cleftjaw

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  • in reply to: PBEM does not Upload since 1.7 #234162

    cleftjaw
    Member

    I will. Thanks for looking into it.

    in reply to: PBEM does not Upload since 1.7 #234159

    cleftjaw
    Member

    That is strange indeed. In fact every time I end my turn, I get an email notifictaion that it’s my turn now.
    Since I got the game from GoG I can’t use the open beta branch. Maybe the next update will fix this.
    Worst case we’ll have to start a new PBEM game. I’m losing anyway… 😉

    in reply to: PBEM does not Upload since 1.7 #234096

    cleftjaw
    Member

    Thanks for the fast reply. Here are the logs and the dxdiag (though I tried with a second PC and had the same problem).


    cleftjaw
    Member

    Ahhh, that first turn since last week felt so good.
    Thanks, works again. Let’s hope that these troubles are a thing of the past with gog galaxy…


    cleftjaw
    Member

    Been two days now. Still no GoG patch, still can’t play with my steam friends. What’s up with that?

    @roehrill I’m afraid there is no way of switching between versions. No it won’t occur more often in the future, if we can’t help it! So far, we only had one hour differences with steam and GoG builds going live. The new GoG build will now go live either today or tomorrow.

    Sorry for the troubles!

    in reply to: About PBEM turning into live games… #192516

    cleftjaw
    Member

    Exactly. A comment from the devs would be very much appreciated.

    Also, because it didn’t seem to work in the first post, here’s the link to the original topic:

    http://ageofwonders.com/forums/topic/a-question-about-pbem/

    in reply to: Counter Shadow Stalkers in Frostling campaign #183768

    cleftjaw
    Member

    Thanks for the input. Maybe I’ll combine the yetis (or even mammoth riders) with the banshee since i can create a larger army faster this way.
    I’m already in a bad spot though, since the rogue is already marching for my domain and my armies are scattered over the former Theocrat cities.

    Well…worst case I’ll have to restart the whole damn mission ^^

    in reply to: Age of Wonders 3 – Beginner's Strategy Guide #180990

    cleftjaw
    Member

    Great guide…learned a thing or two even though I’ve been playing since release (not very well I should add :))
    Especially the part early game tactics was really useful. Also the class/race/specialization part…I’d love to see more of that.

    in reply to: New Victory Condition Ideas #178751

    cleftjaw
    Member

    So…bringing the planar gate and the quest victory idea together, they could do some variation on the puzzle map from Heroes of Might&Magic 3.
    Basically you had this map, covered with images.
    To uncover the map, you had to visit certain locations all over the map. Once you uncovered the whole puzzle map, it gave you the location of a special item (I think it was the holy grale or something.) You had to go there and dig up the item (I think digging took one turn). Then you could construct a special building in one of your cities that gave you a huge bonus to your income and some other goodies.

    As an alternative there could just be some really overpowered item to dig up.

    This wouldn’t be a victory condition per se, but it would pretty much ensure your victory.
    So this would be a way of winning focused on exploring the map.
    Heroes 3 Puzzle Map

    in reply to: Any archdruid levels in new campaign? #178747

    cleftjaw
    Member

    Harder than GR? I’m probably gonna be called a noob for this, but i couldn’t even beat the first Map on GR on normal. Guess I’m definitely playing on easy from the start 🙂

    The third map sounds very interesting with the choices it offers. Looking forward to it.


    cleftjaw
    Member

    And just like that I’m even more excited about the expansion than I was before. Those abilities were one of the most interesting mechanics of the old AoW games. Two more weeks to go until release 😀

    in reply to: Sphinx with pre-GR Halfling complex #174344

    cleftjaw
    Member

    thanks 🙂 that’s kind of a great feature. might make a big difference in some battles.

    @cleftjaw you select unit you want to position, press right mouse button and release it upon a field in which direction you want your unit turn to.

    I also didn’t know this feature before eXplorimate gameplays.

    in reply to: Sphinx with pre-GR Halfling complex #174338

    cleftjaw
    Member

    <iframe src=”http://www.youtube.com/embed/5rfd5RP8MA0?feature=oembed” allowfullscreen=”” frameborder=”0″ height=”352″ width=”625″></iframe>

    Kind regards,

    Low

    Sorry for the off-topic post here guys, but in the video you see the guy turning his units around in battle (at 2:48). How do you do that? I’v been playing this game since it came out, but I never knew you could turn your units around without moving them one tile.

    in reply to: On Krakens #169145

    cleftjaw
    Member

    Yes, great ideas all around. The kraken ought to be way more powerful.

    in reply to: Dev Journal: First Necromancer Units! #129482

    cleftjaw
    Member

    That looks like a whole lot of new, interesting mechanics. I’m so looking forward to this expansion. Awesome work Triumph. Love how you keep adding to an already wonderful game.

    in reply to: Thoughts on Multiplayer #127672

    cleftjaw
    Member

    Your first point is already enableble in the advanced options.
    Your second point is a good idea, but I’d guess there’s no feasible way to get this done in a reasonable amount of time (Given my (very) limited insights on the deving of the Expansion and all that schmug)

    Wow, thanks. Guess that was my bad. Already makes the whole thing a lot more interesting.

    I don’t know if it would work in AoW3 because if there is more than one other player, who chooses who controls the ai? Also, you will be fighting *alot* in the game, so if every fight of every player had ai controlled by another player, it would get messy, very slow, and would be boring to the people not involved. Also, you’d be begging for exploits – players surrendering to boost other players, players playing the ai really badly to help with xp farming etc, etc – you’d have to create a whole set of rules around this.

    You’re probably right there. I guess it would only be an option for 2 player matches. However i hardly play with more than one other guy, because as you say, the waiting becomes way to much if everybody’s manually fighting their battles.

    in reply to: Add City Limit #80443

    cleftjaw
    Member

    I know, and I do agree that’s a fun way to play. Most of the time i deactivate founding and play with some existing cities.
    But sometimes it would be fun to play with founding, but not have the game escalate to city spaming. A limited number of foundable cities would require the players to think a little more before founding a new one.
    Plus I don’t think it would be too hard to add such a feature 😉

    in reply to: Please fix the "AI Bonus" #62333

    cleftjaw
    Member

    Actually I think the strategic AI is playing pretty well. Massing it’s troops and disjuncting the protective spells of a city before attacking.
    Maybe you’ve done your job too well because the aggressive AI seems to be overwhelming for a lot of players.
    I would love to see AI options introduced like Expander AI, Turtle AI and so on…

    in reply to: Please fix the "AI Bonus" #62295

    cleftjaw
    Member

    I loaded the save and I’m afraid the issue you’re having isn’t really to do with the AI cheating. I used a cheat to reveal the map, and both the white and brown players have far more cities than you do. You have 6 cities, while the other 2 lords have 12 or more each. Since you’re on turn 124, it’s not unreasonable for the AI players to have captured so much of the map each.

    I suppose you might be able to win the map, but I think it would be a horrible and long slog. You’re really at a massive disadvantage here.

    When you start again, play on Squire and try and play more aggressively. See if you can expand early, either by capturing independent cities or using settlers to create your own. If you’re quick you should be able to have 2 or 3 towns by turn 15. I can’t really give more advice, because I’m not sure how you got into the position I see in the save game…

    Alright, so what you’re saying is basically that I suck at this 😀
    Still thanks a lot for your efforts and the quick support.

    I’m looking forward to the difficulty rebalance you mentioned, since I’m used to a more relaxed pace from 4x games.
    Until then I guess I’m gonna switch my strategy to blitzkrieg 😉

    in reply to: Please fix the "AI Bonus" #61376

    cleftjaw
    Member

    Maybe its broken in the way that Squire AI gets Emperor bonuses and Emperor AI gets Squire ” bonuses”?<br>
    Ive seen quite a few people complain about strong AI on low settings and rather weak AI on high settings at this point.

    Alright, here you go. This is my save file of a 4 player random map with 4 AI players. Thanks for the fast support 🙂
    <br /><div style=font-size:9px;font-family:Arial, Helvetica, sans-serif;width:127px;font-color:#44a854;> upload files free</div>

    in reply to: Please fix the "AI Bonus" #61279

    cleftjaw
    Member

    Tried to attach my save file, but it’s too big for upload…O_o

    in reply to: Please fix the "AI Bonus" #61263

    cleftjaw
    Member

    So on which difficulty setting does the AI start to cheat (officially)?
    I just played a game on Knight difficulty and it’s definitely not fun getting spammed by absurd troop stacks

    in reply to: GOG and Patching? #61255

    cleftjaw
    Member

    As far as I know, the gog downloader will inform you when a new patch is available. Assuming you installed the downloader and have it running 😉 You still have to manually go to gog.com (via the link the downloader gives you) and download the patch.

Viewing 23 posts - 1 through 23 (of 23 total)