Climber's Generic MOD v2.05
(Re)Play any PBEM, RMG, Standard Campaign or Custom Scenario, using 120+ new & unique units (70 new graphics, 50 recolored units)
Posted on 06/19/04 @ 12:58 AM (updated 04/12/05
This MOD is basically an unofficial expansion pack for AOWSM. Includes unique Racial heroes, ships, priests. 1 to 2 new ChampionGuild, Racial and Level 4 units are added to Each race.
A few races like Goblins, Nomads, Shadow Demon, Undead, Syron and Draconian is completely unique and different from the standard AOWSM rules.
Added several dozens unique heroes, some with inherent spells like Hellfire etc.
Easy (Un)Installation. Complete documentation of changes made. Each race is unique from another but still quite balanced.
Now using Setup.bat will allow quick switch between the Default Custom Resource and Climber MOD. If you are using ClimberMOD, any MP, PBEM, RMG, Standard Campaign or Custom Scenario will allow new units/changes enabled in this MOD. So this will allow you to replay them with new units, if you like.
Please note that this ver1.0 MOD will corrupt the save game of my ver 0.8 MOD.
Save game of v2.0 is compatible to v1.x
This mod contains efforts of some fantastic people in this forum! I am always open to suggestion/addition/modification. Try it out and comment! Your contribution will be recognized.
Whenever you download a new version of climbermodv1.zip, please run %AOWSM%setup.bat once to update the changes being made.
V2.0X Installation Procedure:
Download 3 zip files:
If you did not have the previous Climber MOD version installed, you will also need the previous ILBs.
D. Unzip all those files to %aowsm% directory, make sure all files is unzipped according to the .zip files' directory structure. There are some files located at the %aowsm%\images\Portraits etc., so location is important, usually Winzip will automatically take care of these.
E. However, in ILB Pack2, I've forgot to include the directory structure; Therefore if you found any C?_???????.ilb files not located in %AOWSM%\Images\Units directory (but at the e.g. %AOWSM% directory instead), move them there.
F. Using Windows Explorer, browse to the %AOWSM% directory, run the setup.bat file, by double-clicking it
G. Press the 1 key on your keyboard. Wait & let it run. Those aow2p_30.exe or upgm_gui.exe should run automatically. If that does not work and you see error msg, you should "run this manually by starting the UGPM_gui tool, load the CLIMBER_SCRIPT and converted them manually."
H. Run %AOWSM%aowsetup.exe
I. Change Resource to "Climber"
Then you are all done for my mod, you can play RMG maps, or MOST downloaded scenarios here (although I found there are indeed some exception)
If still does not work you should post the content of %aowsm%\aowsmlog.txt here for me to see what happen, AFTER you try running the game at least once.
---> Check the forum, I'd dwell there to answer question from time to time.
To switch between ClimberMOD v2.x and (Default) AOWSM rule, you need to run the AOWSetup.exe program in your %AOWSM% directory
Make sure "Custom Resources" is checked
Change "Default" to Climber to play any map using ClimberMOD
Change "Default" to (Default) to revert back to normal AOWSM rule
Update from v2.0 to v2.05
Add back the climbersrcipt.txt; before that, there is installation problem
Add the 1 lair units into almost each Hunt Infidel unit collection
All gold overland structures +10gp income/day (upped from +5gp in v2.0)
Update from v1.5 to v2.0
Added around 50 new lair monsters
Each lair/node/etc has new monsters
fixed a few wizard, heroes
fixed undead skull
easier installation, just using AOWSMSetup to change the mod from (Default) to Climber is enuf
updated installation script, use PawelS' ahr_val.exe
take out ice troll from Frostling's racial building, use Ice Daemon instead
added BardSkill to PlagueSpreader/Priest, so globin has less morale problem due to panic
added Cocktaice to Draconian WarHall
spell ward spell removed
syron FreeMason moved to builder's hall, added Changeling & build Watch Tower ability, USE IT
Metamorphsis, morh into Harvester, instead of Lord
All gold overland structures +5gp income/day
Version 1.0 -> 1.05
Added dozens excellent unit description created by Blind Thrall
Version 1.05 -> 1.10
Almost all units have description now
Various balance changes
Version 1.10 -> 1.15
Added 5 new units Frostling Hydra, Freezing Orb, Orcish Climber, Cyclop, Elvish Lancer
Added lots of Wizard description (Blind Thrall)
Fixed Lady of Pain gfx
Version 1.15 -> 1.50
Add back Astra's strike
Tons of changes to Structure costs, make Racial & CG a different path
Make Wizard more durable
Slight increase in hero's Resis
Use the Windblow mod to allow better spell allocation
|Author||Reviews ( All | Comments Only | Reviews Only )|
|Sul the Just
Wow! A totally different game, really. I love the Syrons now -- they're all I play, since the Elves are rather weak now. Well done on the descriptions and on the diversity of units. Love the Nature Guardian!
In terms of balance, it is possible to win playing any race against any race (as far as I can tell).
Creativity is high, the units are varied.
[Edited on 07/08/04 @ 03:20 PM]
Disclaimer: since Climber is going to continue modding this mod, I will probably have to re-review it. Such as it is, though, I will make some general comments.
First, the author's claim that this is an unnofficial x-pack is justified. There are lots of new units and many of them address certain weakness in the various races. For example, the Syrons get a very nice flying unit, as do the Goblins, while the Haflings get a good melee unit. Some of the unit costs and abilities need to be tweaked, but fan play testing will give the author some helpful feedback. Also, a few units feel a bit repetitive, but the majority of them (and there are a lot) are very distinct and useful. Climber definitely isn't just making more units to have them around. For me, having new options to try out and strategies to accompany them is quite fun.
Racial changes have also been made. Many of the Undead units now have a mana upkeep, which works reasonably well since they generate a fair amount of mana. There are also a sizeable number of "confused" units in the game, particularly among the Goblins, which makes them quite different to play. I haven't quite figured out how to effectively use this feature yet, so I've just stuck with making upper level units ;-) Also, the Nomads now seem to have a growth penalty, which doesn't bother me since they've got a lot of great units at all levels to choose from.
Heroes and Wizards have been changed as well. There are dozens of new portraits as well as unique units for the heroes. I like this feature especially because the old heroes often felt quite generic, especially at the begining of a game before the player had time to modify their stats with experience points. However, some of the male portraits now come up with female graphics, so there's still some work to be done in this area.
I should also mention that there are unit descriptions for the new wizards and some of the units, many of which have been written (I think) by Blind Thrall. This is a nice touch. Perhaps other members of the community could add some descriptions of their own so that every unit in the mod has one.
To sum up, having new units and heroes, as well as some fairly drastic races makes this a different game and certainly creates a new interest in it for me. There are some balance and other miscellaneous issues that will addressed. Because the author is receptive and responsive to player feedback, I think this very good mod will continue to get better. Obviously, it was a lot of work. Many thanks to Climber.
[Edited on 07/09/04 @ 03:59 AM]
Most importantly for me, this mod adds variety to the different creatures which was lacking in the original game. I had stopped playing mainly because I was bored of all the units- let's face it the beginning to middle of every scenario is spent struggling with level 1 or 2 units and they were almost the same for every race. The recruitable units are about doubled by this mod. The new units are all well-done and fit in well with their races. Some may say the units tend to have too many abilities and balance is not perfect, but I am only interested in playing solo or hotseat coop games, so that is not a huge deal to me.
If you are bored of the original game, you have nothing to lose by giving this a try. Thank you Climber for reviving this game for me!
Additional Comments: I did have a small problem installing on my WinXP home SP2 OS. It was overcome by running the aow2p-30.exe file. If you follow the provided instuctions and still get an error about missing files, try this.
I have already rated the former Climber version (see below) and I now focus on the 2.0.5 version.
In my point of view the Climber 2.0.5 version (in comparison to the 1.X version and to the default MOD):
- encourages usage of all units for fighting at the beginning, instead of using the weak ones only as scouts.
- encourages a more difersified stack especially against flyers and also against dominate, protections etc.
- because of stronger guards requires bigger stacks for attacking resources and slows down the first rounds and makes conquering a normal resource location a major event. This improves the motivation.
- also finally let's us fight against really cool level 4 units which I have not seen before used by the AI. E.g. one location was defended by the Nomad Oliphant, which the AI has never build against me before. That is fun.
- is more challenging since the lair guards are very diversified and require more a more flexible strategy.
- it gives more gold income which makes the late game faster and gives more options to build the expensive level 4 units.
- Climber 2.0 also allows to hire many more units in hiring structures, which also speeds up the end game.
- unfortunatly so far I try to avoid attacking lairs which will give items, since the strong guards do (in my point of view) rarely justify the effort of getting the rewards. In my point of view the rewards should be higher (e.g. more gold, more mana, better spells, better items - hopefully in the next Climber version ...)
THANKS TO CLIMBER FOR THIS GREAT MOD!
(Insert Rating analysis here)
Exellent mod. My review can be found in the AOW forum, here: http://aow.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=29,4579,0,60
Lots of new units but some of quality is only OK.
For example, many of the units don't have attack sounds or they resize funny when they die. Others just have bad animations and move strangly.
Otherwise the mod is great. Great descriptions and very creative units. Lots of fun if you can look past the strange animations.