Ok, Here we go, grin. There is six scorpion ballists instead of the two towers and two blank ramparts for the players own towers. The caverns now start at 0, so you won't see your first monster till about round 4, and you will see about every monster on the map by around round 8 thru round 10 depending on the random nature of the coins coming in. I also think the take aim skill is working , hopefully. Before it did not seem to be doing the damage it should be doing, so if you start noticing higher damage, then hopefully that is handled. Link is below. Let me know if this is a bit better to play. Oh, it has alternative after the name of it, just so you know. Link is below: https://dl.dropboxusercontent.com/u/68028683/age%20of%20warlords.zip al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan Thompson Sent: Saturday, January 18, 2014 1:27 AM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: fortresss upgrade in aowt Hi, What I can do is make a second map featureing the things you mentioned. I can replace the scorp towers with the scorp ballistas (4 or 6? I can't remember what was originally there) I can also make it for that second map so that the monsters don't come out right away. Maybe that will make a difference. I think I will call it twilight alternate or something like that so people can try out both and see which one they like best. Thanks for the feed back! al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of me me Sent: Friday, January 17, 2014 10:59 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: fortresss upgrade in aowt I got the new version of A O W today. Whatever you did to the caverns of chaos, it's made the game even worse on the twilight map. I noticed the new manticore unit. The fact that the caverns of chaos can summon the manticore and every other unit type on round 1 is completely insane. Due to all those enemy units coming out, I lost twilight town on round 6, and twilight watch on round 8. I recruited everything I could. Even crappy infantry that refused to move because they liked fortifying better. Especially when it's like 10 units against 4 super weak units from settlements and keeps and a couple watchtowers. Maybe giving the chaos caverns 0 resources to begin with instead of like 400 of each will be ok. I know you'll argue that that lets the player do damage to the caverns with their griffin cavalry, but once the units are recruited, any units near the caverns of chaos are dispatched by the medium defenders, or by the recruited units. The flying manticore thing is interesting though. IT forces the son and moon towers to do some work. Also, I was sad that you nerfed the catapult units. There used to be 4 scorpion ballista and now there's 2 super nerfed ballista things that can't move or take aim. They don't do much damage to anything, so I have to wait another 7 or so rounds before I can attempt to build scorion ballistae that are actually good for something. The fortress thing is nice though, but if I lose my kinfolk fortress by round 8, I feel screwed.