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Downloads Home » Scenarios » Athendore 2 SM edit

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Athendore 2 SM edit

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File Details
Ruleset: AoW: SM - TS Standard Rules
Map Size: XL
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 8
# of players: 5
Skill Level: Expert
Password Protected: No
This is Elquein's original Antendore 2, updated to utilize any of the Shadow Magic rulesets (works best with patch 1.4).

Minor changes include some script and event bug fixes, and some army changes.

Medium changes include lots of AI blocks (thanks to NaecO and PawelS!) This gives the players more goodies to go after.

Major changes including beefing up the Evil AI. In the original map, the Evil alliance AI's tended to turtle, and/or get their capitol and Wizard wiped out fast. I've added forcefields to each playable capitol and tweaked some of the garrisons, and now the AI's have become VERY active. In the WT version, the AI simply can't cope with overland storms against it's capitol.

If you use this map for Single Play, then I recommend setting your capitol back to a level 1 Wizard tower before starting. If you use this map for Multi Play, then I recommend setting ALL of the players' capitols back to level 1 Wizard towers.

Edit note: This new version 2.1 fixes a serious Undead bug, and a minor Orc bug.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Roger the Rampant Dafyth still says "Antendore" instead of "Athendore" in the intro, but at least now the original creator of this brilliant map has been credited for creating it, and it comes up with the correct spelling now in the list of downloads.

[Edited on 03/09/09 @ 04:04 PM]

rat_peddler The AI's are certainly beefed up. No need to set back your capital in my opinion. I have tried this playing all the 5 humans as an alliance against the 3 allied emporer level AIs. I am basically bottled up and getting crushed by day 115. I think King level would be somewhat more probable for a successful experience. It is hard to survive to get to any "goodies" when being destroyed by a combined lightning and divine storm combination.
Sayan Hah, it took me some time to figure out too but you CAN brake holy alliance with diplomacy, it will rid you of most storms and quakes. Some starting locations are much worse than the other though.

My main problem is getting spammed by dwarven veteran runemasters which can go through web, poison clouds, firestorms, lava and mountains alike. Can only fight them back with heroes or lvl 4 creatures with fire halo.

And you probably don't want to keep ally with Death magic users as they start turning all of land into wasteland early.

Still, this map is huge, interesting and BEAUTIFUL.

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