Morty

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Viewing 30 posts - 1 through 30 (of 202 total)
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  • in reply to: PBEM balance mod #257224

    Morty
    Member

    How does this mod approach the last patch, which reduces the MP of converted/animated/etc. units to 0? Are the other nerfs to those abilities as necessary now?


    Morty
    Member

    Is this mod available on the GOG version? I’ve been trying to download the multiplayer mod, without success. What about this one?

    in reply to: Why does no race like Volcanic/Arctic terrain? #180086

    Morty
    Member

    Unless I’m misremembering, the only spell that can produce a terrain, rather than climate, is Drench the Lands, which produces wetlands. Thus making it very useful for goblins.

    in reply to: Update v1.5 Patch Notes – UPDATED 7/4/2015 #176989

    Morty
    Member

    It makes them more reliant on Blight Doctors against blight resistant enemies. Those were boosted by giving Weaken a medium range instead of short. So with Inflict Noxious Vulnerability, Disgusting Strength and Weaken, Goblins need to be a bit more tactical to apply their blight damage consistently.

    Blight doctors can strip blight resistance away, sure. But I worry it’ll make them a crutch for goblins whenever they run into undead, machines or various monsters.

    They are literally Elven slayers now…

    They are, yeah. But you’ll be fighting blight-resistant and blight-immune enemies a lot more than elves and fey.

    in reply to: Update v1.5 Patch Notes – UPDATED 7/4/2015 #176934

    Morty
    Member

    My game is from GOG, so I can’t try the patch, but I’m really not sure about giving more goblin units blight damage instead of physical. Is making them even more reliant on a very commonly resisted, or outright ignored, damage type really a good idea?

    in reply to: Update v1.5 Patch Notes – UPDATED 7/4/2015 #165856

    Morty
    Member

    I was specifically asking because of the beetles, yeah. This should come in handy. And it should help dwarves and goblins clear bandit camps, as well.

    in reply to: Update v1.5 Patch Notes – UPDATED 7/4/2015 #165849

    Morty
    Member

    Do walls count as obstacles for the purpose of the Demolisher ability?

    in reply to: Update v1.5 Patch Notes – UPDATED 7/4/2015 #165777

    Morty
    Member

    Cool to see the racial variations of Manticore Riders. Does that make them the only T4s to vary by race?

    I’m also curious as to what, exactly, the Dark Pact skill entail.

    in reply to: Why don't orc mounted archers get razorbows? #165566

    Morty
    Member

    Huh, guess I was wrong. I suppose some race-specific features on them wouldn’t go amiss. Maybe the new patch introduces some, if only they’d finally show us the patch notes…

    in reply to: Why don't orc mounted archers get razorbows? #165486

    Morty
    Member

    Human Monster Hunters already get Throw Net, don’t they? I don’t think anything more is in order.

    Mounted Archers could use some more diversity, I guess, but they’re already a strong unit, so it might be too much.

    in reply to: Dev Journal: Tigrans Part II #164372

    Morty
    Member

    Bah, we finally got the Tigran update, and people are whining about the beta. It’s hard to be a dev…

    I’m loving the information about Tigrans, but I’d also like to find out what the changes to the existing content will be. Because what we’ve been told so far suggests they’ll be extensive. Also, I’m not sure if I’ll be able to purchase the expansion right away.

    in reply to: Dev Journal: Tigrans Part II #164306

    Morty
    Member

    I really hope we won’t have to wait another week for the patch notes…

    in reply to: The single greatest improvement in AGE 3 #159218

    Morty
    Member

    <div class=”d4p-bbt-quote-title”>Jaduggar wrote:</div>
    …the lack of instant win/lose when a leader is killed.

    I am playing through the old AGE 1 campaign, right now, and I have to say: I had completely forgotten how damned annoying it was to lose or to win solely through the extermination of a factions leader. Introducing the throne mechanic to AGE was the best idea Triumph ever had.

    I really dont have anything else to say, with this thread. I am done now.

    …you can leave >:|

    Technically, they got rid of that in Age 2 – but there the problem was kind of the opposite one. You had to hunt down each and every enemy city with a Wizard’s Tower to finally be able to defeat the enemy, as their Wizard would be able to respawn at any of them, iirc.

    Age of Wonders 3′s triumph is the Throne mechanic, where if you’re quick you can cut out all that by defeating leader and throne city.

    Not any of them – they needed to have a wizard’s tower. But one could be built in any city, although it took a while.

    in reply to: How High Elves Could Specialize into Wood or Dark Elves #157547

    Morty
    Member

    <div class=”d4p-bbt-quote-title”>Jolly Joker wrote:</div>
    As I said, make a Dark Elfen Dwelling. That should cover it.

    At the very least… still all my other cities would be white… HORROR !!

    You have my condolences if something so inconsequential is such a huge problem for you.

    in reply to: Wild Magic Bans #157476

    Morty
    Member

    I don’t know that it’s an mp issue. Lesser elementals are awfully convenient, regardless of the game mode. Too convenient, most likely, and I’m not surprised they’re getting rolled back a bit so it’s not as easy to summon them. Especially since Wild Magic has quite a few other useful spells.

    in reply to: How High Elves Could Specialize into Wood or Dark Elves #157377

    Morty
    Member

    Whatever, these vanilla high elves are just boring. I want to see cities built on trees which are hidden in the forests, and even more: I want black cities! DO SOMETHING SPECIAL WITH ELVES!!

    Why do elves deserve something special more than anyone else?

    in reply to: How High Elves Could Specialize into Wood or Dark Elves #157288

    Morty
    Member

    If you want wood elves, play a High Elf Archdruid. If you want dark elves, play a High Elf Rogue or maybe Necromancer. Giving elves preferential treatment is a terrible idea.

    in reply to: Tigran Expansion Speculation #150193

    Morty
    Member

    Not sure why anyone would want Azracs to come back… they were just desert-flavoured humans, with a distinct impression of being a placeholder. Tigrans, at least, are an actual separate race.

    in reply to: Dev Journal: Shadow Born Specialization #147174

    Morty
    Member

    I do hope we get a neutral-oriented specialization. Neutrality is so underused in games with a good/evil alignment system. It would be nice to be offered an incentive to be neutral other than “not pissing anyone off too much”.

    in reply to: POLL: What 2 Races in Next Expansion? #140555

    Morty
    Member

    I’m also voting Tigrans. They have a fairly strong racial identity, and their disappearance is a mystery in the lore, so a campaign can be built around their return or rediscovery.

    Apart from that… any new race would need to be truly new, rather than a return of one from the previous games. Dark Elves were never interesting in the first place, and there’s even less of a place for them now. We don’t need recolored versions of existing races. Which also means Archons are better off staying where they are.

    Shadow Demons would work much better as a dwelling – or even a specialization that allows you to summon them.

    in reply to: Suggestions for New Classes #138707

    Morty
    Member

    A lot of the ideas people are throwing around would work better as specializations, yeah. Which, in itself, is good – more specializations would be pretty sweet as well. But if there were to be a whole new class, I agree a “warlock” type that deals with demons and all that is probably the most sound concept. It covers an archetype that hasn’t been explored yet, doesn’t step on anyone’s toes and has room to expand.

    in reply to: Frostlings Confirmed! #136418

    Morty
    Member

    Frostlings and deeper racial relations?

    Praise the Sun. \[T]/

    in reply to: Champion – should it be a percentage rather than 10hp? #130824

    Morty
    Member

    Yep, throwing my hat into Garresh’s ring. The Champion rank as it currently works is a nice way to make low-tier units lucky enough to survive a while strong and important.

    in reply to: Flaed Good Evil balance #130822

    Morty
    Member

    I’m not sure if we even need alignments, to be perfectly honest. All the decisions that affect it already have their strategic, tactical and economic considerations.

    in reply to: City gates and Wall Crushing #130038

    Morty
    Member

    The reason I’ve tended to attack walls is that it feels like destroying walls takes too long, especially if they’re made of stone. But I suppose it does make your units less of a target.

    in reply to: Extra racial T3 unit ideas #129971

    Morty
    Member

    I think returning the Shredder Bolt in the form of an orc with a really heavy crossbow could work. Might be a little redundant with Orc Musketeers for Dreadnought players, though – you’d have to watch out for that.

    in reply to: City gates and Wall Crushing #129861

    Morty
    Member

    Well, I guess I’ve been doing it wrong all this time. 😀 That explains the appalling casualties I always take while sieging. Live and learn.

    in reply to: Extra racial T3 unit ideas #129802

    Morty
    Member

    <div class=”d4p-bbt-quote-title”>Morty wrote:</div>
    An important thing to keep in mind, I think, is to be careful about stepping on other races’ toes in the process. If not done right, such extra T3 unit risk actually decreasing diversity. Mole riders, for instance, might be too similar to the big beetles sans blight damage.

    It’s not possible to have units that have no cross-racial overlap: E.g., every race has a pikeman, and many races have “sword and board” basic melee unit.

    The overlap to avoid is within the race.

    Certainly, but we’re talking about the T3 units here. They have a lot less overlap, and are each unique, so an attempt to make more of them should try to keep it that way.

    in reply to: Extra racial T3 unit ideas #129792

    Morty
    Member

    An important thing to keep in mind, I think, is to be careful about stepping on other races’ toes in the process. If not done right, such extra T3 unit risk actually decreasing diversity. Mole riders, for instance, might be too similar to the big beetles sans blight damage.

    For the same reason, I think butchers might be a better fit for an extra T3 goblin unit than wyvern riders. There’s only one T3 pikeman right now, the Phalanx and I think it’d be interesting if there were more. Same with T3 racial supports and archers.

    As far as orcs go, I thought Abominations would fit in, but Draxynnic makes a good point about their being too close to the Arch Druid’s design space and being morally questionable. Their origins could be rewritten, I suppose, to make them less overtly evil and less plant-like.

    Witch hunters for humans sound good, as does an offensive support unit for elves. Not sure about halflings, draconians and dwarves, really.

    in reply to: Suggestion: Your Actions Make Races Like/Hate You #129786

    Morty
    Member

    The idea has been thrown around a fair bit, and I think it’s a good one. As has been said, absorbing every possible race into your empire is too much of a no-brainer at this point – it lets you have a diversified force and the only real benefit of a mono-culture is that migration eventually becomes quicker. Introducing racial relations could offset this.

    I also thought about giving each race different relations with independent dwellings – dwarves and goblins would get along better with giants, elves and halflings with fey, and draconians and orcs with dragons. Not sure about humans.

Viewing 30 posts - 1 through 30 (of 202 total)