Ravenholme

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  • in reply to: How soon should you be clearing Mythical? #192865

    Ravenholme
    Member

    So, the game’s going well, though I didn’t get Paragon. Someone else grabbed a T4 faster than I did.

    What turn should I normally, with normal map settings, try to get my first T4 out by? And what turn should I clear Mythical?

    Being able to clear a Mythical dungeon by turn 21 has pretty much solidified my “yep, definitely going to win” position, so I’m looking at how I can get Mythical dungeons cleared faster in the future.

    As said, Turn 21 is pretty damn early.

    Against an Emperor AI, due to their positive handicap, it would be very unusual (Not impossible) for a player to get Paragon.

    in reply to: Melons and Necromancers #192407

    Ravenholme
    Member

    Well, the other thing to remember is that alcohol is a sterilising agent because it is toxic (So kills bacteria, fungi, and your liver/brain when imbibed in significant quantities) 😛

    We use it in medicine, but that is distilled under controlled conditions (i.e. filtered etc). You won’t find ANY doctor (or Biologist, such as me) recommending you take a fruit that is becoming alcoholic from the ground and use it to sterilise any wounds you have because the risk of secondary infections is so high – So, blight damage. 😛

    ESPECIALLY as we’re arguing under fantasy conditions where it has been corrupted by vile undead magic. I wouldn’t suggest anyone put those anywhere near them, and if you burn them to clean the area, stand upwind of it.

    (Fermentation is, anyway, carried out by specific bacteria. When corrupted/rotted by black magic, instantly, that process probably doesn’t apply)

    in reply to: Melons and Necromancers #192398

    Ravenholme
    Member

    <div class=”d4p-bbt-quote-title”>Ravenholme wrote:</div>
    and +2 Blight Damage on attacks for the next battle (Because you’re using the rotting melons to poison your weapons).

    nice thinking, the only problem is that when an melon (or any piece of fruit) gets rotten they are not per se poisons (or toxic), in the right circumstances they get turned intro alcohol and you are more likely to clean your weapon then poison it. still poison is not completely out of question because the corruption can simply make it poisons by pumping it full of blighted water. giving living units that stand on it some damage instead of healing and granting the requested undead populace.

    The fruit itself isn’t toxic, but I can guarantee that if you slathered that rotting fruit into an open wound that you’d come down with some kind of infection (If not outright blood poisoning), due to the bacteria and fungal agents involved in decomposition. And Blight is not just poison damage, but all kind of entropic/poisoning/corrosive agents.

    And besides, it takes QUITE a while before alcohol is produced in significant enough quantities to self-sterilise (Which is why distillation of drinking alcohol is a process that takes a degree of time under the extremely controlled conditions it is done under compared to natural decay/rotting of fruit matter)

    (Nevermind the other things that populate rotting fruit which you also wouldn’t want getting anywhere near you)

    in reply to: Melons and Necromancers #192312

    Ravenholme
    Member

    Given that Corrupt the Source doesn’t turn the corrupted thing into something entirely different, just corrupts it, if it was useable on the Bountiful Melons I think it should just turn them into Rotten Melons, which give a small amount of Undead Population and +2 Blight Damage on attacks for the next battle (Because you’re using the rotting melons to poison your weapons).


    Ravenholme
    Member

    <div class=”d4p-bbt-quote-title”>Akinaba wrote:</div>
    Assasins do Evolve in Shadow Stalkers

    Except… they haven’t done that for nearly a year. Scoundrels evolve into Lesser, then full Shadow Stalkers, and even then require a Rogue-specific Empire Upgrade to do so, which kind of makes the whole point moot regardless.

    This, so Assassins would be fine on the list (and are honestly one of the most thematically fitting units to be hire-able)


    Ravenholme
    Member

    Stick Frost Dragons in the defender pool, it is a Legendary site after all (With a cap of one Frost Dragon per site in the defender stack)

    Problem solved.


    Ravenholme
    Member

    No class T3s should be included, they’re all really good, and it would obsolete the racial T3s that Inns provide.

    Going to dispute this – Wouldn’t obsolete them because the pool for the inns is random, you have no guarantee of being able to purchase a Class T3 from an Inn, especially as it is sharing a space with Racial T1 – 3s for 9 races, and all the other class T1s to 3s (That are suitable for purchase in an inn).

    You might want a class T3 of some sort, but if it is not available, you’ll settle for that Dwarf Firstborn.


    Ravenholme
    Member

    +1 to the consensus of low tier class units being available at inns. (I think that is actually the case in a few campaign levels, but clearly the Devs set up those recruitment lists customly)


    Ravenholme
    Member

    Going to +1 this, I can only see it benefiting everyone (Mappers and Devs alike)


    Ravenholme
    Member

    “Archons have been dedicated to evil since release, and fey creatures and gold dragons dedicated to good.”

    They’ve increased the rate of desertion though. Previously they just sort of stuck around and didn’t care much about your alignment.

    I don’t think they have. When I’ve been Pure Good, Archons deserted pretty often for me (At release and ever since), and vice versa with the Fey/Gold Dragons. The only thing is that the latter can be counter-balanced to a minor degree by having units with Morale related skills in their stacks, being living creatures, which can’t be done for the Archon Revenants.

    in reply to: Racial Governance Effects Should Be Noticable #191331

    Ravenholme
    Member

    I think T3, T4 and T5 upgrades must appear sooner to take effect.<br>
    I’m not happy with these upgrades:

    Dwarves Economic1: Extra 8 Gold Text per hex when Tunneling and Tree Crusher when a dwarf unit is in the party.<br>
    It’s useful on map without Underground only when you find unit with Tree Crusher. This ability is very rare.<br>
    Dwarves Military3: Dwarf Firstborn gain the Ancient Ancestor ability (+300 Happiness Text, to adjacent Dwarf units)<br>
    OP wrote about this.<br>
    Dwarves Economic4: Items are 35% cheaper from the item forge<br>
    It has zero sense so late. I’ve already created artifact much sooner.<br>
    Frostlings Military3: Mammoth Riders are 15% cheaper and get +2 Physical Melee<br>
    Too late.<br>
    High Elves Military1: High Elf Longbowman gain +1 Physical Ranged<br>
    Is it a joke?<br>
    Humans Economic3: Harbors give +50 Population Text and +15 Gold Text (100 Population Text for Necromancers)<br>
    Anyone builds more than 1-2 harbors?

    Always, I play Continents maps with a fair amount of water (Tends to result in two large landmasses and around 4 – 6 smaller islands). So around 80% of my cities are coastal and have Harbours – Especially if I am Human and have that economic upgrade.

    in reply to: Racial Governance Effects Should Be Noticable #191317

    Ravenholme
    Member

    I’m okay with them, actually – They don’t (Thank god) really earth-shatteringly affect balance (although TIV and V mil upgrades can be pretty damn significant, depending on the race in question), but they augment, accentuate and improve the existing balance and make certain strategies more viable than others.

    If anything needs a bit more work, it is the Economic upgrades, but the devs seem to be aware of this and are looking into improving them.

    (And funny that you dislike the Champion Dwarf Mil one, I’ve gained a huge amount of use out of that one alone.)

    in reply to: New to AoW III. What do the Expansions really add? #191247

    Ravenholme
    Member

    I recommend thinking of AoW3 as less “Fantasy themed Civilization” and more as “Turn Based Starcraft”

    Even that is a bad comparison. It is more Heroes of Might and Magic (Circa III or IV) with a small amount of Civ in its blood, and a health dash of the old AoWs.

    Anyway –

    Mechanic wise: Golden Realms added Mystical City Upgrades (Certain treasure sites, when inside the domain of a city, and cleared, allow the production of structures in that city which provide bonuses to troop types or the production of entirely new ones), Empire Quests (Competitive quests that can only be completed by one player in a game, and offer rewards for doing so. Improving the city that completed it, giving items, troops, etc), Defensive Structures (Provide a defensive battlefield enchantment to cities which have them built in them), Seals of Power (A victory mechanic which is sort of, basically, a king of the hill victory condition based around holding certain points on the map for a certain length of time – which is customisable in RMG set up)

    Eternal Lords adds Racial Governance, where having cities of a race and good relations with a race earns you XP points with that race per turn, and upon reaching certain milestones you earn a choice between a Military themed upgrade to that Race’s units, or an economic one that boosts your cities of that race in a certain way – This ties into the race relations and vassalisation system they added in the free patch accompanying EL. The Unifier victory condition, which is linked to racial governance and race happiness, where when you reach Champion (3rd) governance with a race, and said race is happy with you, you can build a very expensive two-stage structure in a city of said race. You then need to do this for as many races as you have set the Beacon count to in the RMG set up, completing said number causes you to win. It’s a diplomatic-ish-turtle victory condition.
    Cosmic Events are basically natural disasters and other events, they can help or hinder depending on their type and how they relate to the way your empire is set up. (Some spawn stacks of neutral enemies, some boost production of all cities, some prevent spells being cast, etc etc).

    In terms of the mechanics implemented, both expansions are actually fairly similar, especially in how important to the game experience I would term those mechanics.

    It is the content that you ordered us to discount that makes up the rest of the difference between them.

    in reply to: New Empire Quests? #191128

    Ravenholme
    Member

    Nevermind that the rewards for an alignment quest are a stack of Dedicated to X units, and there is only one Dedicated to Neutral unit in the game currently (And it is a T4, which is more powerful than what the quests typically give. Though I guess it might balance out if you got just the one Chthonic Guardian)

    I’m not sure, I don’t find any of the suggested current implementations for a Neutral quest particularly powerful, and I’m not sure Neutral really needs one or should have one. Lack of units to posit as a reward, especially as the rewards for the others aren’t particularly good.


    Ravenholme
    Member

    Happy Birthday then, Tibbles ^^


    Ravenholme
    Member

    <div class=”d4p-bbt-quote-title”>Ravenholme wrote:</div>
    I was going to say that if AoW Heaven ever gets around to making a page for AoW3, they should use this as a basis for the units section, but I realised they’re still enacting their pathological dislike of AoW3 for not being AoWSM 2 (Or has anything changed recently?)

    TBH, they can s*ck it. Wiki beats them in every way. Our units are much more detailed and it’s much easier to navigate than theirs. Also, you don’t need to switch pages just to see what an ability does.

    Oh absolutely, my point (as badly laid out as it was) that if they ever did decide to make an AoW3 page they’d be better of cribbing from Tibbles or the Wiki, because you both have things laid out in a far better way than AoW Heaven does (But, to be fair to them, I don’t think they’ve actually updated the site layout since its inception.)


    Ravenholme
    Member

    And the Necromancer link off of the Goblin race page has the same issue as the Frostling one had.

    And the Dreadnought link off of the “Home” page is missing a t at the end of url, so it links to a non-existent page.

    (And please don’t take me bug hunting as any kind of criticism of your online Tome, I think it is an utterly fantastic piece of work)


    Ravenholme
    Member

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

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

    <div class=”d4p-bbt-quote-title”>Ravenholme wrote:</div><br><br>
    Looks good Tibbles!

    (Just a quick thing, you’ve re-used the Naga Icon for the Reef Colony dwelling link on the main page)

    Yeah I still need to grab the Reef Colony from the game :P Thanks for reporting!

    Oop, got another one – Nothing huge, just on the Frostling race page, you’ve named the link to the Frostling Necromancer line-up Draconian Necromancer (still links to the correct page – At a guess you copy pasted the html from the previous race, the Draconians, changed the url it was pointed at but forgot the Link text)

    FIxed, thanks :D ! So easy to miss small things like that with over 400 entries :P

    Completely understandable, my girlfriend is a web/multimedia design student so I’m used to going over and checking websites to see if they’re functioning etc.

    Of course, this one is a bit more voluminous than most of hers (Even the ones she’s done as contract work for local companies)

    On that note too: The roaming monsters link off the main page is also broken

    Back to troubleshooting 😛


    Ravenholme
    Member

    <div class=”d4p-bbt-quote-title”>Ravenholme wrote:</div>
    Looks good Tibbles!

    (Just a quick thing, you’ve re-used the Naga Icon for the Reef Colony dwelling link on the main page)

    Yeah I still need to grab the Reef Colony from the game :P Thanks for reporting!

    Oop, got another one – Nothing huge, just on the Frostling race page, you’ve named the link to the Frostling Necromancer line-up Draconian Necromancer (still links to the correct page – At a guess you copy pasted the html from the previous race, the Draconians, changed the url it was pointed at but forgot the Link text)

    Halfling Dreadnought page is also missing the Juggernaut.


    Ravenholme
    Member

    Looks good Tibbles!

    (Just a quick thing, you’ve re-used the Naga Icon for the Reef Colony dwelling link on the main page)

    I was going to say that if AoW Heaven ever gets around to making a page for AoW3, they should use this as a basis for the units section, but I realised they’re still enacting their pathological dislike of AoW3 for not being AoWSM 2 (Or has anything changed recently?)

    in reply to: I love the expansion but… #190654

    Ravenholme
    Member

    Also make sure it’s set to autocombat AI always. If not, find a good collection of movies you can watch while other people do trivial gold mine fights

    My trick is to keep a book nearby, but I tend to play co-op with small groups of friends, so we’re pretty OK with it.

    in reply to: I love the expansion but… #190640

    Ravenholme
    Member

    Sound like fun slashguy, i will add you on steam. but i do want some more people to ask some questions so anyone else who want to teach me? i really don’t want to spam the forum with my foolish questions.

    Feel free to add me too, steam username is the same as here. The profile should be private, and my avatar is a very yellow one that looks a bit like Spike Spiegel from Cowboy Bebop (But is actually an Attack on Titan character drawn in a similar style)

    http://steamcommunity.com/id/ravenholme5

    in reply to: A problem with % ??? #190638

    Ravenholme
    Member

    Ah, you might be onto something. It isn’t an issue for normal MP, but it may have had something to do with them planning to implement PBEM, where it would matter to some degree. (Is also why they fixed generation of loot from dungeons etc)

    in reply to: A problem with % ??? #190595

    Ravenholme
    Member

    <div class=”d4p-bbt-quote-title”>vyolin wrote:</div>
    Nope, save scumming works just fine for battles – only treasure site rewards are preordained.

    Nope, battles are done as well. However, the slightest difference in where and when you deal damage the first time will change stuff – unless you do exactly the same.

    Exactly what I was going to post – it is the same anti-save scum method employed in XCOM. The Random Number Seed used to determine rolls is pre-generated, and used sequentially, so you can save scum it by changing the actions you did for each number in the sequence, but if you do the same things, you will obtain the same results.

    in reply to: What denimate a city's visual appearance? #190407

    Ravenholme
    Member

    Can’t really speak of a difference on the tactical map – there’s just a different series of combat maps for walls compared to not-walls/barricades. Obstacles may be moved around to.

    But yes, they’re the only structure that you can recognize in there.

    Yeah, terrain that the city is settled on also plays some difference in the TC map (Type of obstacles outside the walls, etc)

    in reply to: What denimate a city's visual appearance? #190327

    Ravenholme
    Member

    The only structure affecting strategic map appearence are the Class Structures and the Walls.

    And Unity Beacons if you have EL

    in reply to: I love the expansion but… #190144

    Ravenholme
    Member

    <div class=”d4p-bbt-quote-title”>dark_lady_Lilith wrote:</div>
    Wow there Bouhman, that is an whole other world then i am playing right now, i am still struggling bringing the fight to low level computer players.

    Well, you found the right people to let you survive in this ‘whole other world’ ;)

    I wonder if I can put that on my CV – “Other World Survivalist”… Has a nice ring.

    in reply to: AI Alignment Specialisation Doesn't Work #190075

    Ravenholme
    Member

    The weird thing is that they appear to work for me. In all my observed instances, Shadowborn and Destruction spec’d AIs are evil to some degree, Keeper/Creation are Good. Where it gets weird is Grey Guard AI, which I guess is understandable, maintaining neutral alignment is hard enough for intelligent human players, the AI doesn’t have much chance of getting it right.

    in reply to: First post-V1.5 update in Open Beta! #190062

    Ravenholme
    Member

    Changing the subject: what is that “Treaties” tab in the diplomacy menu? It came with one of the latest patches if I recall correctly but remains greyed out during every game session. Is it a placeholder for a new diplomatic feature that is going to be added in some of the next patches or am I missing something here? Thanks everybody who knows what this is.

    It is a place which shows (and it is already implemented) all diplomatic deals currently going on – Things like Gold/Mana per turn deals between you and the AI, etc.

    It is not a placeholder, it is fully implemented.

    Greyed out, I assume, because you do not have any of those active.

    in reply to: Ladder FFA with Human player only #189953

    Ravenholme
    Member

    Yeah, the No Quitters group seems like a perfect target audience for this, on Steam.

Viewing 30 posts - 61 through 90 (of 1,290 total)