Anublet90

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  • in reply to: Congratulations on your new Anime series Triumph! #225553

    Anublet90
    Member

    No, it just shares the name ‘Overlord’, and it’s another sucked-into-a-game-world anime.

    in reply to: Whoops…. #225551

    Anublet90
    Member

    Man, they really amped up political AI in the latest patch.

    in reply to: Age of Wonders III Modding Support – Coming Soon #225024

    Anublet90
    Member

    Anyways, we’re going to be investigating exactly what can and cannot be achieved with modding over the next few weeks. For now, we’re not going to be able to provide specific answers to questions like “Can I do X, Y and Z?” since we don’t actually know for sure without trying it out for ourselves.

    So I’m assuming ETA is 1month+ ?

    in reply to: Age of Wonders III Modding Support – Coming Soon #224084

    Anublet90
    Member

    Nice. I know I’ll be making a bunch of Specializations. Death? Life? Beast? Civilization?

    I don’t know, but I’ve got a bunch of juices flowing.

    in reply to: Sub-Class System(s) #218117

    Anublet90
    Member

    I like the idea, but…

    Why make more content for each class only to have you choose between it at character creation? If you put the same content into a branching research tree then you could play the strategy game reactively. As soon as you make subclasses, there will automatically be “X Theocrat is better against so and so than Y Theocrat”. Then you have games that feel like rock paper and scissors.

    They should use a sequel as the chance to improve bad matchups, not create more. If you had subclass research choices once you get in the game though, you’re not locked out of your best option.

    I think there is enough choice at character selection as it is. Move any additional choices into the game.

    This is a super good post, I completely agree.

    Implementation could be something like “when this is researched <open Race Governance-like window> and choose one – requires more research for each time researched”, or something along those lines.

    in reply to: Draconian Raptors #218109

    Anublet90
    Member

    Human Cavalry have evolve. The crappy ones are Halfling and Dwarf, both of which are pretty barebone (Halfling gets strong will at gold so thats something). Raptors are Okish and have dual channel damage but are not special really and die badly on auto. Orc, HE, Frostling and Tigran are more interesting. So, there is nothing wrong with this unit, except that it offers a rather poor choice for classes that focus on cavalry strategies often. Other players don’t really have a reason to build it in large numbers if at all, and can focus on charger instead. The result is the Draconians have a good t1 pike unit and an excellent t3 infantry unit, alongside a powerful support unit. I would just like to see something more interesting here, perhaps opening up some sort of unit synergy.

    Pretty much this.

    Since you mentioned it, the Draconian T3 also has an unfortunate overlap with Killing Momentum from the Dungeon Mystical, though that’s a very minor gripe since the unit has significant class-synergies.

    in reply to: Draconian Raptors #217915

    Anublet90
    Member

    them and elders are also the only draconian units that won’t drop like flies in autocombat

    This is somewhat what I had in mind when I posted this. My experience has been the exact opposite, that if anyone dies it’s these fellas. Does the lack of Armored have big of an impact?

    As for being the only Cavalry with a dual-channel, I hadn’t actually noticed that. That’s neat I guess, does it make much of a difference in total damage dealt?

    in reply to: Could Wraiths evolve to Wraith Kings? #216334

    Anublet90
    Member

    Same. Spending resources in order to get “same as X earlier in the tech tree, but better!” isn’t exciting at all. Evolve would (at least for me) completely mitigate that.

    in reply to: Grey Guard vs Shadowborn vs Keeper for each class? #215213

    Anublet90
    Member

    I’ve played around with Shadowborn Master in order to force me into a more aggressive playstyle.

    Draconian Theocrat becomes absolutely bonkers with it, the sheer survivability and clearing-capabilities are so out of control it’s not even funny. You’ll be clearing Legendary treasure sites left and right by turn 20, undead-filled ones routinely without casualties. I had Fire Adept for those early Hellhounds as well, really helped with the aggressive start, and starting off as Draconians meant I could sustain even more of them. Like I said, bonkers.

    Warlord with Expander (specifically on a Large map) meant I had armies upon armies of units that just kept stealing cities (and life). I went for Draconians again for the improved sustain and extra channel (which Black Lightning provides two more of). Mab’s Boon greatly improves income from recently-migrated cities, which is super-quick thanks to Swift Migration. Summon Fallen Angel gives some extra reach in the late-game, and most units cost 5% less for even more unit-spam.

    in reply to: [Suggestion] Race Techs #213541

    Anublet90
    Member

    Cool idea, I’d love something like this.

    Would it be integrated into the existing research book, though? There’s a lot of stuff in there already.

    in reply to: Class & Race Survey #213539

    Anublet90
    Member

    “I prefer separate picking a classes with its own set of skills, over a global skill tree that all players can choose from”.

    Could someone translate this one for me?

    in reply to: Tier 4 units in late game #213428

    Anublet90
    Member

    Slow game speed is a huge help on bigger maps. You’ll want a lot of cities since you simply can’t produce stuff as quickly, so bigger maps are all good. Really changes gameplay indirectly as well, since no unit is expendable due to taking to long to produce.

    Really recommend a Strong starting stack though, if you have a bad start at clearing it’ll take really long to recover at the start.

    in reply to: PBEM #213030

    Anublet90
    Member

    Skimmed through the thread, but I’ve been meaning to post a thread myself.

    Something I think PBEM needs: auto-kicking.

    I recently spent a few weeks without Internet. A few days before that I had joined up in no less than four PBEM games. I figured I’d automatically get kicked at some point, and promptly forgot about the whole thing; no use thinking about it without access to the game, after all.

    Well, a third week passes (I had Internet for a few days, but I hadn’t felt like playing). I start up the game and lo, there’s a big, fat 3 next to the Multiplayer button (one game hadn’t started). I remember Gareth’s game having a three-day limit on turns and another having five.

    So for three weeks, these people had to wait 3-5 days for their turn while my Empire did nothing.

    This bad, yo.


    Anublet90
    Member

    I have the exact same problem as you, and I happened try almost this exact thing just the other day. I got squished by the Emperor AI later, but with the addition of Seek Inspiration it felt way more doable than before.

    Personally, I used High Elves with the intent of supporting Musketeers with always-flanking Gryphon Riders (with guns), Golems (Swordsmen in the early game) and Engineers, possibly Archers I guess.

    I went with Grey Guard Master and Creation Adept for starters, turned out to be pretty solid, but I always felt like I needed a good summon to cut back a bit on Production-reliance. Fire Adept is first on the list obviously, not just for the Hellhound, but the bonus synergy with the Flame Tank via Skin of Oil – thing is, if you research that far, why not go all the way? Needs some tinkering yet. Earth Adept could also be considered for extra survivability, especially over Creation if you’re going to go heavy on Golems.

    Creation Master-Fire, maybe? Capitalizing on those Morale bonuses could be devastating with Musketees, come to think of it.

    EDIT For some reason I remembered Creation having Morale-related stuff.

    in reply to: Favorite RMG-settings? #191596

    Anublet90
    Member

    And diggable walls set to max.

    Now it’s a race to conquer the Dwarves and Goblins.

    in reply to: Favorite RMG-settings? #191504

    Anublet90
    Member

    Oh man, that first picture o.O You sure like to go in fast and furious.

    in reply to: Favorite and least Favourite Race and Class? #191379

    Anublet90
    Member

    Favorite used to be Draconians by far, but Tigrans and Frostlings are both giving them a very good run for their money, gameplay-wise. Also gotten interested in High Elves recently. I’d say all four are close to being tied. Second place are Dwarves, Orcs and Goblins, while Humans are easily the most boring race, though I always think that in fantasy games, no relation to their abilities.

    Classes, I’ve played with the Warlord the most, but I’ve lately started to feel the playstyle is a bit too vanilla for my tastes (though I love their style of combat spells). Necromancers have been my favorite class in anything since my 12-year old self played Diablo II, so they’ve easily taken the spot now. I’ve also taken an interest in Dreadnought (High Elf and Tigran Cavalry in particular, for style-points), Arch Druid (who I just wish had more Animal and Monster upgrades for my Air-Fire-Water Adept), and to a lesser extent Sorcerer, now that we have Frostlings and their Queens. Didn’t really like Theocrat when I tried it, but I think it was mostly the thematics that put me off (and the fact I got completely stomped). Been intending to try it again, though.

    I like Rogue in principle, but I’m horrible at piloting it.

    in reply to: Favorite RMG-settings? #191356

    Anublet90
    Member

    I used to play on Slow, it actually results in much fewer battles, but they all matter a lot more since it takes several turns to build anything.

    Otherwise it’s great, but don’t try a Large or Extra Large map, the late-game becomes really tedious, except for the very-late-game where it picks up to levels similar to Normal game speed.


    Anublet90
    Member

    Wow, this is absolutely amazing. The fact that you have the .gifs in there is absolutely blowing my mind.


    Anublet90
    Member

    Somewhere a Garresh is going “mwahahaha”.

    in reply to: The Top of the World Maw!! #190528

    Anublet90
    Member

    Please, don’t feed it.

    in reply to: where has my domain radius gone? #190521

    Anublet90
    Member

    All I remember is that it’s in the upper right corner when in the Strategic map.

    in reply to: UI Suggestions #187104

    Anublet90
    Member

    Oh, hey, I have one as well.

    I tried a Master Grey Guard when the expansion first came out, and every time I was presented with a window that affected Alignment I wanted to check what mine currently is, right?

    Well, turns out that if you have a window open you have to close it (but not make a decision) from that tiny little x in the upper right corner, hover over the Alignment in the lower left corner of the screen, re-lauch the window, and then make a choice. It all just felt really clunky when you have to do it every other turn.

    TL;DR I’d like to be able to read my current Alignment despite pop-ups.

    EDIT And Empire Happiness while we’re at it.

    in reply to: No mounts dropping as loot #187092

    Anublet90
    Member

    Anything nearby, most of my losses come from losing units to too much clearing.

    I’m chalking this up to variance, then.

    in reply to: Undead vs Machines #186686

    Anublet90
    Member

    Specializations are probably the way to go. Destruction Master has Wreck which is pretty great for its use, while Water Adept has Rot, both work on Undead too, so clearing becomes a bit easier as well. Destruction has a bunch of synergy with the class anyway, so it’s not exactly a bad pick.

    You could also pick High Elves. Storm Sisters are very powerful in the Necromancer late-game, and are not to be underestimated.

    EDIT: Stacking up on Fire Resistance is actually a great idea, but if the problem is specifically the Flame Tank I’d probably stick to nuking the crap out of it with the spells I mentioned.

    in reply to: Improving Tome of Wonder #185564

    Anublet90
    Member

    Whoa, really? Then maybe make them more visible?

    in reply to: Is AoW 3 better than the original AoW ? #185562

    Anublet90
    Member

    I play on Slow game speed, and you generally don’t run with much bigger than one stack (which is six units), so around 8-10 units in the late-game.

    in reply to: [Following] Could we not have repeat random leaders? #184962

    Anublet90
    Member

    Nope. Happened to me as well with Malzua. I checked afterwards, I have no Malzua.

    in reply to: Ghoul Arch Angel, are you serious? #184349

    Anublet90
    Member

    <div class=”d4p-bbt-quote-title”>Anublet90 wrote:</div>
    This isn’t DnD, there is no problem.

    Well, in DnD angels get no specific undeath exemption (And they do make rather stylish zombies).

    Really? I could’ve sworn the various undead-templates specifically specified non-Outsider (I’m thinking 3.5 here).

    in reply to: More diverse outfit options for leaders? #184109

    Anublet90
    Member

    Yup. As a Draconian player I’d love a head-dress like the Elder and/or Flyer. The outfits in general look very out-of-place when playing with the race, especially Rogue, but that doesn’t really bother me, since whatever’s on the head could bring the themes together.

Viewing 30 posts - 1 through 30 (of 84 total)