phalnax811

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  • in reply to: Which is the best Hero? #148681

    phalnax811
    Member

    I think they are balanced well. I tend to lean towards Warlord, Rogue and Archdruid.

    Theocrat is middle of the line for my preference.

    I usually avoid Dreadnaught for everyone because I don’t like muskets in my medieval games. I don’t really like Sorcerer but like it better than Dreadnaught I think.

    Excited for the necromancer…

    in reply to: Specific enemies option idea #148673

    phalnax811
    Member

    I agree. I would use a similar option.

    I check the “Random Heroes match race” option.

    If I take an enemy city I always migrate because It is kinda lame being able to hypothetically control every race at once. Hell, if playing as humans, I don’t get the Warbreed because I think it doesn’t fit the Human aesthetics. Or those Shadow Stalkers don’t feel “Human” (for obvious reasons) so I tend to avoid using certain classes based by race.

    I’m not racist, I swear!

    in reply to: Min. City Distance: Increase or Make Customizable #146644

    phalnax811
    Member

    I do agree the AI city-spam is annoying.

    I wish there was an option like max heroes where you could customize how many cities per player so games don’t get obnoxious. (Conquering or acquiring via independents doesn’t add to the count I assume?)

    in reply to: T1-T2 Units Only Option? #146077

    phalnax811
    Member

    <div class=”d4p-bbt-quote-title”>UltraDD wrote:</div>
    Well if it will be completely optional. I see some people already want something like this here. You don’t even have to play it.

    If Triumph does something they dont seem to want to half-ass something, so i doubt they’d be content with just removing anything that can lead to a t3 or t4 unit, which would leave quite a few research pretty obsolete.<br>
    And that would mean development time spend working on this feature, instead of working on something else.

    This wouldn’t even be a feature…just an option. It would not take long to implement. Update the UI using the buttons they already have (sliders for Geography distribution or hero level) and code an if/else statement saying that if option is checked, T3/T4 units are false/null/whatever.

    There are plenty of options I don’t use so do I think those were a waste of resources? No.

    in reply to: T1-T2 Units Only Option? #145741

    phalnax811
    Member

    <div class=”d4p-bbt-quote-title”>phalnax811 wrote:</div>

    <div class=”d4p-bbt-quote-title”>Jolly Joker wrote:</div><br>
    Sorry, but turn 150 is way beyond the reasonable number of turns – imo, game length shouldn’t exceed the usefulness of research points, meaning, once you have researched everything, the game should end FAST (preferably at that point).

    That was a nice round number I randomly chose. Don’t dwell on it…the number is irrelevant, my point is not.

    I do like longer games so that there is a feel of progression with heroes and units, however. (I’m usually done by turn 100 though – medium maps so far)

    Your point is redundant, though, because it’s no answer to the actual POINTS made:<br>
    1) If you can hire T1 and T2 only, what you hire mid to late game will have no influence on the game: your strongest units will be the T2s you hired earliest. Which would make a large part of the game somewhat unsatisfactory. The pace would simply be wrong.<br>
    2) Experiment with map settings – there ARE those that will make the game last longer and delay AI T3 & T4 spam.<br>
    3) You can use the map editor to block units and try it out how it works.

    And I do NOT think that the more options there are the better it is. The game is so good that people like to envision a lot, this were cool, that, I’d like to try this or that, but you can definitely have too many options.

    For example – if you are limited to T1 and T2 – what happens with the evolving units? Think AD. Summon a couple of Spiders, evolving them to T3…

    T1-T2 only, means T1-T2 only. Not sure why you’re concerned with evolves T2+…like the lesser shadow stalker (although I forget what tier they are off the top of my head). They would not exist in said game with such options turned on.

    As I said, it would be cool if it was a slider so we can slide the game option left to right depending on how high in tier we want to go with units. You don’t have to like to it for it to be a cool idea to some.

    in reply to: T1-T2 Units Only Option? #145598

    phalnax811
    Member

    Sorry, but turn 150 is way beyond the reasonable number of turns – imo, game length shouldn’t exceed the usefulness of research points, meaning, once you have researched everything, the game should end FAST (preferably at that point).

    That was a nice round number I randomly chose. Don’t dwell on it…the number is irrelevant, my point is not.

    I do like longer games so that there is a feel of progression with heroes and units, however. (I’m usually done by turn 100 though – medium maps so far)

    Just a quick note, in the AoW3 level editor you can block upgrades like Doomy said for AoW2, under Map Settings -> Forbidden Upgrades, and you can block skills (so you can block summons) under Map Settings -> Players -> Excluded Skills.

    Yeah, going to play around in that more and perhaps do an alternate of the latest map I made.

    in reply to: T1-T2 Units Only Option? #145575

    phalnax811
    Member

    I dont think i’d play it. The problem would be that the few early game units you made that survived and leveld became such beasts, originally to give these early units you made a role towards the late game.<br>
    Now the late game involves making the same tier1/2s, that couldnt possibly stand up to the tier1/2′s, and heroes, that have been around since the start. You would end up with doomstacks. And whoever loses their doomstack first or fails to builds one loses the game.

    And then ofcourse all the mechanical problems. What about units who are to evolve into tier3/4 units? Some tech would be right useless and class choice rather meaningless. For example, a Dreadnought couldnt get any machines out besides a battering ram. That leaves a lot of worthless tech and spells.

    So no, its not something i would like to see the devs spend time on.

    That’s why it would be an optional button to use at your discretion/desire easily codeable by a Dev in probably half a day. “If unit is >T2 value= false.” Whatever, I hate programming but something like that.

    Makes no sense, imo. The T1 and especially T2s will become quite powerful – in my current game it’s turn 85 and I have Raptors with 120 HPs (Warlord: Champion 2, Thoroughbreed for +15 HPs, Martial Arts for retaliation defense and cast Bloodbath for +5 damage, and you have a T4.)<br>
    A newly recruited unit is comparatively weak.

    Well yes, they are veterans of war/battle and when you do lose them, it will be sad. So that argument makes no sense as it could apply to a T4 you produced in turn 85 and lives beyond turn 150, in my opinion.

    in reply to: Why does Lord AI be Crazy? #145086

    phalnax811
    Member

    Human master race!

    Do you see Orcs and Goblins running around on Earth? No.


    phalnax811
    Member

    10/10 agree.

    It annoys me to raze all those villages when terraforming. I try to leave some though…

    in reply to: New Player Here – Hi! Also…some thoughts. #144342

    phalnax811
    Member

    Well, you can also build your own garrisons….a archer/irrgular or 2 usually is sufficient against all roaming stacks not counting the Haunted Boneyard, as long as you’re willing to throw in a spell. 2 archers/3 irregulars if you’re not willing to.

    Fear not, I do. 36 manticore riders should do the trick right? …that’d be hella intimidating.

    in reply to: Suggestions. #144339

    phalnax811
    Member

    I agree with it all. I love race uniqueness and the recent Dev Journals prove the Devs do too 🙂

    in reply to: What are outposts? #144333

    phalnax811
    Member

    I wish the ‘tech-tree’ was an actual tree so you could see what new spells/upgrades are waiting for you.

    The Expansionist has some good upgrades I found out about at like turn 100 and were useless then.

    in reply to: Dev Journal: New Race Upgrade System #144330

    phalnax811
    Member

    Well golly, butter me up and call me excited for this.

    P.S. I’ve looked a few places…has anyone seen a tentative release date for the Frostlings expansion?

    in reply to: Best Archer in the Game. #144289

    phalnax811
    Member

    Human militia for sure.

    in reply to: New Player Here – Hi! Also…some thoughts. #144284

    phalnax811
    Member

    Well, I finally finished a few games now that I have my preferences down and had enough time.

    Squire is very easy so onto the next difficulty.

    I still think a garrison of militia on every city (once they reach Town and perhaps another per level) should be a no brainer. A couple roaming scoundrels shouldn’t be able to freely take a city of 15000 no matter what. Yes, I know to destroy their camps and especially to destroy Archon camps. Those titans/wraths are jerks.

    I usually put watchtowers near mountain ranges I have no city near just in case (and rivers) but a sub-type of mountains that only flyers can get over would be cool.

    Anyway, happy conquering.

    in reply to: New Player Here – Hi! Also…some thoughts. #143758

    phalnax811
    Member

    Well its up to you to defend the cities :p. I wouldn’t build walls if I have no one to defend them! Wall Climbing\Crushing allow units to siege without a trubuchet -Have yet to see anyone say they’d rather use a ram over, well anything at all- but is more risky (The trubuchet can destroy walls from outside most unit’s ranged and even kill those defenders\force them back. Its kinda funny because if you play some racess you can have nothing but fliers and units that bypass walls in one turn :p.

    On random maps you might get a map plagued with mountains and chokepoints. They are kinda really annoying to play if the map is large :\. Prefer more open maps over choke points, they also feel more natural. [You can still use bridges and forts to make chokes enemy must waste turns to get around]

    Yeah, I’m better now at leaving a few units to guard. Also, haven’t touched the use of forts yet – honestly forgot they existed. Will build some tonight though 🙂 Thanks for the reminder.

Viewing 16 posts - 1 through 16 (of 16 total)