Fenraellis

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    #27186

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    in reply to: Various sides of the Theocrat #26487

    Fenraellis
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    Found it, from the “How much will race matter in this game?” thread.

    The following quote was from Lennart Sas himself:

    Hi guys, I think the bit of concept art posted above doesn’t do this race-class blends justice, it also illustrates an extreme blend.

    The player colors in the picture are a noble blue white. If you want to play an evil goblin theocrat you might to adjust your color scheme to dark earthy colors which get represented on segments of unit’s armor and clothing.

    As most racial units are so small, color has a massive impact on whether a particular empire feels ‘correct and gels. We’ve added more player color elements to units, such as wings, which also give a nice touch.

    e.g. If you play a fire- specialized goblin theocrat, you can choose red and yellow and get goblins exalted with Phoenix colored wings. Also certain goblin units inherit their race’ gnarled pose. We’ll post a screen when this process is complete.

    Budget is a consideration for any dev, but so is unit readability. With 200+ units, extra visual variations will make it hard to recognize units if there’s lots of variation between one type. The systems do support full racial custom models, so when we’re running out of essential tasks (the 3d artists still have some more locations and water combat to ), we’ll have a look at making racial tweaks for certain edge cases. But don’t expect cannons with wooden barrels shooting fairy dust :-)

    in reply to: Various sides of the Theocrat #26475

    Fenraellis
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    About to start a match in another game, but I’ll look for it after. It was in one of the longer threads. Possibly the German narrated demo thread?

    in reply to: Various sides of the Theocrat #26187

    Fenraellis
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    From what we have heard, things such as the color of your Exalted unit’s wings can be chosen during the creation of your leader, when choosing your faction’s primary/secondary coloration.

    Playstyle within a game itself, will not inherently dynamically change the way your units will appear. Well, that’s what we’ve heard. Perhaps they can include something of the sort at a later date.

    That being said, they gave examples such as selecting a fiery red/orange color, to go along with a Fire magic Specialization, if one were interested in flaming-winged looking Exalted for a Fire-themed leader.

    You can certainly play a Destruction magic Theocrat(and one of the images we have seen with a partial leader list does include one already in the game), rather than Creation. Heck, even both if so inclined. But, as far as we have seen, and I personally presume it will remain this way, there is no way to change your chosen Specializations after the Leader Creation screen. So, choose something you would enjoy for an entire match, hmm?

    in reply to: Suggestions for the Game Manual #21979

    Fenraellis
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    @edi:
    Unless you are referencing something else entirely, and/or an element of the same, that is yet unrevealed, the Tome of Wonders(if I remember the name right) has already been revealed as an in-game encyclopedia.

    Looks quite nice too, from what little I’ve seen of it. It wouldn’t be that much work, I imagine, to add a ‘History’ page into the Tome of Wonders, if they were so inclined. It could even be semi-interactive with a timeline having summaries that are click-able for a modest(or not so minor, even) elaboration of the events therein. Of course, that sounds like an entirely different sort of programming from the normal Tome mechanics that I can guess exist, but that’s not necessarily a bad thing.

    in reply to: About the Closed Beta #20996

    Fenraellis
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    It’s excellent to hear this update from you, Lennart, as many people have indeed been clamoring.

    Personally, while I have been a fan of Age of Wonders since the original game and certainly would love to assist in the Beta, I also acknowledge that my personal responsibilities at this time would preclude my being an active and effective participant in such an endeavor. Ultimately, I would probably end up playing the Beta, in what spare time I have, more than doing the Beta, and that just isn’t right.

    That’s why I have been so heartened by what responses we have had from Triumph and the revealed testers(primarily, Edi, for several reasons, I’m sure). If nothing else, from messages both direct and indirect, things seem to be going generally well.

    Keep up the great work, hmm?

    in reply to: No beta video yet? #17348

    Fenraellis
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    Just have to say, and sorry that I don’t know about your other Beta testers, really, but it’s quite nice to have someone as apparently experienced and dedicated as Edi in the role of being a beta tester.

    An excellent post there, Edi, indeed.

    in reply to: Embarrassing to admit but… #17328

    Fenraellis
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    I may have the numbers wrong off the top of my head, but I believe it’s an outright increase in gold/mana income by +50% per tier above Squire. Thus, Emperor having +200% extra gold/mana generation rates. This results in a greater ease of supporting a much larger army than their city count would suggest, of high tier units and numerous summons(usually low tier, unless they randomly research a lvl 4 summoner… then it can get scary when they spam those).

    They, also get an extra +1xp/turn for their heroes, so +5/turn on Emperor, if I recall correctly.

    in reply to: Embarrassing to admit but… #16656

    Fenraellis
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    Free massive amounts of gold is certainly a thing… That being said, am I correct to assume that you had large starting cities in your options? Since it sounds like a multi-tier Wizard tower to me, for that domain.

    Best thing to do against Emperor computers, since they will have a resource advantage, all else things being equal, is to out-strategy them, and win tactical battles. Of course, if you can develop your own resource advantage, through city ownership(or creation), then all the better.

    That, and for better or for worse, Frostlings don’t really have any true combat units until Champion’s Guild, Midwinter Hut, or their ultimate, Doom Wolf. Until then, they mostly have to try and take advantage of their cold strike/bolts effects to equalize the field.

    in reply to: Age of Wonders III cover art revealed! #13707

    Fenraellis
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    I figure it’s just a ‘lost in translation’ issue. Animist and Arch Druid are the same thing, if I remember Lennart or one of the others even used the term ‘Animist’ before, and clarified it as being a former choice for the Arch Druid’s class name or something.

    in reply to: German press tour finished, new footage and screenshots #13586

    Fenraellis
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    I think Fenraelis’ point is that have race-specific structures would be another way of creating meaningful differences between races – which the class-specific structures obviously wouldn’t do.

    (Personally, I don’t think a special ability like lifesteal or regeneration really makes more of a difference than what I expect there already to be – it’s just requiring a building to unlock an ability that could just have been a base characteristic of the race. Special defenses or the like, on the other hand…)

    As you say, simply adding an ability could have been part of the innate racial characteristic, but it could also be seen as a sort of expansion or delving further into your racial knowledge. That being said, I do agree and always thought that things like the Elven, Tigran, Nomad, Undead, and other similar structures, that actually affected the cities’ play-style itself, were some of the more interesting ones.

    in reply to: German press tour finished, new footage and screenshots #13548

    Fenraellis
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    In light of the rather long debate going on, I thought I would just bring up one point.

    Base unit diversity keeps being mentioned, but what about the diversity that can be brought up by racially-unique buildings. Star examples from Shadow Magic would be the Orc, Human, Elven and Draconian racial structures(convenient, as the races are also in this game). Structures which actually added new abilities to the units made in their racial cities, and not usable by others, or in the Elven case, shrouded their city in trees and concealed the units inside.

    So, perhaps the core racial units are similar, but there is a precedent for racial structures that can further separate similar units, and possibly even differentiate same-class units of different races as well!
    To Crudely use the bonuses from AoWSM into AoW3, a Warlord could gain entirely different advantages from Draconians with Regeneration(only useful outside of combat), and Orcs with Life-stealing(only useful inside of combat).

    That’s just one example of course, and said bonuses may or may not exist, or even be in a greater degree. While I don’t remember having seen them confirming the presence of racial structures, I don’t recall them confirming the lack of them either.

    Either way, this is just to get another perspective into the discussion.

    in reply to: How good an idea is it to use your leaders in combat? #12457

    Fenraellis
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    Actually in the very first game, unless you disabled the “Leaders on Map” setting, your main leader was essentially just another hero, whose death would lose the game for you. Thus, it wasn’t unusual to attempt to make your leader into an unstoppable killing machine(My favorite usually being to start with Lightning Strike and Life Stealing, since the first game had unlimited retaliations).

    in reply to: Pictures by Nils Ruisch! #11237

    Fenraellis
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    While I think the smile/grin adds a nice effect for the Orc Shaman(?) units, it looks a bit off on the warrior units in the second panel of the Orc units picture.

    *blithely ignores the visual provided by the low-poly hands on all units*

    in reply to: Multiplayer – players selection #10713

    Fenraellis
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    It’s worth pointing out, Owiec, that the online community(whether they actually played online or not) is what kept the game alive to one degree or another to this day. Having played with Swolte and the like myself, I know that many of the long-time fans would strongly prefer the availability of online play… although probably one which is a bit less of a hassle than the current method, heh. The developers certainly know this too.

    Or a more direct answer, if one simply looks at the About the Game page of the main website, there is the following bullet-point:
    “•Compete online in extensive multiplayer modes and scenarios.”

    in reply to: Max number of players #10583

    Fenraellis
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    (New poster, but long-time lurker here)

    Anyway, TheFizBan, there is at least one good reason why I don’t see them preventing duplicate players.

    Imagine the situation below:
    -Customize Wizard being on.
    -Two different players going into character creation.
    -One player selects a particular option, say Elven Theocrat.
    -Other player either suddenly sees that option greyed out, or is told he can’t play it when he tries to continue creation as the same.
    (This is a good enough reason right here, but let’s continue for argument’s sake)

    -After biting the bullet and selecting another combination, and finishing creation, the second player finds out that the first one at some point had changed his mind and gone back in character creation to choose a different choice(ignoring the potential frustration of the first player randomly wanting to play what the second player settled on, heh).
    -The second player then finds out that he while he was originally prevented from playing his first choice, it ended up not being blocked out at all due to the first player changing his mind at some point during creation.

    Personally, if I was prevented from playing what I wanted, I would as the second player, just bite the bullet and just play something else as per the system required in that case. I can’t think of very many strategy games that do prevent two players from playing the same setup when customized setups are enabled. That being said, the expanded situation in particular would undeniably cause some entirely unnecessary discontent, when one considers the functionality of the previous games. Nothing prevented two players both playing as a Life Specialist Orc Wizard, if so inclined. Even the exact same wizard selection or simply portrait was allowed.

Viewing 19 posts - 3,451 through 3,469 (of 3,469 total)