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Downloads Home » Scenarios » Call to Arms (structured play version)

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Call to Arms (structured play version)

Author File Description
The_Sheikh
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: M
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: No
Multiplayer Online?: Yes
# of Wizards: 5
# of players: 5
Skill Level: Any (depends on AI difficulty setting)
Password Protected: No
In addition to Patch v1.4, the Heroes and Wizards V3.0 mod is also required to play this game.

The storyline so far: it's a sequel to the scenario 'Call to Arms', except this time you are more constrained to obtain a powerful artifact. Two wizards seek to claim it and bring it back to their capitals, another seeks to destroy it, and another two wizards may make use of it.

Although this scenario is incomplete at best (mini-quests are ready only for both Ariane and Renata), I made the AI exceptionally brutual, especially for Kitaa and Nekron (or Ariane in some cases). The only way to outwit them would be to destroy the artifact, as destroying it would severely weaken them (you can equip a hero with it on the other hand, and I suspect you might want to).

Fixings (& updates):

2007
14-5 May: Took previous Ice-Age sequel to "Call to Arm" (exists in Aow2 HeavenGames downloads) and decided that small size of map meant a different approach to gameplay altogether. Alongside Nekron and Kitaa mini-quests, mini-quest series for both Ariane and Renata have been put in place, alongside extra scripting to upset the balance in favour of AI players, so that human players can't train flyers so quickly.
I may go for creating unique conditions for cooperative play in future.
16 May: The artifact has been given a -4 resistance penalty, as behooves such a powerful yet cursed weapon.

NB: as the scenario is unfinished, I have submitted it here only to receive feedback, as I have had no time or patience to playtest all events. Also, Item teleportation and telegates have been disabled in this scenario, otherwise players would just win in one shot. Events are bound to be central to single play and cooperative play, as otherwise a map that consists of just 2/3 or 3/4 plain snow doesn't seem fun to play.

If you are having trouble, here's a hint: the axe must be destroyed at all costs, otherwise Nekron and Kitaa will remain too powerful.
If you are playing either as Prospero or Ariane, the note you get when you pick up the artifact holds a clue to what you must find in order to accomplish it. A Fire Halo spell might be useful, but I am working to make it unusable. An issue I am interested in is whether the Furnace works or doesn't (once you place the artifact at the centre, your units will be teleported out each time they come within 1 rad. of the dropped-off artifact, thus keeping it out of the reach of the wizards)

I also expect multiplayer to react differently in an interesting manner than in single play, though: as two players might conspire together to claim the axe, the other 3 might cooperate with each other to smash their wizard towers or steal the artifact by ambushing any heroes carrying it (scout the terrain out quickly!)

KNOWN PROBLEMS and ISSUES:

Ratpeddler:
"Only Undead and I in a few short turns."
-either the indies are too powerful, or I haven't inserted the proper coding yet. I was expecting that there would be at least 3-4 players left by then.

"...raider stacks are just too big and too frequent. If you want the AI to survive you may have to put up some blocks against the raiders or tame them down in their territories."
-I might choose to change the frequency of raider spawns, and possibly delay them.

"The Archons don't have enough resources to get anywhere."
-Will look into this. Perhaps I should add some thing like underground mines or other forms of resource sites.

"There is a mix of English and German(I think) (esp in diplomacy messages)."
-This is quite odd actually, because I noticed that when I used Webusver's mod, it changed some of my heroes (Jack the Stiffy to Jackty die Leiche). Maybe I might have to purge the entire map again? hope not. On the other hand, I think I will forgo using Webusver's mod since it might be the source of the problem. Pity, though, I found his creation of a spell-casting dragon very appealing :(
I had not such problems when I first tested it out for 5-15 turns straight, though-was playtesting both Renata and Ariane questlines first.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
rat_peddler I think map needs lots of tweaks. I played the Dark Elf the first time because that was default human at setup. This turned out to be wrong choice. It was only the Undead and I in a few short turns.

Then I played the Archons. It was only the Dark Elf and I by turn 15. Even the Undead AI was defeated.

The raider stacks are just too big and too frequent. If you want the AI to survive you may have to put up some blocks against the raiders or tame them down in their territories.

The Archons don't have enough resources to get anywhere. The underground cave with the sign has nothing in it.

There is a mix of English and German(I think) (esp in diplomacy messages).

The map might have potential but it needs work. I do like event driven smaller maps as they can be fun to play.
sausud The map wont start on my system. :(

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Statistics
Downloads:516
Favorites: [Who?]0
Size:724.19 KB
Added:05/14/07
Updated:05/15/07