Hatmage

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  • in reply to: Racial SIEGE ENGINES and WARSHIPS #175225

    Hatmage
    Member

    My thoughts on making naval combat interesting start with nerfing transports.
    In essence, rather than allowing units to use their regular abilities when embarked on transports, transports would have abilities based on the class of unit they are carrying.
    All transports would have ramming attacks.
    Archer transports would recieve volley of flaming arrows. Even if the archers are musketeers – if we need a justification, say that most transports aren’t suitable for keeping powder dry on long sea voyages, and maybe give ironclad-level transports some sort of musket cannonade.
    Melee troop transports would have a boarding attack, damaging a ship and bringing it under mind control if the ship would otherwise be killed. This attack would damage the boarding party if the enemy ship was not successfully captured, essentially being retaliated.
    Irreegular transports would have both abilities, and be worse at using both.
    I don’t know what to do with monsters, supports or cavalry.
    Heroes would act as normal for the most part, but would move like boats and have a three tile maximum attack range for item ranged attacks, and possibly gain fire balista.

    So, there are my ideas. Hopefully some of you find them interesting.

    in reply to: Racial Governance – First Impressions #175209

    Hatmage
    Member

    I have never personally viewed druids as ecologists. I have viewed them as fantasy druids, with all the disproportionate predator populations and treating forests as the only natural thing in nature that implies.
    I see them as sort of mystery cultists who make deals with forest spirits and such in return for the power to pursue their own goals, rather than people who are trying to save the environment.
    I may be in the wrong here.
    Also, sustainable or not (clearly not in the case of accelerated pop. growth), the things they research don’t always seem … like they should require research. Are hunters personally furnished with their equipment by a crack team of druidic researchers to feed a society that started with farms, skipping the hunter gatherer stage entirely?

    I hope I have not given off the impression that I don’t care for the environment, or find sustainable technology backwards. But the dreadnought is the only class that is really unsustainable, and steam is still more efficient than oil (well, steam boiled by oil is cleaner but slower than internal combustion – I don’t know if this is true of steam boiled by coal).

    And I still find it odd that inventors are so bad at inventing things.

    Lastly, I opened the file in openoffice. It works.

    in reply to: Racial Governance – First Impressions #175117

    Hatmage
    Member

    Knowledge in general is pretty weird in this game – Druids get a huge research buff despite being outright regressive with regards to technology, whereas dreadnoughts get nothing despite being inventors and engineers of great talent.

    in reply to: Racial Governance – First Impressions #175113

    Hatmage
    Member

    I am a bit dissapointed by the human upgrades that give production buildings more production, personally.
    It would have been cool if they gave research, to represent guilds both handing their knowledge down and driving technological innovation. It seems a bit jarring that the inventive races (humans and dwarves) research worse than the elves and the tigrans, neither of whom strike me as swift adopters of new technology or thinking.
    I suspect I am alone in this opinion, however.

    in reply to: What items do you go for with the Item Forge? #174927

    Hatmage
    Member

    For sorcerors and theocrats, neither of whom are really suited to melee, I fill the melee weapon slot with a “Ward Breaker” which is just a bunch of slaying effects that target high resistance foes (hero slayer, support slayer, summon slayer and usually devout slayer, though this slot changes if there are no devout foes to fight).

    in reply to: Civic guard and longbowman #174622

    Hatmage
    Member

    Well the models for the dwarves show chain under beard, which given dwarves may count as armour in its own right, and elves have plated shoulders and helms, but seem to mainly wear chainmail under robes? In any case, there is chainmail on both units to puncture. An armour piercing attack on human soldiers couldn’t be aimed at the unarmoured arms and still count, I suppose, but it would likely work by aiming at the eyes or joints of the armour, or for any human infantry striking upwards at the unarmoured chin under the lip of the helmet. If we were limiting ourselves to weapons that puncture steel plate through sheer force we would only have longbows, crossbows, maces, halberds and picks, and previously the awl-pikes of goblin skewers, in the game that the tag could be applied to meaning a lot of units would lose it.

    The reason for quarrels being less effective at range than arrows with the same tips is not that they don’t arc the same way. The power of an arrow or quarrel comes from a combination of its’ weight, the poundage or draw force of the bow, and the length of the draw. Crossbows can be twice the poundage of hand drawn bows without much difficulty, but because the time the quarrel is on the moving string and accelerating is less, and because quarrels are small and light, they have less momentum and slow down faster in the air. a crossbow can fire an arcing shot a great way, and that shot would struggle to pierce even cardboard after a certain point.

    Lastly, is there any mechanical reason not to give the guards armour piercing? It would hardly put them on a par with most irregulars, but at least there would be a use for unupgraded, unmedaled guards.

    in reply to: Civic guard and longbowman #174479

    Hatmage
    Member

    Elven and Dwarven armour is chain. Rapiers and estoc were developed after plate, and while the rapier is a civilian sidearm its’ cousin the estoc was quite succesfully used to stap through armpit joints and visors in plate. The only qualities that make rapiers fast are being rigid and weighty enough not to drag through the air it the “whippy” manner of smaller fencing swords and having reach normally reserved for two-handed weapons. They are heavier and more rigid than one handed arming swords.

    Crossbows are less straightfoward – they can go through plate with the right ammunition, which is expensive and hard to reuse.

    in reply to: Unexplored theme races #174461

    Hatmage
    Member

    We don’t need animations for appendices, though repurposing the model for wolf tails and using either its’ animations or those for draconian tails would actually work. We don’t need a base race for mermaids and sirens, so kitsunes would not necessarily need an oriental base race more than warlords need a base race of norse greek steppe nomads with an innapropriate attraction to ogres. Though that might be the literal worst example.

    Really, it wasn’t my best idea, because there would be no way to make a draconian kitsune not stupid. So, sorry. I suggested something rather dumb.

    in reply to: Unexplored theme races #174085

    Hatmage
    Member

    Would Humans With Animal Features not better fit a Mystical city upgrade like the one that gives mermaids and sirens*? I suppose that would also mean Animal People With Animal Features, and that draconian kitsunes would be almost as bad as draconian bards, but it may be worth discussing. Would tails serve any purpose other than causing animators headaches and allowing the kitsune/huli jing/gumiho to be cut and bleed from a really pesky appendage to armour?

    *While sirens as mermaids are traditional, the originals were enormous sparrows or women or bird women, depending on exactly which greek stories are oldest. The more you know?

    in reply to: Civic guard and longbowman #174071

    Hatmage
    Member

    If I had chosen the gold perk for human cavalry it would be killing momentum, to enable actual hit and run tactics.
    I continue to advocate martial arts for the human Longwordsman.
    The civic guard wields a crossbow and a piercing sword. Both these weapons are designed to pierce armour. Why not let them?

    in reply to: Unexplored theme races #174067

    Hatmage
    Member

    Kitsune race might work if they are fox people with culture inspired by Japan, not Japan civilization dressed up as foxes.

    How they might look like<br>
    (pictures were here)

    I feel that these creatures would look quite out of place next to most AOW3 units (and look the wrong kind of creepy for the game, if that makes any sense?). The thing is, with a few exceptions, the base game is very visually coherent. I don’t like goblin buckteeth, but the fact the basic goblin looks like it could crawl out of a well at night to kill sleeping peasants, the humans are largely defined by shining armour and expensive fashion and the elves look rather detached and impartial as they kill help the art reinforce the world as a place of fairy tale. I will admit to disliking our halflings for these aesthetic mismatch reasons, and for chicken throwing.

    And I don’t think reducing shapeshifters to fox people is suitably fairy tale. Shapeshifters are a cool idea, though the mechanics risk being useless bloat if one form is clearly inferior, and having forms that resemble humans but living in their own seperate cities would ruin the whole infiltrating angle.

    But if we want something from japanese mythology, which several of you seem to, Crow headed tengu would work better. Crows have symbolism everywhere. Some sort of stealthy, reasonably ratty looking types with beaks designed to pick apart rotten flesh and curved weapons more suited to bloodletting that putting an armoured man on the ground would be marvelous, and invite mistrust and suspicion from other races. Which is important.

    Everyone knows goblins are conniving murderers, even if it isn’t true. Everyone knows that elves live such long lives by snatching unattended children and draining their youth away, even if not a shred of evidence can be presented. A dwarf will kill you if he smells dwarven gold on you, orcs grow so big by eating eachother, draconians are the illuminati. I’d like to hear, if we are proposing races, what their neighbours make of them.

    in reply to: Killer Instinct #173801

    Hatmage
    Member

    I have had hero slayer pop up in the tooltip for disintegrate in 1.5, though it may no longer do so. I assumed other slaying abilities would do the same. I guess killer instinct is really just an archer buff.

    in reply to: Unexplored theme races #173760

    Hatmage
    Member

    @Dagoth Ur: It is an interesting idea, and could be very cool, though I feel that some of the people who want those races could feel ripped off by the lack of guaranteed access.
    I also don’t think rocs would work super well with flyers landing at the end of each turn. A big thing about rocs is they never touch soil and only nest on mountaintops. Also they would run into the issues of scale that make juggernauts feel iffy, being sun-blottingly huge.
    Lastly, having both factions be totally technologically stagnant and use aowI&II units might not be the best thing – Nomads could use heavy cataphract cavalry rather than elephants, for example. Dark elf blade dancers could catch on to clothing and its’ role in preventing injury, though that might anger some of the people who have been asking for them to come back (in other words, if they do come back it has to happen).

    in reply to: Give elf swordsmen a little something. #173548

    Hatmage
    Member

    If I may make suggestions for elven, human and draconian melee troops.

    Elven melee is probably the trickiest. It needs a reason to exist, but elves are excessively powerful already. I’m tempted to suggest giving them a ranged attack on gold rank, perhaps throw javelin, to fit with the shooting focused nature of elvendom. It would also let them fill a role similar to elven irregulars when the irregulars evolve. It wouldn’t make the unit overpowered, because it is at odds with shield, but would make it unique.

    Human Longswordsmen should have martial arts. They wield german longswords and dress in german style, and thus the central idea of german longsword fencing – that a masterful strike should both stop the opponent’s attack and attack him in one motion – fits well, and happens to have a prexisting mechanic that represents it perfectly. It may be OP if they still get bleeding wounds on gold, so having it as a total replacement for bleeding wounds might be best.

    Draconian Crushers should recieve demolisher if they don’t already. The name crusher does rather suggest that crushing things should come naturally to them.

    in reply to: Death of the Sorceror Class via Patch Changes #173466

    Hatmage
    Member

    I agree that floating apprentices are bad for the class. If apprentices didn’t float, and only they and the sorceror him/herself could be invisible we would have a fun and interesting tradeoff in army composition, between mobile armies and stealthy magic hitmen. And each option on its’ own is a one trick pony with one having poor resistance and lacking ranged attacks (outside of watchers) while the other folds in melee, creating an aditional tradeoff between strategically powerful armies with few tactical options and balanced armies with the worst of both worlds on the strategic map.

    in reply to: Death of the Sorceror Class via Patch Changes #173457

    Hatmage
    Member

    My issues with summon fantastic creature are purely thematic. For the most part I think sorcerors are in a good place, though I feel master illusionist needs to dissapear (personal invisibilty would be fitting and good, but an eldritch horror should never be invisible; To the contrary, you should never stop seeing it, even when you close your eyes), and that the dearth of proper wizarding hats hurts us almost as badly as the lack of real helmets hurts warlords. But “probably summon a wyvern” is a viable spell that feels out of place. It would have worked quite well if our t4 was a dragon, which would in turn fit with the class writeup about trying to go back to better, wizardier times when you couldn’t leave the house without treading on nine or ten of the flappy lizards, but without any thematic link to dragons in the class as it stands we really shouldn’t have all these wyverns. Personally, I would like some sort of tankish, non-regenerating (possibly mechanical) gargoyle summon so that mend magical being could feel like an important use of a unit’s turn. Which is probably what I’ll try to make if I get mod tools. But SFC is viable, just not fun.

    in reply to: Killer Instinct #173117

    Hatmage
    Member

    Killer instinct is a powerful buff, because slayer abilities are one of the only ways to increase spell damage. It does require preparation to take advantage of this, however. But coupled with chain lightning or disintegrate (it increases disintegrate chance. If you see a destruction master self-buff like this blinding them, dispeling it/stealing it or compensating with a defensive buff may be your best option) it is a valuable ability. It offers less to line troops, but it still makes a good buff for ranged units, and it hardly breaks the bank.

    in reply to: Death of the Sorceror Class via Patch Changes #173103

    Hatmage
    Member

    By way of “magic knights” we can have knights, we have star blades and sphere of protection, we can make knights have magic. Starblades in patricular makes charging knights somewhat ridiculous. We already want to recruit some blocking units less specialised than phantasm warriors to keep or supports intact anyway. I use summons when I need the extra bodies, or when a job requires the incorporeal, melee focused toolset they offer, but I don’t overindulge because the early summons are hard countered by several spells and units, summon fantastic creature feels excessively druidic, and Eldritch horrors take quite some time if I’m using my magic to win fights and keep my troops alive. I use melee troops because they can take a beating in melee, mop up units so the supports can focus on crowd control, and don’t compete for CP with enchantment, offensive conjuration and the other things I actually play a magician to use.

    in reply to: Unexplored theme races #173081

    Hatmage
    Member

    Personally, If we were to include a far eastern race I would prefer it be based (and more loosely than the race ideas being kicked around in this thread – our dwarves are barely Norse, our elves aren’t really anything, and even our largely german humans have been called french by many players) on China than Japan, because China had alchemists (who drank mercury to extend their lifespans, with mixed success), and repeating crossbows. The thing about alchemists and repeating crossbows (or composite bows, but japan and even germany had those) is they marry nicely to the setting. We already have crossbows, gunpowder and such. This being said, I would prefer a pseudo-arabia to a pseudo-china, andmany of the same points could be made in favour of pseudo-arabs (getting the azracs/nomads back would work. We could also add a little byzantine influence to the culture, because having T3 chierosyphonasts would be great, and work well in a culture that worshipped a fire wizard and would, hypothetically, have a lot of chemists on hand to make the greek fire).

    I dislike beast races. I don’t mind them in moderation, but if you have more animal people than non-animal people the setting starts to feel quite absurd. I would sooner not see another beast race added. If anything, I would like to see alternate cultures added for the existing races. We could call the current humans northmen or some such and give them nomads as an alternate culture, bring back the lizardmen to teach those pesky draconians how real reptiles fight, maybe have some less fiery, more ancestor-worship type dwarves, keep frostlings and goblins as alternates to eachother, and maybe, if we were truly desperate, and couldn’t think of anything better, and had taken leave of our wits, and all hope was behind us and the future loomed ahead like the cold darkness of an open grave, just maybe bring the dark elves back. Or just leave the elves out.

    Edit: Looking at them again, our elves have pointed hats, long skirted scale armour, curved swords and an archer-dominated warrior culture that distinguishes them from their neighbours, which might make them Scythian, assuming any of those parallels are deliberate.


    Hatmage
    Member

    I would like to see some sort of “Thick Blooded” ability that prevents poisoning and bleeding (there is a precedent for blocking individual debuffs instead of all those connected with a damage type, in that incorporeal units can be shocked, but not stunned), and think that adding this ability for three turns or so would be a decent upgrade for cure disease without disturbing the balance excessively.

    in reply to: If you could replace one unit… #169399

    Hatmage
    Member

    Ogres (not “orgers”) should not reasonably be capable of interbreeding with every race in athla. Especially not draconians, who are not even mammals. And going by the lore, shouldn’t creating warbreeds then be an act of evil? And if you are aiming to make the best possible combatant, ethical concerns be damned, things like mobility, ranged capability, the inteligence to maintain equipment, the ability to parry, and the ability to fit into stock armour, allowing for cheap mass produced armies would be priorities. The warbreed would crush any horse it sat on (though it would look better, if we stuck it on a tiny pony), seems to show no intelect whatsoever, could not operate even a crossbow, and can’t be fully armoured because it is the size of a barn.

    My main issue with the shadow stalker is that it doesn’t look capable of stealth or stalking. If I were to guess what one should look like from the name it would be a small thing on all fours, seen only from the corner of your eye, big shiny eyes and teeth that are closer every time you look, footprints only its current mark can hear and other such spooky nonsense. Or just not a giant floating baloon mascot.

    in reply to: If you could replace one unit… #168894

    Hatmage
    Member

    Seeing as nobody else has suggested a replacement, I have similar issues with the shadow stalker to what I have with the warbreed. I intend, should the possibilty arise, to mod in a “Condemned Man” as a similar replacement, with a lore justification that the spirits of executed thieves can be invoked to protect their living brothers in the trade, and graphics to match (still having a noose dangling from the neck would be a nice touch). The shadow stalker lookss more … like a deadlifting wringwraith than I feel any rogue unit should. It could have worked well with a sort of urban-legendy theme, but I’m not really sold on the current model and fluff.

    And in the name of offering a mechanical redesign, I would like to see the human longswordsman bumped up a tier. Having what seem to be german doppelsoldner as a tier one feels odd, and having them at tier two would see them literally earn double pay compared to regular troops. The meat of the upgrade would be martial arts, based on the idea in german greatsword fighting manuals that the only correct action to take in a swordfight is that which simultaneously foils a foes strike while striking at him, so that you always remain on the offensive and your foe never gets to land a solid blow. The new guard breaker ability might also fit well. Defender would not. Incorporeal is right out.

    in reply to: If you could replace one unit… #168400

    Hatmage
    Member

    Humans got even less than elves in the changes. Part of me wants halberdiers to get some sort of “Hooked weapon” ability causing extra damage and/or movement point drain on opportunity attacks, to represent proper use of the back of the halberd, though they are probably the best and most unique unit in the human lineup already, being to pikeneers what black knights are to cavalry.

    in reply to: Baby Dragons #165831

    Hatmage
    Member

    If we are discussing mythology, Mr. Overlord, then stereotyping western dragons as having 4 legs, wings and fiery breath is similar to stereotyping all germans as simultaneously being Hitler and David Hasselhoff. If there were germans like that who lived in russia and had multiple heads*. I may be stretching this metaphor. But distinguishing Wyverns from Dragons from Lindworm from ordinary snakes from at least one legend seeming to describe an enormous lamprey** is a recent practice, and doesn’t really add much to settings based on mythologies without this distinction. But when we already have dragons breathing ice ans spirit, and only one actually being venomous, connections to mythology are tenuous at best.

    *Zmey are multiple-headed fire spitting russian dragons with poisonous blood. Don’t you wish more people used them in games?

    **The Lambton Worm. The moral of the story would seem to be Don’t throw gross fish in wells.

    in reply to: Why don't orc mounted archers get razorbows? #165205

    Hatmage
    Member

    More just a european folklore thing. Though the same sources would justify arming monster hunters with fire*, shovels**, pistols***, hawthorne pegs***, and of course the traditional dragonslayer’s tool: a poisoned sheep carcass, given in tribute.

    *for just about anything.
    **both for exhuming and cutting apart the dead.
    ***for vampires. The pistol was just fired through the coffin repeatedly, while the pegs were hammered through the hands, feet and tongue.

    in reply to: Why don't orc mounted archers get razorbows? #165199

    Hatmage
    Member

    Rather than blessed arrows for human monster hunters, Silver swords for melee spirit damage would be nice and thematic.

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