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Downloads Home » Multiplayer Scenarios » Human Units Wars II v3

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Human Units Wars II v3

Author File Description
theonefrog5565
File Details
Screenshot:
# of Players: 8
Version: AoM: The Titans
8 players: 2-6 humans (p1-3, p4-6 -- to make 1v1, you'd have to have a p1 (host) and a p4,5 or 6) and 2 computers (p7-8).
Teams are automatically set in-game for a 3 vs 3 top vs bottom, with p7 on t1 and p8 on t2, so you can go even if everyone are still on team 1 even after you've told them it's 3v3 a thousand times!
You can make ANY team! The two last computers have to be enemies. The way the system works is that it checks whether anyone is allied with the computer 7 (p7) and, if so, puts them in team 1. If not, it puts them in team 2. No need to wait anymore for that noob to switch to the correct team, the room can be FFA in teams, and it'll still be a 3v3 game!

Objective: kill enemy's Citadel.
Some tips: there is a POP CAP set on the TEAM. To check what it is, click on your team's Citadel and look at its name. HOUSES, MANORS AND FORTRESSES (and the Citadel) ARE WORTH SOME POPULATION. Destroy your enemies's and keep yours alive, so you can have an edge over them.

How to get units: train them at the buildings located at the left (look at the image) of the map. Trained units will spawn in the base: infantry at the Military academy, archery at the Archery range and Cavalry at the Stable. THEY ONLY SPAWN IF THE BUILDING'S THERE: Destroy both of any kind of building and the enemy won't be able to get the kind of unit these buildings proced. STARTER UNITS (Greek - Militia, Egypt - Mercenary and Mercenary Cavalry, Norse - Ulfsark, Atlantean - Cataphract and Chieroballista) SPAWN AT THE CITADEL (but remember: if you lose your Citadel, you lose). NOTE: Atlantean don't get many Starter Units at start and they spawn slowly, so they require a lot of "microing" to be effective -- I recommand you to only take Atlantean if you are experienced.

RESOURCES: Research techs at the Mill will increase gather rate of the approrpiate resource (Food tech increases food gather). AT THE MARKET, train Donkeys, Caravans, etc. to increase gold gather rate (max. 5 donkeys, caravans, etc. can be trained). You get some resources with kills. GREEK, NORSE AND ATLANTEAN CAN ONLY GET FAVOR WITH KILLS. Egypt has a monument, but kills is still a better source of favor.

GOD POWERS: Ragnarok is allowed when the front gate is destroyed, gives you reinforcements. Prosperity is gained with kills: When activated, will give you 3 additional gold per kill. IT DOES NOT STACK. Fimbulwinter Wolf: Will damage enemy units in their base 1 hp per second (good to cast if they're stuck in their base), will also prevent spawns of the computer (computer militia spawn at every alive houses (8 total) left and right of your base. IT DOES NOT STACK. Shockwave: Does nothing special. You get an additional one every 5 minutes. There is no GP blocking: you can cast any GP any time.

If the game lasts long enough, there is a shop (in the middle of the black area) that can become useful. Click on the NPCs to see what they sell.

Additionnal things: All units and buildings regenerate; Odin's units regenerate faster when idle, and slower when moving/fighting. KRONOS: Buildings will be destroyed instantly if timeshifted onto the map, except Towers (but it'd be a waste of resources, and they take about 10,000 seconds to do so). Civilizations don't make a difference (example: Zeus's hoplites don't have a bonus against buildings and Set's Slingers are not cheaper), only the cultures do. Gaia's buildings don't regenerate faster (they do create lush though), units' regeneration have been balanced accordingly to Odin's and Oranos' units don't move faster! Kronos can timeshift buildings, but as it is written above, it is a waste of resources, really. And there's no GP Blocking, so Isis' monument has no effect, and even if it did, it'd be useless since the monument is not on the field of battle.
Guard Tower and Ballista Tower upgrades will make your towers much stronger than normal. They're actually worth spending resources on (Signal Fires and Carrier Pigeon upgrades are rather useless though).
The shop is luxury; you should get all units (including Caravans) and technologies before spending Gold there. Arkantos (God) is not worth a 8000 gold army, but if you got everything, he'll be a great addition to your army. I've only seen a few games where someone managed to get him, and only one or two where more than one people had him. If your enemy has him, target him with your army; he cannot sustain too much damage. He has a great attack and will certainly crush any army if he is protected.

READ THE OBJECTIVES!
READ THE OBJECTIVES!
READ THE OBJECTIVES!
I took time to write them and I think they can offer valuable information.

WHAT GOD POWERS DO:
RAGNAROK: Switch God powers.
PROSPERITY: Increases bounty for each killed units by 3 gold, also increase bounty of buildings. Try to get the highest bounty, because it should tell at the end who got the best one! (If it shows everyone, it means everyone got the same bounty or none.)
FIMBULWINTER WOLF: Slows the spawning of all enemy units.
METEOR: Does what it normally does, except only 50 Hack damage.
FLAMING WEAPONS: Does what it normally does AND increases crush damage. It also increase the speed of units.
ECLIPSE: Reduces the range of all enemy ranged units and buildings.
UNDERWORLD PASSAGE: Does what it normally does (the passage is weaker though).

ALL GOD POWERS THAT HAVE EFFECT ON THE ENEMY STACK! THAT MEANS THAT IF YOU AND YOUR ALLY USE ECLIPSE TOGETHER, THE RANGE OF ENEMY UNITS WILL BE FURTHER REDUCED THAN IF IT WAS JUST ONE OF YOU!

Made by [Pat_power] (ESO) -- [Pat-Laugh] (GR) -- [theonefrog5565] (AoMH).
v3.00

I had this map nearly complete for a while, and wanted to add some more stuff to it, but don't have the time to do so.
I added triggers I used to make the map, which some people might find useful. I call them Player Range Triggers because you can easily make any effect affect a range of players you want. Furthermore you can easily assign Quest Vars to each players, allowing to make complex use of Quest Var. But it's not only player range; you can also use them for units IDs, etc. They're basically like a "For x = something to something else" loop.
The map contains 270 triggers, and could easily have contained far more without the particular effects used!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Theorg Can you play this against a computer opponent, 1v1?
theonefrog5565
File Author
No. Computer players 1 to 6 also get removed if you play online.

[Edited on 01/28/14 @ 02:08 PM]

AlienSexRanger Hey I remember we used to play this all the time, I've been looking for this game. Pat upload it to the steam workshop or I can do it for you.

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Added:01/26/14
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