Age of Ice: Latest Version

A thought (didn't think it warranted its won thread) - having the icons be pics of the unit models is all well and good, but they're rather hard to tell apart when you're searching for a particular one (or type of one) - this'd be doubly so in full FfH. My suggestion would be to use the backgrounds to mark the type of unit; say, red for melee units, green for recon, blue for archery etc etc. It might help finding individual units; especially at high resolution, the icons are very tiny and similar, unlike the snazzy (copyrighted) stuff in the mod.
 
Unit icons were replaced with pictures of the actual model, as will be the case in FfH 2 soon.

Please be careful with this. I really enjoyed the scenario, but the icons for buildings in AoI are practically indistinguishable. I had to check the mouseover text every time I wanted to build something from the city screen. This could potentially get very annoying in the full mod.
 
There's a few interesting bits of luck involved, though.. And some things I haven't quite figured out :o

Spoiler :
Such as metals... none nearby, but finding copper in one of your mines makes a HUGE difference.

Also, the evil dragon (avoid, avoid! according to the description) fell to the second warmammoth I sent at it..it would have been rather hard to avoid with Kylorin(or whatever his name was) if it hadn't died :o.. 3 moves vs 1 move, IIRC


And am I just missing something, or will I need the valley anyway to get the resources OFF the 'island' (I didn't get a traderoute across the sea :confused: )

All the flavour units are very nice, btw, but not knowing if it's just flavour or if there's actually something in it for you when you take them down can be frustrating at times.

For example, the Great Stag's description seems to indicate that you could 'nurture it'(IIRC), but I don't see how - I could either kill it, or release it, which created it as a barb again. (oh and the attacker was a ranger(?) with subdue animal) :blush:

Killing Mulcarn is a bit of a letdown btw.. Atleast it was in my game... stomping around with about a dozen warmammoths.. Getting to the point of forging the sword was hard (until I got the mammoths), and then the 'slay the god' was a straightforward march west with practically no opposition (bar that dragon that fell easily :o) - it lack the 'quest' feel a bit.



..But a great scenario nonetheless. :D
 
There's a few interesting bits of luck involved, though.. And some things I haven't quite figured out :o

Spoiler :
For example, the Great Stag's description seems to indicate that you could 'nurture it'(IIRC), but I don't see how - I could either kill it, or release it, which created it as a barb again. (oh and the attacker was a ranger(?) with subdue animal) :blush:

Spoiler :
Leaving the stag alive will make Kylorin's trip across the wastelands go a great deal faster.


Minor note, but if you *do* release a patch, could you knock up a quick civiopedia entry for the galleon? It's a bit disconcerting to go from reading about dragons and wizards to a historical account of how galleons were popular in the 16th Century.
 
Spoiler :
Leaving the stag alive will make Kylorin's trip across the wastelands go a great deal faster.


Spoiler :
Can't say I noticed anything of that :s he was definately slower than that sorceress who had +1 movement (so two total).. so that great deal apparently isn't such a great deal :confused: or?
 
Defeating but not killing the stag will cause it to appear when you get Kylorin as a unit to serve as his mount. Kyorlin has iirc move 3 on the stag.
 
Minor note, but if you *do* release a patch, could you knock up a quick civiopedia entry for the galleon? It's a bit disconcerting to go from reading about dragons and wizards to a historical account of how galleons were popular in the 16th Century.
Heh... yeah, where ever possible we had to use vanilla entries, because of the translations. We had a limit on how many words, fairly generous one for a scenario, though.
 
I kina guessed that, because there are 2 different Kyorlin units in the Civilopedia. The faster one is clearly rinding a stag.
 
Request for patch- Add promotion stacker again! Sticking with FfH for a long time, I forgot how cool it is to have all combat promotions in just one square, now my units are covered with promotions again! ;)
 
If you get the stag after forging the Godslayer Kylorin gets no bonus.

Oh, yeah, the galley can also move through creators.
 
Not sure where to ask this - but is there a way to have archers use barrage all with one click?? I find it quite annoying that pressing barrage with multiple archers selected just affects the first one.
 
No, you have to do it one at a time.
 
there is a bug with the game speed. Wich ever speed you use, quick or marathon, the number of turns you can play stay the same. But what is worse, that the game modifies the time needed to build and research according to what it should be for those speeds.
 
Have you ever run out of time?

I'm very deliberate (i.e., super slow), and like marathon speed, and never ran out of time.
 
Have you ever run out of time?

I'm very deliberate (i.e., super slow), and like marathon speed, and never ran out of time.

Not yet. I only just started the game. But noticed all gamespeeds last only 800 turns. Seeing that most techs cost in the beginning is between 20 and 80 turns for the beginning of the tech tree. The game would be half over when you have just researched the basic stuff.
 
Well, I played a bunch of marathon games. In all of them I made it to the end of the tech tree before destroying Mulcarn.
 
Were you at peace with the Doviello when it happened?

Spoiler :

BtW there is another way to get to the island, but it takes the creative use of the subdue animal ability.

Spoiler :
Well, if you are talking about the North Wind (the giant bird, that is), I found ti by accident. My Hunter hero, not upgraded at all, but with Woodman I, II, III, Combat I, Subdue Animals, Hills Defence I, II (Yeah, I hunted wolves and frostlings hard and though until I could get a few mammoths. Only to realise they couldn't attack cities, but well, they'll be of some use later) was standing on Forested Hill and resting to heal, when suddenly I am attacked by the giant bird. I win, and capture the bird.

Of course, I send it right away (once healed, that is) to explore the seas up north, and get the piece of the godslayer along with meeting some black XPs hanging arounds the jungles (panthers dont give any building, so they're XP feast). After a few promtions, I have a flying Unit with Movement 3, Attack 11 and Combat I, II, III, IV, with only weakness to Archery -50%.

The thing is, even Archery in towns on hills are too weak for the bird, as I discovered soon:
11+80%-50% (14.3) vs (6) 4+25%+25% IIRC

Is the North Wind meant to be so powerful, or is it just combining good luck and strategy, or is it, as I think, a little unbalanced ?
 
I never threw Fiacra at archers in cities. When the city defence was calculated in with everything else, the odds were too far from 100% for my comfort. As it was, I would still lose the big bird eventually (though, admittedly, after much mayhem).
 
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