DadouXIII

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Viewing 30 posts - 1 through 30 (of 70 total)
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  • in reply to: Modding / V1.7 [OFFICIAL] NOW LIVE #229637

    DadouXIII
    Member

    Hmm, since the patch dropped, the game crashes on startup.
    Tried verifying game files and restarting, still crashes.

    in reply to: [Suggestion] Race Techs #213593

    DadouXIII
    Member

    This is something I’ve always wanted, a small tech tree for classes sounds really good 🙂

    in reply to: Next DLC wishlist #189384

    DadouXIII
    Member

    An underground dwelling, and more underground features to make it interesting and worth to visit 🙂

    in reply to: First post-V1.5 update in Open Beta! #189381

    DadouXIII
    Member

    4) Yeah, the mana/knowledge economy simply doesn’t work well in the later parts of the game, because the original design imagined that games would be much shorter than they turned out to be. Many people think the move away from the Mana/Knowledge balance system used in older AoW games and Master of Magic was a mistake, since it makes this stuff easier to balance. It’s a core part of the economy to work with, so if we do another big update that revamps the economy, that will be part of it!

    If I might add to that, whenever I research absolutely everything, then research point keep massing up in the top bar without ever contributing to anything else ever. I so wich I could convert them to casting points 🙁

    in reply to: Update v1.51 Patch Notes – UPDATED 24/4/2015 #187909

    DadouXIII
    Member

    I’m really loving the new approach in making every unit/race combination slightly different 😀

    in reply to: AI and Unity Victory #187072

    DadouXIII
    Member

    I just asked about the diplomacy stuff, apparently the AIs will declare on each other when they build enough beacons. If you have a save which shows this not happenign, you can mail it to us so we can take a look!

    savegames@triumphstudios.com

    Only one beacon was built by the AI and no declarations of war were made, but on the first term I started building mine, all hell broke loose (Don’t have the save anymore though, which is unfortunate). I guess that maybe it takes more than one beacon? I’ll give it a try tonight!

    in reply to: AI and Unity Victory #186887

    DadouXIII
    Member

    I had my own issues about the unity victory: from the Steam forums:

    I was trying out this win condition during my latest random map, and yes I got burned the exact same way as you: I was in good terms with mostly every one, and as soon as I started building the beacon, EVERY AI suddenly declared war on me and I was overwhelmed.

    It’s funny because when one of the AI started building their beacon, they were not declared war upon by everyone else.

    It’s a bit strange, because it means that if you are going to start building the beacon, then you better be ready for everyone else to attack you, with lots of troops. If you already have a massive and powerful army, then why not just go and kill everyone via conquest??

    There is somewhat of a disconnect here in my opinion.

    Also are the random spawns when the beacon is lit really necessary? All the AI players will already go for your throat as soon as you start building the beacon, when playing against multiple AIs at high difficulty, isn’t it hard to pull off already?

    in reply to: Update v1.51 Patch Notes – UPDATED 24/4/2015 #186579

    DadouXIII
    Member

    Are you guys getting any sleep? This is awesome 😀

    in reply to: What comes after the necromancer expansion? #186163

    DadouXIII
    Member

    From the what I understood from the hints that the campaign gives: Shadow Realm DLC with Wizard Kings in the campaign, and Archons + Dark elves as a race.

    in reply to: Let's talk about the RMG after 1.5 #186162

    DadouXIII
    Member

    Even with all structure generations on “Few”, I still think there are too many, so either reduce them overall, or add an extra setting to lower them even more imo.

    in reply to: Can we have an option to disable AI surrender? #185437

    DadouXIII
    Member

    Having the option is not a bad thing, so I agree 🙂

    in reply to: Eternal Lords campaign #185435

    DadouXIII
    Member

    Could someone explain to me why Sundren does not react when you ally with Werlac? She doesn’t even get a dialog box 😛

    in reply to: Pledge to Protect Independent Cities #185433

    DadouXIII
    Member

    Sounds cool! Will make keeping vassals more relevant!


    DadouXIII
    Member

    i’d very much prefer seeing the return of the Dark Elves and Archones/Highmen.. since they are much more related to the Shadowborn lore thus much more %chance of them returning.

    It’s been hinted in the campaign that these will be the next two races, so I agree 🙂

    in reply to: Race Uniqueness #185430

    DadouXIII
    Member

    I would love it if we could research some racial skills for the primary race, to complement the race government option. Also I agree that choosing between economic/military every time is not ideal. Especially since the choice is almost obvious because some choice are simply better than others.

    Please please give us researchable racial skills 😀

    in reply to: New Expansion and Racial Upgrades #185428

    DadouXIII
    Member

    Some options really do seem sub-par, the choice between the military and economic option is most of the time obvious and does not require any thinking. Pretty sure a balance patch will eventually address this.

    in reply to: No new animals for druids? #185426

    DadouXIII
    Member

    Would be great to add these new animals to the Arch-Druid pool! Also please make the Arch-Druid able to control to an extent which animal pops out, depending on the terrain the spell is cast on, would be awesome 😀

    in reply to: Disappointed With Necromancer #185424

    DadouXIII
    Member

    I also would have liked a more radical change than just a texture, but I can understand the massive amount of work it would take to change almost every single creature in the game to an undead model!

    in reply to: New Video: Tigran & Unity Victory #179888

    DadouXIII
    Member

    Tuesday can’t come fast enough 😀

    in reply to: Update v1.5 Patch Notes – UPDATED 7/4/2015 #174793

    DadouXIII
    Member

    Thanks for the huge patch! Do you even sleep guys? 😀

    in reply to: Update v1.5 Patch Notes – UPDATED 7/4/2015 #171205

    DadouXIII
    Member

    And another great patch, made my day, thanks Tombles 😀

    in reply to: Update v1.5 Patch Notes – UPDATED 7/4/2015 #169681

    DadouXIII
    Member

    I think that you might be misinterpreting why we don’t like the underground though, and another poster has given a very good reason why few people enter it: There are no real benefits to settling the underground as contrasted to the overworld.

    If there were solid, tangible benefits for settling the underground, then I think that you give the location a sense of purpose beyond just being a doubling of the map size.

    Here are some ideas that I can think of that would provide tangible, but not overpowered benefits to living in the underground:

    • Increase the benefit of resource structures: Mines in the underground provide an additional +5 gold for being closer to the source of the ore
    • Restrict some dwellings to be “underground-only”: Now, dragon and undead dwellings only spawn in the underground
    • Restrict some resource structures to be “underground-only”: Tombs and Lost cities can only spawn in the underground
    • Increase the reward for clearing resource structures and treasure sites in the underground: This will encourage more exploration, I feel.

    A great point and some great ideas here, but I’d rather they created some underground only dwellings/treasure sites/resource sites instead of blocking off existing ones to UG only 🙂

    in reply to: Update v1.5 Patch Notes – UPDATED 7/4/2015 #168937

    DadouXIII
    Member

    ^A massive step in the right direction, thank you 🙂
    I’m also very curious on what future steps will be taken to add more defensiveness to cities in the early game.

    in reply to: Update v1.5 Patch Notes – UPDATED 7/4/2015 #167980

    DadouXIII
    Member

    I have an issue which is mostly graphical: I really dislike the look of the new projectiles of the Orc Priests. Could you make them more visible and pretty to look at? Right now it really feels like it’s missing some particle effects 😛


    DadouXIII
    Member

    It’s really cheap for such a massive expansion!
    Hopefully it sells well enough that we will have a third one 🙂

    in reply to: Update v1.5 Patch Notes – UPDATED 7/4/2015 #166097

    DadouXIII
    Member

    <div class=”d4p-bbt-quote-title”>DadouXIII wrote:</div>
    I get that humans are the “base” race, but making them *too* bland just removes all the fun of playing them :/<br><br>
    I mean it says right there at the top of the race patch notes that somes changes will provide fun at the expense of some balance :/

    I don’t think they’re too bland or that they’re even all that bland in the first place and I’ve already listed all the buffs they got.

    I’m not arguing about buffs, I’m arguing about flavour.
    I really enjoyed the “water” theme the humans had going for them.

    in reply to: Update v1.5 Patch Notes – UPDATED 7/4/2015 #166037

    DadouXIII
    Member

    Also, I understand the frustration with the Human changes. We had to remove water because it was just too powerful on some map types and it was screwing with all the economy balance. They also ended up having fewer changes than the other races because they kind of form the base line that other races are vary from. For better or worse, Humans are kind of boring by design.

    I’m also quite saddened by the removal of humans liking water. I understand that it was too powerful on some maps, as water is not affected by climate or terrain changing events, but wouldn’t it have been possible to reduce the effect of bonus from liking water?
    Instead of just removing it completely, why not make liking water only give 50% (number subject to change) of happiness of liking any other terrain?

    I get that humans are the “base” race, but making them *too* bland just removes all the fun of playing them :/
    I mean it says right there at the top of the race patch notes that somes changes will provide fun at the expense of some balance :/

    in reply to: Expert Let's Plays? #158151

    DadouXIII
    Member

    Das24680 has a great let’s plays of AoW3, and even has a 19 part series on how to approach the game and not make noob mistakes.
    Check out his channel on youtube!

    in reply to: Dev Journal: Tigrans Part I #157000

    DadouXIII
    Member

    I didn’t expect them in THIS expansion, you sly dogs you 😀


    DadouXIII
    Member

    Absolutely incredible guys 🙂

Viewing 30 posts - 1 through 30 (of 70 total)