melkathi

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  • in reply to: What is the point of "Treasure Raiding"? #84723

    melkathi
    Member

    The random nature of the order reasearch happens can make a spell utterly useless.
    I have often had zephyr bird appear right as I was going to lay siege to the enemy Throne City and win the scenario, thinking “Yeah, I am so going to delay the attack to get a scout…”
    Treasure Raiding is a nice spell to have early on. In the elven campaign Sundren starts with it in mission 4 if I am not mistaken, and can make quite a bit of cash that way.

    in reply to: I feel scammed #84472

    melkathi
    Member

    For teh return of product you have to contact the retailer and not the developer. If you bought it on Steam you have to contact Steam support, on GOG GOG support. If you have a retail physical copy you have to check with the store you bought it from.
    GOG does do returns, Steam in theory does not. That doesn’t mean you can’t try.

    Obviously, as a fellow user (for whom the game works fine) I sadly have no advice on how to fix the issue with the software 🙁

    in reply to: Summon Eldritch Animal #84139

    melkathi
    Member

    It would have been interesting if summons were affected by the tile they are cast on – cast it in arctic terrain, more penguins or arctic wargs. Cast it on water? Kraken, shock serpents, lurkers. Etc.


    melkathi
    Member

    The campaign is rather more hectic than a lot of people would enjoy. Very understandable.
    And I agree that the second mission is very unclear about what you are forced to do to win. I too tried to find ways of sneaking past the goblin border, to avoid unnecessary bloodshed.
    The presence of the human felt a bit bolted on, just making the mission longer without making it more interesting.

    For people who want to “rush” less, playing random maps against the AI is probably the best way to go. You can take a much more leisurely approach there and have fun adventuring.

    in reply to: Summon Eldritch Animal #84112

    melkathi
    Member

    I don’t know why you all complain about zephyr bird, I always try to get them. They are best scouts early on and very useful in large maps.

    Because you don’t get them early on?
    By the time I am casting spells that require 120 casting points, I am already half way through one opponent’s domain if it is SP. (can’t get multiplayer to work, so not going to comment about that)
    Also for 120 casting points I could get multiple cheaper summons and have them each scouting, covering far greater an area than one overpriced bird.

    in reply to: Wall climbing cancels out Sabotage on walls? #84064

    melkathi
    Member

    I reported this a while back, Reef. Dev response was that they are aware of the problem and looking into fixing it. > Link <

    in reply to: Mount List #83569

    melkathi
    Member

    Red Raptor
    Common
    Fire Resistance +40%

    Looks like the draconian raptor rider raptors. Got the egg from the Sorcerer spell – first time I got a common mount from that spell. The upside is that the common eggs seem to require less turns to hatch. It hatched after 6 turns.

    in reply to: Best tier IV unit #83403

    melkathi
    Member

    What do you think, which is the best tier 4 in the game. I expect it’s gonna be neutrals, as the question is, which is the strongest, not taking into account the availability, price and easiness in transporting to the front lines.

    I’d actually go with Archon Titan’s. Sure, Dragons and Giants might have better stats and abilities, but Titans are mind control and stun immune. Having your giants mind controlled is an absolute nightmare. Yes, dragons have mind control immunity, but I believe they are still susceptible to stun (could someone please confirm this?). And stun is the best way to take this powerful units out. Of course petrify, web and entangle have the same effect, but, as far as I know, stun is the only which gives you multiple rolls in a single turn. You can get up to 3 stun rolls in a turn with inflict stun – an ability relatively easily acquired by apprentices, accessible to storm sisters and via hero powers (am I forgetting some other units with inflict stun?).

    Theocrats can Control Undead those Titans 😉 Then there is Turn Undead.
    And I do think I managed to Stun a Titan, so that immunity I am not sure about.
    They are nice when facing Rogues as Panic and Mass Panic won’t affect them.

    in reply to: [? / ByDesign] Summoned Creatures – Druid bug #83189

    melkathi
    Member

    Oh and the summon eldritch and gargantuan animal spells could use a bit of rebalancing. (specially when you can get a tier 2 flier vs a tier 4 shocker, needs to be less random 3-4 perhaps)

    They should take out the carrion bird completly. Druids are about anture, life etc and they summon an undead monster? Doesn’t fit…


    melkathi
    Member

    Might be that Julia is dedicated to good and in the random hero pool. Perhaps someone like Werlac is dedicated to evil?

    in reply to: Silly leader combinations #83076

    melkathi
    Member

    Those were going to by my leader names:
    Sorccerer
    Theorcrat
    Orcdruid
    Warlorc
    Dreadnorc
    Rorcue

    Haven’t made any of them yet.

    Deffinitly would be tempted to make a theocat when tigrans are added.


    melkathi
    Member

    …One can convert them? I’d have thought they were machinelike in that regard.<br>
    Mind=blown.

    Yup.
    Seems that is why nobody did it during beta 😛
    There was a bug first few days where the settlers would after you convert them still be affected by the “Paralyzed by fear” debuff (or what it’s called) that stops them from running away once they reach the edge of the tactical map. So on the map they would not regen movement points 🙂

    Converting them can be rather usefull in some campaign missions like the Nomlik one.

    in reply to: Always Hero's from different Race #83038

    melkathi
    Member

    One of the reason why i suggest to add a “reload” button, to generate an other world with same parameters.<br>
    Accessible only in the 1st (or 2nd) turn.

    Deffinitly supporting this idea.


    melkathi
    Member

    Ah, others beat me to it this time.
    As in every thread like this: keep as is please. Don’t take away my free settlers!


    melkathi
    Member

    I don’t think I ever trained a single firstborn in the elven campaign. I keep reading how people find them to be key to victory though 🙂


    melkathi
    Member

    You can rebuild the dragon city, but it really only is viable if you build up a dragon slayer hero in teh previous maps. I send Reskar down there and with his immunity to fire damage he basically could solo the dragon. That did give me a nice income boost. But it is only a bonus, not the deciding thing.
    What won the game for me was being permanently on teh offensive from the moment I went to the surface. Also scouting is very important so your main armies don’t waste time going the wrong places.

    in reply to: Always Hero's from different Race #82881

    melkathi
    Member

    With my Goblin warlord I got 3 goblin heroes.

    Then I tried to play an evil elf aiming to revive the Cult of Storms. Called her Melenis the Stormlord.
    She was only getting human heroes :/

    in reply to: Make haste! #82707

    melkathi
    Member

    Thumbs up for not rage-uninstalling 🙂

    in reply to: Make haste! #82678

    melkathi
    Member

    What do your quest objectives say? (top left of the screen)
    If you have to beat all four that would be nasty.
    You may end up having to restart 🙁

    in reply to: So… Quest-spawned Armies Can Take Over Cities? #82675

    melkathi
    Member

    In my current random map there is an Archon civil war:
    And Archon dwelling an an Archon monster lair spawned next to each other. The dwelling offered me peace and quests. The lair is obviously hostile.
    Now that the dwelling joined my empire, the lair started sending out troops to conquer the dwelling and stop those archons from supporting the living.
    Makes for a nice little sub plot 🙂

    in reply to: So… Quest-spawned Armies Can Take Over Cities? #82670

    melkathi
    Member

    Quest armies behave as normal hostile independents. So yeah. If they find an undefended city or dwelling, they will capture it 🙂

    So you ended up with a town of Cthulu worshipping dwarves?

    in reply to: Make haste! #82668

    melkathi
    Member

    As far as I know, you don’t need to capture Werlac’s throne city, but simply beat him in battle. So defeat Grimdotter then go after Werlac.

    You’ll have to hit them hard and fast now. You can do it in 17 turns, just always keep moving, never rest. But it wont be easy.

    Personally I was clearing the underground and gathering troops at the ave exit until Bormac said it was time to go upstairs. Then I went all out on the offensive.

    in reply to: So What Do the Independents Do That's So Important? #82643

    melkathi
    Member

    I have seen independents building settlers. Do they actually found cities?

    in reply to: The lore of the AOW 3 campaign #82640

    melkathi
    Member

    If you are ok with “listening” to the story instead of “reading” it, then you can go to your install directory (by default here: \Steam\steamapps\common\AoW3\Language\English\Title\Voices ) where the sound files for the campaign are. You will be missing little messages during the mission, the banter and disagreement between the heroes, but you’ll have the main plot.
    The files are ordered by CW (Commonwealth) and EC (Elven Court). After mission four, you’ll see that there are two types for each campaign depending on your choices. You can either continue with the standard or check the TB variant.

    Most likely TB will be canon.

    edit: and sorry for the late reply. I had noticed your post earlier when I had no time to check and then forgot about it when I had time 🙂

    in reply to: [NOTED] Fey reinforcements not appearing #82522

    melkathi
    Member

    WWhen I got the message I had already bought out the fey settlement several turns before. Seems to have nothing to do with it.

    in reply to: When are the modding tools going to come out? #82515

    melkathi
    Member

    You mean the editor? It already is out.
    In the account login window click the tab that says Miscellaneous. The button for the editor is there. (attached a picture)

    Some basic info for the editor you can find here:
    http://ageofwonders.com/all-about-the-age-of-wonders-iii-level-editor/

    Attachments:

    melkathi
    Member

    Doesn’t she have an ally you also have to defeat?

    in reply to: How About Kobolds. #82207

    melkathi
    Member

    You can’t win with new race discussions. If it’s a completely new race people will vigorously promote their favorite classic race instead. If it’s a classic race then expect a debate about which classic races are more important to have than the one you want.

    Once those issues are settled we move on to the important business of raking this race over the implementation coals. What would it entail, exactly, and how would it fit into the AoW3 world? And if the idea makes it past that, well then it has to avoid getting buried in these forums, never to be seen again.

    It’s just the way of things, EHThripshaw. You can’t start a topic on race and expect more agreement than debate (it’s a bit like real life, eh?).

    Also, thanks for sharing your ideas. :)

    Part of the issue with these discussions seems to be that there are those people who play AoW since the original, those who started with AoW2, those who started with Shadow Magic and those who are just starting now.
    Those who played the older games remember the many races. Those who played the original remember the lizardmen and azracs, those who staretd with Wizard’s Throne and Shadow Magic may not remember those two, but know the other races that are gone.
    Yet those races will mean nothing to someone who only just starts playing AoW now. So they may look at the game and say “This is a fun game with a selection of 6 races. They could add more though and wouldn’t this be a great idea.”
    At the same time though, the older players don’t see a nice selection of races that could be enriched with new stuff. They see a list with cut content. So they are likely to want the cut content added.

    It’s a glass half empty / half full thing:
    What way does one look at the race selection in AoW? There are 6 races and they can add more OR there should be 15 races (I count azracs and nomads as one but elves as two) but only 6 are in-game so far.
    A fundamentaly different way to see the issue and I doubt a discussion will be able to overcome it.

    in reply to: Dice rolls were cool #82200

    melkathi
    Member

    I loath the new ranged combat. It has lead to ridiculuous shooting through walls and made it difficult to truly tell what will and what will not block LOS. It has drastically changed the siege balance and not everyone has to like that.
    It also robbed the game not of the bad luck, but of that lucky shot. The Hail Mary attempt. The “It’s a one in a thousand chance but it might just work” attempt.

    in reply to: What classes/races should be added? #82191

    melkathi
    Member

    Random thoughts before I go to bed:

    Frostlings in a first dlc. Possibly together with a Necromancer class. There is enough lore in AoW3 about frostlings that could be seen as pointing to frostling content.

    A second DLC would be nice to be some “Legacy of Yaka” DLC introducing Tigrans and Nomads (the remnants of the Azrac).
    I understand the move in Shadow Magic to add Nomads instead of the Azrac that had just been a random collection of desert themed units. On the other hand, the new Nomads are too indistinguishable from Humans and seem (to people who don’t know that they hav Azrac blood) to be just a cultural difference. So nomads could be wierd in the new AoW. Especially as Warlords with mongol furry hat mountaid archers…

    Edit:
    I could also see Lizardmen (after Nimue’s punishment) only appear as a dwelling and possibly mercenaries at inns.
    Just as I could see the Nomads/Azracs as largely absorbed into the human population of the commonwealth and only appearing as sepparate entities at dwellings as well.
    A “From the depth” dlc sees the Lizardmen return,

    Then I’d like a “March of the Halflings” DLC that would add halflings obviously and possibly another class.

    Then a “Through the Shadowgate” expansion that adds the Shadow Realm and Shadow Demons.

    Followed by a “No shadows without light” dlc that adds Archons and Syrons to combat the demons.

    Lastly a “Return of the dark brother” would have Meandor do a dramatic entrance at the head of an elven army that has rejected the mending: blade dancers, spider queens…

Viewing 30 posts - 31 through 60 (of 294 total)