|
Author |
File Description |
The_Stranger |
Posted on 04/08/05 @ 09:32 AM (updated 02/24/08)
This new mod tries to add a little more magic to the already magical world of AoW:SM. How is this done?
In a nutshell:
Lower level units have value throughout the game. Rushing to level fours and building stacks of monsters is not encouraged. The intention is to make more expensive units stronger to not to the extent that they make cheaper units worthless.
Buildings generate income and mana. Instead of starting with a city that has gives you gold, you choose your city upgrades. Do you want to go for research? Build a library and wizard tower II. Mana and growth? A temple complex and monastery. Gold?!! Then build a Builder's Hall and Siege Workshop.
Cities grow slower and structures are determined by city size. You can speed this up by building buildings with growth benefits. But again, this isn't a race to the Champion's Guild. There are so many interesting units in between, and this mod encourages you to explore them.
Units and races are very unique and have their own flavour. In 1.4 rules, low and high level units tend to mimic each other. You have the level one swordsman with block, the level four with 30 hit points and so on. In Dwiggs, there is more variety among units. I have not added heaps of new units, but tried to make existing ones more interesting. But, you'll find plenty of new critters to build and buy as well :
Heroes. They are more than walking domains now. Each hero line is unique and limited to certain upgrades. Warriors have higher hit points but they can't cast spells. Rangers are swift and deadly at range but won't be able to fight off a Paladin hand to hand. There are over 100 new and unique heroes with individual portraits, graphics, and descriptions.
Wizards. Wizards now start with a skill that matches their personality.
Unique units can now be hired at recruiting structures: no more buying what you can easily build.
What's new to Dwiggs_1.4?
Over 100 new heroes with custom written descriptions and individualized graphics.
Three new Races-the Fey Folk, Demons, and Lizards-with new racial portraits, units, heroes, and cities.
New abilities: Trap II, Entangle III, Control Animal II, Stunning Magic Bolts, Pixie Bolts, Dwarven Fire, Flaming Arrows, Black Javelins, to name a few of them.
Unique heroes with modified abilities and each with his/her custom animations, many of which are gracing the AOW world for the first time!
And there's probably a lot more that's new as well :)
|
Pages: « First « 1 2 3 4 5 6 7 8 9 10 [11] 12 13 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
---|
NinNinNin |
Posted on 03/30/09 @ 02:39 PM
i cant find the right script file either. i really want to play this mod but i refuse to play with missing units.
over vanilla shadow magic i have done
-Upatch 1.4
-Dwiggs 5.0
-Dwiggs 1.4
-Dwiggs 1.4 fix
-SM Setup and select Dwiggs 1.4
-UGPM GUI and go to ugpm_script.txt (tried both, no luck with either), press create all. it crashes with the lower case one under 'User'
strange thing.. if i select dwiggs 5.0 in setup i can see the custom heros but cant see some of the things i can in this. in this i cant, but elven cavalry(forget their name) appear
it would be nice if there was a step by step guide to get this to work right, ive just been stumbling around..[Edited on 03/30/09 @ 04:50 PM]
|
ForceX |
Posted on 07/05/09 @ 03:34 PM
I'm so confused. Dwiggs_5.0, Dwiggs_1.4, Dwiggs_1.4 patch and Dwiggs_1.4 patch missing Lbs
What do i need to play the Dwigs mod properly, and which Dwiggs do i load in the setup?
|
Alarion |
Posted on 07/08/09 @ 06:05 AM
Hi, I recently installed ma AOW SM again and remembered the great mods that can be found here.
But I subscribe to the view of my previous speakers. Installing the dwiggs mod is very confusing. To many version numbers...
Why is there a veriosn 5.0? in the description of version 5.0 you talk about changes in version 1.4.
Is the 5.0 older or newer than 1.4 then... why are there so many different 1.4 files...
It would be great if you could repack it into just one big file. Would this be possible?
I'd really like to play the dwiggs-mod, but the installation is just discouraging.[Edited on 07/08/09 @ 06:14 AM]
|
Galuith |
Posted on 09/18/09 @ 06:07 AM
Also interested in knowing if everything has been fixed yet, or do I need to make any changes before I start playing.
Downloaded the mod today, looking forward to getting some time in on AOW again.
Thanks. |
xdea |
Posted on 02/14/10 @ 02:40 AM
Hello, sorry to bother, I downloaded this file along with the missing files file, installed both, the bigger one first then the missing files one, and I open AoW and do the random map generator thing and theres nothing new o.O? So I don't think it worked =X? |
xdea |
Posted on 02/14/10 @ 02:57 AM
nvm :p i gots it now i thinkss |
KingChaos |
Posted on 02/20/10 @ 01:47 PM
First, I recommend downloading the 3 in 1 pack. http://aow2.heavengames.com/downloads/showfile.php?fileid=828&ci=2a0684271cc4e794ef58ab662ecffd7aZs8u9r3903tmrmng0Sv2g1hjiQ3G45gdemfpSeok6ixTW3OMHpap2XUH/kyKeV4pzcpZBZnOfn9dVEdhceuhVnTVzewtY5RggZuZlFQKUblL3EwQ1ETGbUwxfpH0EXlMkNPtqtpQKQ==
Then get dwiggs 5.0.
http://aow2.heavengames.com/downloads/showfile.php?fileid=612&f=&st=100&ci=
That is all you need. Of course, before you install any mod you need the Unofficial 1.4 patch.
And remember, Dwiggs is different fromother mods. you do not play it by running the aowsm.exe, it has it's own exe in the main folder. The icon is orange and has the roman neumeral V on it.[Edited on 02/20/10 @ 01:48 PM]
|
Bloblblobl |
Posted on 05/21/10 @ 12:47 PM
Does this require the 1.4 patch, cuz I haven't gotten it yet and it doesn't seem to do anything...? |
princethrash |
Posted on 10/01/10 @ 09:17 PM
Rating: 5
A re-balancing so good it deserves industry-wide attention.
Additional Comments:
As I said, this is primarily a re-balancing mod, and what a goddamn re-balance it is. A major flaw in AOW:SM was how every race could build catapults, cannons, and ballistas. As a result, when playing AOW:SM Original, I'd have every town in every game loaded with catapults to destroy hordes of guys, with other units that could simply prolong the bombardment, protect the catapults, and deal with fire immunity. So the race I was playing, on a defensive game, really didn't matter.
Dwiggs fixed that to an extreme, and they really had to. The whole point of 4X is that every new scenario should be quite different. It didn't used to be -- but it is now.
The racial differences are really felt with Dwiggs, and the genius can be sampled by comparing the different archer units, who all work differently. Elves and Dark Elves are more deadly than the undead equivalent, however the undead archer gets physical protection and resurgence which wreaks more hell than one would expect.
Whoever made Dwiggs was more interested in correcting mistakes than expanding the game. The re-balancing of buildings is perfect, the cost and build-times for level 4's is realistic. I can't believe I ever played the original at all.
Heroes in Dwiggs level up in a class-like fashion, and have vastly reduced movement due to most of them not being mounted. Even though this sounds like a way to make heroes weaker, it actually isn't, and this is my only criticism of the intent of the mod. With a hero in the original, you'd want them to specialize in a class-like way anyway, as that's the most efficient way to use your level-ups. Since your warrior isn't being offered spell casting improvements or whatnot in Dwiggs, there is more opportunity to level them up in the appropriate stats. They won't all be offered Double Strike, and stuff like that, but still I feel that heroes are still extremely powerful in Dwiggs -- well, some of them.
I think the maker of Dwiggs is the only person I'd ever trust to be a D&D DM. For instance, look at the evil hero ranger who starts out with Marksmanship III. What doesn't he get in exchange for this? Yeah, that's right, he doesn't have a ranged attack to begin with at all. Genius.
As said in the description, all the fun in this mod is using the lower level units effectively. Definitely play a game with "Conqueror" as your wizard's attribute so you can see the near-perfect, logical level-up progression of units, which will unfold into shear surprise and delight.
Not to be too redundant or dramatic, but this is one of the best re-balancing efforts in the history of gaming, and the best I expect to find any time soon. I hope the makers of Dwiggs are employed by a decent game company, because they deserve to be running one. |
Nenjoz |
Posted on 12/12/10 @ 03:41 AM
Very good mod indeed. Only one small problem: when I run the mod from Dwigs5.exe it doesn't use the modified race names etc. Works fine when using AoWSM.exe though so no big problem. Good job! :) |
Pages: « First « 1 2 3 4 5 6 7 8 9 10 [11] 12 13 » Last » |
HGDL v0.8.2 |
Statistics |
Downloads: | 30,379 |
Favorites: [] | 1 |
Size: | 279.75 MB |
Added: | 04/08/05 |
Updated: | 02/24/08 |
|