Ravenholme

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  • in reply to: Message for developers. About: new patch #205017

    Ravenholme
    Member

    I like the CP of XL maps. It makes things fun for me.

    Agreed.

    And I also agree with the point made earlier in this thread (By.. BBB?) that spells like Hellfire etc are supposed to be stalemate breakers. They have ways to combat them, either strategically (CP draining battles etc), or tactically (Disjunction).

    Epa’s complaint about them breaking a stalemate and thus being broken is a bit nonsensical to me, because that is just the game working as intended. He got out-teched, and so his equal opponent now with a tech advantage was able to tilt the scales and win.

    in reply to: Diplomacy – buy and sell units #204953

    Ravenholme
    Member

    Dunno if that’s a smart move…the balance implications are insane. For example, imagine a Warlord/Theocrat coalition, which would enable the Theocrat to give Evangelists(healing+Spirit damage for the Warlord), and return Manticores(which will promtly get Devout, and be a very solid flying T4 for the Theocrat. You can pair them with 5/stack along with a single shrine, and they’ll obliterate basically anything.)

    I think I’ve heard Tombles voicing as much as to why it is not implemented, some time around the Golden Realm’s release.

    in reply to: AOE attacks should never miss #204652

    Ravenholme
    Member

    If it’s switched to auto fumble then you have to drastically reduce the physical weakness, or remove it entirely. While it can be annoying to have your unit miss, I don’t think halflings are by any means over powered. If they were you’d have a dozen threads about how nobody plays anything but halfling now.

    Agreed, lucky is fine. We’ve got some very impressing MP theorycrafters out there who have tested most things to destruction and found the OP combinations, and interestingly enough, Halflings don’t figure in ANY of them (Except for a few proponents of Halfling Necromancers).

    Lucky is fine, and for how the Halflings get lucky and dodge these things, as someone said – look at all the things that Ham the Wanderer gets through.

    in reply to: Message for developers. About: new patch #203535

    Ravenholme
    Member

    Actualy, the AI is exactly the same between auto and manual combat.

    No. AI on replays and AI in manual battle controlled by AI works different.

    No, it really is the same AI, but your presence as a player and the fact that you inherently don’t act the same way as your own autocombat AI stand-in would force the AI ‘change’.

    The only other change that I can think of between the two is that in autocombat the AI “Defense” stance (where they wait for you to come to them) is probably eliminated, to prevent stalemates.

    in reply to: Luck is broken in beta. #202232

    Ravenholme
    Member

    Highly improbable that it is broken, due to the way these things work.

    You just had an unfortunate random number seed generated for the miss chances.

    in reply to: Rage quitters and MP problems #201945

    Ravenholme
    Member

    Sartarius – Check out the AoW3 No Quitters group on steam if you haven’t already. They’re a group of dedicated players who aim to minimise this behaviour by house rules etc.


    Ravenholme
    Member

    Yeah, I don’t see this happening, I’m afraid.

    What you might get is minor visual differences, like the Goblin Phalanx or Crusader.

    I’d still like to see Tigran Crusaders get a white and gold version of the Sun Guard shield instead of the normal Crusader shield.

    in reply to: Regrowth and Spirit Elemental for Creation Spec ? #201381

    Ravenholme
    Member

    The devs have stated before (around the release of Golden Realms, when a bunch of us were pushing for it) that Spirit and Blight Elementals would not be added to the Creation/Destruction masteries as they were not going to add expansion content to base game specialisations.

    And Creation Mastery is a bit meh, but Creation Adept is excellent – Holy Cure is a handy heal spell for classes without much access to it, Bless is a fantastic buff, and Cleanse the Land is great for dealing with inhospitable terrain (and corrupted Springs/Farms)

    (Actually, what am I even saying – Creation Mastery has some great spells in the form of Resurrect & Bane of the Unnatural [especially now, with the Necro in play])

    in reply to: Message for developers. About: new patch #200279

    Ravenholme
    Member

    Then that isn’t really pounce any more. It’s a leapfrog.

    It also screws the Cheetah even more because it is then a pure melee irregular, without much to recommend it in that role. Its not tanky enough and its may utility is the ability to get into formations and inflict Bleeding Wounds, but with Pounce on a touch, you’d just as well use the blade throwers.

    I liked the idea of removing the Guard mode and instead give them Total Awareness for one turn – they still take full damage but can’t suffer the total indignity of being flanked to death within seconds.

    in reply to: Druids the wild hunt to affect Sea Creatures #200133

    Ravenholme
    Member

    Krakens would asphyxiate on land, anyway.

    in reply to: Blight Elemental medal upgrades #200084

    Ravenholme
    Member

    I like the ideas posted so far. How about this?

    Toxic Aura: Adjacent units gain -30% Corruption Weakness [includes friendlies]<br>
    Trail of Ooze: Leaves toxic ooze on any hex it has passed through. The ooze lasts 2 turns. Any unit that begins its turn in an Ooze hex or that moves onto Ooze takes 5 corruption damage.<br>
    Inflict Rot: Causes the effect of the Rot spell to a machine/armored unit. Medium range.

    Ludomancer

    Some of these (especially Trail of Ooze) makes me wish we had an Ooze/Slime/Gelatinous Cube enemy. Would be a neat addition for an UG specific mob (a bit like Kobolds)

    in reply to: Message for developers. About: new patch #199996

    Ravenholme
    Member

    Well, pounce putting you into defensive stance apparently was added as it otherwise was practically suicidal. Adding a debuff after pounce would return that issue.

    Then I wonder how exactly dwarf crusaders are the only counter.

    Yeah, not making much sense to me. Pounce doesn’t count for flanking attacks (no Backstab synergy with rogue, unless that has been changed in the patch), hits once, and is on a squishy T1 Irreg in its most common incarnation.

    Its annoying as hell, but I certainly wouldn’t call it imba.

    in reply to: What classes are Elves The Best at/Not The Best at #199558

    Ravenholme
    Member

    Come to think of it, who makes a good sorcerer?

    I don’t think they make great sorcerers. I’d like to see some other type of damage than lightning and some sort of other advantage to complement their strengths.

    Frostlings make fantastic Sorcerers, for the reasons stated above by various people.

    And for Theocrats – Orcs are the champions for me, but Frostlings are actually pretty good because you can get a damage channel other than Spirit. (However, Humans and Draconians get ranged attacks on their Evangelists which is a pretty good advantage)

    in reply to: Update v1.52 Patch Notes – Updated 9/6/2015 #199493

    Ravenholme
    Member

    <div class=”d4p-bbt-quote-title”>Tombles wrote:</div>
    Independent units (i.e. roaming units and indy/vassal city guards) no longer autodetect stealthed units. Due to a technical limitation, a stealthed unit will be revealed to ALL indy units if stands directly next to ANY indy unit.

    Best change ever!

    Question: Didn’t party robots use to have fireworks as well? Now they trade -1 defense, -1 strength, -5 hitpoints and +10 mana cost against nourishing meal. Doesn’t seem like a good tradeoff…

    Proper Party Robots do, yes, but they are also a TIII Golem only available in the GR campaign.

    The Prototype ones are the Halfling equivalent to the standard T2 Golems, and are an interesting unit because it means any stack with Golems in it now has access to healing.

    in reply to: The ALCHEMIST class concept Drawings! #198861

    Ravenholme
    Member

    I think you’re overestimating the community role in the Necromancer class being a thing that Triumph wanted to do – It was something they had wanted to but couldn’t think of a way forward with it, so it ended up being left for a while.

    The only thing they really did was consult the community after Golden Realms to get a feel for how we would like the Necromancer implemented, resulting pretty much in what we have now.

    (Necromancers were alluded to in the Loyalist endings of the original campaigns, for example, with an “enemy that swells for every loss we have” etc. It is possible that they meant the Shadow Demons coming from the Shadow Portal, but more likely it was Melenis returning and bringing Necromantic knowledge with her)


    Ravenholme
    Member

    Natural balance is indifferent to the balance between good and evil (to say otherwise is the naturalistic fallacy).

    It is like how competitive fond types say “natural selection means welfare is bad”, and cooperative types say ” oh look, ants and bonoboes work together so should we”. Nature is amoral, like the aow classes.

    Urgh, don’t get me started on those kind of people. More oft than not they do more harm than good. (The UK has a few highly invasive and destructive species, such as the American Mink, because of people like that)


    Ravenholme
    Member

    Well, the Grey Guard and the Arch Druid are balancing different things for different reasons though, as the rest of those descriptions show. Arch Druids are about a very specific balance (basically sustainability. They’re like Ecologists/Conservationists on a power trip – And I say this as an Ecologist), whereas Grey Guard are more general balancers between everything, some of which may involve culling the Arch Druid’s runaway naturalism – so for that reason, their summoned animals (behaving out of character, for animals.) are caught up in the Grey Guard’s spells.

    (You can see Arch Druids as upsetting the balance between the Natural world and the ‘Developed’ world, for example – as they push the ideal equilibrium of a sustainable, developed culture towards instead a kind of semi-backwards Shamanistic one where magic is used instead to achieve a sustainable culture)

    I used to find it incredibly disturbing in the first two games how being a “good” faction meant you had to forcibly “migrate” (i.e. genocide, displace, steal all their things) any “evil” races you came across. Migrating always being an evil choice in Age of Wonders III is much more realistic about the consequences of such an action.

    Agreed.

    Going to +1 this.

    I’ve argued time and again that the fact that no race or class is inherently evil/good/neutral in AoW3 is the biggest step forward for the series – It is a far more egalitarian and sensible form of fantasy.

    in reply to: An Inconsistency #194956

    Ravenholme
    Member

    Yeah, basically what Overlord Darkslash said – Revenants are different to Ghouls, in that they are actually Evil Spirits animating the bodies of the Archons.

    After all, they are Archon Revenants, not Ghouled Archons, so there is no inconsistency because they’re not the same thing.

    (I think the lore description for the units even mentions one of them chuckling evilly as it kills members of the expedition that found them, and in the final mission of the Golden Realms you find some awaiting the return of Melenis of their own free will.)

    in reply to: Suggested Changes to the Rogue Class #194465

    Ravenholme
    Member

    Succubi do NOT need a buff. And if I had to go with the Skyrim parallel they’re more like the Nightingales than the Dark Brotherhood. But the point you can draw from this is the Nightingales, the Thieves Guild, the Dark Brotherhood are *all* part of the rogue archetype. The point of the classes in this game is they intentionally embrace many different facets of an archetype. Rogues have dirty thieves, bards, assassins, supernatural trickster beings, and beings of pure shadow. They’re all consistently within the rogue archetype.

    Anyways, I confess I’m not doing MP as much lately as I used to, so I haven’t had a chance to toy with Unity victories so much. No idea where rogues sit there. In seal victories rogues are bad at securing a seal victory, but good at preventing other people from getting one. Basically seals just add another thing an enemy needs to split their forces on. Rogues don’t play for seal victories. They use seals as leverage for a conventional victory. Heh.

    Uhm…arcane archers have the potential to mess up stalkers, but I haven’t faced it directly yet. All I can say here is my experience with stalkers is that you’re never supposed to mass them anyways. If you’re facing a force like that you’ll need to employ hit and run to make it work, or drop a pandemonium or smokescreen. Definitely tricky, but I don’t think it necessarily changes the play style overly much.

    I’ve won a few SP Unity Victories as a Rogue, actually my first one, and I found that the bonus to relations I got through Courtesan Ambassadors was the clincher in me getting there at all, even if the final few turns did devolve into a desperate holding action as the 4 remaining AI players ganged up on me. Shadow Stalker spam was essential to that victory, though.

    in reply to: Gryphon riders should be armored #194442

    Ravenholme
    Member

    This again? It is unlikely to go through in light of the high elf sword buff, and people don’t want high elves to be the best ad, warlords, and dreadnoughts all at once.

    Ah good, I wasn’t just imagining that there had been a thread on this before.

    Yeah, we covered this ground back last year sometime around Summer, the consensus was that it would make Gryphon Riders (and Elves) far too good, with synergies with too many classes beyond what they already have.

    in reply to: Embrace Darkness Spell Issue #194229

    Ravenholme
    Member

    I think it’s supposed to be “…all units summoned in the city’s domain.”

    And I thought that was what it said.

    I’m going to have to check that out later.

    in reply to: Naval game is pointless. #194228

    Ravenholme
    Member

    I play Continents maps with a fairly high water ratio (Usually produces a central area of two large-ish continents connected by small land bridges, and a plethora of smaller islands around the edge of the map), and I’m going to have to agree with the people who say that Navies are useful.

    Post 1.5 I’ve been getting a lot of use out of them, and specifically building lots of ships to chase down my embarked enemies. They’re incredibly cost effective at killing enemy stacks that are embarked.

    in reply to: Missing custom leaders #193517

    Ravenholme
    Member

    Were you in the patch beta? Because I noticed that switching to beta and back to normal branch before the release of EL (for a scenario I was testing) completely wiped out my roster of custom leaders, non-recoverable.

    I had to make something like 35 leaders again.

    in reply to: Suggested changes #193480

    Ravenholme
    Member

    +1 on all points except the tactical minimap, which would be nice, but I’m putting way down the list of priorities.

    in reply to: Mariner's Guild #193322

    Ravenholme
    Member

    Personally the entire structure seems a bit rushed to me and not that interesting. 15 production is nice but not spectacular, and because it’s on the sea it’s usually more difficult to get it inside a city domain. Its tactical combat map is beautiful, really stunning, but in my opinion it lacks a battlefield enchantment or effect appropriate to a whirlpool kind of thing. And the Mystical City upgrade also seems kind of rushed in terms of balance, it’s for the most part useless unless you use the Warlord Scouts a lot on sea maps, and even then you first have to get it into your domain.

    I do think that it should be Production and a Minor amount of gold it bestows inside a domain, as you would expect that a Whirlpool wrecking ships would generate a lot of salvage, some of which MUST be valuable.

    in reply to: Ghoul Curse over-rides Resurgence? #193278

    Ravenholme
    Member

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

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

    <div class=”d4p-bbt-quote-title”>Gloweye wrote:</div><br><br>
    I don’t believe this was intended…

    Didn’t something else happen as well? Was the unit raised by Chant of Unlife / Raise Corpse? Those DO override Resurgence…

    It fought as a ghoul or cadaver or something during the battle. Then it didn’t come back. This was a Exalted.

    If it was Cadavered (which is not Ghoul curse), then yeah, that would override Resurgence.

    Ah, ok. Damn…

    Exalted are even more worthless now.

    Exalted. Worthless.

    We are definitely playing two different games.

    Anyway, the thing to remember is that the Necromancer and Theocrat match up is one where you are both incredibly good at screwing up each others day. You’re expert at killing them, and they at killing you.

    in reply to: Ghoul Curse over-rides Resurgence? #193273

    Ravenholme
    Member

    <div class=”d4p-bbt-quote-title”>Gloweye wrote:</div>
    I don’t believe this was intended…

    Didn’t something else happen as well? Was the unit raised by Chant of Unlife / Raise Corpse? Those DO override Resurgence…

    It fought as a ghoul or cadaver or something during the battle. Then it didn’t come back. This was a Exalted.

    If it was Cadavered (which is not Ghoul curse), then yeah, that would override Resurgence.

    If it was Chant of Unlife which raised it during the battle (The only form of Ghoulification which raises a unit DURING battle), then I think that also overrides Resurgence, too. But that isn’t unique to Necromancers. Any city with a Tomb can do that one.

    in reply to: Cancel "end turn" in multiplayer #193268

    Ravenholme
    Member

    Hey all,

    I’ve been playing a few online games with some friends and we often find ourselves in the position that one person takes longer with their turn than others.<br>
    Now that’s understandable ofcourse, but is there a way to cancel the “end turn” button?<br>
    Like in Civilization 5, if someone takes quite a while with their turn, other players who ended their turn already can cancel this, so they can micromanage some other stuff in their empire while waiting for the player’s who’s taking their sweet time<br>
    Or if they oversaw/forgot something they needed to do, they can still go cancel their “end turn” button and do it.<br>
    It’s just kind of annoying if you ended your turn early, only to find yourself waiting and unable to do anything or reconsider your choices.

    I was pretty sure you could if you’re in Simultaneous turns. I seem to recall doing it whilst playing with a friend. (I think I just hit the End Turn button again.)

    However, I haven’t played normal MP since the end of last year, so that could have been changed.

    in reply to: Mariner's Guild #193265

    Ravenholme
    Member

    I have to agree that this one is mostly useless. I guess it might be more useful in MP, if it does apply to embarked Irregulars, but for Singleplayer it is virtually useless.


    Ravenholme
    Member

    Hmm, with Dreads it’s the same thing – however, you can produce “Dread pets” in all of your towns; no one complains about the possibility to hire a Dread, equip them with machines you produce.

    Also, if there is a random opportunity – if a well of soulds HAPPENS to be available – to ghoul units for your Necromancer units, why not give them an abiliuty to do it reliably? You don’t HAVE to pick that hero upgrade after all.

    They get Inflict Ghoul Curse later, the possibility already exists.

    Lich Aura would be stumbling too much into some of the Necromancer CLASS abilities.

Viewing 30 posts - 31 through 60 (of 1,290 total)