Forum Replies Created
Looks like I will keep drooling over every piece of info until 2019!May 19, 2018 at 17:13 in reply to: Triumph’s New Game to be announced May 18th @ PDXCon! #272324
I had 4 devs saying that happiness is better on both strategic and tactical layers
Great news, thanks!May 19, 2018 at 16:53 in reply to: Triumph’s New Game to be announced May 18th @ PDXCon! #272312
Bit of tactical combat info:
Theyve played XCOM, and overwatch made it here. Instead of attacking, a ranged unit can go into overwatch, keeping watch on an area. Enemies in there that move or shoot will take a hit from the unit in overwatch. Melee units go into melee range overwatch even if they made another action.
Stagger: since most units are ranged, you cant drain action points like you used to. Stagger is the answer here. All melee units stagger with their attacks, and nany abilities can do it. For example, the basic marine unit has a grenade ability, which deals tiny damage but staggers.
Stagger can knock units out of stances like overwatch or guard mode. It can also drain action points.
Sounds great! Don’t you happen to know if the game has a happiness concept? It was an important part of Aow III, both on a strategic and tactical level. Can you ask the devs about this please?May 19, 2018 at 12:00 in reply to: Triumph’s New Game to be announced May 18th @ PDXCon! #272172
Sadly, stack size is confirmed to remain at 6
Not a big deal for me, a smaller stack forces you to think harder as to what kind of units will be in it and how specialized the stack will be. I am more interested to know how many units we will be able to bring to the battefield and how the adjacent hex rule will work.May 19, 2018 at 11:32 in reply to: Triumph’s New Game to be announced May 18th @ PDXCon! #272156
I’m just speaking to For me, the dev doing the environmental assets.
interactive stuff on the battlefields.
possibility for a form of battlefield concealment as an ability (cover etc).
Larger battlefields? Interactive stuff? Now you got me pretty excited!May 19, 2018 at 11:20 in reply to: Triumph’s New Game to be announced May 18th @ PDXCon! #272146
Not exactly what I was expecting (was hoping for Aow 4) but still excited. If the new game retains the race diversity and tactical combat from Aow III and adds deeper diplomacy and empire building systems plus more paths to victory I will be more than happy! Looking forward to hearing more.
I can confirm that the package manager has stopped working:-(. I am getting some access violation error. Devs please, fix this as soon as you can, I would like to continue modding the game.
- This reply was modified 2 years, 5 months ago by MartyD81.
Well. Considering that you can magically terraform a hex to dense vegetation for 12 Mana, the Sawmill seems to be a structure that will unbalance the game, fairly obviously, to pro-Elves. So there may be a lot more going on with this mod than just adding a simple building.
There may be an error somewhere with the mod, is the most likely thing. If it’s a serious error, you may not be able to open the mod anymore.
Maybe we can help, when you give some more details?
You are right about the pro-Elves stuff, it never occured to me during making that mod. Maybe upping the Terraforming spell cost would mitigate the issue? Surely the editor allows to change these values, right?
It works now – with a new game, that is. I am using plenty of mods and experiment with them quite a lot so it is no wonder that the mod didn’t work with an old game (which alone had been experimented and tinkered with before). Thanks for your tips anyway!
All right, I made the necessary changes to my Sawmill Structure and the game crashed right on building it:-(. It was a loaded game but the game should not crash regardless, right? Any further help will be most appreciated.
Thanks Jolly Joker, your instructions really helped me get the hang of this!
Starting a new game has brought the same result, there must be something wrong with the mod’s setup but I have no idea what:-(. Any tips?
O.K., so I created a structure called “Sawmill” generating +2 Production for each forest (Dense Vegetation) hex in the relevant city’s domain but it does not seem to work in-game. Actually, it was a loaded game I tested this mod on, does it matter or do I need to play a new game for the mod to kick in? What might have gone wrong here? Thanks for your help!
OK, thanks, but is it possible to use forest, even if it is neither an overlay nor a theme, as a source for a hex income bonus? I know that a certain mod (the City Development mod I think) makes this possible.
June 20, 2017 at 21:52 in reply to: Double Gravity spell as a city battlefield enchantment? #254139
- This reply was modified 3 years, 3 months ago by MartyD81.
Thanks Gloweye. As always, you have been most helpful!June 19, 2017 at 18:50 in reply to: Double Gravity spell as a city battlefield enchantment? #254122
I think he meant how other siege enchantments are implemented. Like the city defense structures, or the enchanted wall spells (those are a lot more complex tho, markers and stuff like that. I once wanted a buildable thorn hedge wall for elf cities….)
But the city defense structures are apparently based on those spells, markers and stuff, aren’t they? How am I then supposed to link the Double Gravity Spell to a city upgrade? Thanks again!June 18, 2017 at 21:53 in reply to: Double Gravity spell as a city battlefield enchantment? #254106
Try to look into ready siege enchantments and defense building. I used Sadism + Blood Pavilion as combat enchantment in Dungeon.
O.K., how do I access “ready siege enchantments”? I have tried looking for this particular section but with no luck. Thanks in advance!
You should check title.rpk first.
I have tried more than once but with no luck. Looks like this may not be a simple click-and-change setting but something more involved. Maybe a dev could help? Arnout? Anybody?
Thanks for your tip Dr_K, this could work even though I’d prefer a simpler way to do it. Maybe Arnout or another dev will show up with his take on the subject.
Thanks Arnout for your quick answer, will try this right away!May 14, 2017 at 21:47 in reply to: Double Gravity spell as a city battlefield enchantment? #253190
Thanks people for your tips! Will try them as soon as I have some time for modding.
It’s a 64-bit tbs that “very much appeals to AoW fans”… honestly, my money is on AoW4.
My thoughts exactly. It makes perfect sense why AoW4 – the devs have been constantly receiving extensive, valuable feedback (remember the detailed survey some time ago?) on AoWIII from our community and at one point they decided they’ve got all they need to create an even better game than AoWIII and finally put that feedback into action. That’s when the development of AoW4 started:-).
I am amazed, truly amazed by your commitment to continue to support AoW III even after more than three years since its release! Oh, and they have added new features too! Thanks for taking the extra time to improve our beloved game even more! You guys really rock, but you already know that, don’t you:-).
This is in AoW3 to a degree, in that mana is used for spells but also to buy some units, but I think more could be made of it. I also think more could be made of population as a resource, because currently it isn’t actually used for anything, unless you are a WL spamming call militia (incidentally, a huge population requirement could be an interesting soft cap to the production of higher tier units for those who feel they need limiting).
You can already set a pop. limit for any unit in the editor. I have set a 2000 pop.(btw.: settlers and builders are set to 5000 and 2500 pop. respectively) limit for the highest tier units, and the AI does not seem to churn them out as often as it used to before the change. Sometimes, I do not really need to produce those units at all because I have found that all tiers are equally useful even in end-game. I like the feeling of beating enemies’ four-tiers with my tier I+II champions!
How can you explain so many enemy waves suddenly appearing out of nowhere?
I believe it is purely a gameplay thing to keep you on your toes as you run the clock down.
I know but after conquering about 80–90 % of a scenario and after all that fighting I would like to have a little more “relaxed” victory. There are already elementals spawning on seals so why use another kind of spawners at beacon cities… On top of that, every enemy AI is informed about me lighting a beacon, so if they hurry up they can reach that city in time.
If possible, I would personally prefer to be able to turn off indy spawners because their role can easily be assumed by enemy AI’s (by adjusting their end-game priorities). If a future patch could fix this, I would most sincerely appreciate it.
Gloweye, you here somewhere?March 7, 2016 at 20:17 in reply to: Level I-II units usefulness in late-game ? And other questions. #241591
Well, I have played many random maps with trained tier 1 and 2 units as my main armies from start to end and they have posed a serious threat even to the strongest enemies. Generally speaking, those units are now more than useful and are far from being useless. The key to success in combat is to combine their abilities (I especially like Irregulars with their insidious debuffs!) with those of higher tier units. The Racial Governance feature adds to this even more. That’s IMHO one of the best things in AoW 3. All in all, no TBS comes even close to AoW 3 as for its countless tactical options.
You just had me excited with this great news! I am also very happy about AoW3’s nice sales. For an almost niche-market game, this is a fantastic achievement. My favourite studio has become even more favourite:-). BTW. still playing AoW 3 like there is no tomorrow (830 hrs. and counting…)!
Out of curiosity: Are you working on a fully-fledged Dark Elves race mod or just a DE dwelling? As you surely know, Gloweye has been working on a DE dwelling mod for quite some time, so it would be great if you guys team up and do some Dark Elves stuff together.