Gameplay Suggestion: Compiled Topics Index.

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This topic contains 110 replies, has 67 voices, and was last updated by  Manuelbar 1 month, 2 weeks ago.

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  • #95120

    D00m
    Member

    ==================================================================
    * [64] Classic+ Mode For Multiplayer Team Games
    ==================================================================

    Potential Solution(s):
    – Classic+ Mode: An option for all members of team A to move simultaneously and then all members of team B move simultaneously. That is Classic turns between teams, simultaneous within teams.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/classic-mode-for-multiplayer-team-games/
    NOTE: Not much discussion, so far everyone just agreed.

    Dev-remark(s):
    – Although it would be a nice idea, this is too much work for us to consider at the moment.

    If you're looking to play AoW 3 MP, add me on Steam. ID: D00m.

    #97690

    Tombles
    Keymaster

    OK! We just went through everything:

    1) If we consider a problem fixed, we deleted it
    2) If we have a solution in the works we have made a note of it
    3) If we haven’t described what the solution actually is, that’s because we’re not sure if the solution we’re trying will work.
    4) If we will not address an issue, we have noted it
    5) If there is still a “Not Yet”, then we still haven’t decided if we address the issue.

    #97827

    Mezmorki
    Member

    Thanks!

    I also updated the Suggestion Tracker google doc file to match, here’s the link again for that:

    https://docs.google.com/spreadsheets/d/1d0-Awg6WCds1S7p2n8MxOCrxg73MsSvrrxYW96IQOcc/edit?usp=sharing

    I missed getting some of the deleted items onto the tracker (34, 46, 50, 54, 57, 61) with their appropriate solution – so I’m not sure what those were.

    #97892

    Athei
    Member

    ==================================================================
    * [65] Problem: Starting independents too weak/few in numbers.
    ==================================================================

    Potential Solution(s):
    – Add starting independents strength dropdown to advanced game option (weak/medium/strong) similar to starting units

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/independents-surrender-too-easy/
    NOTE:Epaminondas said that he also suggested this, but I failed to find the topic.

    Dev-remark(s):
    – Case booked to add this.

    #97974

    smeagolheart
    Member

    ==================================================================
    * [66] Problem: Few Cities setting gives too many cities
    ==================================================================

    Potential Solution(s):
    – Limit the number of cities to a hard number instead of current system that seems to be tied to the number of AI players. “Few” cities can give you 20 cities.
    – Add more options to the drop down box such as “Very Few”, “One or Two” or something.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/beta-patch-v1-102-available-on-steam/page/8/
    #97047

    Dev-remark(s):
    – We’re looking into changing the balance of indy cities in RMG maps.

    #97976

    smeagolheart
    Member

    ==================================================================
    * [67] Problem: Add support to additional levels of underground to the random map generator
    ==================================================================

    Potential Solution(s):
    – Add support to add the Depths to the random map generator in addition to the Underground.
    – Add depth layer options for random maps that can be named by the player

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/the-depths/

    Dev-remark(s):
    – We’ll keep it in mind but we’re first working to make the RMG underground a nicer player experience. Maybe afterwards.

    #98578

    D00m
    Member

    ==================================================================
    * [64] Classic+ Mode For Multiplayer Team Games
    […]
    Dev-remark(s):
    – Although it would be a nice idea, this is too much work for us to consider at the moment.

    I’m confused, SikBok said that he added this to his feature request list:
    http://ageofwonders.com/forums/topic/production-resources-production-queuing-strategy/page/2/#post-97775
    But I guess that doesn’t change the fact that it’s too much work to implement any time soon, right?
    Thanks for the reply, keep up the good work, the updates have been amazing so far.

    If you're looking to play AoW 3 MP, add me on Steam. ID: D00m.

    #98911

    Mezmorki
    Member

    ==================================================================
    * [68] Problem: The deployment zones for tactical battles on open (non-siege) map often result in opposing armies starting too close together.
    ==================================================================

    Potential Solution(s):
    – Enlarge the size of tactical maps (or scale down units and increase the hex count?)
    – Create two sets of deployment zones. One set for the defender clustered more towards the middle, and another set for the attacker at the edges but spaced further away from the defenders. This will better reflect actually flanking/surrounding an opposing army.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/distances-between-attackers-and-defenders-not-always-sufficient/

    Dev-remark(s):
    – This was looked into and unfortunately it is too much work to fix. (We’d need to modify and retest 60+ tactical maps).

    ==================================================================
    * [69] Problem: Research book is too random, not clear, and unpredictable. In particular, it can be very hard to research specialization skills consistently.
    ==================================================================

    Potential Solution(s):
    – Without changing the current system, make it more clear what slots correspond to what types of spells.
    – For each research spell, show what the “next” spell is that will be revealed when that research is finished (again this doesn’t change the current system).
    – Add an OPTION for a more fixed research tree, following the suggestions in the thread, for dedicated slots for specific spells classes and specializations.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/research-book/

    Dev-remark(s):
    – We hear you and it’s unfortunate, but we cannot do much here. The solutions presented here would be too much work for us at the moment or would change the game too much.

    ==================================================================
    * [70] Problem: City growth CONSTRAINT works in a strange manner and can create situations where building +1 Domain improvements (observatory, stone walls, etc.) results in greater levels of population constraint, when realistically they should be reducing it by expanding the city’s domain and giving more room for growth.
    ==================================================================

    Potential Solution(s):
    – Population constraint should be based on the city’s desired future domain area (total hexes based on domain radius) with +Domain buildings expanding the boundaries of suitable domain area, allowing compensation for impacted domain areas.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/population-constraint/

    Dev-remark(s):
    – We fixed this.

    ==================================================================
    * [71] Problem: Flame tanks are too powerful given their cost and placement within the research tree. Countering them often relies on specific race or class units that a player may or may not have – and in open field battles they are often in strike range on turn 1 and can eliminate entire stacks.
    ==================================================================

    Potential Solution(s):
    – Move Flame Tanks further down the research tree (put it after golems + cannons). Increase cost slightly accordingly.
    – Alternatively, reduce flame tank cone size by 1 at max range (will greatly limit turn 1 mass fire AoE damage on open maps) and do slight damage reduction (down to 20 Fire damage).

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/flame-tanks-grrrr/
    http://ageofwonders.com/forums/topic/another-flame-tank-moan/
    http://ageofwonders.com/forums/topic/flame-tanks-and-how-to-counter-them/
    http://ageofwonders.com/forums/topic/flame-tank-is-solid-op/

    Dev-remark(s):
    – We fixed this.

    #99053

    GreyEnt
    Member

    ==================================================================
    * [64] Problem: Take the KI or Independent for a while in MP-Game
    ==================================================================

    -I want sometimes to play with MP. But i dont have the time for a long meeting.
    So. I want to control the KI or Independent. And give the control back if the time is over. Is the Idee possible?

    #99920

    Tombles
    Keymaster

    More responses added!

    With regards to things that were removed:

    34 – I think it was a “Won’t fix”. The request was for changign unit attack ranges in a way that we’d already implemented, tested and discarded during the beta.
    46 – I don’t know why this was removed… Maybe by accident? I’ll make a case for someone to look into it
    50 – I dunno what this is, so I don’t know why it was removed…
    61 – Unicorn spam is a thing of the past due to changes to loot tables, so we closed the case, mounts should be distributed much more evenly now.

    #100180

    smeagolheart
    Member

    ==================================================================<br>
    * [66] Problem: Few Cities setting gives too many cities<br>
    ==================================================================

    Potential Solution(s):<br>
    – Limit the number of cities to a hard number instead of current system that seems to be tied to the number of AI players. “Few” cities can give you 20 cities.<br>
    – Add more options to the drop down box such as “Very Few”, “One or Two” or something.

    Link(s) to the detailed discussions:<br>
    http://ageofwonders.com/forums/topic/beta-patch-v1-102-available-on-steam/page/8/<br>
    #97047

    Dev-remark(s):<br>
    – We’re looking into changing the balance of indy cities in RMG maps.

    Could it be possible to limit the type of races in the indy cities as well? So if you want to only play where the game has Orcs and Elves in independent cities you could do that? Or want to only see humans, orcs and elves?

    Want another separate gameplay suggestion for this?

    #100314

    Athei
    Member

    ==================================================================
    * [72] Problem: Races should change their attitude toward leader based on his/hers decisions and actions (for instance razing a city of some race will make that race hate you)
    ==================================================================

    Potential Solution(s):
    – Similar to empire happiness, races should have it’s own tab with various factors leading to the overall racial satisfaction that effects the morale for the units of that race

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/racial-happiness/
    NOTE: Please ignore racial relationship bonus idea, Ervin explained why you wont include it.

    Dev-remark(s):
    – We’re looking into this.

    #100659

    Bluemagic
    Member

    ==================================================================
    * [73] Problem: The character limit for names of custom leaders are too tight (only 10+14 characters)
    ==================================================================

    Potential Solution(s):
    – Make that character limit bigger, e.g. to 15 (name) + 25 (last/nick-name)

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/character-limits-for-character-names/

    Dev-remark(s):
    – We’ll look into it.

    #100762

    smeagolheart
    Member

    ==================================================================
    * [74] Problem: Static electricity gives enemy units 20% shock weakness. That means that the static sphere stun effect, which was fixed in the last patch and normally processes at 9 strength, processes at 11 strength against the units with the added shock weakness. Also stun bolts are more powerful.
    ==================================================================

    Potential Solution(s):
    – Remove shock weakness from this spell

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/stun-is-ridiculous-and-boring/

    Dev-remark(s):
    – I read through the discussion and this is a controversial point. I personally feel Static Electricity is fine as is, so we will leave it as is the moment.

    #100801

    Taykor
    Member

    ==================================================================
    * [75] Problem: More large-area strategic spells would be welcome
    ==================================================================

    Potential Solution(s):
    – add more area strategic spells to the game (or change old ones to be areal), some ideas how they could work are in the linked topic

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/areal-strategic-spells/

    Dev-remark(s):
    – We’ll look into it.

    #101100

    D00m
    Member

    [76] Problem: Starting with a T3 unit with medium starting armies often unbalances the game.
    ==================================================================

    Potential Solution(s):
    – No chance of getting a T3 unit at the start with medium starting armies chosen.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/starting-armies/

    Dev-remark(s):
    – Goblin and Dwarf different costs are now taken into account. Would like to see more opinions on T3’s in starting medium armies: what do people feel about this?

    If you're looking to play AoW 3 MP, add me on Steam. ID: D00m.

    #101101

    D00m
    Member

    [77] Problem: Goblins get weaker than average starting armies, Dwarves get stronger ones.
    ==================================================================

    Potential Solution(s):
    Proposed solutions are in regard to medium starting armies, I don’t have much experience playing with other settings. However I believe a variation of these solutions could be used for other settings.
    – Give Goblins an extra unit at the start and take one away from Dwarves.
    – Give Goblins (a better chance to get) higher tier units at the start and lower for Dwarves.
    -More general solution: make starting armies have roughly equal resource value i.e. total gold and mana value.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/starting-armies/

    Dev-remark(s):
    – Goblin and Dwarf unit costs now correctly taken into account when spawning armies for them.

    If you're looking to play AoW 3 MP, add me on Steam. ID: D00m.

    #101103

    D00m
    Member

    [78] Problem: Trading resources via diplomacy is inconvenient and time consuming. Also, post-trade income doesn’t reflect the per turn transfers.
    ==================================================================

    Potential Solution(s):
    –In addition to/instead of the slider include an option to type in the exact amount of resources to be traded.
    -Have the relevant change in income due to a trade agreement reflected in the income of your empire displayed on the top bar on the strategic map.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/diplomacy-trading/
    Dev-remark(s):
    – You can now type in the values of the resources you want to trade.

    If you're looking to play AoW 3 MP, add me on Steam. ID: D00m.

    #101240

    D00m
    Member

    [79] Desired trade options via diplomacy.
    ==================================================================

    Suggestions:
    -Trading units (some suggest limiting it to racial units only).
    -Trading structures (forts, maybe watchtowers as well)
    -Knowledge (per turn)

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/diplomacy-trading/

    Dev-remark(s):
    -We’re looking into it.

    If you're looking to play AoW 3 MP, add me on Steam. ID: D00m.

    #101871

    Ricminator
    Member

    ==================================================================
    * [80] Problem: Further off lying structure not inside city domain, due to bad city founding
    ==================================================================

    Potential Solution(s):
    – show the maximum hex-size of a city in a different color when founding an outpost.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/can-we-see-the-max-hexsize-of-a-city-when-founding-one/

    Dev-remark(s):
    – We don’t have any plans for this.

    #101891

    Zulnam
    Member

    ==================================================================
    * [81] Problem: Lack of simultaneous player turns during multiplayer
    ==================================================================

    Potential Solution(s):
    – Implement Coop Mode

    Method of functioning:
    1. Add extra mode.
    2. Set option to force all players into Group 1.
    (Normal group rules apply for AI)
    3. Add simultaneous movement for Group 1 while maintaining turn based movement for AI.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/11-years-later-and-we-can-still-only-do-one-manual-combat-at-a-time/

    Dev-remark(s):
    – We added the option to not see each other do battle, but it’s impossible in our system to allow players to act when someone is doing battle.

    #102630

    Aedrion
    Member

    People please. When creating a post here and providing a link to the topic to prove that the mentioned problem is in fact something the community has mentioned, don’t link your own created threads.

    You need to have multiple threads on something, made by different people and responded to in agreement to use it as proof of something being relevant. Most of the posts here are somewhat nitpicky or just very personal as a result.

    #103001

    Taykor
    Member

    People please. When creating a post here and providing a link to the topic to prove that the mentioned problem is in fact something the community has mentioned, don’t link your own created threads.

    Please, read the first post more carefully:

    Hence, if you want topic x to be changed in the game -> Fine, open a thread for this, discuss it with others. If at least one more user shares your opinion, feel free to post here.

    #103348

    I think we should add this thread:
    http://ageofwonders.com/forums/topic/two-questions-about-spicing-up-game-vs-ai/
    to the references for issue [15] (AI turtling on its capital). In particular, Stigrs77’s second comment gives a lot of insight into the AI’s strategy issues.

    #103956

    smeagolheart
    Member

    ==================================================================
    * [82] Problem: Ability to restrict which races/dwellings units show up in RMG. EX: If you want an Orc vs Elf random map, it’s not possible with independent cities and dwellings you’ll get humans, dwarves, draconians, etc.
    ==================================================================

    Potential Solution(s):
    – Add options to turn on or off races/dwellings units in RMG

    Link(s) to the detailed discussions:
    – suggestion made in post #100180 this thread (above)

    Dev-remark(s):
    – We’ll look into this.

    This topic wa

    #104499

    redrum68
    Member

    ==================================================================
    * [83] Problem: Lack of information provided by the UI in fog of war
    ==================================================================

    Potential Solution(s):
    – Display last seen information such as city owner, city borders, city name, location type, and location defenders in fog of war

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/fog-of-war-frustration/

    Dev-remark(s):
    – Basically what we chose to do is either show you the truth or not show you anything. We didn’t want our game to ‘lie’. Changing it now would be an incredible amount of work.

    #104588

    smeagolheart
    Member

    ==================================================================
    * [84] Problem: [Display unit’s current regen rate]
    ==================================================================

    Potential Solution(s):
    – Please display the unit’s current regen rate after modifiers somewhere on the unit’s stats screen.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/unit-regeneration/

    Dev-remark(s):
    – We’ll look into it.

    #105298

    Low_K
    Member

    ==================================================================
    * [85] Problem: [Disabling Tier III and IV units, spells and structures]
    ==================================================================

    Potential Solution(s):

    As is possible in the editor, make a button disabling Tier III and IV structures, units and spells to be used in Random Generated Maps

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/suggestion-option-to-disable-tier-iii-and-iv-level-spells-and-units/#post-105297

    Dev-remark(s):

    – It’s a lot of work unfortunately, we cannot do it at this time.

    Why is it when I turn off the laptop, after hours of playing Age of Wonders 3, the girlfriend is there waiting? I'll look up and stare at 140 pounds of pure Satan!
    #110164

    Kaiosama TLJ
    Member

    Now that’s something I don’t see everyday.

    This thread is the place that I didn’t expect to find a spam.

    The meaning of procrastination? I'll tell you later...

    #110217

    SikBok
    Keymaster

    This thread is the place that I didn’t expect to find a spam.

    Clubbed the Spam with my Mace of ForumOps.

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