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Downloads Home » Scenarios » Whitcliff for BNW 3.2

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Whitcliff for BNW 3.2

Author File Description
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: L
Levels: 3
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 7
# of players: 3
Skill Level: Novice
Password Protected: No
Surface Minimap:
Cavern Minimap:
Shadow Minimap:
***This map needs brave new world 3.2 mod***
***I recommend you turn on allied victory***

This is not a normal map, in the first part you play cooperatively with up to 3 players. Choose from 18 heroes to form your total group of 6. Various quests to complete and an armory packed with goodies for rewards.
The second part gives you a more normal game pitting the three playable wizards (elves, dwarves and syrons) against three AI controlled ones.

BNW mod can be got here,5246,0,60

*Updated with minor message and event changes 28/9/2010* (and updated again 12 hours later when I realised I'd left in a stack of dragons I was using to test the map >.<)
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AuthorComments   ( All | Comments Only | Reviews Only )
Kirky Picardo Hi Tendril,

First let me just say thanks a lot for making this map for BNW. I have been playing it in single player and I love it! All the quests and getting tokens which you exchange for artifacts...just real cool stuff, lol. :)

I think I am stuck though. I did the last quest where you go thru the ice gate and now it seems my heroes are trapped there. Is that supposed to happen? Besides my heroes I only bought two engineers which I upgraded to forge guardians. ;) So that leaves me with just my wizard who has appeared and I dont think he will last long with no heroes or units, heh.

I did not research a lot of spells as I was using some enchants on guys and so I had to stop researching to keep mana positive. Maybe this was a mistake as recall hero spell would be quite handy now, heh.

Anyway, thanks again for making this map. It is very different from any other I have played before. I think you have done an excellent job!



File Author
Kirky, glad you like it so far :) As for the trapped heroes, they are supposed to teleport out when you capture the tower in the middle of that room. I've had a look and realised i had it set to 'once' in the events, so if you had a split party then only the first group would be able to teleport out. If none are teleporting at all.. I'm not sure why. Which wizard are you playing?

Tested this event a few more times, it seems the elf wizards heroes were set to teleport to the middle of the city. For some reason this worked when i was testing it, but only somtimes. Since it's set to once, I'm very sorry but you wont be able to get them out without learning recall hero.
I'm updating the map to move the target of the teleport and set it to always. Again, sorry about this issue, hope you can bring yourself to try it again.

[Edited on 09/23/10 @ 10:22 PM]

Kirky Picardo Hiya,

No problem. I saved right before I hit the ice gate, hehe. :)

I can take that tower below with just some of my heroes (they are all pretty uber and my warrior or rogue alone may be able to do it), then whenever recall hero pops up get them back.

You know what might be cool by the way...If the tower below was also a teleport gate which got destroyed as the tower does. But..after defeating those guys you got a rebuild structure artifact. So you would have to sacrifice one of your heroes to get out and only then would your wizard pop up by tower. So even if had recall hero spell you would still have to sacrifice one hero.

I remember playing the heroes 5 campaign and there you had to sacrifice 3 heroes to go on!

Anyway, no worries I have save and won't be stuck. :)

Great map, Tendril!



File Author

Ah thats good then, I hope it works for you properly on a reload. As i say, while i was testing it I never had this problem, and I mostly tested with the elf wizard. The city the tele is targeted at is empty, so it should make no difference how many units are in your stack. But when i restested just now, I saw some odd things. I saw the teleport animation but the units didnt move.

I do quite like the rebuild tele idea, although since all the players have separate destinations, might be tricky getting it to work (and if your playing with three players, one would be left with only one hero). Also, it would upset me to have to sacrifice a hero :p as it is in single player you need to send one each to your allies to make sure they don't die since thier defeat means you lose too.

I'm glad your enjoying the map. As for thanks for using BNW mod for it. I love BNW mod, the development of the heroes and units is what gave me the idea for this map :)

[Edited on 09/24/10 @ 01:34 AM]

rat_peddler I have tried to play Single computer in both classic and simultaneous mode. However, on the first turn all the heros are owned by the human race AI. I went through a number of turns and nothing happens.

===== Update =====
It works. I was confused by the not at war message when targetting them. I think a little note would help others know how to use the Northern glows to recruit their heroes would help. Also glad to see the information that the game was tested in simulateneous mode. That is how I will play it now.

The ORC attacks in the Mine were overwhelming in Classic mode with no chance to escape even after the quest completed message.

[Edited on 09/26/10 @ 11:05 AM]

File Author
When you begin a game your given two to six northern glows, depending on how many players are human. Use these to pick the heroes you want by approaching the chosen heroes.
Kirky Picardo Right picking your heroes with the balls is pretty cool. :)

You know I did discover one other thing though...

When it seemed I was trapped I thought it may be due to the fact I was playing single player using simultaneous turns. So I loaded save and switched to classic turns and set myself as player 2 and 3 as well. I was then able to choose heroes again even though I already had my 6 heroes as player 1.

Anyway, just thought I'd mention that. Not that it's a bug or anything, hehe.


File Author

Hm yes I hadn't considered that. The way the events are made, all the different combinations of human players have their own events to spawn the northern glows. So it would happen again if you load and change to all the two player combinations too. Not ideal, but as you say, not a major issue really.

Just thought I'd say I only tested this map in simultaneous mode. Although it should work just as well with classic.
rat_peddler I just completed the Relic quest and the game ended in my DEFEAT??? I am confused. What did I do wrong?
File Author
Thats odd, I played through the game a few times on each wizard and that never happened to me. The only defeat events are for when any of the allied wizards die (apart from the ai only 1). When you take the watchtower underground for the relic quest it teleports all the wizards to their start citys... The only way that that could've resulted in your defeat is if one of them managed to get themselves killed on the first turn.. which I'm fairly sure isnt possible.
Have you tried reloading from an autosave and trying again? I assume it happened when you took the watchtower?
If you weren't playing as the elf wizard(the default one) He may have been attacked by independant raiders, but he should have had a large stack of units, so they really aren't much of a threat. Maybe if you go to your autosave and just pass one turn and try again it will resolve itself.

[Edited on 09/27/10 @ 08:54 PM]

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