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Anyone interested in a new PBEM for AOW1? Sign-up here!
Post edited October 31, 2020 by blackcat29
Always up for another!
AW1? I'll join
Good catch, AOW 1, will clarify in the original post. Gonna leave this thread open for a few days to see if we can assemble more players !
Yes. Emperor of Tun if we get six players?
I don't really mind which map we play on, but if we end up with five players, I made four maps that are 5-player because that seemed like a likely player count to end up with, and I got fed up looking for ones already out there. Also I made a four-player one that might be worth trying out back in August, but I suspect it's actually not very fun.
http://aow.heavengames.com/downloads/lister.php?category=multi&author=Ziggurat+Mason
Post edited November 01, 2020 by southern
Was thinking of an symetrical map from the orginal, such as Icedale or Reedfin Canal

Could also look into Rocky Hollow if we want to team up against the AI Undead Emperor, and then use diplomacy and warfare to determine teams and an allied victory


I am always up for a custom map, but like to have an original balanced game on the go as well! We will see if others sign up and join in!
Races Available:

Frostlings
Azracs

Elves
Dwarves

Goblins
Orcs

7 Magic Spheres
(Nodes near your leaders starting location will be aligned with the Spheres you choose.)

No assault transports
( FM/WW/LF/FH Ships will not be tolerated. (Air Ships, Syrons, Incarnates, Wraiths, )

Items are Available on the map
(however they are not bountiful.. Consider missions of dungeon exploration as opposed to Empire Building.)

You Start with a secondary hero of your choice ( Of Four classes: Rogue, Warrior, Wizard, Cleric)

10 Turn Exploratory period
(You cannot capture structures or engage with combat with Races selected by players for 12 turns)

.............

Some rules right off the bat. Will contemplate more once we figure out the players and dive in. Feel free to add more suggestions or veto a rule above.
Post edited November 03, 2020 by blackcat29
Dwarves, 4Life 3Fire for me please!

On the rules - Can we maybe change it to ''no enchantments cast on transports?"
What's the reasoning behind mentioning Syrons, Wraiths, and Incarnates?

I'd like to suggest an extra rule - "no spam attack/retreating from indies to gradually wear them down at long range before they can get at your ballistas"
Post edited November 01, 2020 by southern
Give me Elves then 3Air 2Water 2Life
I'm good for whatever rules we're rolling with, I just want to make sure I have the right idea of the expectations (adding the house rules to the map description is always a nice touch too for in-game reference)

Custom leaders, or just custom spheres?

"No assault transports ( FM/WW/LF/FH Ships will not be tolerated. (Air Ships, Syrons, Incarnates, Wraiths, )"

I'm reading this as "no fire-movement, wind-walking, (liquid form?), and fire-halo on boats (including basic transports I assume?)"

Is that second part intended to mean something like don't own/build air ships, syrons, incarnates, and wraiths? Can't make/summon/dominate, etc.

I'm thinking probably:
Orcs with wizard support
3 death, 2 water, 2 earth

Looking forward to it!
Good Call Southern, We will simply make the rule: No enchantments on Transports.
And yes, I will definitely include no spam attacks on independents and then retreating to gain incremental advantages.

The second part that some people have some confusion about is that I will edit the more abusable troops such as airships, wraiths, syrons, incarnates so that they do not appear on the map. Basically specialty units that are difficult to counter. Air Elementals, Dragons would fall into this category however they are a lvl 4 ASpells so I think we can let thaose ones slide as long as people are aware they could appear on the map. Let me know if there are any other units people would like to see included to the list or if there is a unit above they would like to see in the game.

I will write the rules into the map overview once we have settled upon them.
Post edited November 02, 2020 by blackcat29
I have no opinion on troops.

Why are syrons difficult to counter though? I'm still a newbie here, and I don't think I encountered them much in the single player campaign.
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blackcat29: The second part that some people have some confusion about is that I will edit the more abusable troops such as airships, wraiths, syrons, incarnates so that they do not appear on the map. Basically specialty units that are difficult to counter. Air Elementals, Dragons would fall into this category however they are a lvl 4 ASpells so I think we can let thaose ones slide as long as people are aware they could appear on the map. Let me know if there are any other units people would like to see included to the list or if there is a unit above they would like to see in the game.
Does this mean they won't be trainable? That can be done actually, even in a TS136 game. You just need to start the map off while having a custom ruleset active in which they're removed from the racial city training lists. Even switching back to TS136 afterwards, the map's cities will have saved the original training lists.

Airships are OP but they're also pretty fun and cool. Wraiths aren't OP in PBEM because you can't dispel an enemy's enchanted weapons when every battle between players is automatic.
I've never seen Incarnates used in PBEM.... would quite like to see it!
And what's the deal with Syrons? Someone once razed a teleporter to set one rampaging around in one PBEM and that was pretty cool.

So in sum, I'm not much in favour of banning these units, though I won't mind if you decide to - I just wonder, are they really that bad? Have you had games where they ruined things? I guess I did have one game where ballistas plus air galleys crushed everything, but didn't mind it that much. in that same game Wraiths just got countered by two priests apeice.

Also, can we add this rule: "If you die to indies early on, just restart the turn"
Post edited November 02, 2020 by southern
I'll admit that I have been getting walloped by air ships recently. However I feel that they warp the game so significantly when in play that I would enjoy seeing a game without them. I will simply not have humans as a race on the map. I agree that wraiths are less of a threat than other troops, they still require a very specific answer to counter with physical immunity and so I have included them. With Syrons, I was thinking more about them being dominated and wreaking havoc.

These may be personal preferences, and that I am indulging in House Rules, however I think we could end up with a well balanced game as long as the rules are fair and symmetrical.

Also I am up for having one Indy Regen, although I also see the value of being vigilant with your leader- so we can put this rule to a vote
Post edited November 03, 2020 by blackcat29
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southern: That can be done actually, even in a TS136 game. You just need to start the map off while having a custom ruleset active in which they're removed from the racial city training lists. Even switching back to TS136 afterwards, the map's cities will have saved the original training lists.
Holy moley, I knew about your trick with getting modded units in TS136, but you can change the city train list too? If you raze a city and rebuild it does it keep that custom unit list?