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Are we doing separate mods for each race?
I would like to talk about draconians too. I will probably start a separate thread. They went one out of six in the tournament and are kinda boring to play with. There are some small changes I would make to their racial melee units, which are squishy. But I need to know if we need to keep it all in one mod or if I can manage that myself.
Zaskow I think your mod proposal is well balanced.
For the champion economic, is it possible to run a hidden copy of One with the Elements?
Otherwise, did you see my proposal to add a lessened effect for all plants instead of just clover?
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This reply was modified 6 years, 3 months ago by
llfoso.
March 31, 2016 at 21:50 in reply to: Necromancer's ways of acquiring units too strong (in PBEM at least)? #242820I like the stack buff ability because it makes the cadavers like the reanimators’ pets, which is fun.
Otherwise, instead of adding a new tech I would just tack removing decay as a secondary effect on healers of the undead or master of puppets.
I think, you guys are overdoing it in general for Halflings, so it’s difficult to agree.
I agree with that. I say we consider more subtle adjustments.
In any case I don’t think that the short range is the problem, that works well enough. I also don’t think it’s the physical vs. elemental damage.
On paper I agree, in practice it doesn’t work well…the short range max damage is only two tiles. Since one more hex closer put you in melee range, the opportunities to actually get that 12 damage is low.
Another option might be to make it so they can still throw cleavers when in melee range. That would be very powerful.You can include Brew Brothers into racial T2 (which should switch places with T1, if Nightwatch goes to War Hall).
The T2 military buff is pretty powerful since it affects martyrs, bards and scoundrels. It puts their damage in line with human archers (falling off at higher ranks). That said, I don’t think adding BBs to the list would do anything to fix the problem with brew brothers, since they’re almost always doing half damage.
As a sidenote, you’ll also notice that Jesters don’t profit from RG either; if Nightwatch would move to War Hall, RG 2 could add the +10 HPs for Jesters (read: RG2 gives +1 Defense and +2 Physical Melee to Nightwatches and +10 HPs to Jesters, while RG1 gives +1 Physical Ranged to Adventurers, Bards, Scoundrels, Martyrs and Brew Brothers).
So that’s my suggestion:
A) Change RG as above;
B) Switch Nightwatch and Jester to War Hall, make Jester a T2 Archer, switch Farmer and Pony to Barracks and make Pony Rider a T1 Cav.You said you wanted subtle adjustments, but you’re reversing the entire tech tree and completely changing the stats of three units.
I would switch farmers and night watch only, buff night watch to a kind of unmounted sheriff (like a scoundrel/crusader hybrid), and make RG1 give the jesters (still T1) the +10hp.I would also change RG3 econ, because cloverfields are too rare to ever justify it over double luck on eagles. Maybe to keep it in the same spirit, make it grant a smaller econ bonus for all plants in your domain (haste berries, clover, flowers, melons).
I mean short range with no range penalty.
For the well fed…I was thinking like the keeper of the peace bolster spell. The cooldown idea is also good, but would lead to serious xp farm issues on pbem.
March 31, 2016 at 04:59 in reply to: Necromancer's ways of acquiring units too strong (in PBEM at least)? #242770Jolly Joker, I 100% agree. The evolve idea is great.
Another idea to fix the decay issue: give reanimators and necromancer heroes a hidden stack buff ability that cancels decay.
Remove the range falloff on throw cleavers. That’s all it really needs.
Maybe make nourishing meal cancel moral penalties too.March 28, 2016 at 03:16 in reply to: Necromancer's ways of acquiring units too strong (in PBEM at least)? #242633Both. Actually, you could drop the Lesser and Greater and just have one because it would be a nerf, so a “lesser” version is unnecessary
Here’s why I think making reanimate undead give a unit undying would be better, in theory:
1: you wouldn’t be able to use it to convert
2: you would have to be more strategic about how you use it. You have to cast it on a unit you predict is going to go down, or hope that you can cast it on a unit when it still has a sliver of health left. As is, you can just use it reactively and Healers of the Dead basically makes your T1-T2 armies immortal. You don’t have to know which unit the enemy is going to target.
The downside to me is that the idea that to necromancer can revive units after the fact of course feels very cool, but I don’t think it’s balanced. As a high-level spell instead of a unit ability it might be ok.March 27, 2016 at 17:08 in reply to: Necromancer's ways of acquiring units too strong (in PBEM at least)? #242614I had an idea about the reanimate abilities bouncing around in my head:
What if instead of being cast on a dead body, the ability was an enchantment that bestowed undying on the target unit until the end of the battle?
I agree with others that most of what he talks about don’t apply to AOW. Even then, I don’t know if I agree with the prescription.
The one thing I would like more from AOW that relates to this article is more in-depth quests and dungeons. For example, what if instead of recruiting heroes that randomly show up at your cities, you recruited them by rescuing them from dungeons, getting leaders of independent cities to join you, or once in a blue moon finding them at taverns? Or if they do show up and volunteer it’s only after clearly defined events like winning a major battle or an empire quest? That creates more background for your heroes and makes retelling the events from a random map more interesting. It’s emergent storytelling that goes beyond flavor text.
Hey guys, long time no see.
I have to say I support all of JJs changes.
Sometimes I question (lesser) reanimate undead’s right to exist. Why are my stacks of T1 and T2 units immortal? As long as I have one hero and one reanimator I never lose a unit. Makes me wish reanimate sent them back a rank or something, as it feels wrong having so many champion units running around.
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This reply was modified 6 years, 3 months ago by
llfoso.
That’s true, it doesn’t work well on hero stacks, but even late game they still have lots of other units knocking around. Especially now that the AIs been taught to not just mass t4s. I have no experience using it in mp though.
It is pretty limited against units who are immune to despair.
Don’t forget mass panic. Use it after you’ve already engaged in melee and watch the enemy army go to pieces.
But nothing can do what hellfire does. Murder up to five stacks of units with one hellhound.
Earthquake works too, but it’s weaker. That’s a strange one. It seems meant to take down walls, yet you’re best off using it with flyers and floaters who ignore walls anyway.
Which is ultimately the great flaw of halfling warlord.
I think stalkers present a problem for necro and druid as well. They have very limited access to spirit and shock, respectively, and mostly use blight and physical.
Most powerful combat spell…maybe? Although some like hellfire, holy war and undying army might give it a run for its money.
Best combat spell? No. That title arguably goes to quick dash.
This wiki page has a strategy blurb for each class, it’s probably the closest thing you’re going to find to what you’re looking for:
http://age-of-wonders-3.wikia.com/wiki/ClassesJust open up the units panel and select it from there
I had no idea you could do this. 😀
What mods?
Yeah, I just really like ericridge. And nothing else sad has happened.
I always thought they were magical constructs. Like mana elementals. Same for the other sorc summons.
This is the saddest thing to ever happen in this community.
October 23, 2015 at 03:04 in reply to: Before introducing a deployment phase before battle… what about this? #235593Point 1 is a really good idea
Point 2 might be complicated…you would have to program the synergies for every unit.
Point 3 a simpler solution might be altering some of the battle maps.I agree with ericridge that the nerfs were unnecessary, especially to the dread. People can exploit…pbem games are generally between friends aren’t they? I would say honor system is fine for not xp farming. Or a fixed xp per battle system.
Actually, considering fire does work for two…yeah it is fine. Ok I back this idea.
Gift of Nekron heal only works for your own units, so don’t be afraid.
You mean this whole time I’ve been avoiding using it for no reason? Gah!
Draconian pikemen are fine. They are not tanky but they are good offensive units.
Goblin berserkers are fine, you can produce them without upgrading to warhall and are cheaper than warg riders in terms of gold cost.
Mammoth riders are strong enough. They can by annoying to use but you can always use the healing pumpkins (or whatever they’re called).
I think prowlers are fine.
I disagree, but whatever, that’s fine.
On mammoths, melons aren’t always around. And “annoying to use” translates to “anti-fun” for me.People asking for the raptor to change are silly. Fire damage is the best damage channel now, and combined with physical it means nothing in the game short of and handful of units can resist it.
If high resistance is a problem, you have chargers and flyers to take care of it. For everything else, you have your valiant raptor. And for anything tier2 or below, resistance is definitely not a problem.
Well, you probably have more experience than me, but since the change it seems like my raptors have become so ineffective – my warg riders have better survival rates.
#1 thing for me to get fixed, tho it may be out of scope this late in development, would be a fix for Builders fleeing autocombat. This is a game changing thing, forces every battle with a Builder in it to be played in Manual. This is something a mod can’t fix, unfortunately.
YES! Even in manual, when you attack and it runs you have to chase it down at the end and it’s just pointless and annoying.
Wargs. In one of our longer discussion threads, we had talked about Wargs losing First Strike and gaining Devour Corpse instead. It seemed like a lot of people liked to that idea, and it matches the unit’s description, which vaguely references Little Red Riding Hood and the grandma eating incident.
Cool idea.
Evangelists. After so many rounds of XP nerfs is it still necessary for Touch of Faith to 1:combat?
I’m fine with evangelists as they are now, they do like 17 melee damage…
Domain of… spells Could these be made to affect more than one type of terrain with some overlapping? Domain of Earth in particular stands out here, because in a lot of games it does nothing at all, since it only affects underground tiles. Here’s what I suggest:
– Domain of Life – Temperate, and Water/Underground Water
– Domain of Blight – Blight and Underground
– Domain of Earth – Underground and Volcanic
– Domain of Air – Arctic and Temperate
– Domain of the Sun – No change needed, because it already affects 2 terrains.The problem is these spells are really strong. They’re like Iron Grip except they scale with the city. Are you sure this wouldn’t unbalance them?
Err…you want like a full overview? There’s a lot. I’ll give a brief summary.
Theocrat honestly plays like WL but with healing and stuff instead of the economic perks. It’s pretty straightforward. Build crusaders and racial infantry/cavalry/supports and run around marking heretics and being mostly unkillable. Don’t skimp on martyrs, they’re worthwhile, and evangelists are also good. Exalted are expensive but when you hit critical mass you can make an immortal army. And your T4 is weird because it’s more powerful when alone in the stack. Keep it back and snipe people while your other troops form a wall.
Racial synergies: really any. Like really.
Druid is a weird blend. In my experience you tend to prowl around with longstrider hunters and shamans for a while sneaking and swimming through the woods, and games are often won at this stage through stealth. Then there’s a point you hit critical mass where your population is flourishing, your spiders and serpents evolve, you start summoning those gargantuans, and pretty soon your smashing heads in with antlered titans. You’re not as strong as others at this stage, but you seem to hit it sooner and your still can (and should) continue doing all the stealth stuff on the fringes.
Racial synergies: Elves are considered the best, followed closely by tigrans. Everyone else seems to trail behind, but they all have something to offer.
To be honest, I don’t see much benefit of explorer. I know icescapers are good and all but I think as a sorcerer you’ll get pretty limited benefit from it. Same goes for water. If you’re not on an island map (or at least continents) or playing as goblins water isn’t all that amazing.
All of the following are good for frostling sorc, in almost any combination (barring obvious contradictions) and in no particular order:
Air
Earth
Wild
Destruction
Shadowborn
Grey Guard
Keeper of the PeaceCreation and expander are also ok, but not great.
Maybe do shadowborn (adept at least) since you like being evil. Life stealing and Gift of Nekron provide healing you wont have much of otherwise (Gift of Nekron seems like a double-edged sword, but the trick is to use it at the end of the battle when you’re mopping up, or in a super easy battle where you don’t expect losses).
Destruction isn’t just for goblins. You won’t benefit from blight empire – oh well. You’re almost always going to have a specialization skill you won’t use, and it’s worth it for disintegrate and storm magic.
Wild is pretty nice, and has the added benefit of being fun. Degenerate is really good with your multi-channel attacks.
Earth – The adept skills aren’t great except for stone skin, but the mastery spells are pretty sick. You don’t have a tanky T3, earthquake is useful since all your summons float, slow can help your supports get away from that melee unit that parked next to them and is just a crippling debuff in general, and city quake is a great screw you spell.I remember old raptors and they were much better, imao. I agree with 10/2 damage scheme, but I want to suggest to copy such method as it used with frostlings and their frost weapons. Give raptor 13 dmg in sum.
I almost want to suggest taking them back to pure physical, because I agree the old ones were better. But that’s boring, so maybe 10/3 or 11/2 is the way to go.
What would be really interesting is if they switched it up and made the fire damage doninate. Like 3 phys 10 fire. -
This reply was modified 6 years, 3 months ago by
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