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+ : It's PbEM, TBS, in space, simple research, no diplomacy, no control over units during battle but you can script them on previous turns, has somewhat complicated rules (but simpler than Dominions, I'd say) that lead to extremely deep gameplay. Just read guides on autohost to get an idea how deep it is.
+/- : has unit design and it's absolutely essential
- : it was written in 1995 and had no graphics and poor UI even by standards of that day; multiplayer community consists of 29 people, I guess the rest died of old age :(
https://en.wikipedia.org/wiki/Stars!
https://starsautohost.org/stars.htm
Sid Meirs Alpha Centuria is still a all time classic as well.
do you play with/need the other game to do the battles?
and are you playing FoG I or FoG II? i think there is a second one? or am i out of my mind. that game has been on the periphery of my radar for a long time.
i've always liked the idea of a less magic-y dominons
never played it, but it looks a little like dom in space
i loved the original. couldn't get into the sequels
how did you mod it?
That said, it's nothing like dominions, and not just because it lacks magic.
I really like many of the ideas behind the game, but the actual moment-to-moment gameplay always felt somewhat lame, for lack of a more precise term.
To alter more fundamental mechanics like hero attribute levelup costs, atk/dam stats of ranged attacks, unit upkeep formula, city upgrade cost per size of city, unit production time, base vision range, base racial relations, you need to hex edit.
For 20 years there was only one hex edit mod, Warlock's Ruleset, as well as AoWEd-made submods made by other people. That changed about 6 months ago when a certain 'And G' released a hex edit mod, and when asked, showed me and IniochReborn how to mod it that way. We don't have his technical knowledge, but we've developed a nice big list of which parts of the code are used for which mechanics. It mostly only requires patience to find more - reading the text of aowepack.dpl with PE Explorer's disassembler, and then editing the code with a hex editor like HxD. I made a spreadsheet which auto-calculates the offset and tells you where to look in the hex editor based off the address in the .dpl file.
After And G's initial AoW+ mod, IniochReborn released his AoWx mod, and then I released my Ziggurat Engine mod.
The hex editing stuff is important since it allowed us to address fundamental balance issues like heroes rushing to 10 DEF, Spellcasting being too costly at levelup (multi-level skill costs can't be altered with AoWEd), archery being too powerful, city upgrade cost being too high for small cities, and so on. Also, it means Humans and Dark Elves can finally hate each other like the lore demands they must.
Here's an invite to the discord server https://discord.gg/2YMyfa2 although there's explanations on the GoG forum too.
Compared to Dom5 Age of Wonders is a bit prettier, a lot easier to play, and has more of a sense of adventure rather than managing an empire. It has up to 3 map levels and fog of war/exploration mechanics. And no communion/blood micro...