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Dragon slayer costs less and at the same times grant Draconian slayer? My poor Draconians D: Why are Draconians the only race to be singled out like that?
Huh, I guess I should stop ignoring it, it does sound like I could do some useful stuff with it. Thanks everyone!March 26, 2015 at 18:43 in reply to: Eternal Lords PBEM 2v2 Match – Team Beta Champion Blog #172834
Will Jomungur post his side of things in this thread as well?
This was a really fun read. Does anyone have any tips on playing sorcerer? Lategame I seem to be doing fine, and the absolute early game is good as well, but I’m really struggling with the early-mid – mid-game.
After I’ve captured a few cities and cleared the nearby easy nodes with my starting stack, it just feels like I start lagging behind tremendously. I don’t have enough gold to train a lot of troops, and my starting stack isn’t strong enough to deal with stronger nodes and cities. If I spend gold on buildings to raise my mana instead I’m stuck waiting for research to complete as my research is abysmal. If I raise research I don’t have the mana to use on the beasts I summon. It’s kind of frustrating.
So, anyone have any good general strategies for sorcerer? Build order, research order, what to focus on, and so on? I’m playing Draconian Sorcerer, with Wild Magic Adept, Fire Magic Adept, and Expander (Feel free to suggest better masteries too!)November 19, 2014 at 23:25 in reply to: Can someone help me understand population constraints? #135088
Actually, this has been changed and now fixed value of 5% growth is minimal (instead of 0%).
Is this a recent change? When I was doing this testing last week, I had a city completely surrounded by other cities, and that one had 100% contraint.November 16, 2014 at 21:23 in reply to: Can someone help me understand population constraints? #134643
Just for funsies, i decided to test just how close I could put cities together without suffering any constrained penalties: https://i.imgur.com/JbQP7Jy.jpg?Array
The cities above had to build stone walls and observatories at the village level, but this lasted them all the way up to city with no penalties. After I then built palaces in all three there were no penalties yet again.
It is, however, quite difficult to keep these cities at cheerful happiness due to the amount of tiles lost which could otherwise have been terraformed. In fact, the leftmost and top city would have to be enchanted to keep happiness at cheerful even after being fully upgraded. It’s likely the throne city to the south would need the same if not for having the imperial palace.November 16, 2014 at 07:17 in reply to: Can someone help me understand population constraints? #134531
It’s not hard though, if the hexagonal domain starts to skew because of interference from other settlements or dwellings before the settlement in question has reached metropolis status then growth constraints will kick in.
Not quite – a Metropolis that’s fully upgraded including palace has access to quite a few more tiles than it actually needs, you can actually build two cities very close to each other without any penalties.
If you just want to know how many tiles are inside a city, looking at the city’s morale will tell you that and break it down by how many tiles of each type are in the city domain that your race likes or dislikes.
Unfortunately, looking at liked and disliked tiles only gets you so far. There is after all plenty of tiles that could be neither, and thus wouldn’t show up.
Thanks @diair for the testing… good to know about stone walls and observatories!
They had been pretty low on my building list as I normally don’t want to take a penalty on city income and growth especially in early stages <em class=”d4pbbc-italic” i=”end”>.
Well, hope you weren’t talking about my first post, because basically all that info is bunk and useless as I was testing under the assumption that the thing that mattered where borders clashing.
Ironically, stone walls and the like can actually be good for your city if it’s already being constrained – the extra tiles can very well give the city the needed tiles to reach ideal growth.
Actually, Domain Radius from anything other than the city’s natural size (and by that I mean Observatories, Stone Walls, etc.) USED to count on population constrain, but patch 1.4 changed that.
Oh, that’s neat, glad they changed that.November 15, 2014 at 19:51 in reply to: Can someone help me understand population constraints? #134486
I think I just got an epiphany. I’ve been thinking about this the wrong way the entire time, and now I feel dumb. And I’m bad at reading, lel.
The reason why walls and observatories don’t incur any penalties is because it has nothing to do with bordering domain at all… It’s simply the amount of hexes inside the domain that decides if a city can prosper or not – and walls do not increase the required amount of hexes needed to prosper like upgrading from a village to town would. It’s the complete opposite; supplying the city with more hexes before it would even need them. Oh lawd I feel stupid now. I blame all the old threads I read on the system where people were saying it was all about bordering domains ;_;
Of course, if I’d actually taken my time to read the tome entry properly it’s clear as day…
Oh well, at least I understand it now, thanks for the discussion mate.
EDIT: Is there a way to see the amount of hexes inside of a city’s domain? Would be nice…November 15, 2014 at 17:53 in reply to: Can someone help me understand population constraints? #134472
All right, I may have jumped the shark a little, completely surrounding my throne city will make it stop growing eventually… Still doesn’t explain the vast differences when building something like stone walls to meet a neighboring city’s domain instead of growing there naturally.
It’s so frustrating not knowing how stuff work, and the Tome is very vague :\April 10, 2014 at 16:37 in reply to: Why was the cost of the t3 racial building increased? #75295
Ah, that makes sense, thanks!
I love how every early game unit seem to fit snugly into their role in the army. Every unit has their uses (Pikes vs cav, melee vs pikes, shields vs melee, etc etc.)
And then t4 units show up and brushes everything away. Sigh.
MP Evolution allows for multiple units produced at a time? That’s awesome, didn’t realize that. Kinda offtopic, but what version is MPE at right now? The one I’m using is 2.04.109 – was wondering if there is a newer version somewhere out there.April 8, 2014 at 02:33 in reply to: Does The New Defense Mechanic Contribute to OP T4s? #71303
Ah! I couldn’t quite put my finger on it, but this is why I wasn’t too fond of the combat system change when it was revealed.
In shadow magic, I would actually avoid attacking human halberdiers (human irregular t1) with my T4 dragons, as even if the odds were widely stacked in my dragon’s favor, that one hit from the polearm boosted halberdier would be enough to take down my dragon’s health by a third.
Compare that to the AoW3 system, where a t1 unit would need to hit a t4 in excess of 30 times before taking it down (if he does 3 damage a hit), and it’s obvious that t1’s are completely useless against a t4.
After playing the game, however, I must admit I like the new combat system. It’s perfectly balanced for t1-t3 units. Them t4’s though. Maybe reducing t4 health would help? They would still do much more damage than any t3, so even if their HP was closer to that of t3’s, they’d still be worth it.
Changing the way minimum damage works I do not think would be the way to go, as that would ruin the balance between t1-t3 units.
EDIT: Actually, just flat out lowering the defense of t4 units would probably go a long way in resolving the issue as well. The problem is that lower tier units can’t hurt higher tier ones, no?
- This reply was modified 4 years, 1 month ago by President.
When forts were first announced way back when I was excited because I loved the idea of protecting my “country” borders from the enemy, and it was something I had sorely missed in Shadow Magic (atleast in AoW1 we could build towers!). Unfortunately, forts are useless for that purpose, as units can walk everywhere this time around.
Forts are nice as a forward settlement though, as they give instant access to cheap walls.April 7, 2014 at 02:42 in reply to: Is there an EXP bonus for killing a unit vs. just injuring him? #69847
The tier of the enemy you attack only determines the amount of bonus exp gained when killing him. Action exp is determined by the tier of your won unit alone. A T1 unit would still only get 1 xp per attack when attacking, no matter what tier the enemy is.
T1 archer attacking T3 settler:
round 1 archer attacks 3 times, gaining 3 total exp.
round 2 archer attacks 3 times, gaining 3 total exp.
round 3 archer attacks 2 times, killing settler, gaining 1 + 15 exp. (No action exp earned on killing blow)
Total exp gained 3+3+16 = 22 exp
T3 flyer attacking T3 settler:
round 1 flyer attacks 3 times, gaining 9 total exp (3 exp per attack)
round 2 flyer attacks 1 time, killing settler, gaining 15 total exp (no action exp earned on killing blow)
Total exp gained 9+15 = 24 exp
All that being said, heroes can “farm” settlers by plinking away with weak ranged attacks, as every attack they do earn them 5 xp.April 7, 2014 at 00:18 in reply to: Is there an EXP bonus for killing a unit vs. just injuring him? #69734
Auto combat works exactly like regular combat, it’s just that the computer decides who’s attacking whom and when (If you replay the auto combat result you can watch the battle as it played out)
You will not get any exp from fleeing units, as the only ways of getting exp is by actions or killing in combat, and there is no combat when you let the enemy get away 😉April 7, 2014 at 00:13 in reply to: Is there an EXP bonus for killing a unit vs. just injuring him? #69730
Fumble means you will do less damage against an opponent. Sort of like a reverse critical hit.
EXP is determined by various factors, based on actions and tiers:
Each unit will get will get action exp per attack they make. How much they get is determined by what tier troop they are. A tier 1 unit will get 1 exp per action (Meaning a Longbowman will get 3 exp if he attacks an enemy from the green position). A Hero will gain 5 exp per action, and the Leader will get 6 exp per action.
In addition to this, killing a enemy unit nets bonus xp relative to the tier of the enemy slain. A t1 kill nets 5 bonus xp, a t2 nets 10, all the way up to leader kills which net 30 exp for a kill. Note that you won’t gain action exp on the killing blow. (Example: Leader kills a t1 unit by shooting him 3 times with his bow. This will net 6+6 action exp and a bonus 5 exp for the kill)
Knowing this, some micromanagement will help your units quite a bit in gaining xp. For example, I avoid killing t1 units with my heroes or leader as they would gain just as much xp by just attacking something once, while a t1 kill is worth 5 separate attacks for your t1 units. I also like to use weak ranged attacks through obstacles from my heroes on beefy enemies just to get that nice 15 action exp.
Kind of disappointing that the patch doesn’t do more to balance T4 units in relation to lower tier units, and the spamming of said units, but oh well. I’m on GoG, so I’ll be looking forward to getting the patch next week!
Spammed T3 with a smattering of T4 is definitely preferable to what is happening now. T3 can be killed relatively easily by T1 units, which means more varied battles and strategies available to the player.
Huh, that’s pretty neat. Is lvl 20 the max level?
I whole-heartily agree.
In previous AoW games, enchantment spells were permanent and a really nice way of making sure the units you cared about would last longer. I used them all the time. In AoW3 I hardly ever touch them, which makes me sad since they were such a large part of my strategy before.
Enchantments just feel useless right now, and I don’t think I would consider casting any other enchantments than battlefield-wide variants.
I too think T4 are probably a bit on the strong side, more specifically, their AOE abilities. The Manticore is mostly fine as it is, but the other T4’s can decimate entire stacks of units by themselves.
I do think that a nerf to the various T4 units is called for. I see someone want the t1-t3 units to be buffed instead, but why? T1-T3 are very well balanced in relation to each other right now, and there are much less T4 units to rebalance than T1-T3. Anyway, the only things that need a nerf is the amount of damage the AOE abilities can dish out; either its raw damage output or much longer cooldowns. Their sheer range could nee a good batting as well (And walls should be able to repel most of the damage, either from upgrades or something else.)
I would also like to see more ways of dealing with T4 units available to every class/race. It doesn’t really matter to the Rogue that Eldritch Horrors are aweome at taking out Juggernauts. Also, these units shouldn’t be t4’s themselves, but more specialized units that you could use in specific situations.
5 heroes? I did get the Orc, and I believe I only got four (Sundren, Reskar, Nomlik and the Orc who’s name escapes me.) Who am I missing? EDIT: Oooh, you dominated him? How did you do that? More importantly, did you get to keep him for the next mission?
As for my map strategy, playing on Normal difficulty. I settled my first two cities, then I went south past the desert and settled two more alongside the river, and finally a fifth one in the middle of the desert near the tomb or whatever it was.
After this, I went underground and explored for some nice items while waiting for something to happen as I built my cities. Didn’t realize that there would be no war until I trespassed on the goblin domain, and by the time I did that the Goblin city along the river was too well defended to do much to, so I left Sundren to defend the heartland while I kept exploring underground with Nomlik and Reskar. The goblin settlements underground were very lightly defended so I picked them up as I went. After this point I think I only settled one or two more cities, as I had plenty of gold and mana (in the thousands each).
Eventually I split Nomlik and Reskar up, with Reskar bumbling into the Orc west of the Goblin city Sundren was sieging. Nomlik was busying himself with digging caves and finding loot, chancing upon the teleporter to the elven cities. Then I overextended by first capturing the human city east of the elven ones, and then buying Orc independent city guarded by a Dragon (Thinking I’d get to keep it, but alas, all it’s troops disappeared leaving poor Nomlik alone defending four cities all within 2 turns march of the Orc and Goblin capitols). By this point I still had no Horned Gods summoned, so dealing with the Manticores were a pain.
Somehow I managed to hold on while playing “You capture that city while I recapture the city you took two turns ago” until Reskar, the Orc and Sundren finally managed to break through the Goblin defenses back in the east, and I rushed to reinforce Nomlik with Sundren and Reskar after that. Reskar took a small detour and got the gold dragon (I realize this was rather late, but how could I have known there was a kickass reward for just moseying up the road? I thought whatever was there would be heavily defended :P) Before finally recapturing the human city for the final time. Unfortunately he was kind of stuck there for a while after that as the AI spammed the city revolt spell on it, and Reskar had to guard until I had a decent garrison going. The Orc went underground and finished exploring, picking up a few pieces of more loot (I have too many Unicorn mounts dammit).
After thoroughly exploring the map whilst containing both the orc and goblin capitols with Sundren, Reskar and Nomlik, I finally sent the Orc along with some trebuches and got rid of them for good. It was extremely overkill, and I could have taken them on with just one or two armies much earlier, but I like taking my time and exploring, and if I can overkill something, why not? Each of my heroes stacks now had 1-2 Horned Gods each, with the rest of the units mostly being t2 cav and various t3.
When the two were vanquished, I set my sights on the human dreadnought. For some reason, he remained incredibly passive throughout the entire match (Possibly because i didn’t scout him out, leaving the entire area west of the orc capitol undiscovered), and I washed over him like an evil tide. Fast forward a few more turns and the game was over.
Sorry about the wall of text here, but I hope this can help people having trouble (Although i have no experience with playing on Hard, I suspect it wouldn’t be nearly as easy). Good luck!
I made an album of screenshots from the last turn of the game just before I vanquished the Dreadnought to help illustrate: http://imgur.com/a/N7U8r
Yep, I had this video opened in another tab as I wrote this, not knowing that I already found the answer to all my troubles. Yes, I do feel kind of silly 🙂