here than to AoW2. And believe me - you can create a hero who could eat, literally, a dragon. All by himself. Or two dragons, in fact.

@PetrusOctavianus:
Well... the map are bigger, no? So I kind of understand why it's getting on someones nerves.
Post edited April 20, 2016 by Bethezer
OMG the hero lasts for the full campaign, unlike Homm.
I like it, but.. every decision counts then!

I chose Regeneration and Domination as skills.. did I make a mistake?
The second always failed so far and the first one seems too slow :\

Also, are the transfers between maps fixed or depend on results?
Is it better to stay more on each map to gather experience and items? (Homm only considered speed at the end of the campaign)
I too long since I played myself... but I would say no. Healing is quite important, especially on a leader <cause he dead - your game dead>, and Domination... well. Look at the game - most attack miss, right? That's the kind of a game it is - 1 or 0. But if you manage to dominate someone, you are given a free soldier. Good as canon fodder, and well - you can always use up enemies movement points and/or make him immobile, then take your chances with domination/seduction.
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Bethezer: I too long since I played myself... but I would say no. Healing is quite important, especially on a leader <cause he dead - your game dead>, and Domination... well. Look at the game - most attack miss, right? That's the kind of a game it is - 1 or 0. But if you manage to dominate someone, you are given a free soldier. Good as canon fodder, and well - you can always use up enemies movement points and/or make him immobile, then take your chances with domination/seduction.
Thanks :)
Btw, how many hero levels are there?
I'd like to increase my stats and add more skills, like Archery.

Ah also, I choose 3 different orbs but that resulted in level 1 spells only..
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Bethezer: I too long since I played myself... but I would say no. Healing is quite important, especially on a leader <cause he dead - your game dead>, and Domination... well. Look at the game - most attack miss, right? That's the kind of a game it is - 1 or 0. But if you manage to dominate someone, you are given a free soldier. Good as canon fodder, and well - you can always use up enemies movement points and/or make him immobile, then take your chances with domination/seduction.
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phaolo: Thanks :)
Btw, how many hero levels are there?
I'd like to increase my stats and add more skills, like Archery.

Ah also, I choose 3 different orbs but that resulted in level 1 spells only..
lvl 20 is max in AoW 1.
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Bethezer: I too long since I played myself... but I would say no. Healing is quite important, especially on a leader <cause he dead - your game dead>, and Domination... well. Look at the game - most attack miss, right? That's the kind of a game it is - 1 or 0. But if you manage to dominate someone, you are given a free soldier. Good as canon fodder, and well - you can always use up enemies movement points and/or make him immobile, then take your chances with domination/seduction.
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phaolo: Thanks :)
Btw, how many hero levels are there?
I'd like to increase my stats and add more skills, like Archery.

Ah also, I choose 3 different orbs but that resulted in level 1 spells only..
Don't worry - max. amout of sphere is 7, so you will have a chance to get more powerful ones. Still - to max something you need... 4?

Senteria, maybe you remember better - how much spheres is needed to get every spell for said sphere?
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phaolo: Thanks :)
Btw, how many hero levels are there?
I'd like to increase my stats and add more skills, like Archery.

Ah also, I choose 3 different orbs but that resulted in level 1 spells only..
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Bethezer: Don't worry - max. amout of sphere is 7, so you will have a chance to get more powerful ones. Still - to max something you need... 4?

Senteria, maybe you remember better - how much spheres is needed to get every spell for said sphere?
You need 4 in one element to get all the spell in the chosen sphere. You can make things diverse and spread your love for different spheres but you will not get the end-game magic. But there are plenty of lower level magic spells that are quite handy. Personally I love wind and water. Haste and healing are great. When you just start out in the campaign in age of wonders 1, you only get 3 spheres to choose from. However later on during the campaign you will get to choose two more. And then another two to get a maximum of 7. Choose wisely. Be diverse or focussed on one element. The choice is yours. =)
Yeah, I always picked wind and water for the campaign. Chain Lighting has much longer range than any archer since you can target the ground and it will "jump" to the nearest unit. And no wall could stand up to Great Hail.
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Senteria: [..] there are plenty of lower level magic spells that are quite handy. Personally I love wind and water. Haste and healing are great.
Oh yeah, I chose air, water, life : )

Ah, how do I increase my max mana?
Damn, this game needs a manual.
(I've found some guide, but many info is missing)
Post edited April 20, 2016 by phaolo