Dev Journal: New Race Upgrade System

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Home Forums Age of Wonders 3 Discussions Dev Journal: New Race Upgrade System

This topic contains 129 replies, has 69 voices, and was last updated by  Sartarius 4 years, 7 months ago.

Viewing 30 posts - 31 through 60 (of 130 total)
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  • #144361

    Sifer2
    Member

    This is a great idea to further make races actually matter. Though most of these bonus’s do not look that interesting except the Dwarven Ancestor one. And even that is still just a passive buff. I mean it’s better than nothing but generally passive buff’s are just not all that compelling. Same reason I found the Empire quests thing neat to have but not that big a deal.

    I hope they if they eventually do something like this for the Good/Evil mechanic that the changes really effect gameplay.

    #144363

    Nice idea. It sounds great.

    #144364

    Jaduggar
    Member

    I like it. I have several leaders that I like to play as racial elitists, and certain ones that I like to play diversely. I have always felt limited by that choice, not now, no longer.

    My only complaint is that… with things like the Goblin swamp/gold bonus, this is yet another feature that only the player will be able to take full advantage of, and the AI will only waste choices on. The player can terraform all his lands into swamps and gain insane income. The AI will waste this opportunity, because it does not terra. Same goes with the human infrastructure boost… and all similar bonuses.

    #144366

    vyolin
    Member

    So, AI should be next in line. Fine by me.
    In all earnest, though, great prospects for 2015.

    #144367

    This is fantastic! My year is already good 🙂 – hope yours will be too!

    #144374

    iblis86
    Member

    I just hope that these changes will be added to all campaigns as well, because if not, playing through the campaign would suddenly feel very dull compared to the upgraded, more-complex RMGs and Scenarios.

    It is just a free patch after all, not a DLC. And past patches also added their changes to the original campaings as well. That’s my reason for hope.

    No point in going into this any further right now. But of course, Triumph could just inform us briefly about this…

    #144376

    Gamling
    Member

    I like this allot. But I hoped the choices was more than just some stats. I was also hoping that the good/evil alignment would affect the perks.

    I was thinking more like this:

    If you are good and reach the right Elf reputation:
    You embrace the wood elf heritage and unlock the ranger unit, which is an elf unit equipped with longbow and is different from the regular archer since it is tier 2, irregular, have a bit more health, forest concealment, more movement points and do 2 more close combat and range damage and cost more.

    If you are neutral and reach the same Elf reputation level:
    You unlock the High Guard, tier 2, armored Infantry equipped with twin blades and bows. Think lord of the rings elf warriors. Stronger in attack than the regular swordsmen, with bow but without shield, mind control immune.

    If you are evil and get same elf reputation level.
    You embrace the dark elf heritage and can now train blade dancers, a strong, tier 2, fast melee unit that got killing momentum, do some lightening damage as well and can dodge incoming attacks much like halflings but not based on morale.

    It would be much more fun to unlock 1 or 2 units for each race or like chose between elfs hidden city or letting the Storm sisters gain call chain lightening on gold, not just getting stats here and there. I find the choices of Civ Beyond Earth utterly boring. They are just stats and to small to affect the big picture and most important I don´t see or feel they affect the gameplay. I wan´t each AoW game to be feeling different depending on what road I choose.

    #144399

    Yelok
    Member

    You guys, have done a great job with cities already, but what about dwelings?, with each DLC they seem to be less trascendent, while they are already useful, even with upcoming DLC, but they need a little balance job.

    It would be great if we can get a similar system with dwelings or if you change some classifications of their units.

    Just my 2 cents.

    #144404

    Jaduggar
    Member

    I have one question though, on the second screen where draconian buffs are shown – shouldn’t the fifth tier be titled “Deity” instead of “Diety”?

    LOL

    Good eye 😛

    #144405

    happyworld
    Member

    Great work, my favourite game gets better and better with each patch and dlc.

    #144406

    ESCL
    Member

    Great stuff, this is exactly what the game needs, and I think you have the right idea by not making the changes all that huge. Except maybe the Dwarven T1 military – I’m not sure that small a change on a quite bad T1 unit really would impact gameplay at all. Especially not in longer games since Crossbowmen tend to be replaced quite quickly if possible. Now if they gained the ability of firing an extra shot with reduced damage if firing from green (taking one action point to quickly reload and re-aim) you’d make him a great defender at almost any point of the game.

    P.S. I’ve looked a few places…has anyone seen a tentative release date for the Frostlings expansion?

    They stated Q1 in the previous dev journal so before the end of March:

    http://ageofwonders.com/holiday-gift/

    #144407

    vota dc
    Member

    Sounds very interesting but waste of production (max of 1 unit for turn) could be an obstacle for empire upgrades while military upgrades are good late game too.

    #144410

    Zorrino
    Member

    Nice! =D The game just got a little more interesting, Muhahaha >=D

    Spending time reading every ones thoughts and comments, I believe that the Triumph team will not let everyone down and have a little something for everyone in this awesome update. =D

    Now as far as racial benefits would go, I think Gamling has an awesome idea

    I like this allot. But I hoped the choices was more than just some stats. I was also hoping that the good/evil alignment would affect the perks.

    I was thinking more like this:

    If you are good and reach the right Elf reputation:<br>
    You embrace the wood elf heritage and unlock the ranger unit, which is an elf unit equipped with longbow and is different from the regular archer since it is tier 2, irregular, have a bit more health, forest concealment, more movement points and do 2 more close combat and range damage and cost more.

    If you are neutral and reach the same Elf reputation level:<br>
    You unlock the High Guard, tier 2, armored Infantry equipped with twin blades and bows. Think lord of the rings elf warriors. Stronger in attack than the regular swordsmen, with bow but without shield, mind control immune.

    If you are evil and get same elf reputation level.<br>
    You embrace the dark elf heritage and can now train blade dancers, a strong, tier 2, fast melee unit that got killing momentum, do some lightening damage as well and can dodge incoming attacks much like halflings but not based on morale.

    It would be much more fun to unlock 1 or 2 units for each race or like chose between elfs hidden city or letting the Storm sisters gain call chain lightening on gold, not just getting stats here and there. I find the choices of Civ Beyond Earth utterly boring. They are just stats and to small to affect the big picture and most important I don´t see or feel they affect the gameplay. I wan´t each AoW game to be feeling different depending on what road I choose.

    I think that unlocking units would improve game play way more than gaining a small bonus to your empire, although gaining a bonus to your empire is a must if you decide to go a different rout in your decisions about your future empire planning.

    So they have Empire/Military expansions, why not a third added on to that as well like, “Research”, or “Society”, or maybe even one called “Search for Wonder”, just throwing some ideas out there. Not sure what they would all do, but i’m sure some peeps might come up with some ideas for those titles or something along those lines. =D

    #144412

    Zorrino
    Member

    Here’s a question. If I chose Draconian as my starting race and captured a Human colony, then later chose an upgrade for that Human colony, can you lose an empire/military upgrade if I lost that Human colony? Or will the upgrade you chose before losing it come back after retaking the same colony from who ever it may be. I’m not sure how losing XP from a colony might effect your empire as a whole, I mean wouldn’t your empire suffer moral if you lost a city and possibly your upgrade for that particular race? =(

    Hoping to hear more about this update before it is released to the public.

    #144414

    Gyor
    Member

    <div class=”d4p-bbt-quote-title”>phalnax811 wrote:</div>
    Well golly, butter me up and call me excited for this.

    P.S. I’ve looked a few places…has anyone seen a tentative release date for the Frostlings expansion?

    There has been none given yet, just theorising by us forumites. (I feel Late Feb into March)

    Also, Devs – One suggestion, but instead of “Race Command” maybe “Racial Governance” would sound better?

    I like that, Racial Goverance sounds cool.

    Either way this sounds really neat.

    This will be a huge game changer.

    Here is an idea how about making tier 5 in racial command/goverance in all races invovled in a scenerio a optional victory condition. So say you have all 8 races, first person to master racial commands for all 8 wins a diplomatic victory.

    #144419

    Nyanko
    Member

    Here is an idea how about making tier 5 in racial command/goverance in all races invovled in a scenerio a optional victory condition. So say you have all 8 races, first person to master racial commands for all 8 wins a diplomatic victory.

    Sounds awesome. But how about having a slider in the scenario settings to choose how many races should be mastered to get a diplomatic victory?

    #144420

    Gyor
    Member

    Sounds good to me.

    Now here is a list of Draconian Pikemen, Irregulars and Infaltry that should benifit from Draconian Military Command 5.

    Hatchlings, Crushers, Chargers, Fliers. If Class Draconians count then Draconian Scondrels, Assassins, Monster Hunters, Exalted, Martyrs, Phlanx, and maybe Warbreed (I don’t remember) should get fire weapons and +3 fire melee damage.

    #144422

    Gyor
    Member

    Sounds good to me.

    Now here is a list of Draconian Pikemen, Irregulars and Infaltry that should benifit from Draconian Military Command 5.

    Hatchlings, Crushers, Chargers, Fliers. If Class Draconians count then Draconian Scondrels, Assassins, Monster Hunters, Exalted, Martyrs, Phlanx, and maybe Warbreed (I don’t remember) should get fire weapons and +3 fire melee damage.
    I forgot Draconian Crusaders.

    #144426

    vota dc
    Member

    Warbreed no, but Engineers are irregular.

    #144427

    Gyor
    Member

    Thanks.

    #144435

    Draxynnic
    Member

    Also, Devs – One suggestion, but instead of “Race Command” maybe “Racial Governance” would sound better?

    Consider it a placeholder name for now.

    Anyway, i just hope good and evil player can equally take advantage of this new feature. Or if good player won’t be able to take advantage of it as well as evil player, i hope there will be a compensation for it.

    The general idea is that multiracial gets benefits from being able to combine the strengths of different races… and avoids putting your race happiness in the hole for every other race.

    They stated Q1 in the previous dev journal so before the end of March:

    Careful – I read somewhere that Q4 could actually finish end of January, even February the following year (making it pretty much equivalent to Northern Hemisphere winter and Southern Hemisphere summer). So it could be as late as May. I’m not saying it will be, but March is not guaranteed either.

    #144436

    *heavy breathing*
    oh mein gott oh mein gott omagawd!!!

    so awesome, empire developement… its exactly what I allways wanted, (the game kinda started to feel small with all this focus/advantages on skirmishes and pillaging + pillage mechanics)
    does this mean, raizing and plundering and death magic now actually has consequenses?
    makes sense if you think about necromancer, who obviosly gets a strengh in bypassing getting disadvantages through this mechanic by simply using ghouls.

    but for all the others it would be a real nice change give races more of a face by letting them react to your deportations. now if you get hated by both races in such a case, that would be really a nice addition to strategy play

    example: goblin city, you want them begone and elfs there instead, but because elfs dont like to be told to live in former goblin hoods they dislike you now, and degrade your elf race boni. (goblins obviously hate you anyway)

    so in this case you could decide between few elf cities, with a high delevelopement level versus spreaded and stalin like deported elfs everywhere, that are totally underdeveloped.

    if this is how it works, Im all in!
    happy new year btw

    #144438

    Ericridge
    Member

    Waiting for the expansion just got harder. XD

    #144439

    Sounds awesome, but I must echo what others have pointed out: it should be “Deity” not “Diety”. I spent my time studying theology so this kind of thing stands out to me. Any chance of an ETA on the expansion so I know when to start saving my pennies?

    #144440

    Antiscamp
    Member

    I think they did it on purpose. Diety.

    Looking good though! Happy New Year!

    #144447

    Really like the idea. Will make the races feel a bit more meaningful where at the moment the class you pick and the abilities and units that come with that choice sometimes overshadow the race.

    The class will still be the most important factor in how you play I feel, but will give the race part a lot more flavor. Nice!

    #144480

    JPoll
    Member

    Looks like an awsome addition to an awsome game.

    One question though: Is it possible to loose racial command perks (for example by razing/migrating cities of that race), or do they stay till the end of the game no matter what happens?
    As far as I understand the system, an evil action against a race will only have an impact on your racial modifier (the one that´s connected to racial happiness), but never on the racial xp that you´ve already earned.
    Given that this modifier can´t be negative (can it?), your daily xp income will be zero if you choose to bully a race that used to like you, but you won´t be loosing any racial perks. Is that how it works?

    #144485

    ESCL
    Member

    Careful – I read somewhere that Q4 could actually finish end of January, even February the following year (making it pretty much equivalent to Northern Hemisphere winter and Southern Hemisphere summer). So it could be as late as May. I’m not saying it will be, but March is not guaranteed either.

    Well, the definition is that Q1 equals January through March, to follow the calendar year. As I understand it, some companies do thier quarterly reports for Febuary through April to better fit with their actual revenue instead. I have however never heard the term Q1 being used in this way concerning game releases. I think we can quite safely assume that Triumph are at least planning to release the DLC before the end of March.

    #144488

    Eji1700
    Member

    I like it. It’s a nice solution to making races more unique, and as much as people are saying that “passives are boring” these are some nasty looking passives, and will very much change what you do and don’t take depending on your goals for that game. My only concern is that it’s so slow that it’ll be next to pointless in multiplayer, or possibly by the time you get it in single.

    20 turns an upgrade if you focus means that your average competitive multiplayer game MIGHT end with a tier 5 if someone focused one race, but otherwise you’ll often not see more than maybe tier 3/4, again if they focus, and possibly only tier 1/2 in a real scenario. I just hope that if they’re going to be that slow to get that they balance them accordingly.

    #144495

    Well I’m guessing the diety/deity level stuff is supposed to be game changing, i.e “OP” much like the class ultimate skills, in which case they shouldn’t show up very frequently!

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