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Liking what I’m hearing and seeing here, and I thought I’d just pitch and say that the Mithril Mine definitely deserves an MCU associated with it, given the generally accepted qualities of Mithril, as something that adds defence to infantry (Or some other unit class)
Merry Christmas/Happy Holidays to you too, Triumph, and all the best for 2016!
October 30, 2015 at 22:49 in reply to: [MOD] Decodence – Map-Editor Content and Leader Customizations #236240That looks absolutely wonderful, I’d definitely live there 😛
Looks glorious Tibbles, and I especially love the Tigran Crusader with their sunguard style shield, something I felt Tigran Crusaders should’ve had from the off 😀
To be honest, I figured the feathers poking through was deliberate, as it always looked to me like it was supposed to be feathers that the hunters had tied into their hair.
I like it.
…
Hmm.
You left Humans unchanged. Why? Give them longswords at least.
Claws (wrist blades) is more thematic for tigrans, imao.
Dwarves could use some kind of hammers (ritual hammers from dwarves skins or from giant skins) or just 2 axes.
Cleavers for halfling look not very good. Enlarge them or at least give them sabers.Going to disagree with most of this, actually, since you have to consider what is thematically appropriate for the race AND the unit/archtetype. The only one I agree with is that Humans could use the Longsword, as it is about as close as we’ll get to a Claymore (Which would be very appropriate for a berserker).
Dwarves using a giant axe is fine, but two axes would also be grand. I don’t see a hammer as a “Berserker” kind of weapon.
September 27, 2015 at 22:15 in reply to: Lunar Specialization Alpha Launched (and some questions) #232147This seems interesting, will try and give it a test at some point over the next few days
September 16, 2015 at 14:19 in reply to: [MOD] Decodence – Map-Editor Content and Leader Customizations #229195Looking good!
Awesome Tibbles, truly awesome 😀
Couldn’t you create the upright Cadavers as a seperate unit, and then create the same relationship between it and the original as exists between Tigran Mystics and their Werepanther form? Should preserve medals earned etc, too.
Between yours and Zaskow’s racial diversification mods, I’m not sure which I will end up using, they both look VERY good D:
There is a non-mounted unit that uses Fire Pistol, Tombles (though I am actually struggling to remember if he has an animation for it) – The lost mariner.
THANKS!
May we have a sub forum now?
Hah, I posted exactly the same thing in the thread about the modding beta.
Truly excellent news guys, especially that you’ve worked on making it possible to import new models/textures, that should really allow the modding scene to take off.
Which leads me to a question: Would you consider adding a new, distinct Modding section of the AoW3 forum? The questions etc that are likely to be asked, plus the new mods would quite drown the existing Level Editor forum, so maybe a new subforum is required.
Just a thought, though!
Why are people complaining? This is a potential infinite number of smaller and bigger DLCs! I am very excited for this. From the ability to add T4 raace units to removing all T4 units. From creating new races, dwellings or even specialisations.
Sure, but rather hampered by the (supposed) inability to import new models and textures.
Excellent news. Does pretty well confirm that we’re unlikely to get any further expansions, but modding tools are an excellent trade off.
Yeah, the questions should probably be favourite. That’s what I answered it as, anyway.
Well, all these surveys are certainly interesting, I hope we get some news on what they’re leading up to this week.
I like the ideas (I tend to when the Artificier/Alchemist idea gets floated every now and then by various people) but some of them feel a little two powerful for a specialisation. The big culprits in my eyes are Grenadier Training – Its a huge buff to the affected units with no downsides, and gives them access to a diversity of damage channels which would basically remove strategy in race/class choice, and Troll’s Blood – Though this is balanced by some fire weakness, I think that is fairly weak in the face of the huge bonus of Regrowth.
Also, in keeping with specialisation buffs to existing units, it should really be a spell that you cast on a city that affects the units produced from that city.
Yeah, look at this way – The Gold cost upkeep is an abstraction of the economic activity required to sustain a war machine, even an undead one, on the march. Arms need to be produced, limbs embalmed (and embalming fluid produced etc etc) etc. Even if Gold isn’t actually being used for it, because what use do the Undead have for gold, it represents the “economic” drain in terms of resources that the troops are consuming. Therefore, a Necromancer’s gold income is actually economic capacity, which troops drain. This comes from the Ghouls labouring in the cities (and the reanimators/deathbringers, who may demand pay, being something distinct from Ghouls and perhaps having more free-will), boosted by the various things that would allow them to do their jobs more efficiently (Even Gold mines, because you can always trade with unscrupulous types who don’t mind selling to the dead).
All the still-living Necromancer adepts (Your leader’s apprentices who are too unskilled to be used on the frontline) helping to maintain the Ghouls (Embalming, repairing) need paying, as Ghouls are too mindless to be entrusted with tasks involving the magic that actually animates them. (Reanimators are not Ghouls, for example)
Also, all that gear they’re wearing and using requires maintaining, purchasing, procuring. When an army is on the move, some of that is going to have to be sourced from wherever you are.
So yeah, running costs.
Should the Necromancer have had the cost of units split between a Gold and Mana upkeep? Almost certainly (50/50).
And, a point, just because a justification for it doesn’t suit your internal logic for what the Necromancer should be, does not mean that the justification isn’t adequate.
Excellent work guys, can’t wait to give the Tutorial a spin just to see how it is.
Any info about future plans?
Indeed. The anticipation is killing me! ;(
Likewise.
Very nice Tibbles!
June 9, 2015 at 12:39 in reply to: I just realized I actually hate Ghouls – consider a change: #209549I’m only “impolite”, when I get thoughtless answers.
The problem is, that the others aren’t really making convincing points. They more or less say, “it’s not a problem”, mainly due to an “it makes no difference” – which actually IS the problem.
Except… neither are you making convincing points, because you’re not convincing anyone.
Put me in the camp who disagrees with you, sorry JJ, and I don’t find your points convincing either.
Welcome back ExNihil, good to see you and good to see that you’re enjoying EL!
Well, it looks like one of two things:
1. Dwarves are not as strong as I thought.
OR
2. The popularity of a race (or a class) is less dependent on its power than I thought.
Probably a bit of both actually?Try Dwarf Theocrat and see what really is tough and strong. Priest with 17 Armor and Evangelist with 19. That is the very definition of toughness. I like dwarves and I love playing with them. On the other hand I voted goblin theocrat since I love goblins better than dwarves, however that has nothing to do with race toughness…
Epa plays Dwarf Theocrat fairly often, from posts he’s made before, so I think you’re preaching to the choir.
I think it is more that he didn’t expect that favourite races might be based on non-optimal choices strength wise.
The race was the hardest vote for me – It was a toss up between Orcs, Halflings, Frostlings and Tigrans, but I ended up going with Orcs – I play them the most which does, I guess, mean that they are my favourite race.
Class was easy – Theocrat all the way, but honourable mentions are Necro, Warlord and Sorcerer (in that order).
The results of these polls are interesting though, it shows that in terms of what people like, the game is actually pretty well balanced.
I’m guessing that the low number of votes for Halflings (But they are still being voted for!) is down to people who dislike playing against them due to Lucky, for example.
Isn’t it necessary to have a road on either side of the riverbank before being able to build a bridge? I confess I don’t build bridges that often, mostly because the RMG already places bridges abundantly.
Don’t believe so. It has been a while since I built one, but I’m fairly sure that I have done it without road on the other side of the river
May 27, 2015 at 14:04 in reply to: Remove critical success and critical failure from the game. #205314I like the system as is, for the reasons Capirex explained.
Agreed
I heard they are branching out into board games. See Talisman for inspiration.
Now, if only that game gets a digital edition for ipad…
I wouldnt expect any news until after the Open Beta becomes the next official patch.
Triumph is looking for a new Artist though, so things are happening.
Did you apply? I saw their advert on Facebook and my immediate thought was “Tibbles?”
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