notme

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  • notme
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    Ugh why this forum doesn’t allow indefinitely editing/deleting posts?

    Well I couldn’t find chance of critical failure/success of disjunction.


    notme
    Member

    delete

    • This reply was modified 5 years, 9 months ago by  notme. Reason: delete

    notme
    Member

    http://steamcommunity.com/sharedfiles/filedetails/?id=731330630

    Well, there may be more people who want the elementals without those effects. I don’t think they belong in the same mod.

    This mod required a whopping 4 changes to vanilla stuff – it’s quite easy, when you think about it. For the disjunction, you could try your hand yourself. You should fire up the mod editor, and have a look at title.rpk. It’s got an entry named AoW_Global_Settings or something, and it should have the numbers you’re looking for, IIRC.

    This is tactical disjunction.
    I meant disjunction spell, that removes spells on strategic maps like city enchantments or end game spells.

    Edit: was looking at wrong place, found it

    • This reply was modified 5 years, 9 months ago by  notme.

    notme
    Member

    http://steamcommunity.com/sharedfiles/filedetails/?id=731330630

    Well, there may be more people who want the elementals without those effects. I don’t think they belong in the same mod.

    This mod required a whopping 4 changes to vanilla stuff – it’s quite easy, when you think about it. For the disjunction, you could try your hand yourself. You should fire up the mod editor, and have a look at title.rpk. It’s got an entry named AoW_Global_Settings or something, and it should have the numbers you’re looking for, IIRC.

    Thank you 🙂


    notme
    Member

    ah, was confused with a mod that adds the lesser elementals.

    If it isn’t there yet, i’ll upload it sometime tomorrow.

    I don’t know how to even start modding, so if would be nice if you did this.

    And if possible, can you reduce chance for critical success/failure of disjunction to 1% and greater disjunction to 2% ?
    I would like that mod too.

    • This reply was modified 5 years, 9 months ago by  notme.

    notme
    Member

    I believe it’s somewhere on steam.

    I couldn’t find it, do you have link to it?
    It seems to be very easy to mod – just use summon elemental template from other elemental specialization masters for Creation and Destruction Master.


    notme
    Member

    Reinforcing spells keeps them active. It takes until your next turn or longer to recast the spell, long enough for the enemy to take advantage of the downtime. Especially spells like the Wild Hunt, Age of Magic, and Age of Deception are spells that you don’t want to go down. Once Age of Magic goes down it’s going to cost a lot more CP (relatively, as you have less CP without Age of Magic) to get it up again, if the Wild Hunt goes down all your floating units that were above water and don’t have swimming drown, if Age of Deception goes down your enemy can find your units quickly and do some battles without the morale penalty.

    Yes, I use that for ultimate spells.
    And what about reducing chance for critical success/failure of disjunction?


    notme
    Member

    Hi Jaim, we have been aware of this for a while, but this is not something we are likely to fix. Because of how the system works, this would require a lot of time and is quite a risky change, so we have chosen to leave it as it is.
    Rest assured that there is plenty of loot in the following maps though!

    Sorry for year old necro but how it is hard to fix? Just make killing last enemy leader activate quest “survive 1 or 2 turns” or add quest, when there is only one enemy city to kill unit x, that is nearby last city – this way you can pick items from last killed leader and click end turn once or twice and voila – mission complete.

    I was inspired to post this when I noticed that on elven mission 4, if you choose to kill all humans but you have human unit, then game doesn’t end you can pick loot from dead heroes/leaders, and then kill last human to end game.

    • This reply was modified 5 years, 10 months ago by  notme.

    notme
    Member

    The issue with turtling is that it benefits the side which has the most potential to generate resources. Between resource bonuses at most AI levels and having more starting cities, that will usually mean the AI. Now, the AI will often handicap itself through inefficient use of resources (constructing buildings it doesn’t need, squandering troops that a human player would avoid losing), but that will only hold it back so far.

    Many of the scenarios start you fairly light on cities, but with a large army compared to what’s in the area you start in. The expectation is that you use that army to get yourself established. Then you might be able to – or even have to – turtle a bit in order to build up forces to face further challenges. If you sit with your one or two starting cities and hope to be able to hold against everything the enemy can throw at you, you’re probably going to find yourself outresearched, outnumbered, and overwhelmed.

    That said, some scenarios are more forgiving in this respect than others. If there’s a long distance between your holdings and those of dangerous opponents, that helps, since the AI is generally poor at orchestrating a campaign over a long distance. If there are a lot of opponents, that can help too: twelve cities split between four opponents is less dangerous than eight cities controlled by one. Even better is when you have opponents that are fighting one another, which can potentially keep them from applying their full force against you indefinitely.

    But, generally speaking, the best defense is usually still a good offense.

    I don’t know when to stop turtling.
    I research everything on first tier, then on second tier and so on.
    As of buildings first I build 2 tiers of production buildings, then whole first tier and second tier of nonmilitary buildings
    Then I build military buildings up to tier 2, and then build rest of civilian buildings.
    And then I build rest of military buildings.

    • This reply was modified 5 years, 10 months ago by  notme.

    notme
    Member

    Are there good mods, that makes turtling in campaign on normal difficulty a viable strategy?

    I played trough entire base, GR and EL campaigns on easy mode turtling and defending myself, and it worked fine for me.
    I want to research and build everything, so I can play epic battles with endgame units and magic.


    notme
    Member

    I like everyone XD

    Then go play peacekeeper. They got free hugs over there.

    Rogue Keeper Master Partisan is best for getting heavily discounted hugs 😀
    It has just so many modifiers for independents.
    And if you have alignment in thousands of points id doesn’t matter if you declare war on players.

    But I don’t want to play like Hitler lol

    shadowborn is for playing like hitler. grey guard is for balancing being hitler and not being hitler. keeper of the peace is for not being hitler even slightly. not choosing an alignment spec is for winging how like hitler you wanna be in the moment.

    I can choose to not be like hitler with grey guard, if I have destruction adept :p
    Same for shadowborn, but I bet expansion is slowed even more if not playing as hitler and having destruction mastery.
    So basically being hitler just speeds it up.


    notme
    Member

    Reducing racial happiness is the clean fast way. Who cares if a bunch of dead elves hate you?

    But I don’t want to play like Hitler lol
    I like everyone XD


    notme
    Member

    ….unless you spam destruction adept spells.

    well, how well did that work out for you?

    These spells, that give you negative alignment permanently lower it.

    ….unless you spam destruction adept spells.

    well, how well did that work out for you?

    At first slow. But as my vassalage-based empire grew I could cast it twice per round – so I could get 50 evil points every turn. Blight Empire is best spell – least mana usage.
    When I eventually reached neutrality I had like 1300 evil points and similar amount (slightly higher) of good points.

    “Hello my fellow neutral! How did you enforce neutrality today?”
    “I genocides the halflings. But only the halflings.”
    “Nice. I murdered fleeing peasants and filled my cities with nukes.”

    I guess I’m saying that Switzerland is way more hardcore than I thought.

    *you noob, you could cast blight empire spell*
    lol

    So there is no such thing as clean fast way to back to neutral from good – either expand slowly and cast blight empire every turn, or reduce racial happiness.


    notme
    Member

    Nice, but can we add new cosmic happenings/spells?


    notme
    Member

    Well declaring wars damages relations with that race.

    such is the pain of grey guard and shadowborn. you can’t please every race bro, choose one or two master races and burn the rest

    ….unless you spam destruction adept spells.

    in reply to: Can someone write guide for class synergies? #226661

    notme
    Member

    Umm it like no one wants to write guide for classes equivalent to guide that I posted in thread… :/

    in reply to: Age of Wonders III Modding Support – Coming Soon #226514

    notme
    Member

    20/20/20 (40 possibilities)
    15/15/15/15 (90 possibilities)
    12/12/12/12/12 (idk but there was some match for calculating it)

    This is 20, 15 and 6 respectively(ordering doesn’t matter). For the feel of it all, you’re pretty much spot on. However, do you really want to put in 64 different possibilities to randomize between? Sounds like a lot of work when you could just do for example the 2 random element version.

    So no automation here?
    I thought it would be more like… procedural.
    For example choosing random channels in 3 channel bomb A/B/C and just specifying, that A can’t be same as B, B as C and C as A.

    So if it picked 3 channel bomb it would decide for example physical, then other other 2 would be randomly picked as not physical damage, lets say fire, and third one had only 4 other choices.

    So if randomizing channels isn’t possible, then I would pick 6 single channel and one with all types of damage options for chaos bomb.

    in reply to: Age of Wonders III Modding Support – Coming Soon #226502

    notme
    Member

    I’m pretty sure that you can change damage output for spells, but randomizing it… Well, it would be easy to program it in Lua, but I’m not sure if they allow Lua scripts in mods.

    Random spell element exist – 100% weakness on Pandemonium, random properties on Rite of Malediction and the Wild Magic Mutation spell.

    Hmm… so I could make it fully random with fixed damage of 60pts, just different random compositions:
    60 pts damage (6 possibilities)
    30/30 (15 possibilities)
    20/20/20 (40 possibilities)
    15/15/15/15 (90 possibilities)
    12/12/12/12/12 (idk but there was some match for calculating it)
    10/10/10/10/10/10 (only one way to deal damage like this)
    This way Chaos Bomb truly deserves to be Tier VII Wild Magic spell.

    in reply to: Age of Wonders III Modding Support – Coming Soon #226315

    notme
    Member

    Hmm I wonder if Chaos Storm – Tier VII Wild Magic Mastery battle field spell would be fine, if it did 50 pts of random type of damage. This would be unpredictable enough to be part of Wild Magic.

    Or it could be 30 pts divided in 5/5/5/5/5/5 damage.

    in reply to: Your favourite tactics #226314

    notme
    Member

    Aww I thought 30pts of hellfire is dealt to units too.

    So looks like Dreadnought does most damage, as Mana Bomb does 60 (90 with storm magic/180 with this and if enemy has 100% weakness to frost) to all units.

    in reply to: Your favourite tactics #225941

    notme
    Member

    Ugh can’t edit, hellfire is apparently most damaging from all combat spells – it does 80 pts of damage – 30 phys / 50 fire
    So dreadnought bomb is weaker than this.
    Does Storm Magic buff it to 120 pts (45/75)?
    And what can make Hellfire even more powerful?
    Or you just use it twice/thrice per round if you have powerful economy?

    in reply to: Your favourite tactics #225939

    notme
    Member

    Mine is destabilized mana tactical nuke.
    It does most damage of all spells, unless enemy is fireproof.
    Have dreadnought hero/leader and fire proof armies. Detonate bomb and kill survivors with remaining army.
    I think Hellfire does less damage, but it is more versatile: you have physical damage too. I think there is no units with natural fire and physical resistance in one.
    Having it with Storm Magic (destruction mastery) makes it even more fun.

    “Kill it with fire” is perfect strategy in late game.


    notme
    Member

    Probably yes, but it may take a lot of grinding with heroes :p

    Best way is to be at war with one or more players and have each hero with units defending chokepoints/guarding borders.
    This way you won’t run out of units to hunt :p
    Well any consistent source of T3/t4 is good.


    notme
    Member

    oh boy the ol’ hero doomstack

    For when you want to play the game more like an RPG!

    I know but still Mana Bomb + Chaos Rift = RIP

    This is just so funny to fight.


    notme
    Member

    Well declaring wars damages relations with that race. Oh well my economy grow up so I can cast scorching earth twice per turn – so it eventually pushed me into neutral.

    in reply to: What race is best for Warlords Raise Militia? #225157

    notme
    Member

    Well I’m in underground, so I can go for Draconians 🙂

    in reply to: Age of Wonders III Modding Support – Update #225150

    notme
    Member

    @gloweye now you can make Dark Elf dwelling 🙂

    I think I may make elemental dwelling – where you pay mana for unit production.

    in reply to: What quests can Indepenents give? #225121

    notme
    Member

    outpost/weak starting army.

    very striong defenders, slowest growth, very low starting resources.

    This together with roamers makes it very likely they’ll kill an AI or two – these settings are really hard for it to deal with. Especially when using non-cheating AI, it’s basically chanceless.

    LOL RIP :p
    So I chosen no roaming units.

    What is reward of hardest quests? Secret spells? Mythical items?

    pfff, vassal proposals, units, a bit of gold or manna, sometimes an epic item but nothing special.

    Umm this got nerfed so hard?
    In dev journal it was something like this shown :/
    Hard quest
    http://aow.triumph.net/dev-journal-heroic-quests-and-epic-loot/

    in reply to: What quests can Indepenents give? #225105

    notme
    Member

    I play on XL map with many everything, no roaming units (they eliminated one of AI LOL), outpost/weak starting army.
    I have very striong defenders, slowest growth, very low starting resources.

    There are 7 AI’s on Knight, so they don’t have advantage.
    me and 3 AIs are underground, and other 4 are on surface

    —-
    What is reward of hardest quests? Secret spells? Mythical items?

    in reply to: What quests can Indepenents give? #225064

    notme
    Member

    ;^)

    Well and how to get quests that are Hard, or Very Hard in difficulty?

    Absorbing is only beneficial when you want to make a city a war city, meaning you want to produce units there. If this is not the case and you want it to be economical only then sadly vassals are always better, because:

    – They give you back 80% of their income AND they keep quite big armies by themselves, meaning it would cost you much more to guard it yourself if you absorbed it.
    – They give you additional quests like “raze structure/city”, “kill units” etc.
    – Quite often they give you tributes which is a lot, really, a LOT of gold, mana or units effectively raising their income potential above 80%.
    – Vasallizing gives you race happiness

    Hmm so absorb like 2 or 3 cities, and leave rest as wassals?

Viewing 30 posts - 31 through 60 (of 80 total)