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Humans, Day 3

plink, plink, plink, go the shards. I think I will leave the southern desert alone for now, however. Its tribes are nowhere near as wealthy as the beleaguered Dark Elf state of Khazlkound, to the east.
Lizardmen day 2? 3? We're already losing track in this darkness.

We keep swimming in these dark waters, slowly. It's rather innatural for frogs to stay underground, we can't do without sun for too long.
Dark Elves

We take a tower from some goblins. Now we can see a little more clearly..

TS. :)
Orcs, Day 3

Some forward scouts of the horde have rejoined our forces. We have also claimed a town and a mine from deserters.

TS

OOC: This "Units may have different abilities than you expect" is going to screw with me. It really came to light when some kobolds charged right over a wall to reach me. Also, I see a fire elemental that looks very, very distinctly non-threatening, since it only has a short ranged attack and it can't move if it wants to use it.
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Bookwyrm627: Also, I see a fire elemental that looks very, very distinctly non-threatening, since it only has a short ranged attack and it can't move if it wants to use it.
Wtf, did the Elementals not regain strike? Surely they'd gain back their 1.36 abiilities when the game is loaded in 1.36? Either way that is amusing since the mod is designed with PBEM autocombat in mind; I didn't even think about manual combat implications. I broke it again!
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Bookwyrm627: Also, I see a fire elemental that looks very, very distinctly non-threatening, since it only has a short ranged attack and it can't move if it wants to use it.
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southern: Wtf, did the Elementals not regain strike? Surely they'd gain back their 1.36 abiilities when the game is loaded in 1.36? Either way that is amusing since the mod is designed with PBEM autocombat in mind; I didn't even think about manual combat implications. I broke it again!
Iirc, units have whatever abilities are set for them when they spawn, and that's what they have. So when you pre-set them with your mod, they have whatever your mod gives them. When I build infantry, it spawns with the the basic stats in my version, while if you build infantry they'll have the stats of whatever mod you happen to have active at the time you play your turn.

I suspect you could really screw with Incarnates, since I think it removes one that possesses a unit and makes a new one when the possessed unit dies.
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southern: Wtf, did the Elementals not regain strike? Surely they'd gain back their 1.36 abiilities when the game is loaded in 1.36? Either way that is amusing since the mod is designed with PBEM autocombat in mind; I didn't even think about manual combat implications. I broke it again!
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Bookwyrm627: Iirc, units have whatever abilities are set for them when they spawn, and that's what they have. So when you pre-set them with your mod, they have whatever your mod gives them. When I build infantry, it spawns with the the basic stats in my version, while if you build infantry they'll have the stats of whatever mod you happen to have active at the time you play your turn.

I suspect you could really screw with Incarnates, since I think it removes one that possesses a unit and makes a new one when the possessed unit dies.
I've only messed around with this stuff much in aow2, but I assume it's the same for aow1, with stats always being set to the current version, but abilities being the current version plus all past versions the map had been saved under (unit abilities and current HP is stored in the save file, whereas stats and max HP depend only on the ruleset).

Of course if the fire elementals lack strike because of my fooling around, that means I'm wrong and it only works that way for aow2.
Post edited January 27, 2020 by southern
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southern: I've only messed around with this stuff much in aow2, but I assume it's the same for aow1, with stats always being set to the current version, but abilities being the current version plus all past versions the map had been saved under (unit abilities and current HP is stored in the save file, whereas stats and max HP depend only on the ruleset).

Of course if the fire elementals lack strike because of my fooling around, that means I'm wrong and it only works that way for aow2.
After hearing about physical immune fire elementals in the thread, I was careful to check the one that I saw. I was looking for Call Flames while I debated risk/reward, and I noticed it had Fire Breath but no Strike. That means even a pair of priests could wipe one out with no risk.
A herd of wild boars performs round attacks in quick succession. Surprise!
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Thereunto: A herd of wild boars performs round attacks in quick succession. Surprise!
I have a sudden premonition that the winner of this game is going to be the last one to be caught by lethal surprise when indies suddenly do what they normally don't do.
I even restarted the game (turn 1) because after doing EVERYTHING else. I had forgotten to name the leaders again, but then the map turns out to have an even zanier problem.... ugh.
I find the surprises very enjoyable, it adds to the entire feeling of it being in the strange far reaches of the world known as Khazikound (also a great way to playtest aspects of mods)
Humans, Day 4 (forgot to post earlier)

We may destroy a Sand Worm tomorrow to seize the earth node it inhabits. But I want some giant frogs to distract it with the vibrations of their hopping..
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Thereunto: I find the surprises very enjoyable, it adds to the entire feeling of it being in the strange far reaches of the world known as Khazikound (also a great way to playtest aspects of mods)
It's just annoying bewcause Bookwyrm can bully me now :p

But ja i like this idea for future games.
Post edited January 27, 2020 by southern
Lizards, day ??

Tunnels upon tunnels upon tunnels.......

At least there's plenty of rats to feed on.

Suddenly some light, we find a pair of druids guarding a node. They make way too much damage before going down. Damn you you celtic stereotypes!
Let's see, what does my mod do to Druids?

"Druid: Marks II/III/IV, Lifestealing, Poison Strike, Entangle Strike"

Oh. Must've been a painful surprise.
(druids IRL engaged in sacrifices of animals and sometimes people, hence the lifestealing)