Hieronymous

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  • Hieronymous
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    Depends on their morale…


    Hieronymous
    Member

    I sort of abstract and assume there’s an unrepresented supply train of minor necromancers, gravediggers, embalmers, and whatnot working to keep the ghouls moving, somewhat intact, and supplied (equipment maintenance for those that use equipment, and food = bodies to eat for all). And maybe some of the spells used to raise and maintain them have material reagents that cost gold.

    in reply to: Racial Balance Discussion #224421

    Hieronymous
    Member

    (Got distracted, meant to post this like 15 minutes ago)

    If War Cry is buffed to also add toughness or morale, and added to all Orc class units, that’s a start.

    Slap +2 or +3 melee damage on Razorbows and Orc Mounted archers, then replace that crummy RG 2 military upgrade with something more attractive (or just make RG 2 military apply to all orc archer and support units. And their ranged irregulars, like engineers, martyrs, and scoundrels, if possible.) And maybe Razorbows and Orc Mounted Archers can get an additional shared trait on their razorbow weapon to make it not quite as pitiful, like added blight or fire damage, or Crippling Shot on medal.

    How about Sprint for their Monster Hunters? It’s still not much, but if War Cry is added to them, whether or not the ability itself is buffed, that’s something.

    Thinking back to AOW1’s shredder bolt, what if Orc archer / spear-throwing units, excepting perhaps their T1 racial irregular, got some kind of curse effect on their arrows/spears? Or a special, 1/battle single shot that did +frost/blight/phys, Life Drain, and a curse? If the former, you could even give Inflict Curse to all orc melee units wielding spears (Impaler, Phalanx, Hunter, Spearman, Black Knight…) while their archers only get it at range, but of course have the benefit of the triple ranged inflict chance. That leaves Scoundrels, Bards and Monster Hunters relatively out in the cold since they don’t use any kind of spears in melee, unless that doesn’t matter and they get it anyway.

    I dig the idea of Orcs losing pop instead of happiness from hurrying production, and getting a Greater Victory Rush with 8 heal and +morale.

    in reply to: Racial Balance Discussion #224390

    Hieronymous
    Member

    Give Razorbows and Priests War Cry, innately or on medal; give Razorbows blight or fire or crippling arrows, and give Priests something like blight/fire or blight/fire/phys (phys explained away as some sort of psychic flaying component of their attack, like whatever the Blood Pavilion does, though I’m not necessarily suggesting giving them Bleeding attacks…THOUGH, if Razor got crippling, it’d separate their projectile attacks well enough.)

    Kind of pisses me off that only Tigrans get Bloodthirsty…it’d be perfect for Orcs! Maybe an effect of War Cry; or Priests could get a 1/battle buff that added Bloodthirsty and Lifestealing, or +5 HP, or something, to orcs within 1 or 2 hexes for a few turns. This’d probably have to be a medal or RG enhancement, though.

    Blood Pavilion could use something extra. What if it also inflicted curse, or simultaneously healed a random orc defender?


    Hieronymous
    Member

    I know Shrines for racial supports was too easy, but now it’s just weird that the Temple is both their prerequisite, and their medal building. Move the medal up to the Great Temple. Not that that creates the greatest incentive to shell out for a Great Temple, but still.

    Maybe the Public Bath could give bonus happiness to units trained or garrisoned at that city? (probably OP for Halflings though) Pop growth would make sense; Cleaner, more attractive people, and fewer dying from filth and disease. (And for goblins, a grand public cesspool to splash around in) My first thought was, well, +gold income, but I notice that no city buildings innately give gold income, and I figure that’s intentional.

    Hospitals could give an ‘inoculation’ bonus of +20% blight resist to trained living units, but that might be OP vs goblins, forcing more reliance on Plague Doctors / other sources of Weaken.


    Hieronymous
    Member

    From my mostly single player perspective, yeah. I like happiness events in my cities, which the bath and hospital help attain. Great Temple is costly but, meh, more mana income is nice. Besides that, can’t get a Grand Palace without them. But, I imagine most MP demands less dawdling over city upgrades.

    in reply to: Suggestion: Corrupted Inn #222790

    Hieronymous
    Member

    “Come on down to the Shady Cultist Inn, where the food is people, and the ale is also people.”

    (seriously though, +1, would be nice if it did something for Necro)

    in reply to: Wish List #213969

    Hieronymous
    Member

    Dark Elves and real live Archons.

    in reply to: Ballista! #213831

    Hieronymous
    Member

    +1 to ballista / siege crossbow!

    @exnihil: I’m pretty sure I remember machines and undead being immune to Inflict Stun, but, oddly, not Stunning Touch from Storm Sisters/etc.

    in reply to: What I want from next update of AoW3. #210225

    Hieronymous
    Member

    @zaskow: I just think lightning-spewing would look stupid as hell on the flame tank. Besides, it’s nice for a race to be able to take a class/whatever that covers something they lack; in this case, big stinking gouts of fire damage – even if High Elves are pretty much good at everything already, anyway, and have easy access to the rarely-resisted shock damage. But, I am in favor of racial machine differences. Slightly shoddy and cheap goblin machines, perhaps with some blighted offal and garbage stuffed into the Cannon, either with the regular cannonball, or on a grapeshot-type skill; vs the more costly, sturdier workmanship of dwarves (does Meteoric Armor RG upgrade apply to golems?); orcish dreads having Charge on their golems…and Halflings just got their Party Bot, which I’ve been excited for.

    @rilian-la-te: Fair point about Great Hail – it’s true that one can easily scrounge an AD or Sorc hero to contribute blasting spells to a stack. I was thinking about it more generally, and overlooked that. For what it’s worth, Great Hail is a different damage type, at least, and comes packaged with all the other great Water spells, like Healing Showers, Freeze Water, Rot, and the Frost Elemental. Pretty versatile. I still think Inflict Freezing would be greatly overpowered on a spell like that. If anything, I’d like to see Triumph sprinkle in the little inflicts, and then, mostly for the single-target nukes. Scorching or Immolation on fireball, and/or maybe Demolisher; frostbite or chilling on vengeful frost, maybe Choking Fumes or something on Suffocate, etc.

    in reply to: What I want from next update of AoW3. #210194

    Hieronymous
    Member

    Great Hail doesn’t need inflict freeze. It’s great because it’s a TARGETED aoe nuke, while with Earthquake and Hellfire, you have to really be careful and plan around the friendly-fire portion. Also, it comes in the same sphere as Healing Showers, which is just lovely.

    I do wish people would stop suggesting ‘X tanks’ for every race to match their main element. The Frost Tank, I don’t mind so much, and even a blight component, like a little damage or an appropriate inflict, like Noxious Vulnerability or Choking Fumes effect, to the goblin tank… but spirit and shock…bleh. Silly in a bad way.

    in reply to: Undead Upkeep #210190

    Hieronymous
    Member

    Yeah, I see it as payment toward whatever supply train is assumed to be traveling with them. In the Necromancer’s case – embalmers, maybe grave-diggers to keep spare parts coming steady; smiths and smithing materials to arm those ghouls and undead units that use arms and armor… and maybe they need to eat living flesh, so the supply train may include wagon loads of mortal cattle.

    What happens in-game if you can’t pay upkeep on your undead units? And units in general? Do they desert? I’m actually asking, since I’ve never gotten into that situation before. If they do, then I guess they need something more than just the Necro’s marching orders. I wouldn’t mind if some or all of their city-trained units had a portion of their upkeep as mana, but I wouldn’t care if it wasn’t changed.

    in reply to: Angels-Path of Life/Decay Elite? #207361

    Hieronymous
    Member

    +1 for toggle or removal!


    Hieronymous
    Member

    I always kinda thought Evangelists should get an ability, ‘Denounce’ or ‘Judgment’ or something along those lines – a ranged ability on cooldown that reduces the target’s Spirit resistance, like 20-40%. Stacks with itself, maybe inflicts a small amount of fire and spirit damage as well, or lowers the target’s strength (all attacks), or reduces happiness. Or something.

    in reply to: New Race leaked in Beta? :O #175425

    Hieronymous
    Member

    Their Tree Cavalry seems OP, IMO.

    in reply to: How Do You Feel About Mini-DLC? #172277

    Hieronymous
    Member

    For Triumph, I will buy it all! 😛

    in reply to: Class units diversity #171825

    Hieronymous
    Member

    Hot damn, grapeshot would be a cool ability, even just for regular cannons. Both the cannonball and grapeshot could share a 1 turn cooldown. I don’t know how balanced it would be, or if it would just be like a stronger blunderbuss with purely physical, but still.

    On Warbreeds:

    Great ideas.

    in reply to: No more orc buffs! #171373

    Hieronymous
    Member

    Is guard breaking an automatic effect? Or does it have a chance to fail? It sounds very, very powerful, and raises questions of why, say, a giant or dragon attack couldn’t just as easily rip you out of your defensive stance. If it’s automatic, maybe it should be changed to a physical channel inflict-type ability, or be a single shot ability, like defensive strike.

    in reply to: Civic guard and longbowman #171300

    Hieronymous
    Member

    Maybe Longswordsmen could choose their fighting mode – two-handing their longsword with heightened crit chance; or equipping a shield, likely at cost of Overwhelm, or 1 damage if that can’t be done.

    I like the taunt/’challenge’ idea for civvies, but it’d have to be a medal skill.

    in reply to: Thoughts on New Taunt? #171247

    Hieronymous
    Member

    The old Taunt was totally overpowered and nonsensical. I’m glad they changed it.

    in reply to: Inquery about production carryover #171245

    Hieronymous
    Member

    This always bugged me. Maybe Production and Research could give a chance of random occurrences, like happiness does, some being dependent on certain buildings.

    10% of your hammers could be added as extra HP to your settlers and builders (but not other machines, that’d be too cheap with Dreadnoughts and trebuchets), walls and gates. Bonus increases to 20%, with a Master’s Guild.

    Hammers could increase gold income of a city (% of the city’s hammers)

    With an Arcane Forge, hammers could give you a chance to instantly get forge-made items with like 1 property. Might pop up as an offer to instantly produce it, at part or all of its regular forging cost. Nothing too powerful.

    Likewise, 10% of your candles could go toward mana income, or extra strength to Disjunction attempts (maybe just to those made in your domain), or grant Magic Resistance to your cities – some % chance to resist spells targeted at them.

    Population is also slightly wasted at a certain point – though it certainly helps recover from building settlers, hurrying production, and recovering from pop-draining spells, so it might not need anything; but it could give a chance to spawn militia units – either as an offer at the start of your turn to convert X population into free militia units (at higher pop cost than warlord’s summon), or maybe just a chance for militia conscripts to spawn (limit it to once, successfully, per turn) when the city is attacked.

    High population could give a chance to inflict some sort of attrition effect on enemy armies in your domain, maybe draining a little movement or happiness, or – again – spawning one or a handful of free militia units during any conflict in the city domain, and limited, again, to once per turn.

    Etc.

    in reply to: Tier 4 Racial Units #171100

    Hieronymous
    Member

    The T4 warlord unit is just a berserker on a manticore, and the T3 Tigran is a giant mutant. To say the lore has no room for racial T4’s is, IMO, a little disingenuous. It’s not hard to imagine other war beasts / chariots / machines / litters to put racial units on, or big morphs of races like Orcs or Draconians.

    That said, with the possible exception of Archons, should they ever show up, I’d rather see more lateral expansion of the races. A T1 support or cavalry here and there, a T2 archer, a T3 irregular, some race-specific machines (T1-T3; I don’t think Air Galleys really belong, with the loss of the old Transport skill), whatever.

    in reply to: Archon Military #170257

    Hieronymous
    Member

    The Titan could be a weird, divinely/whatever-touched morph of a regular Archon, as the Sphinx is for the Tigrans. To me, the Archons just don’t feel complete without their titans, and I hate the idea of the other races being able to march with them as mere Dwelling recruits. I honestly think all the racial lineups should be shaken up a bit, giving some T4 units, or extra T2’s and siege weapons, etc.
    And yeah, I skipped Pegasus because we’ve already got Gryphons, Eagles, Flyers, and now, Sphinxes, though I briefly considered a Pegasus-drawn chariot.

    The Saint, just by name alone, seems like a higher tier than the average racial support, or even a unique, Theocrat-only Archon unit. I never really liked the Saint, though, and purposely left it out to try and explore something different. Maybe some Archon units could get a ‘healing touch’ power. Heal 5 with 2 turn cooldown, Heal 10 with 3 turn cooldown, or Heal 10 once per battle, or something. But yes, the support probably needs straight-up Healing as its basic support power, or maybe a healing spell that also cleanses debuffs. Or an aura-type healing spell that healed everyone in base contact. ‘Base contact…’ I should say, directly adjacent. Warhammer and Mordheim have infected my thoughts.

    Devout and/or Holy Champion as racial traits could be interesting. Forgot about Turn Undead. Yes that probably needs representation somewhere in the list.

    As for Paladins, I guess I felt Theocrat Crusaders were enough if someone wanted paladin-like units.

    @vota dc
    You’re absolutely right. Chariot would have to be bumped down. I dislike Titan having fire immunity, even if he did in AOWSM, and edged toward a heavenly, stormy, thunder theme for them and the hierophants, High Elves be damned.

    in reply to: Archon Military #170097

    Hieronymous
    Member

    Yeah, you’re probably right. I just picked hierodule, which means sacred/temple slave, to go with hierophant. First name ideas for the irregular were ‘Fleet Foot,’ ‘Torchbearer’ (oops) and ‘Runner.’

    in reply to: Speculation: Next Expansion #170085

    Hieronymous
    Member

    If the Shadow Realm map layer does come back, I hope they don’t make it the super-speed, Shadow Sickness zone from AOWSM. In fact, I’m rather indifferent to its existence at all. Maybe there could just be cosmic events and treasure sites that are Shadow Realm based.

    in reply to: Archon Military #170083

    Hieronymous
    Member

    Instead of their bolts and shout, Hierophants might throw a spirit and shock-based aoe blast, like fire bomb. But that feels a little spare. They’re practically a big magic archer, at that point, with no distinguishing support powers. Unsure.

    And my original plan had Legionaries being the pikes and shield infantry in one, until I realized that’s a bit too much like the Phalanx. So I’d remove the Spears Up! ability from them, probably.

    in reply to: Speculation: Next Expansion #169924

    Hieronymous
    Member

    Mod tools, Archons…

    I’ve seen suggestions for a Shadow Demon race, and for a ‘Shadow Thrall’ class. Class seems a better way to go with Shadow Demons, because otherwise you’ve got Shadow Demons crammed into the outfits of Musketeers, Hunters, Shamans, Engineers, Evangelists, Exalted …Bards *shudders at thought of buxom insectoid demons*… all that… It’s an ugly thought, all very thematically mismatched and weird. In my mind, it would work better if they’re perverting existing races into Shadow-possessed thralls, and then there’s also room for non-racial class demon units and summons, class-appropriate spells, and so on.

    If Archons appear as a race, I hope Triumph stretches the racial army template to give them their Titans back, as a suitably expensive Tier 4 (infantry, I guess) unit to rival the Undead titan. Scrapping T1 Goblin Skewers for T2 Goblin Butchers was just the first step! 😛

    I don’t think Archons are made obsolete by the Theocrat. The class system allows you to play very traditional super holy Archons, or a splinter faction that is adjusting to the new world, or even corrupted (Necromancer, Rogue). They’re basically just really really white humans.

    Hum. On that note, wouldn’t mind seeing a non-white human race, like the Azracs.

    in reply to: Unexplored theme races #168784

    Hieronymous
    Member

    Ack, got distracted and now I can’t edit. Meant to say, I think Ancient Near Eastern and Indian influences could be used more. The monkey thing in the picture has something of a Babylonian beard; an Indian urumi in his right hand as an alternate melee weapon that could maybe be used to strike once without enemy retaliation; and a helmet admittedly slightly inspired by the old Planet of the Apes, in shape. 😛

    So, yeah. Winged baboon/monkey beastmen. Some could fly, or just in tactical combat like the 1.5 Drake pike. Some could have clipped wings, some could be gorilla-sized mutant variants (like the Sphinx is a mutant birth Tigran) and so on. No cavalry, no swimmers, some flyers, all forestry, some mountaineering.

    in reply to: Unexplored theme races #168778

    Hieronymous
    Member

    Here, I’ve made a concept doodle of something I don’t think has been done in AOW yet 😛

    in reply to: Orc Archdruid – the Hunter, The Shaman and Synergy #168641

    Hieronymous
    Member

    Awaken Spirit sounds like it should affect Ancestral Spirits. Superficial, I know, but it could be interesting. On topic, I’m against giving Throw Curse to the Orc Shaman. It just robs the Orc Priests of some of their supporty uniqueness.

Viewing 30 posts - 1 through 30 (of 71 total)