It could easily be an option when setting up the map and there could be an options for: no inheritance, AI only, everyone. And then multiplayer could have the option of the AI taking the place of human player who lost their sovereign.
Gwenio1
The AI's handling of its sovereigns is the biggest reason the Dynasty system needs to allow inheritance.
The battle has to take place in domain belonging to another sovereign that is unfriendly with the one that you want to kill (or maybe it is just the domain of the group that kill them? regardless, in there land or neutral land they will not die).
[quote who="Aniaas" reply="21" id="2777004"]I suppoe I am looking at this from a ver Lore-oriented point of view - which befits the variety of gamer I am. If I were a channeler then allow other to cast from my mana pool (Imbued Champions) wouldn't be a big deal. The problem arises when you consider my childen - they aren't imbued they have inherited my "magical nature" - not my magic, the essence of being magical. This should mean that they generate their own mana as innately magical peo
AoW I was there first game they made, and that the others are better shows they learned from the experience. However, that does not mean it was a beta. It was its own game (as a note, even Shadow Magic has a number of unresolved bugs).
The UPatch does not cause trouble with single player balance; I have not tried any others extinsively. The configuration program lets you easily change rule sets so even if it does not work with the campaign. AoW I is a seprate game from the other two. AoW:SM is a stand alone expansion for AoW II. I hear there are problems switching rulesets for AoWI; I have not tried but I saw a post on another forum saying it made the game request the CD be inserted when using mods.
... unless you want to see the campaign's story; in that case wait for the package to be availible (which it will be).
[quote who="Gravedancer" reply="49" id="2776689"]After a few hours of playing AoW:SM, I would tend to agree with you. It felt good not having to worry about housing, food, building placement, etc. I appreciate that they tried to add some depth to the city building but when compared to other games that don't have it, I'm not sure that it adds much to the game vs. the distraction from the rest of the game and the source of frustration that many players have with it. [/quote]</p
Global mana works well in Age of Wonders. To summarize how it works, you have a mana resource, which is aquired from various sources (in EWoM it would likely be shards amoungst other things). The upkeep for things like summons is subtracted from income. Finally, units that can cast spells can use a finite amount of mana per turn based on their ability to cast spells. This model fits well with the game's backstory. Channellers draw power from the shards, and then use it themselves or "
There is a package, it just is not visible yet (there is a link in another thread).
The unofficial patch is compatible with the Impulse download, as is the AoWI mod for Shadow Magic (which was more likely to not work, as it has a separate executable to launch it). The UPatch only changes resources that were normally mod-able, the diffrence between it and a mod is its resources are made default (and the 1.3 resources are listed as a selectable mod). UPatch 1.4 link. (The site has lots
No reason the UPatch 1.4 would not work, it does not modify the program at all. It just changes the default reasources with some created through the modding tools.
The first one is fairly diffrent from the other two; Wizard's Throne is a lesser version of Shadow Magic with a diffrent campaign. There still are people that play AoW and AoW:SM (Wizard's Throne is not played much, unless it is the campaign). I would suggest people that get the game visit Age of Wonders Heaven and Age of Wonders II Heaven to find people to play with in multiplay, maps, and mods (particularly the unofficial 1.4 patch and Age of Wonders I mod for Shad