Forum Replies Created
May 19, 2018 at 11:24 in reply to: Triumph’s New Game to be announced May 18th @ PDXCon! #272152
Well I guess we will get AoW4 in fantasy setting in future. Maybe devs thought it would be too much of the same stuff to release another game in the same theme one after another, and they wanted to try something new 😉May 19, 2018 at 11:06 in reply to: Triumph’s New Game to be announced May 18th @ PDXCon! #272141
Well, though I am slightly dissapointed that it is sci-fi theme I must say it looks really promising. Retaining the AoW tactical battle greatness while making economy and diplomacy deeper? Yes please 🙂 Also it looks like they are trying to adress the things that didn’t worked well in AoW3 – for example the weakness of lower tier units in later game. Equipping items to the units to make them useful looks really nice. The concept of different regions on the map sounds intriguing, though there is little detail about it right now. Can’t wait for the release 🙂 For the guys fortunate enough to be at PDXCon – gather all the information you can get 😉March 20, 2018 at 10:58 in reply to: Triumph’s New Game to be announced May 18th @ PDXCon! #270555
Well I sincerely hope it is another AoW or some other fantasy title. Lately there was a real flood of sci-fi 4X titles and only few from the fantasy genre. Besides AoW3 we got Eador, Endless Legend, new HoMM, Fallen Enchantress, Warlock and I think that is all. Another great turn-based fantasy game from Triumph would be really nice 🙂
I must say I quite like the super healers proposal. 7th level takes a bit of work to get, while not being that far away. It also fits thematically – theocrat should be able to become more skillful healer than his supports 🙂
Is the Dread going to get repair machine on top of emergency repair or instead of it?
The exploit exists in single player as well, so I still think it’s worth fixing. I understand the changes won’t be to everyone’s tastes though, but I can’t please everyone here!
Making a mod is easy, the guide in the modding section explains how to do it step by step
Things you might want to change:
1) Arch Druid hero upgrades are in SkillArchdruid.rpk, Theocrat ones are in AoW_SpellTest.rpk, Dreadnought are in SKillDreadnought.rpk . Just find the upgrades that link to the new healing abilities, and change the name, description and unit property to the ability you want them to have (so, replace Bestow Iron Heart with Healing, for example)
2) Heal Undead is in AoW_UnitProperties.rpk, in the “Touch Heal” category. It’s a bit fiddly, but it shouldn’t be too hard to figure out. Note that healing abilities are in two parts, the “TC” part is the ability you use in combat, while the “SM” is the part that heals units each turn on the world map.
Hey Tombles thanks for help! I already managed to fiddle a bit with editor. It really was quite easy to mod it. I also reverted some changes that were supposed to offset the loss of healing for druid and theocrat so I moved the auras point and level requirement to original settings. I have a question though – were the changes to the lesser / greater reanimate undead intended as a buff linked with the heal undead nerf or was this an independent change?
I just wanted to say that I don’t like the healing changes at all. If its precisely only a PBEM problem couldn’t there be just a mod dedicated to PBEM instead of changing the game for everyone? Anyway since it seems that they are going to be introduced anyway I am not going to beat the dead horse anymore. So I want to ask about the modding. Tombles, you said that all changes could be reverted – is it a hard thing to mod? What exactly should be modified? I guess its unit’s skills and heroes upgrades. Anything else?
Seems I am late to the party, the topic is already flooded with ideas 🙂 I have a question concerning the modding tools – will it be possible to modify / tweak AI’s behaviour? At the moment I think that although the AI is quite competent it still could use some improvement.June 6, 2015 at 10:39 in reply to: Why are machines Spirit/Blight-immune?: A proposal #208786
There’s even stories of the great lighthouse of alexandria using some kind of death ray by using the giant mirror to reflect the sunlight to burn the invading galleys miles out in the sea.
Wasn’t that one of alleged Archimedes’ machines used during the siege of Syracuses against Romans?
I am also suprised by the AD popularity, even though I am partially responsible for that (voted draconianan AD) 🙂June 5, 2015 at 23:37 in reply to: Why are machines Spirit/Blight-immune?: A proposal #208702
I for one hope that devs release modding tools sooner rather than later, so people can try out things they like without changing the core game for everyone.
I like how the AD plays currently. I am also a fan of voodo masks for shamans and hunters 🙂
While summons like boars and wargs aren’t too hot, they are quite good as a cheap throw away units. Sometimes they manage to survive quite long – I had champ blight boar once. Serpents and spiders are different story – I take good care of them so they can evolve fast.June 4, 2015 at 21:15 in reply to: Give Enemy Heroes More XP/Turn on Higher Difficulties? #208288
Actually I had the same idea myself. I think it would be a good way to “balance” higher lvl AIs against the human player who obviously can level his heroes much faster.June 4, 2015 at 21:10 in reply to: Why are machines Spirit/Blight-immune?: A proposal #208285
I find it pretty funny that OP who wants to reduce machines resistances is the same person who argued that his beloved Firstborns should get their spirit immunity back, making them 60% blight / 100% fire / 100% spirit.April 26, 2015 at 23:04 in reply to: By Tier what's the strongest and best unit per class? #189473
For shaman, you have really two types. One is the entangle type, who are High Elves and Dwarves (total awareness and armored), and the other are the damage specialists. You have your goblins (more blight, noxious vulnerability, and eventual inflict weaken), frostlings (cold and chilling) and draconians (fire).
Halflings are the song and dance ones, with minor bards skills.
You forgot the tigran shamans, which are great too. I don’t know if they are the best but certainly the most unique ones 🙂
Elves are perfectly fine, leave them alone 🙂
1. Playing for an Archon Titan once I’ve noticed that I miss one obvious (on my point) ability that is onnly natural for such a big unit – Swipe Strike. For such unit as Archon Titan (or any other Giant) is only natural to be able to strike with it’s huge mace/club not only in vertical but also in horizontal axis isn’t it? So I thought that Giants might have an Wing Beat like ability – only one aerial swipe with the same exactly strenght that they do use in their common strike that touches three hexes just in front of him. Such a strike could be very good and ntural also for the Horned God.
Good idea. Many people (myself included) miss the round attack ability from previous games. Swipe strike could be a nice substitute.
About more healing: maybe i’ts wise to have such abilities like Bestow Iron Heart or Guardian Flame (that restores HP in combat) have also their effect on Strategic Map that’ll help to add Healing Capabilities on Strategic Map and will give some flavour?
They do heal on strategic map, always did.
This idea is very nice and it suits AD and shmamans more than nourishing meal. Numbers could be tweaked because 5 turns for heal to take full effect is quite long – many battles are shorter than that so a portion of heal would be wasted. Maybe make it 10-5-5-5 or 15-10-5? Or perhaps make it heal for the rest of the amount at the end if the battle is resolved before the healing over time expires (though I am not sure whether it is possible to create such effect in game)?
The “small regrowth” for shamans is also a very nice idea.
Well I am not against bringing more flavour to the table, but I don’t see any justification for making nerfs. No matter how you look at it most racial variants of shamans, with the introduction of necromancer and his universal blight immunity, are worse than before combat wise. There really is no reason to take away their gold medal upgrade.
While I maintain my stance about the whole issue 🙂 I am going to join the brainstorming.
If the changes are necessary then I propose the following (mind you the basic idea was proposed before by someone else I am merely expanding it a bit):
perhaps the AD and Shamans could get an improved version of cure disease which not only removes the blight debuffs but also heals the target for – let’s say 10 hit points. Make it also have the same cooldown as healing. This way not only the Theo healing superiority would be maintaned (when the raw amount of hit points healed is considered) but it would also further differentiate the AD from Theo who at the moment has the very same skill at his arsenal. While inferior in some regards it would also be more accesible for both AD and shamans than the healing currently is – at the 2nd lvl and the 2nd medal respectively. Also it would be a change of already existing skill which at the moment is underused to say the least, so maybe it’s time to beef it up a bit. What do you think of it?
Theocrat is all about healing. He is leagues ahead of all the other classes when healing is considered. Surely this doesn’t prohibit the AD or WL to have a bit of healing without additional unnecessary restrictions does it?
While I know that AoW 3 is a game where player is supposed to mix the races the proposed change considers all racial variants. Tigran shaman can turn to a bear – great but it’s not that relevant to other less fortunate variants. If I am not playing tigran myself I may not encounter any tigran city for a long time. Maybe then the tigran shaman should get some weaker healing if the current one is deemed too good while coupled with shapeshift? Why nerf all the other shamans?
It would be like saying – guys the new elf manticore is great with the inflict stun. Actually it’s too good so we are going to nerf it and while doing it all the other racial variants aswell.
I know you are a beta tester and a knowledgable AD player. But be frank I see all of this as an attempt to change something for the sake of changing it. Noone has a problem with the AD and Shaman healing / natural healer / field medic or considers it OP. About the flavour – it’s subjecitve. I know there was a few days ago a topic considering that aura of healing / combat medic / natural healer are basically the same but surely this didn’t provoke such strong reaction among the devs and beta testers?
@ chrysophylax páuperem
I on the other hand don’t see why there is a need for a strightforward nerf to AD and especially shamans. And shamans aren’t so hot anyway – their fighting abilities are medicore at best and their shooting attack uses blight the single most resisted elemental damage. Now you want to take healing, which requires golden medal, away from them. In healing department theocrat is superior anyway.
Also as pointed out by Akinaba – why should WL and AD have their healing auras restricted while theocrat, who has overabundance of healing does not?
I think they should. Actually I was shocked when I found out that they dont have it. Most if not all T4 have mind control immunity in some form so there is no reason to exclude angels. Perhaps it was a simple oversight of the devs?
I am strongly against it.
Healing auras are for me a staple abilities of AD / Theo / WL and one of the reasons why I like and recruit those heroes. The give a nice stable buff, and for me the different names are flavourful enough.
Also I dont see any reason to deprive AD and shmamans of a normal healing. If the flavour is considered, then a simple icon and name change would suffice in my opinion. For example you could name it “rejuvenation” and the new icon would represent a growing green branch instead of hand. About the nourishing meal – Halflings like to eat and brew brothers are basically fighting cooks. Now AD and Shamans are going to cook for everyone? I don’t think it fits.
Weird, because playing on Large maps with six players, and treasure sites set to default, it seems as it was before (albeit with more variety) and just right, to me.
Same here. Playing 6 player large map with all sliders set to average, and I don’t see an overabundance of treasure sites.
The funny thing is that due to the policy of the most beloved Valve – region locking and forcing you to pay in predefined currency – Eternal Lords Expansion costs only a little bit less than deluxe boxed edition of vanilla game that I preordered before the release. I already bought Eternal Lords anyway, because AoW is a great game and I want to support it but that’s an exception. In case of other games unless I can buy a boxed edition with the local currency I don’t buy it at all or I am waiting for a discounts. If someone is getting paid in Euros then I think 19.99€ is a normal price, considering that full games usually cost 40€ or more.
Which is why I was using the idea of an axis to represent that certain races get certain advantages, but *not* that some classes are off limits.
I think what we have right now – that some class units are better with some races – is a nice system, which encourages a player to mix them within his empire. I think a tremendous work would be needed to ensure that some races will not end as a “no go” for certain classes.
How do you know if this is a major “selling [point]” for most of us? Perhaps just for you? You might be right, but it just seems like such a random, even counter-intuitive, blanket statement.
Well as I recall devs talked about this alot before the release of the vanilla game. From my understanding the devs wanted to make AoW 3 different from the other fantasy games and usuall cliches and they were proud of this concept.
<div class=”d4p-bbt-quote-title”>Epaminondas wrote:</div>
One compromise could have been put race restrictions on class (for instance, no Dreadnought for nature-loving High Elves; no tree-hugging Archdruids among Orcs and Goblins, etc.). This would have made differentiating between class race units more manageable dev resource-wise – as well as creating a more immersive, believable world in tune with the general fantasy lore.
While certainly an interesting idea, I would be hard pressed to disallow most Race-Class combinations. Elf-Dreadnought, maybe, although Elf-Theocrat might make even less sense in the lore(although they certainly are in a better position to actually know about the potential existence of the Allfather). That said, Orc/Goblin-Shaman fits very well, actually.
One of the big selling points of AoW 3 was moving away from the “general fantasy lore”, which is pretty much set in stone since J.R.R. Tolkien published his works, and provide a setting where goblins aren’t always inherently evil and elves don’t have to be flower sniffing hippies that can’t use firearms or produce advanced siege equipement. Moving away from this principle would be harmful for the game, and I hope it will never happen, at least in official unmodded version of the game.
I too like the original poster noticed that the new races are designed much differently then those from vanilla game. In my opinion though the “blandness” is not only restricted to the dwarves but to the most of the vanilla races. For example lets look at T3 units. Both tigrans and frostlings T3 have some interesting tricks up their sleeves. Sphinx has sun disc and cause fear, Ice Queen has frost aura, ice nova etc. Now compare it to the other T3. Does the firstborns, gryphon riders, draconian flayers and knight have anything interesting? They don’t they just smash things and that’s all.
Also tigrans and frostlings have synergies between their racial units. For example shredder can cause it’s target to bleed and then the prowler can deal bonus damage. Royal guards can shield frostling support from incoming damage. These little things encourage player to mix units in their armies for additional benefits. Vanilla races (maybe apart from goblins who can make the enemy more suspectible to blight damage, and thus help the other goblin units kill the enemy more quickly) doesn’t have anything like that.
To sum up because of those two features in my opinion both frostlings and tigrans look much more interesting than races like dwarfs, elves, humans and it has nothing to do with their power level and effectiveness and to much lesser extent with “new shiney” syndrome.February 15, 2015 at 16:40 in reply to: Suggestion : Walls regenerate at end of turn instead of battle #159437
You mean, like absorption, but it takes a couple of turns longer and makes the population more unhappy… with the benefit of getting your walls back after the first turn, instead of having to wait to get the city under control, first?
If thats what you mean, then I would be down with that. Any kind of forced labor, however, would certainly have to be considered, at least a very minor, act of evil.
Yes, something like that. I agree with some small evil alignment hit too.
<div class=”d4p-bbt-quote-title”>Chimaira wrote:</div>
My point was that it is easy enough to besiege city due to the things like spells, fliers etc. No further ways to create advantage for attacker are needed in my opinion.
I see my point was ignored well the suggestion is great for the defender, especially the AI who can attack the player on the same turn without having to deal with the wall and it’s Tower, and AI always build that Tower.
Thats entirely different problem – if someone left his city lightly defended then he deserve to suffer when trying to retake it 🙂 Also as it is for now, the tower cannot be destroyed so it would be always active.February 15, 2015 at 16:26 in reply to: Suggestion : Walls regenerate at end of turn instead of battle #159428
As for my “ridicule” of your last point… it was not meant to be ridiculous. I genuinely do not see the relevance, and that comparison was intended to demonstrate that. I apologize if I appeared to belittle your argument unfairly.
No worries, no offence taken 🙂 I just found your comment about the diplomacy and accents in context of this discussion funny 🙂
The things like spells and fliers are relevant for me because we are basically talking aobut taking away one of defenders advantage – namely if attacker can’t take the city in one attack, then he has to suck it up and destroy walls / gates again if he tries another assault. Because of that I think we shouldn’t discuss about this possible change in vacuum but in broad context. As I have said before – attacker has enough tools at his disposal and giving him more possibilities with no compensation for defender is not needed.
Also, if this were the case, then you could simply put the labor force to work, period. The fact that you cannot build buildings at all during this time says to me: you do not have control of the population in this way. Until you have the city under your command, I dont believe that you can argue that you are able to organize its labor in any way.
Well we are talking about an abstract game mechanic and its implications vs what could have happen in real life situation after taking the city. There are many things that the game doesn’t take into account, because its just a game and not a real life simulator.
Perhaps it could be a new option after taking a city – a middle way between a peacful absorbtion and migration – absorbtion but with forced labour to prepare city for a possible counterattack.