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I just had a look at it myself and from what I can tell IgnitionChance doesn't actually control the chance of the Ignition ability creating a fire, but rather some other fire settings, possibly related to Fire Mastery. I'm not sure where actual ignition chance is defined; maybe I could figure it out eventually but honestly it's just not worth the hassle.
Post edited July 11, 2020 by And G
Isn't ignition supposed to set troops on fire when they hit a unit that has it?
Or is that AoW2 only?
That would be Fire Strike.
No, I mean a passive effect, where if you get hit, it sets the guy on fire when they hit you. I didn't realise that was only AoW2. So the setting on fire of the grass is actually supposed to damage units in AoW1, like it damages walls? I didn't know that.
I finally tried 1.42 -

Heroes being so much weaker will work well in singleplayer I think, this basically solves the way they trivialise the campaign.
Still, 15 levels to get to Spellcasting V (if not starting with it), or 15 levels for (+5 ATK, +2 DAM, +3 DEF) does feel wimpy. I don't remember off the top of my head how much quicker levels are gained now.
If you feel generous once mainline AoW+ is complete, and release a version with a couple of multiplayer-oriented tweaks, I'd ask for heroes to get 15 skillpoints per level instead of 5. In multiplayer, superheroes make the game very fun, unlike singleplayer where they make it boring.

I like the Spellcasting casting point scaling of 5/10/20/40/80 for Spellcasting I/II/III/IV/V.
I guess it's intended to reflect the way that having just a tiny bit of spellcasting for a few enchantments on important units is the most valuable step, and to reward higher level mages more.
I do think those numbers are a little drastic - I'd prefer 5/15/30/50/75. (And with only 5 to start, I'd want to see combat spells be very cheap, maybe even cost nothing for lowlevel ones like Flaming Arrow).
At present scaling, I suspect that taking one step past Spellcasting I would make it almost ''mandatory'' to go all the way to Spellcasting V, to chase that huge +40 jump at the last upgrade from IV to V.

I know it's rude to harp on about the same thing again, but really these settlement rebuild costs are very high!
It takes 30 turns for rebuilding towns to pay for themselves, not counting the earlier expenditure for the Rebuilder unit. This is lower than 1.41, but I get the impression that rebuilding settlements is still never a reasonable strategic choice.
I've made two scenarios which feature starting areas with some ruined towns and rebuilders, I think this a cool thing to do - feels like setting up camp in a new territory. But now you need vast amounts of gold to do it - and if you had such gold, you'd be better off ignoring the ruins anyway!

I guess with looting generating so much money (10 turns of the settlement's income, 12 for cities), maybe you didn't want rebuilding to be paid for by the original looting, so there was a reason to increase rebuilding costs past the original game's situation where it pays for itself in 7 turns. Otherwise, loot-and-rebuild just becomes a strictly better option than migrating. Even so, a 15-turn pay-off could work fine - ie, the original 50/100/150/200 gold cost (effectively more expensive because settlements have less income now), with the new double duration of 10 turns.

Maybe I should open up some spreadsheet calculations to take a look at the comparative gold reward of migration, loot-and-rebuild, and loot-and-ignore, over time. I suspect that looting is ''too good'' now, considering migration takes a long time (and needs a fairly large garrison to enforce for that time), and considering looting doesn't take much longer than razing.

It would be interesting if it was worthwhile to leave cities of an enemy race unmigrated, and just garrison them with troops. But to make that a viable option you'd have to make it be better than looting and migration, while also paying for the soldier's upkeep, plus a bit. Wouldn't it be cool if units inside cities cost half upkeep? Sadly I'm sure that's impossible.

Perhaps if Rebuilders were more expensive, that would be interesting - you could shift some of the cost of all their actions onto the unit itself. This would make it easier to have scenarios where the player starts with rebuilders and actually uses them, instead of disbanding them because it's not worth it to use them.

Also like IniochReborn said, please don't hardcode spell costs or unit costs, we want to mess with those via ruleset! In any case the Pony Rider and Elephant probably need to be made weaker in terms of their stats, if you only make them more expensive, then they're in a weird place of having the cost and power of t2, but as a t1, with 2 upkeep. They already stuck out a bit, but with the weak archery, it's a gulf. I wouldn't want to see them moved to t2, since the races are too similar already - instead I'd do stuff like bring the Elephant down to 1 ATK, reduce the ATK and DAM of the Pony Rider by 1 each.

Also, what's the overall picture with mana changes? It seems almost like you're halving mana income, halving spellcasting points at low levels, and halving some spell mana costs.... isn't this an awful lot of work that basically cancels itself out?? :p

Oh, and thumbs up to the hero cost changes - being free to recruit and lower upkeep is a huge improvement.

Also, with newly spawned units starting on ''Scout'' action by default - does that mean you can actually recruit the heroes generated by Call Hero now, instead of needing to smother them in Nymphs? Very cool, let me check real quick....
Post edited July 13, 2020 by southern
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southern: Maybe I should open up some spreadsheet calculations to take a look at the comparative gold reward of migration, loot-and-rebuild, and loot-and-ignore, over time.
YES, do this.
this should provide some frame for reasonable gold income setup. Plus you would come to better conclusion that me f.ex.

expensive rebuilder dont change much, total cost would be builder+city anyway. Again, would be beneficial to have some numbers.

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southern: Also, what's the overall picture with mana changes? It seems almost like you're halving mana income, halving spellcasting points at low levels, and halving some spell mana costs.... isn't this an awful lot of work that basically cancels itself out?? :p
I think the aim is to make Mana more valuable per unit - deflate it. So its more precious - and I like that a LOT (esp. slow spell research).

This way research point are lower. The mana pickups are more beneficial. Mana that is spend to boost/summon units, remove some alternate gold cost to produce similar units [f.ex. if you summon spider, you dont need swordsman => exchange mana for gold].

I like the direction of magic changes. But also would like to avoid any hardcoding.
Oh nice, Call Hero actually WORKS in AoW+!
if gold for shipyard is not possible, how about:

make Builders Guild 2, call it port town, and replace machines with ships?

could that work?

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this would need to replace on each map old Shipyard, with new fake-builder-guilds.
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Lagi_: if gold for shipyard is not possible, how about:

make Builders Guild 2, call it port town, and replace machines with ships?

could that work?

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this would need to replace on each map old Shipyard, with new fake-builder-guilds.
I think maybe you can already do this (without having to edit maps) via ruleset. In Tiles>Surface>Places and Tiles>Underground>Places, if you copy-paste the Builder's Guild into the Shipyard slot, and then edit the Complex, Description, Raze Defenders, and Production tab to look the same as the Shipyard, then you should have a shipyard that also produces merchandise and has 10 income. Haven;t bothered to test it myself. Obviously keep backups when you do this...
Heads up: Version 1.43 will be released within the next couple of days and come with a number of campaign improvements; since unfortunately all campaign data is stored in the savegame you can't transfer your old campaign savegames to v1.43, so you might want to finish any campaigns in progress and hold off starting a new campaign.
I hope only for reverted production cost :D

but im excited to see the whole progress
Looking forward to trying it out!
AoW+ v1.43 is here.

Please delete your old AoW+ files before you install the new version. In all likelihood this won't be necessary with future updates. You can transfer old scenario savegames but not campaign savegames as per my previous post.

Major changes:
- new file structure
- more documentation
- better campaigns
- default relations changed
- some requested stuff implemented
- some unrequested stuff implemented
- some previously implemented stuff reverted
- some previously reverted stuff reimplemented

If you want it more detailed than that I refer you to the documentation which now also contains information on using HSS mods with AoW+.

I believe that AoW+ is now largely multiplayer ready and will only require minor balance tweaks in the future. Well, one can dream anyway...
Post edited July 15, 2020 by And G
city production time is good! its 3/2/1 turn
At first i was disappointed, because producing units take even more time, and you cannot do anything. But i start to value units more. I think if its worth to lose troops to capture some city.

Longer build time really make bigger city much more important than lower one. Plus the value of units is much bigger, because you cannot produce them quickly in new towns.

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vision change is an excellent idea! that have to be develop further!
IMO structures and cities should has 2 tiles of passive vision. Which would also reduce active vision.
You would use your unit for scouting instead un-garrisoned cities.

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skill points are better, i receive some points sooner

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i like the mana progress, not sure what exactly was changed, because i didnt track it before. But it take some time to research spells, and playing with the mana/research slider is impactful.

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each new version is an improvement. Thanks And G.
I think the seduce skill should has higher attack. I try use Nymphs, but i guess they dont appeal to goblins beauty standards.

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looks like migration is few turns faster? 5 instead 7 ? not sure, I like previous timing more. Good thing that independents revolt before I "stole" the city, i just waste 3 turns so its ok.
Thanks for those neat conditional overrides.