Forum Replies Created
September 12, 2016 at 23:56 in reply to: Poll: What games of Triumph Studios have you played? #247196
Definitely all of them. Huge fan of both series having spent well over 100 hours with Overlord (1) (if you haven’t tried co-op, I highly recommend it – the mutual panic when you’re both cornered by dwarven flamers is priceless) and probably over 500 hours with SM if you count the editor. And lets not talk about how many Pony riders I’ve recruited in AoW or how many gnomes I’ve slaughtered in Overlord 2 (stupid special pointy hat…)
Needless to say, any new game from Triumph is likely to be in my library within 24 hours.
Happy Holidays Triumph!
I want to thank you for all of your tremendous work, it’s been my greatest pleasure playing the game from day one (can’t tell you how happy I was when I heard that you where making AoW3 – basically jumped up and down for an hour). Not only is it one of the best games I’ve ever played, because the work you did post-release is worth some much more than that. Thanks for the expansions which where packed with way too much content for their price. Thanks for the updates where you showed that you didn’t only care about the game-breaking bugs but also listened to the players and developed the game way past what you had to. Thanks for all the responses on the forums and the news feed. It’s been great and I can’t wait to buy your next game – whatever you chose to make.
Who gets physical resistance for the stack?
Warlords, lvl 11 they can get Toughness which gives 20 % physical resistance to the whole stack
I would definitely be interested in that kind of mod, and I would prefer it to be along the lines of Gloweye’s suggestion. My dream would be having one option of upgrading racial units and one upgrading the race’s class units. But that might be impossible as they would ideally be based on which class you’re playing.
Well, isn’t there the third option of doing it alone and killing them both?
That’s what I did at least. They both seemed a bit too evil for my taste, and I couldn’t stand by their goals.
Wonderful work Zaskow, I really like your ideas for the forest snake. Are you planning on modelling it like the other snakes with a T1 and T4 aswell or keeping it as is?
As for the evolve mechanic for some of the other units I do like the idea, but I can’t be too sure before testing it. At the moment I feel that you have very little use for the second level summoning spell as most creatures it spawns have limited usefulness and are a bit too straight forward compared to the first and third levels. Although I can’t say that I’m experienced enough to know for sure.October 31, 2015 at 02:27 in reply to: Do you not obtain XPs from fights that end up in a draw? #236252
Yup, remember reading something about it in a patch or something long ago. Meant as an incentive not to abuse the AI I believe. Could see that causing problems for your mod though – is the maximum turns limit messing with you in the big battles?
The campaigns in vanilla won’t change if you download the expansions. The only real things that’s added to the existing races and classes are the racial governance and mystical ciy upgrades – and these aren’t enabled in the vanilla campaign. Everything else has been added in patches instead.
That being said, I just started the campaigns again some weeks ago and I wouldn’t play them without the expansions. The reason is that you only need to enable a setting in the editor to be able to use both RG and MGUs in all campaign maps. And since I love these upgrades and can’t play without them – I would highly recommend this. Could affect the difficulty and balance of some campaign maps though, so it’s your choice.
Wonderful work on the Frostling one, the one without the mane is clearly the best one in my opinion – but the one with black mane works as well if you wish to go for a more classical look. Although without a mane a suppose one could just claim that it is just a female manticore. Considering that, half of the races could use a model without a mane.
Had few thoughts about which feline would fit some of the other races:
Draconian – jaguar (south american connection)
High Elves – cheetah (graceful, slender connection)
Goblin – fishing cat (wetland connection)
Tigran – tiger
As for the Manticore I could definitely see a reason for changing the fur colour too. One would suspect that Frostlings for example to selectively breed light furred variants with thicker fur to better suit their particular climate.
Wow, I can actually see some of them accomplishing their goals of seducing someone now – especially the high elf, goblin and frostling ones. Are you sure the original human model doesn’t require some of your love as well?
Great, thank you for the help! That’ll make a big difference for me.
Great idea and looks very nice on initial inspection.
Warlord Adept looks a bit under powered though – no other class has any real use for the Scout. Especially not combined with Raise Militia.
Theocrat Adept seems to work a bit too much on making Devout units while only being able to use it with one spell. I get it thematically though.
I was one hex away from having the Sphinx Tempel, Crystal Tree and Ancient Ruins in the same city for my Orc Phalanx. I was so disappointed…
Personally, I love it – heroes in AoW3 sadly lack character and diversity and I think your ideas could greatly improve that. It’s a big change though – and not really something that you often see in expansions or dlc – might be something for a mod one day though. I particularly like that the race of the hero actually seem to make a difference.
I’d say it’s only really a problem on the Fallen Angel since this unit is quite central for a Shadowborn player and they don’t necessarily benefit from blight terrain – it can even be hurtful and limit your options on how you use the unit. The Arch Angel’s Path of Life has it’s drawbacks but no race dislikes temperate terrain so you you’re only hurt by it replacing more favourable terrain with trees. Haven’t really tried it enough to judge it properly – but it seems the Fallen Angel is a bit too constricting for most races and classes.
On the Yeti and Obsidian Dragon I don’t really see a reason to complain, they are both quite rare and if you decide to use them you have to plan around that. My point here being that they are seldom a key unit for your strategy and if you depend on them as a part of your main armies you only have yourself to blame. For the Reaper there are no drawbacks since Ghouled units and cities don’t care about terrain.
It’s not about the little houses actually – the important part is the domain around the city (in your case the orange lines). If your city is surrounded by the thicker domain lines, then your city will have 0 % constraint. If your city is partly bordered by the thin domain lines, then it will be constrained. So in your first picture 95 % of your domain lines are thin = only 5 % city growth. In your second picture 22 % of your domain lines are thin, so you have 78 % city growth. However, as your city grows so will the domain and once your city in the second picture levels up you’ll only have 50 % city growth. It can still be a reasonable place to put a new city – but in most games there are better places.April 19, 2015 at 23:45 in reply to: Shouldn´t mananode conversion spell work on every type of mananodes?! #184616
Kind of liked the conversion wars myself too – but if they don’t want that, how about a two step process? What I mean is adding a skill, possibly on adept level, to transform a elemental node into a neutral node – which thereafter could be converted into a preferred elemental node by the already implemented spell. This would make the process slower and conversion wars quite costly and time-consuming.
Well, although I would like having an evolve mechanism from Wyverns to Dragons (preferably with a middle step using Young Dragons or something similar) it wouldn’t really fit with the new story for AoW3. According to the this old dev journal, wyverns are dragons born after the Age of Giants which means that no new ancient dragons have been born since then. That differs quite at lot from the lore of AoW2/SM where you could have baby dragons so maybe it could change back again.
I am not sure how to respond to this – I cannot really see how anyone could regard this as an oversight or even a bug. The reasoning is simple – the “(+120)” you mention represent the income and it means that you will gain 120 gold next turn. It does not, and should not show the amount of gold you’ll have after certain actions have been done next turn. It’s a projection for the very start of your next turn, and since you actually don’t commit to producing anything before you click end turn, showing anything else would be confusing.
What I mean by this is that, as long as you haven’t spent at least one turn on producing a unit or building, you haven’t actually paid for it. The 80 gold will leave your gold reserve, yes, but it will be back in full if you cancel the unit. It doesn’t matter if you’ve queued it the turn before or not, you still haven’t committed to anything. Personally, I usually queue way more than I can afford for the next turns and decide which one to actually produce much later – I cannot imagine any benefits of your suggestion.
Good grief Triumph, whatever happened to milking us for money? I only dared to dream about seeing the Tigrians in this expansion and now you’ve only gone and done it. I’m not sure I’ll ever be able to repay this gift. You have my undying respect, loyalty and reverence, whatever you choose to do in the future.
Yup, I’d buy anything and everything. The base game cut my food budget in half for that month, and yet I didn’t hesitate to do the same thing when GR came out. Now that I’ve actually got a salary I don’t even have to pretend to think about it. Damn, I’d might even buy AoW boxers if they started selling them.
I suppose it never hurts to answer a topic like this again – I think it would be be a great thing for AoW3.
The important thing for me would be to make sure the races still would have a weakness. No point in giving the dwarves a great fast cavalry unit for example, since that would close a gaping hole in their line-up without being restricted to a certain class. Like the Warlord. Instead they should, in my opinion, be a new way of using the race’s particular strengths.
Draconians: Salamander – yes it was a Lizardmen unit back in AoW1 but it’s origins where so cryptic that you could work around that. Irregular unit with great fire damage and nice abilities (28 mp). Another offensive unit for the Dracs that won’t solve their defensive problems.
Dwarves: Mole rider – A cavalry unit that might only be a bit faster than the Firstborn, but more versatile. Shines on underground maps with lots of earth walls because of reduced movement loss when digging. Activated ability “undermine” to deal massive damage to siege wals
Goblins: Drake Rider – another mobile, but weak Goblin unit.
Halflings: Sherrif – I would make it a support unit that focuses on buffing the army. Fire pistol? Another Halfling ranged with only physical damage.
High Elves: Storm Lord – not my idea but I like it. An evolution of the Storm Sister with a lightning strike ability with extreme range. Get to close and they don’t stand a chance but deadly when defending from walls
Humans: Pike unit that doesn’t clash with the Phalanx? Maybe Gloweye is right about the Swashbuckler. I don’t really see it as a T3 though
Frostlings: Doom Wolf – this falls outside the confines of cavalry units, and as such it will have the mounted trait, but not be considered true cavalry. The Frostling riding this huge wolf will only be there to point the wolf in the right direction and take care of it out of combat, thus it does not contribute in a fight. Extremely fast overland movement.
Orcs: Great Beast Rider – I’m seeing the strongest “cavalry” unit in the game, riding some sort of primeval rhinoceros. Massive amount of hp and good damage. Devastating in close combat and a tough nut to crack with physical ranged. Elemental ranged will tear it to pieces like all Orcs though.
Careful – I read somewhere that Q4 could actually finish end of January, even February the following year (making it pretty much equivalent to Northern Hemisphere winter and Southern Hemisphere summer). So it could be as late as May. I’m not saying it will be, but March is not guaranteed either.
Well, the definition is that Q1 equals January through March, to follow the calendar year. As I understand it, some companies do thier quarterly reports for Febuary through April to better fit with their actual revenue instead. I have however never heard the term Q1 being used in this way concerning game releases. I think we can quite safely assume that Triumph are at least planning to release the DLC before the end of March.
Great stuff, this is exactly what the game needs, and I think you have the right idea by not making the changes all that huge. Except maybe the Dwarven T1 military – I’m not sure that small a change on a quite bad T1 unit really would impact gameplay at all. Especially not in longer games since Crossbowmen tend to be replaced quite quickly if possible. Now if they gained the ability of firing an extra shot with reduced damage if firing from green (taking one action point to quickly reload and re-aim) you’d make him a great defender at almost any point of the game.
P.S. I’ve looked a few places…has anyone seen a tentative release date for the Frostlings expansion?
They stated Q1 in the previous dev journal so before the end of March:
Tough one, but I’m with Gloweye on waiting for the new racial changes before I can have a clear opinion. After that I’d probably still say more racial units, although not any more T4:s. Still, I can’t really see an expansion without a new race or class – doesn’t really feel like Triumph’s style.
Well, I actually wouldn’t like them to be all that much stronger – just more different. With the possible exception of Obsidians. As for some of the skills I mentioned, like killing momentum – are definitely too strong without an substancial nerf. And going the elemental way of giving them crippling weaknesses is probably not the best way to go. However giving them more flair, and not just letting them be the same unit with fire instead of frost based skills, is still something I’d really like to see.
@lannister: At the moment, Inflict Freezing Cold is awarded at gold and is a 8 resistance attack. Also, the effect frozen is just a 1 turn stun in AoW3 – not that a 1 turn stun is weak but still not then frozen from AoW2. Giving it some extra speed and Inflict Freezing Cold at a earlier level could be enough to make it competitive.