Age of Wonders II Heaven Julia with Gameplay background

Scenario Design
    Wizards and Kingdoms and Things

SHADOW MAGIC MAPMAKING
Things - Power Nodes

There is a power node for each realm of magic, plus one special power node (with a question mark over it) that generates a random node type at the start of the game. There is also one special "treasure" site that converts into a power node after explored; it is called a Chaos Node.

NOTES:
  • These things provide mana income each day when owned. The income is 20 mana if of the same magic realm as the wizard and 10 mana if different.
  • These things clear the fog of war around them for a radius of 6.
  • These things are structures and thus can be razed and can be manipulated by scripts.
  • These things can be set to randomly generate defenders.


The regular power node "things" and the random power node can all be found toward the top of the Places palette. The palette is on the right side of the editor.

The Chaos Node is a special "treasure site" power node that can be found lower down on the Places palette.

Power Node Properties

  • The power node sites provide mana income to the player. Each day/turn, the player receives mana from each owned power node at the beginning of the turn -- 20 mana from each same-sphere power node and 10 mana from all others.
     
  • Power nodes can be owned by a player, and will remove the fog of war for the owner, for a radius of 6 hexagons around the structure.
  • Power nodes can be razed.
     
    • Razing is the burning down or destruction of the node so that it no longer provides income.
       
    • The node will also no longer be owned by any player and will not clear the fog of war surrounding it.
       
    • A power node can be set as razed in the editor. Right-click on the power node to pull up the properties window, then click on the "Razed" box.
    • A power node can be razed or rebuilt during the course of the game.
       
    • A power node can also be razed or rebuilt by using scripts.
       
  • Power nodes are structures that can be flagged and manipulated by scripts.

    Events
    Triggers
    Conditions
     
  • Power nodes can be set to generate random defenders.
     
    • Right click on the power node to pull up a window for setting the defenders at the site.
       
    • There are five settings allowed: None, Weak, Average, Strong, and Random which randomly selects one of the previous three settings.
       
    • Note that the defender settings are somewhat random in nature; the site may not be guarded by "strong" defenders just because the defenders setting was set to "strong."
       
    • Setting the defenders to "weak" may result in no defenders.




Random Power Node

One of the power nodes allows random mana node generation for the scenario. This node is represented by a power node with a question mark over it. This node is always replaced by one of the seven power nodes (one for each realm) when the game begins.

  • The "defenders" feature on the random power node does not work, regardless of what setting is used (except perhaps the "none" setting :D ). Look at the Chaos Node as an alternate way of placing random power nodes with randomly generated defenders.
     
  • Once the game begins, the random power node becomes an Air, Cosmos, Death, Earth, Fire, Life, or Water power node and functions the same as if that kind of node had initially been placed.




Chaos Node

The Chaos Node is similar to the random power node in that it generates a power node of a random magic realm type. However, the node type is not determined at the beginning of the game, but rather when a player captures the node. The magic realm type that the Chaos Node becomes is the same type as the magic realm of the capturing player. Once converted, all features of a power node apply for the Chaos Node.

  • A Chaos Node can not be razed (placed as razed on a map); the resulting power node (once explored) can.
     
  • Since it is a "treasure site," a Chaos Node has an option to mark it as "explored." An explored Chaos Node works the same as an unexplored Chaos Node; the only difference is the "whisps" graphics do not show if marked as explored.
     
  • The Chaos Node may be useful to the map designer who wants to place random power nodes and wants to use the "defenders" setting (since this setting does not work for the random power node). The only drawback (or advantage) is that the captured node will always have the same magic realm as that of the player who captures it.
     
  • NOTE: A Chaos Node set to explored will not show up in the editor window. The only way to locate it is to click on the location where it is placed; the status bar at the bottom of the editor window will say "Chaos Node." Otherwise, the graphic does not show up, making it look like nothing is there. The graphic does show up in the game.
     
  • NOTE: A Chaos Node placed with a mana pile will not form a power node when captured. This appears to be a game bug. I have not encountered this bug when placing it with other items such as gold pile or magic catalyst.



BACK TO SCENARIO DESIGN MAIN MENU

power_node-life_alt.jpg

HG Logo

Headlines

» AoW1 Summer 2008 Mapmaking Tournament

» Interview Kirky Picardo

» Scenario update

» The making of...

» A new PBEM Singles Champion is crowned - Swolte!!

Poll

What unit most resembles you?

Halfling peasant

Undead Vampire

Human Knight

Tigran Prowler

Orcish Warlord

Archon Saint

Dwarven Engineer

Chaos Spawn

Results :: Other Polls

Age of Wonders

Looking for info about the original AoW?
Visit AoW Heaven!

AoWH Logo

HeavenGames Sites

» Main Portal

» Age of Empires

» Age of Empires 3

» Age of Kings

» Age of Mythology

» Age of Wonders

» Age of Wonders 2

» Battle for Middle Earth 2

» Caesar 3

» Caesar 4

» Children of the Nile

» Dungeon Siege

» Empire at War

» Empire Earth

» Emperor: RotMK

» Medieval 2: Total War

» Pharaoh

» Rise & Fall: CaW

» Rise of Legends

» Rise of Nations

» Rome: Total War

» Stronghold

» Stronghold 2

» SW: Galactic Battlegrounds

» Zeus