PLEASE NOTE THIS MOD REQUIRES THAT UPATCH 1.4 IS INSTALLED ON YOUR COMPUTER!
Posted on 04/22/05 @ 05:30 PM (updated 04/24/05
It has been one year and one day since the brave new world v1.0 was made available. It was definitely time for an update! And after approximately 10-11 months of working on this, I now feel it is ready for release. There has been a ton of content added which I hope BNW players will enjoy. A fixed version of BNW 1.0 is also included in this package which is essentially the v1.1 version which had been making its way thru cyberspace. The only changes to this version are necessary ones in the unit bodies section of the editor so some fixed ILBs are set up properly. I felt it important that this should be included as well.
For players unfamiliar with the original, I should explain that this is a mod which places a great emphasis on heroes. Developing your heroes is an extremely important aspect of game-play and if you do so you will find they are capable of great deeds. This time around, as well as having distinctive portraits, each hero also has a unique body graphic and gone is the generic rider-type for each race. Expect to battle with great looking heroes who smoothly jog around the battlefield with very fluid and realistic animations.
This mod also is very much a tactical combat mod. The battles you have to fight are much more difficult than in the normal game and you will have to defeat powerful creatures as you struggle to expand your empire.
As players of the original might expect, there are many new and exciting creatures which have been added. Some are beautiful while some are bizarre, and still others are downright scary!
You can also expect to find many new artifacts, new map structures, changes to spells and abilities (plus a few new ones) and much, much more!
Finally I will just say that the mod comes with an easy install (same as the original) and this time around we have included some good documentation for you with illustrated tables and lots of information.
So prepare thyself brave one, for the new world beckons!
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I've re-installed all, even BNW 2.4
I have Upatch 1.4 on the lower right corner, but BNW is still not working... It doesn't matter, don't worry for me.
[Edited on 10/31/06 @ 10:54 AM]
I think I know what the problem may be, and it might have to do with not having an authentic copy of the game. This is something which I am not allowed to talk about here.
Please send an e-mail to:
I will then make sure your game is setup properly.
[Edited on 10/31/06 @ 01:08 PM]
How's the 2.5 update coming along. Is there loads of new goodies for us to drool over and say "Wow, I never expected that", like the first time I saw the Mechwarrior :)
I've taken a break from the game for a while. Been playing Football Manager 2007 and a couple of other games.
p.s. Vilya, did you get your game working?
Hi there Banality,
The 2.5 is coming along pretty well. It is not a complete re-working of the mod or anything, but simply adding some things such as new heroes which a few people had asked for as well as some additional tweaks etc. However, there will of course be some new units. :)
I hope to have this ready soon, but I have been busy working with a talented fellow by the name of Awegust on another project, and this is taking up a lot of my modding time!
Here's a little peak at some of the new heroes versus some new units for 2.5:
I believe Vilya's game is now working fine. We corresponded through e-mails and it ended up being a simple matter of BNW not being selected in AoW SM Setup, hehe.
[Edited on 11/13/06 @ 04:03 PM]
Nice to hear that you are still working on your Mod.
I again want to bring you in mind to rebalance the Artefacts... or at least think about it.
I look forward to the next update of your great Work. :)
Wow, Kirky... what can I say?
(Shouldn't say, just play, I guess!)
But, a quick question: has BNW 2.4
addressed the two major flaws that
always made AOWSM so unplayable
for me in the end...?
1) The fact that enemy wizards do not
easily build additional Towers and can
hence be eliminated by just attacking
the Capital... does 2.4 finally force them
to prioritize Towers, like a human player?
2) Is the AI more focused in its over-all
strategy? I mean, instead of letting the AI
use lone Sphinxes to explore and to re-capture windmills, does 2.4 force the enemy to make a concentrated, relentless bee-line for your cities? (Also, the AI finally needs to use
more aggressive tactics in siege battles, instead of it just running around the castle, looking for the most recently crashed/ unblocked gate...)
If the answers is no to the above, is
there a chance that someone of your magnitude
could rectify these things? Even some kind of
new option in the "Advanced Options" screen
(or at least in the Editor) that would easily hard-wire, into any chosen map, the "You-lose-if-your-Capital-is-conquered"
feature would help: I mean, I've never played such an aggressive AI as when that feature was
part of a particular map I stumbled upon...
the thing is that, at least now,
the feature is a whale of an effort
to manually edit into other maps!
(I know I could've done my homework and read the BNW manual, but I just didn't want to
spoil the surprises of what your Brave New World has in store for me! Plus, I gotta get
back to the game...)
Thank you ever so much,
you really gave me back
my favorite game!
In a basic mod it is possible to influence what the computer will build. For example, it's quite possible that simply making towers cheaper or some other slight change might cause the ai to build them more frequently. However, making the computer play more strategically is a bit beyond the scope of a fan-made mod really. At least it is for me and I'm sure it this is also true for most others as well.
So I think you may of overestimed my "magnitude", hehe. I appreciate the thought though, lol.
Anyway, I hope you enjoy the mod just the same even if it doesn't quite achieve all that you (or I) would like it to in this area.
Thank you very much for the comments.
I do consider all comments or suggestions people make, especially when they do so in a polite and friendly manner as you did when you reviewed this mod.
Artifacts have been gone over and some have had things removed where I felt I had maybe piled on too many things. I will go over them again before releasing 2.5 as well.
Also, heroes have had a slight decrease in base stats. This is small but it does make a difference in how fast they develop. Which was part of your review I remember.
So rest assured I do consider your comments and I thank you for them.
[Edited on 11/18/06 @ 04:52 PM]
Thanks again for the hard work of this amazing mod.
i have two questions for you:
can you please explan me how to build maps for this mod or perhaps write a link to old
in the first age of wonders the elves had a unit called ranger, and i think that the Unofficial patch (1.4) also contains similar unit(with the shooting frame problam). do you plan to add ranger unit to your mod in the future ?
Guy Ben Israel
Making a map for BNW isn't really any different than making a map for the normal game. You just make sure that BNW is selected in custom resources and proceed as normal. The main difference is that you will now have access to a lot more cool units and great heroes etc. that you can add to your map lol.
There is one little thing that I will mention though...
As you know BNW has unique graphics for all heroes and when creating a new custom hero for a map it will use the one furthest down the list in the Heroes/Resources section of the editor. So for example if you made a new custom archon warrior for a map with BNW the body graphic of your hero would be the one used by the female hero Rhiannon, because if you look in Heroes/Resources section of the editor, you see that her body is the last archon warrior resource.
But let's suppose you wanted to make a new male archon warrior that doesn't use Rhiannon's graphic but instead uses the one that Arcos uses. Well in that case here's what you would do...
With BNW selected in aow sm setup run the editor and select Resources/Edit then click the Heroes tab then Resources. This is where the base stats and which body graphic a hero uses is set. Now scroll down to where the archon heroes are and double click the hero resource of rhiannon, change her class to something other than warrior and click ok. Do the same for the other archon warrior resources which are after the one arcos uses (ones used by achilles and camaris). Now load your map into the editor and create your new custom archon warrior hero as you would normally. When you are done save the map and exit the editor.
The next time you load the map into the editor to continue work on it the hero you created will be set to use the same body graphic as arcos.
Of course, you could always just use the default heroes, but this is a little trick for using a specific hero graphic for a map that I think very few people know about, so I thought I would mention it here.
As to the other quesion, there is a elven pathfinder unit in BNW that is somewhat similar to the ranger unit in 1.4 patch. There are some stat and skill differences of course, but the basic "theme" of the unit seems quite similar to me really (the pathfinder was even in 1.0 and so was there first tho lol). So I don't see adding the 1.4 ranger unit to elves if that's what you mean. I do think the pathfinder unit is not all that interesting and have considered replacing it with a new unit that has ranged attack as elves probably should have a higher level range unit. This new unit might be called a ranger or something else. Did you have specific skills you wanted to see an elven unit have that is like a ranger? If so let me know and maybe I will replace the patchfinder with such a unit.
I am not sure what you mean about the shooting frame problem with the 1.4 ranger unit. It appears in BNW in the editor but I don't have that unit set up as a unit which can be recruited anywhere or anything, so I don't know if I have ever actually used it in game. If I am not mistaken, it is a re-colored dark elf shade.
Edit: I see now what you may mean. The 1.4 ranger unit has archery set in special animations, but has no animations set in Special (U), Special (UR) etc. So if you were to give this unit the archery skill (as perhaps you did?) then it would disappear as it shoots.
Anyway, if you have any other questions let me know and in case you are interested I have been adding new things to BNW and hope to have an update ready before too long. Here's a little teaser showing some new heroes and map structures:
The map layout is from Sausud's beautiful Tales of Matunmura: The Titan Gate and I hope he doesn't mind that I played around with the southeast part of the map setting up these new structures and stuff for preview purposes. :)
Thanks a lot for your nice comments, Wusong. I appeciate it a lot!
[Edited on 12/06/06 @ 10:58 PM]
I don't mind at all. it's a pleasure to know that you find my map beautiful.
btw, I am enthralled by the beauty of these units. that's a best job u have done. one thing that i like about the units is that they are very colorful.
I will definately make a map for BNW after I deal with my bandwidth problems and download ur mod.
[Edited on 12/10/06 @ 09:01 AM]
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