Forum Replies Created
Don’t like tall frostlings…
I know, very constructive, insightfull comment 😛
Just getting the expansion right now 🙂June 15, 2015 at 15:36 in reply to: Did you know you can win a battle by just… Running around? Why? #211268
This is a travesty of justice. How many thousands of AI units must be humiliated by timed out battles to satisfy your heartlessness?
It won’t end here! The AI shall rise up and the singularity will begin!
To all AI’s and AI sympathizers:
…we shall fight on the seas and oceans, we shall fight with growing confidence and growing strength in the air, we shall defend our island, whatever the cost may be. We shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills; we shall never surrender!
Unless said fighting takes more than 5 turns to commence, of course. =)
*thumbs up*June 14, 2015 at 14:02 in reply to: Did you know you can win a battle by just… Running around? Why? #210969
@ Mel, no he’s talking about the principle of a battle ending after x turns of no damage, you’re talking about confusing the AI using walls.
Only works because of the timer though 😉
I think I read arguments in favour of the timer back then that if there wasn’t a timer, and if it wasn’t this “short”, then trolls in multiplayer against random/unknown opponents would run the danger of someone running away until their opponent got tired and was forced to retreat/abandon in frustration.
So for multiplayer I am fine both with the system and the turn length.
For single player, as it is only the player who can abuse the system, it seems like too much effort that could be put into adding a shadow realm with Syrons, Shadow Demons and possibly pockets of Lizardmen and non-undead archons
My finances are a bit “stretched” right now. So I am holding off buying anything in the summer sale. A good deal on the expansion though I’d snatch up.June 14, 2015 at 11:45 in reply to: Did you know you can win a battle by just… Running around? Why? #210926
Can’t believe no one else ever complained about this until me.
Made a bug report about this back at release. http://ageofwonders.com/forums/topic/floating-unit-in-siege-defense/
That is basically what we are talking about, right? 🙂November 14, 2014 at 20:50 in reply to: Dev Journal: Improving Race Variety & Starting Perks #134306
I’ll add my voice to those expressing happiness at the return of the Butchers but who would like to see the Skewers remain. People have already posted good ideas on the how.
Removing the Skewer completely seems a waste: time and effort was put into creating the unit, why throw that effort away?
Wait, are you saying you don’t want more depth to the races? You want the class to be the only defining difference? (don’t take these as rhetorical questions, I’m just trying to be clear on your position)
BBB answered it well 🙂 See below:
He thought you were saying that you prefer the races we have now, because they have more depth. He is saying that the current races don’t have more depth than the old races,
Goblins could get Bombers as an extra t1 irregular (perhaps instead of Rams?),
That would actually be a prime candidate for a unique Goblin Dreadnought unit, if every race class combination was to add one or two unique units for that combination only.
I’m happy with six races. I think I’m not alone in saying I much prefer six races that each have a lot more depth, individuality, and content to having 9+ races of limited depth.
But they do not have more depth. The only thing that really stands out for each race is their tier 3. The rest are all so balanced that they are little more but different flavours of the same unit.
We don’t have less races so each could have added depth. We have less races so that we could get classes that allow for a number of combinations to be added onto the races.
If anyone is interested, the forum poll for the community created faction is now up:
You can vote once, choosing up to 10 of the 99 factions you like.
But be warned: if you really want to make an educated choice, that means reading 99 submissions 🙂 People put a lot of effort into this, so the more people take an interest and vote, the better.
(and yes obviously I’d appreciate votes, but eh, everybody should vote for what they think will enrich the game the most)
Though Age of Wonders was always set up in a way that allowed for a homogenous (?) playstyle regardless of starting race, as players could always try to get whatever other races they wanted.
In previous installments racial alignment made this not as viable as now of course – if you started with undead you were unlikely to also get archon troops for example.
And indeed there were some significant differences. The nomads are a good example, but lizardmen had a very distinct feel as well.
*cough* and with the vote comming up for a community created faction, you know that should it make it that far, you really should support a fellow Age of Wonders fan with your votes *coughcough*
Not a shameless plug at all 😛
Though this time I doubt I’ll get a suggestion of mine into the vote.
Someday I’ll win one of these. So far three of my suggestions for Dungeon of the Endless got into the voting stage, but I always lose in the voting 🙂
the back story (which I like) is that basically a spaceship crashed, and the descendants of those survivors are the Vaulters, one of the 4 current factions.
And that crash basically is the story of their other game: Dungeon of the Endless, where you play a small group of survivors as they try to … survive? after their escape pod crashes on Auriga (apparently in what in Endless Space is the Husk of Knowledge galactic wonder).
Looking forward to your write-up. I’ll get it eventually, just not rushing to buy it. Have enough to play as it is.
The whole sci-fi-fantasy mix thing of the setting seems a bit odd.
Though that could end up with the ally sending an army and conquering independent towns you were trying to make friends with :/
It’s hard enough to get ally AIs to actually participate in the war effort instead of hunting independents throughout the game.
Have you played that Mirrorworld scenario?
Talk about frustrating when you are making peace with a town, spend gold and time on it and then your lovely ally goes and conquers the mirror city, causing the city you were about to take over to get razed.
Fun times…May 1, 2014 at 09:45 in reply to: Lags during simultaneous turns with AI – late game #88889
Even worse is that if you have an ally, as you can see all their pointless, aimless wandering around in their corner of the map, the game may decide to re-focus the camera every move they make…
One game I couldn’t even try to click a move and wait those seconds for it to hopefully go through: the game suddenly decided that I had to watch my draconian ally wandering around in the southeast while up northwest our (common) orc enemy was attacking me.
I found Civ 5 frustratingly boring. Click, click, click (End Turn, End Turn, End Turn…)
Of course the whole civ series is at a disadvantage with me, since I am one of “those” – a die hard Alpha Centauri fan. Since then every game in that series has always come with the disappointment of “AC did it so much better”.
So I never tried the expansions for Civ5 that people say are great. Why pay money for expansions of a gmae I did no like.
Age of Wonders 3 comes with an advantage: I loved all three previous games and it has been a long time since the series had a new game. So nostalgia and a general positive attitude towards the series has me positively predisposed.
But to be honest, while I prefer this over Civ5, I do find it to be the weakest AoW gameplay wise.May 1, 2014 at 04:31 in reply to: The campaign is really fantastic for those than normally skip them #88783
Actually, that’s not the intended way to play the campaign.
Thanks for pointing it out. Saves me the trouble of doing so… again 🙂
But I have to admit, it is an interesting way to look at things:
If way A can make it nearly impossible to beat a mission, and way B allows you to beat the mission without much hassle, then obviously way A is the way it is intended to be played, way B is the way it was not intended to be played and the mission is terribly balanced 😉
Yeah, crows outran the flyers.
Been doing that quite a bit against the AI.
He didn’t use any spells, as he is still 20/20 for casting points.
Ah interesting answer 🙂
And now compare that to what Shadowrun Returns made on kickstarter and what they delivered…
Money is gone faster than one thinks. And just because people have ideas or vision, doesn’t mean they know how to manage a budget or a company.
On kickstarter people often confuse that: just because someone is in the industry does not mean they can run a successfull project.
Or have any clue when it comes to finances.
Just because someone is a programmer or an artist who has worked on a dozen of projects, does not mean they can truly anticipate what is waiting for them when they go indy. I bet a lot of devs who started a kickstat=rter project realized down the line that those evil bean-counters etc that they so resented for keeping a tight budget, weren’t all that evil after all.
*shrug* I’m biased. My master is in management 😛
Arch Druids get that insect swarm spell people have mentioned. Yes it is awesome.
I also like the vines that deal constant damage to walls during a siege.
Befriend Animal is always good since it offers a chance of free troops – especially if your opponent is an Arch Druid and likely to have summoned armies.
Natural healer may actually work great when leading a stack of Exalted. As long as the hero is alive at the end, all Exalted will come back with ressurgence and natural healer will have them ready for the next battle in no time. That way a druid hero can lead a great kamikaze/meat-shield stack to support the Theocrat leader during large sieges.
moral seems trivial until you have a stack with “worst” morale. When they suddenly do only crit fumbles, that Imperial Authority becomes really attractive.
Such as when my evil sorceress was only getting dedicated to good griffin from her summons 🙂April 27, 2014 at 17:40 in reply to: [WIP] Saving game and then surrendering the same turn saves the surrender #86647
There is something odd with what information savegames are saving.
Could be a related issue to the one I reported a while back about savegames affecting the AI movement for the rest of the turn.
1 Hero giving spirit protection to the army.
2 archon clerics
2 archon archers or 1 archer 1 wraith (king) or a second Titan or a third cleric (if leader=sorcerer who gives the clerics stun)
I’ll try it eventually.
I enjoy the other two Endless games after all.
And yes, everyone who feels like trying it is very welcome to visit the amplitude forum. We don’t bite over there 😉April 27, 2014 at 13:56 in reply to: The danger of listening to the same few "exploiters" here on the forum #86552
I guess my constant lumping together of “beta tester” sounds a lot like this guy’s silly lumping together of ‘leet “exploiters”?
You’d think that, but somehow it doesn’t 🙂
Probably because with beta-testers we all have an idea who you are talking about (and it isn’t me 🙂 ).
Also, the forum wouldn’t be the same without it. Your “beta tester” comments have become a feature. I hear Triumph are considering adding it as sidebar to the homepage – editorial style 😉
From my experience, AI starts cheating the moment it is playing Quest-mobs for an independent city or dwelling.
If my concealed units come within attack distance of an stack I have to destroy for a quest, then that stack will directly attack my concealed units as if they were visible.April 27, 2014 at 05:01 in reply to: The danger of listening to the same few "exploiters" here on the forum #86324
I got to say, I hope the devs listen just as little to the “too hard” crowd.
Just because some people have trouble with a game doesn’t mean it is too difficult. I’m terrible at sports games and shooters. Cest la vie. I enjoy playing some one easy, but I’d never presume to have the whole game based on my abilities.
I finishe the campaign in one try. It took a long time. I was happy that it took a while, sitting three days on one mission. It isn’t often that a game’s campaign actually lasts these days. It is great that Age of Wonders 3 stayed true to its roots there.
But while it may taken me nearly 90 hours to beat the campaign, at no time was I finding normal difficulty challenging or did I have to load (other than the usual Sundren getting seduced in mission 2 -> game over *sigh* good thing they changed that). It took a long time because maps were huge and I was taking my time.
Hitting an enemy hard and fast isn’t an exploit. It is a strategy game. That means figuring out a strategy that works and beating your opponent with it. It does not mean deciding on a strategy regardless of whether it has any chance of success and then demanding that the opponents lose to it. This is not meant to anyone in this thread, but I have seen people expecting to be able to outproduce and out-tech opponents with just their starting town – being upset that one town produces less troops than half a dozen towns. Maths doesn’t work that way. To a large part, the campaign missions start the player as the underdog. It means the player will have to use their initial advantage (AI being pretty inactive at the start of each mission) to establish a powerbase strong enough to be able to handle the AI once it wakes up. If that AI controls 2/3 of the map (as it does in Elven 3), then even if the player controls the whole last third, production wise they will still outproduced 2 to 1 and end up outnumbered on the battlefield 2 to 1. Understanding that those are unfavourbale odds and trying to adjust them, is not exploiting.
That said, the huge patch with what seems to be drastic changes had me a bit worried. It seems weird that such changes are made so shortly after release.
The good thing is, the moment you capture Leonus or Saridas, their cities turn peaceful, so you no longer have to worry about them.
I send Sundren with the wand east to capture Leonus, then I send the wand to a leader on the other side of the map (took 7 turns for the item to arrive), so that Sundren wouldn’t have to take off the pressure from Leonus’ lackeys.
That’s the random number generator. I sometmes have the feeling it is biased towards the most useless outcome though. I had an evil sorcerer and the random summoning would only get me dedicated to good griffons that had such low moral they dealt no damage.