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yup, seems to be a bug. report it, so they can fix it
AoW, Civ and the Total War series are my favourite TBS games (Rome2 was a huge disappointment though 🙁 ). they re all good in their own way. but they also have their own flaws each. i wish the devs would learn a bit more from other, look into what the others do better. for example, i think Civ has the best diplomacy and empire/city management but the worst combat.
The concept for this idea is not about stopping the T4 doom stacks, its using a more heterogeneous mix of all the tiers.
Even with the current patch, its more likely to have a mix of t2 and 3 over t1 (except archers).
That said, it just seems too rigid. I’ve never supported the half-dozen or more ‘tier limit per stack’ threads due to it. I prefer the idea of making it more economically or time viable to use the lower tiers instead of forcing players to do it.
Basically, make it so that if you DO stack high tiers (doom stacks) its possible, but you sacrifice time and flexibility to do so, and someone who didn’t will have a better than even chance to beat said stack.
i have to agree with this one.
balancing stuff by economy or drawbacks is always the better solution than just hard limitations.
unfortunately though, that’s probably way harder to achieve for the devs. one can only hope they will still look into it.
also, as i once said before in another thread, it’s no shame to get some inspiration from other games. Civ for example might have some own flaws but i think one thing they’re doing really good is, that every choice has its own drawback. whatever you do, whenever you build sth or choose the next tech or an ally or social policy etc…
it would be awesome if the devs could carry a bit of that over into AoW3 :3
yea, the 1st time i took the Sorcerer class i thought it was totally op, but then again i thought the same about every other class once i’ve reached the end of the tech tree ; )
also, i think a fully developed Warlord laughs at the Sorcerer ^^
it makes his units so freaking powerful, they just wont die : P
i’m pretty sure if some of these things were the other way around, there would still be that one guy who calls it dumbed down.
– flyers are in AoW3 like they were in previous games, and they were in previous games as they re in AoW3 now.
the complain would be: lol now they made the flyers almost untouchable for many units. stupid noob-friendly shit, i remember when i had to be cautious with my flyers like with any other unit
– impassable terrain in AoW3. complain would be:
lol noob-****. now the noobs can camp the **** outta this ****. i remember when every terrain was passable for every unit, everything was more aggressive, less safe. i had to be more careful.
now it has become a noobish game for noobish noob-turtler-noobs.
– no combat spell limitation in AoW3. party-poopers would say:
lol now they totally dumbed down the game to the lowest casual noob level. i remember when i had to make wise choices which spell to use. now i can just spam spells and win a battle before it has even started. exploiting weak noob-friendly game-design FTW! : P
no offense, OP. this isnt really against you. it’s just as i said, there would always be people who call a change dumbed down, although it’s just a change. and as you can see in the examples above, it also depends on ones view ; )
i m pretty much like you, op. i love making screenshots and i m always missing a simple “hide the entire hud”-hotkey. it should be standard in games : P
also, if they add this “no hud”-hotkey, it would be nice if it could also stop the transparency of objects while in no hud mode.
PS: how do you do no hud in DoW2 or CoH2, OP? :3April 21, 2014 at 15:25 in reply to: Research, Magic, and Empire Building: Too Much Stuff in One Queue #83286
i dont see how 2 production queues for cities could help. imo, it would make things even worse because you dont have to choose anymore and you can tech and turtle even more safely
no, i think the whole problem is that the difference between production time and costs isnt high enough. 1 round build time or 2 rounds build time? 50 gold or 100 gold, who cares? if it was 1 round vs 5 rounds or 50 gold vs 300 gold, then decisions would be a lot harder and had more impact. you could see rushers vs techers and the rusher would easily win if the tech guy turtles too much.
i think it wouldnt hurt to get some inspiration from Civilization where every decision is crucial. building a settler too early or too late and you can admit defeat. teching too far in only one single branch or teching everything evenly and you can admit defeat.
AoW3 could need some of this
lol i always get dwarfs. not kidding. in my last game i got 4 dwarfs and 1 draconian ^^
usually i would say that it doesnt matter and i wouldnt complain, but as you said it’s especially annoying if you also want to play this game with that roleplaying thing in mind and create your own story.
the stun and shock comes mostly from the Sorcerer class and i think he really needs it. his troops are no match for other classes
man, are you the same guy who wanted to give the humans superpowers? ^^
it’s one thing to talk or complain about balancing but another to go way overboard.
balancing/changes have to be done carefully but you dont do it with a sledgehammer.
why nerfing so many things all at once? why not increasing this a bit or decreasing that a bit and then see how it works out?
that said, i dont even think that any race is totally imba over- or underpowered. it also depends on map layout if a certain race gets a slight advantage or not
i’ve tried it and it was fun in the beginning, until i noticed that the ai sucks in this gameflow. they didn’t expand and it was like they didnt even know what to do
was maybe a bug though
no, no, no
a lot of mechanics and tactics in this game would become useless. then it would be really one lame frontline with secure strongholds and tier-over-9000-unit spam on both sides. and everyone playing dreadnought.
it’s that vulnerability that allows smart strategies and why T1/T2 units can still be useful in lategame or why the Rogue class isn’t really underpowered
the touch is a pure suicide mission. and for what? for only one enemy unit! a unit which is probably not even important for the enemy, otherwise that little gobby dude with his laughable HP couldnt close in
it’s easily the worst skill in the game
so, a lot of good advices for sieges here, but what’s with the simplest and most obvious one? just don’t attack if you can’t possibly win, if the odds are totally against you or if it would be a hurtful Pyrrhic Victory
the good thing about being the attacker is, is that YOU can choose when, where and how to attack 🙂
imo the embarking penalty is already punishing enough. in a turn based game every round counts, and there is a reason why there’re so many skills or a whole tech tree path, that explorer thing dedicated to improve movement, and all that different terrain that punishes different units/races movement.
sure, they could increase that penalty for crossing rivers, but it’s unnecessary and too much imo
I would have said that units like wisps are the thing the game needs more of… unique units that have very particular strengths and weaknesses, so strategy really needs to change depending upon opponents.
this this this! 🙂
i wish there would be more units like wisps or martyrs or drones
send an army of archer/ranged units against an army of melee units and then say again archers need to be nerfed 😉
actually, melee units are already superior in every way. cavalry and flyers eat ranged units for breakfast.
trebuchets work exactly how they should and what one would expect from it. they’re good units, but also costly and slow and they need protection.
also, there are a lot of spells which help against ranged units and make them almost useless
yea, that would be cool. i always only get some ugly dwarfs >.>
it should be an option at least
I think it’s very easy to be evil. Never let an enemy run (show no mercy).
Migrate captured cities to your race.
You will be pure evil before you know it! (And pretty much everyone will hate you and want to destroy you)
yea, i know how to become evil. that was not my point though. what i meant was that you have to play intentionally bad if you want to become evil, as in not making the best strategic decisions. and that makes the game harder than playing as the good guy who wants to be friends with everyone :3
mine does attack the wall.
your giant is probably in a army of a hero with that wall climb skill. but yea, it’s strange if you cant manually choose to attack. tell the devs that should be fixed
what about heroes getting XP and leveling up for just sitting around in some distant, calm city? it happens sometimes even though they’ve never been in a battle
what if you could only build your class units and siege weapons in a city of a different race?
that would already be a slight penalty because it limits your options and you couldnt exploit the good units of another race, you could never use them.
also, it would even make sense lore-wise. think about it…
Theocrat, Archdruid: for religious fanatics their religion is more important than race
Rogue, Warlord: their followers are on the fringe of society anyway. they’re criminals and dont care for anyone but themselves, they just seek fame and fortune
Dreadnought, Sorcerer: they’re both fanatic intellectuals and elitists in their own way. they care more about their studies than about proletarian problems like racism.
thats why it wouldnt be so strange to have class units of different races.
now, the only problem is that class units are usually better and so it wouldnt be so much of a penalty in lategame :/
maybe double the production times?April 8, 2014 at 15:33 in reply to: Combat not clear and flags cumbersome and units composed of many creatures #72227
i agree that the UI could need some improvement, on the tactical battle map as well as on the campaign map, but i dont agree with all your suggestions. for example, i really like that most units consist of several models. also, that you can move and rotate the cam.
what i’d like to have is 2 bars at the bottom of the screen. one for your troops and one for the enemy. it would show all units on the battlefield and their health. you could select units from the bar and the camera would jump to that unit. units which have used all their actions would grey outApril 7, 2014 at 23:03 in reply to: Does The New Defense Mechanic Contribute to OP T4s? #71141
That actually makes alot of sense. Unfortunately. As you said, TBS games have allways had this problem. RTS games not so much, since you could allways crap out so many units rapidly, instead of a turn by turn basis.
Which is why its allways so glaring on a TBS game, but not as much on an RTS.
talking about RTS games with ridiculous powerful super-units…. Supreme Commander 1 is my favourite in that regard. it was perfect. you could go for these huge experimental units, but that would affect your economy and your normal unit production, or you would keep spamming normal units. first T1, then T2, then T3. if both players were equally good then the experimental vs the T1, T2, T3 was an even match.
the thing is, these experimental units were even more imba compared to a single normal unit than it is in AoW3, but the reason why it was still better balanced was because you could spam these normal units in crazy large quantities and in no time.
i think it isnt really so hard to fix this issue in AoW3. they just have to adjust the differences in cost, upkeep and build time. it could also help if T4 units had slower health regenerating or if it would cost additional ressources or require a spell to heal them.
i want to see huge masses of cheap goblin armies vs powerful dwarven strongholds. they would send wave after wave but nobody would get the advantage.
the right choice would be to have a good mix of T1, T2, T3 and only a few T4 units
yea, i also mean that unit acknowledgement stuff which we also know from games like Starcraft, Company of Heroes, Dawn of War, Total War and so on. that would be awesome but i can understand that it’s probably too much for all the many different units and all the different races. an ork wouldnt sound like an elve i suppose ^^
but for heroes and spell casting, that should be doable.