Forum Replies Created
September 10, 2015 at 01:42 #227649
(Not singling you out, specifically, Griffith)
Perhaps its worth noting that sorcerer is the only class which doesnt have buildable t3 or t4 unit. All other classes have at least buildable t3 unit, so this brings sorcerer to an major disadvantage on games that go beyond turn 45 or so. (because of fighting with mostly t2 against t3 wont end well usually)
Everyone has access to T3 units, and this recurring argument(from multiple people, and not just about the Sorc) really needs to stop. Yes, Warlords use racial non-class units the best, due to their combination of Empire Upgrades, but that doesn’t preclude others from using them too.September 9, 2015 at 10:28 #227536September 9, 2015 at 10:12 #227530September 5, 2015 at 12:54 #227050
Huh. I’m almost positive that Chaplain grants an instance of “High Morale”; which is quite common, but separate from and stacks with Minor Bard’s (and regular Bard’s for that matter).
This should indeed be the case, barring some strange bug.
Theocrats themselves don’t have access to Minor Bard Skills, but the Halfling Evangelist does(and Apprentice and Shaman, and Reanimator in a way). Elite Brew Brothers as well, of course.
Chaplain is the same as Imperial Authority from the Dreadnought.
If nothing else, Minor Bard Skills was a new ability specifically added with Golden Realms. Chaplain existed as its own ability before that.September 3, 2015 at 15:53 #226627
Problem: Invisibility is countered by true-sight. Truesight is everywhere and is too easy to get.
Solution 1: Make truesight special again.
1. racial supports now get truesight at gold only
2. heroes true sight now costs 10 points, and gives an additional +1 vision.
3. No t4 truesight, and the only t3 that gets truesight should be watchers.
4. Truesight is 5 point helmet only trait at the forge, or none at all.
1. Master Illusionist now counters truesight vs the entire party, but only confers invisibility to the sorcerer.
No offense, but this altogether sounds like someone who plays Sorcerer.
— The specific complaint about Invisibility being countered.
— The request to make True Sight only innately available unranked for Watchers for.
— The request to make True Sight much more troublesome for Heroes to obtain… except for the Sorcerer which can simply summon a Gold Wyvern Mount.
On the other hand:
3. Spirit Summons Invisible (but scary looking) units that can be summoned and are only visible with true sight. This is a necromancer only trait, and summons scary looking stacks of wailers, banshees and other sundry creatures, but the trick here is that they aren’t real, and your truesight is getting to your brain. The spirit summons cost minimum mana to summon, and die if you lose sight of all hexes surrounding them. They have no vision in and of themselves.
The idea of an “Illusionary Army” spell is actually pretty neat.September 3, 2015 at 02:33 #226500September 2, 2015 at 19:13 #226433September 2, 2015 at 19:08 #226432September 2, 2015 at 18:56 #226427
Theocrats and Necromancers
Anyway, I could somewhat understand it on the grounds of Tigrans, specifically. As for the Warlord’s Phalanx, specifically… I don’t see how that particular argument really holds water.September 2, 2015 at 13:16 #226357September 2, 2015 at 13:09 #226353
nope, they are -2 from the standard which is 11, or am I mistaken. What racial t3 unit has 10 base resistance? Name one please that doesn’t have -1 resistance as a racial malus (which actually proves the point). Or do you mean to say they are -1 point below what they should have through their racial malus? Well sure, thats exactly my point, they are -2 instead of -1 from the baseline for t3 units.
The very section of my post you quoted cited the line “-1 before their racial penalty,” so I admit that I’m not sure where the confusion on interpreting my statement comes from. I did also acknowledge that even that -1 base before their racial penalty, is notable, though.
Physical prowess is +1 melee damage, which is part of their racial package, so it actually shouldn’t be mentioned at all as abnormal.
By “physical prowess” I was referring to their collection of attributes and abilities, not really their racial +1 Melee/+5 HP.
Whats with you?
But I was mistaken and it is only 4 MP difference, not 6.
Nothing in particular. I do admit that I didn’t fully catch your listing of movement for two reasons. First, the fact that it was a 6, and second, because “mp” so often means “mana/magic points”, and I personally more often use the words “movement” or “move” outright when discussing Age of Wonders.
So, a little bit of a mix up on one hand, and a little bit of terminological differences on the other.
9 resistance is -2 below t3 standard which is 11.
Technically, they are only at -1 from the standard, before their racial penalty, if we are trying to be exacting. Still noteworthy at even -1, but their Physical prowess is noteworthy as well.
In comparison the only downside the firstborn has are the +20% price
Let’s be fair, here. I would imagine most people would point to their movement speed as a downside, too.
Hellfire only deals the 50 Fire damage against units. The 30 Physical component(and only the Physical) is dealt against walls when applicable.September 1, 2015 at 11:27 #226083September 1, 2015 at 00:59 #226019August 30, 2015 at 22:03 #225726
necromancers get 400 on all there units via a single research(on top of ghouls already ignoring 90% of all moral modifiers).
+300, actually, which barring other sources of Morale(Halfling Reanimators/Halfing RG4/Shrine to the Wizard King), will only get Ghouls to the first tier of boosted Morale. Also, it only applies to Ghouls, and thus Heroes, Class Units, and other general Undead and non-Ghouls do not benefit. It’s good, but not nearly as amazing as you’re trying to make it out to be.
Yes a rogue gets less mana income then a sorceror(after getting the mana empire upgrade anyway) but it also spends alot less of it.
NINJEW is very likely referring the the multiple useful, but expensive, offensive city enchantments that a Rogue has access to. Not to mention casting Iron Grip on nearly all of your cities. Although the latter will generally at least pay itself off overall, even if it’s likely a net negative for Mana income.
you can cast it and go into battle with full cp in the same turn if you preload it the turn before.
I honestly don’t think I’ve even seen it used in any other way… Well, perhaps one turn in advance for some reason, but never more than that.August 29, 2015 at 22:40 #225489
Thresholds: 10 75 500 1000 1500 (was 20 100 500 1000 1500)
With outposts and villages giving less governance, the threshold for going up a rank needs to be reduced.
…but you just made Store House add +1 anyway, along with the other buildings, meaning that while I can see the RG1 threshold going down, and RG2 staying as it currently is, the rest should actually increase.
Economic 1: Shrines and Laboratories cost 30 less to build.
Shrines and Temples would make more sense, although it also wouldn’t, due to modifying a T2 building.
Military 3: Dwarves get Improved Mountaineering. Dwarf infantry and irregular units get Mountain Concealment.
Are sneaky Firstborn overpowered? They’re still slow.
Why was RG4 moved to 3 AND buffed?
Military 1: Frostling Raider and Harpoon Thrower get +10 Health.
This would be much better if it affected Ice Scapers, the Frostling T1 you actually want to build, but that would probably be overpowered. Harpoon Throwers are bad even with the buff, affecting raiders too makes it a decent buff to your early-game clearing ability.
Personally, I find it to be a pretty nice upgrade, and making it boost the already good Infantry on top of things is a bit off. Consider Goblin 2, for example. At best, +5 HP to both the Harpoon and the Raider.
Military 3: Frostling cavalry and infantry units are 15% cheaper and deal +2 physical melee damage.
This may be a bit too strong; it certainly makes Crusaders and Berserkers great. On the other hand, Champion upgrades are supposed to be strong.
Going from Mammoth Riders only, to all Cavalry and Infantry is quite the boost.
Military 1: Untouchables, Scoundrels, Martyrs, and Monster Hunters gain Projectile Resistance and Sprint.
Scoundrels already have Sprint, of course, but adding Projectile Resistance makes this somewhat useful for a class that’s unlikely to build many Untouchables. I’m not sure whether this should affect Monster Hunters; I rarely use them.
Look at the scope of other RG1 upgrades, and realize that they either give a minor boost to a single unit, or an even more minor boost to two units.
Military 4: Big Beetle and Tame Troll get Disgusting Stench and +10 health.
This should definitely affect Tame Trolls as well, but I’m not sure whether going from RG3 to RG4 justifies an additional +5 health.
Economic 4: Wetlands give +5 happiness.
If it’s going to work on both, then definitely only +5.
Military 5: Infantry, Pikemen, Cavalry and Irregular units get +2 blight melee damage and Inflict Weakened. Archer and Support units get +2 blight ranged damage and Inflict Enfeebling Fever.
Economic 5: All goblin racial units gain Volunteer (this stacks with the Volunteer many of them get at Veteran).
Both of those are massive in scope, obscenely so.
Economic 1: Store Houses cost 60G less to build.
Kind of surprised you ignored Military 1, in light of some of the other proposals.
Economic 2: Laboratories generate +5 knowledge and observatories generate +10 knowledge
That’s hefty, and crazy to get +15 Knowledge for an RG2.
Would Arcane Arrows be overpowered at military 3?
Economic 5 (necro): Harvester’s Guild gives an additional +200 population, Enbalmer’s Guild gives units an additional +7 Health and Cathedral of Bones gives undead an additional rank.
Hmm, kind of an interesting homage to Elves and Necromancy having close ties in AoW1.
Economic 5: Produce Merchandise, Generate Mana, Seek Knowledge and Build Housing all provide +100% bonuses instead of +50%.
It’s already one of the strongest. Does it need to be made even better?August 29, 2015 at 21:37 in reply to: I wrote a guide on Necromancers for anyone that's interested. #225470
For what it’s worth, I haven’t really tended to experience this “Frostlings do very poor in AC” thing, except against Fire based enemies. Which, while reasonably plentiful, are not on every street corner, and only really available from three races, one class, and one Specialization.
Also, since when would a Frostling Necro not be able to use Banshees(or Reapers) against Shadow Stalkers, or the aforementioned Frozen Flames? Necros can actually do pretty well against Stalkers.
On a side note:
and a T3 Support just doesn’t work well for Necromancer.
Since when? Heal Undead on a more mobile(than the T2 supports 28 Move, aside from Swimming of White Witches) and sturdier T3 unit is bad? Sure Despair from Reanimators is very useful for particular units, but not mandatory.
This is even beside the fact that all but one of your class units has access to Frost damage for the Frost Dome effect to work with.
Oh! Also Death Bringers can have Pledge of Protection used on them, due to being Female units. Royal Guards are already great for Necromancers, too, and fairly easy to make passively have a five-channel melee attack(if Shadowborn), with the sixth coming from Frozen Flames, if desired. Star Blades can make them six-channel as non-Shadowborn, of course.
Lastly, Goblins get Inflict Weaken on Death Bringers, and eventually all Infantry/Pike/Irregular(but that’s RG5), questionably making Blight immune enemies less of a hassle, even aside from simply using Rot(against Machines/Undead, at least). Not to say that it’s easy, as it’s still definitely making a tricky matchup as Necro/Dread even more difficult by picking Goblin, but not insurmountable, either.
an you explain a bit about the kind of MP support Mods are going to have?
In a nutshell, “all or nothing,” which is pretty standard for Mods for games. All players must have the same Mod-Settings/Game-File-Configuration active as each other(or rather, as the Host, to join their game).August 29, 2015 at 21:15 #225465
Or pre-load the spell, so you double cast it, then hit the enemy(perhaps depending on if you have other Heroes with spells to be useful, or extra cp remaining on your Leader).
If nothing else, it’s almost automatically more generally useful than Sun Burst and Wrath of God(Armageddon aside), simply due to its use of the Shock elemental damage channel.
if outposts cost gold to maintain then conquering an outpost isn’t a pure-gains reward, which sounds pretty shitty to go out of your way to do, or buy. i don’t think normal conquest-based expansion should be slowed down by forcing players to vassal or eat some additional costs that weren’t there before. also i don’t think owning a city should ever be a detriment to you in terms of pure numbers, that should come from strategic positioning and potential value to your enemy alone. again, this is not a city focused game, that aspect of the game is intentionally kept simple, i don’t think that’s a game design goal that should be gone against by introducing further economic complexity.
For what it’s worth, preexisting Outposts have at least once cleared basic site by default AND come with pre-built structures in the city.
I do agree that an Upkeep on Outposts is a little odd, though. Perhaps simply give Outposts a 100% Gold(and maybe Mana/Knowledge, but definitely not Production/Growth?) income penalty, so they don’t boost the Empire’s Income until they grow further. Perhaps this would be mitigated 50% by Wooden Walls, or voided entirely by the presence of Stone Walls, so a (Stone)Fort->Outpost doesn’t suddenly reduce your income on a given location.
It also fits somewhat nicely into the idea of a ‘settling cost’, albeit with a time delay due to building/upgrading Forts, for full income that was proposed by some here.