rob_james

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  • in reply to: Lets discuss: Leader's death (losing game) #9974

    rob_james
    Member

    So from the above post would you all agree that the class ability would be locked until your leader is retrieve or re-spawned?

    If they didn’t go with the promotion system, my thoughts is if they can level up in strength and abilities the way they get them back gets harder per lvl, quest would be a good option is my only thoughts is because they have the quest system there for the indie towns so i could be adapted for leaders..

    I put this on another post but with some edits (so sorry if you’ve read it already)

    basically bring your hero back for revival…
    Having to retrieve your leaders carcass with 10 turns calculated from hex to city (this will put the penalty without the leader for x amount of turns instead of them magically appearing back in the tower) and return them for Resurrection (with a gold cost, or quest cost adding difficulty with each lvl) also with carcase retrieval rivals can potentially block them. So even in a casual game players are not killing hordes of the same leader, they can potentially end it there.

    But if they cant lvl up with super strength and defense then i don’t think it really matters because they were push overs, bring back a similar system to the wizards towers.. just burn each tower you capture

    in reply to: Lennart's Gamescom Presentation #9897

    rob_james
    Member

    Theirs some awesome ideas here, I can see the promotion system working although not sure how many people will be happy about continuing playing after they lose their custom hero though, Also i think would be a good option that combines the alter and the soul gems is ‘critically wounded option’, so your leader falls in battle attacking a goblin settlement…

    You have 10 turns or calculated from hex to city to retrieve your fallen leader and return them for Resurrection (this also will keep players more inclined to stay near their own borders in the beginning) and also for you to get your leader to live you need to do a quest, to raise your lord from the mortal wound because moneys to easy and too much like warcraft. Find a grail, or silver thorn or kill a dragon, they could get more epic as they lvl up.

    This adds allot of options! the enemy player can try and block the fallen leaders rescuers attempted and if they didn’t go to far shouldn’t have to much trouble getting reinforcements to go grab your leader and carry them back, also your more inclined to keep a heavy guard and a rescue guard near by when travelling out of your safe zones. And its more like a set back then a deferential balance change to the game (that is if you can retrieve it, and this gives enemy players if they wanted their foe to keep player or see them permanently dead by standing on the hex of the corps, and whoever is standing on the corpse they could have the option of ransoming the leader back??

    in reply to: Lennart's Gamescom Presentation #9777

    rob_james
    Member

    that video is really excellent, and i like the soul gem idea

    in reply to: Gamescom 2013 Dreadnought trailer released #9630

    rob_james
    Member

    Yeah this is awesome!, Got to watch it with my brother who also is a big fan and hes super excited as well.

    Are all object destructable in the battle view i remember you could burn down houses in the old ones, and if we hide behind cover could we get something showing we get a deffence bonus like dawn of war or xcom. I think its all brilliant by the way, and super excited to show more friends, I just like adding extra facts to sell the idea of the game to them

    in reply to: Introducing the Dreadnought class at Gamescom #9438

    rob_james
    Member

    Im really excited for this!

    in reply to: "Suggestions not worth their own thread" thread #9371

    rob_james
    Member

    I am expecting something like this for the intro, complete with cool Netherland accent.

    Put those awesome art skills and team to use Len! *whip

    in reply to: Beginner friendly? #9355

    rob_james
    Member

    Yeah i still cant get my gf to play shadow magic and she does play some strategy games, I’m like its real easy just open your city to build something when she did, baam sees the menu any interest was dead.So hoping its real obvious for essentials so anyone can basically play the game and anything like upgrading and that can be a bit more fiddly.

    in reply to: If you could create your own class what would it be? #9248

    rob_james
    Member

    I could not get it to work but the head thing flips around to be a wolf

    in reply to: If you could create your own class what would it be? #9244

    rob_james
    Member

    @happyworld1

    I agree, I would also like to see this, and thinking how it was possible. Because the class’s are a major part of this game, and originally I thought maybe have them fixed as their own creature class with no racial benefits but coudn’t see it working, theirs so much to consider and more that i didn’t take into account.
    Cities, tech trees, creatures for both, and it goes on..

    I think and (defiantly point out another solution) werewolf and vampire should be the one class.. As much as they are mortal enemies they have a lot of similarities, in abilities with their own trade marks like life stealing or regeneration. But they can both turn creatures to their own kind, live in haunts, it goes on theirs a vast library of cultural traits to steal!

    wolf
    vamp

    Vampires and werewolfs are also in so from a marketing perspective it would be a good move, Skyrims dlc Redguard was by far the most popular, alot of popular vampire tv shows and we all know what wolverine really is.
    Vamps

    And i don’t think it would clash if a necromancer or dark arts class would still go ahead, theirs plenty of creatures to go around, and this could be a good place to put the more bizarre, such as ghouls, boogy-men, ghost, poltergeist, bats and wolves it could be a refuge for the unwanted or a army of horrors. Oh and of course as mentioned above each clan would have key units like the blood riders or lycan beasts. BTW I know this inst high on the dlc list but i think it worth considering now for a potential option. Let me know if you think it wouldn’t work or other suggestions!

    in reply to: Create a Hero Thread #8943

    rob_james
    Member

    Id like to see the return of any old fave lesser heroes or wizards that didn’t disappear fighting daemons like Arachna maybe web with a fix spider mount or Skulkan.

    But…

    Hero Name: Donovan the Charlatan

    Hero Race:Human

    Hero Abilities:Rogue

    Hero Image: greased back hair and anchor beard with smug grin, high collared and open jerkin sporting a chain of office, complete with upperhose

    Hero Description:
    Donovan once a court singer had taken to the fastest ship after being tangled up in some pretty important sheets with a pretty important king’s daughter.
    With his education and spending several years as a questionable sailor he had developed a real talent with words, being able to use his flamboyant silver tongue to tingle the fieriest of females and harsh cussing stripping the temper of level headed soldiers.
    He will often take service with whom ever has coin for gambling debts or just escaping an angry orc husband.

    in reply to: Dev Journal: Unit Types and the Character Sheet #8763

    rob_james
    Member

    Pretty excited to see the formation types!!!

    in reply to: Dev Journal: Unit Types and the Character Sheet #8684

    rob_james
    Member

    For inexperienced players who are new strategy/turn base its best to have the basic and important features big and clear so they can get by playing without knowing a thing on what to do, and the less important details (like passive?) can be smaller for experience players.

    That’s why I was thinking maybe the main attack the biggest and up with the other stats followed by the other active abilities and something separating them from the other passive abilities, just adds that little less confusion for the newbies.

    We all are guilty of skipping the tutorial and don’t want new players to get frustrated

    And i really hope their is a fashionable!

    in reply to: Dev Journal: Unit Types and the Character Sheet #8657

    rob_james
    Member

    Sorry to be a one man spam but also have the active ability bigger or highlighted differently?

    Oh god ive become what I hate, an instructional designer

    in reply to: Dev Journal: Unit Types and the Character Sheet #8656

    rob_james
    Member

    Maybe have the upkeep and rank the same font size as the hits etc, and when enchanting warriors seeing the bonus get added to the score with a different colour or plus next to it. I do like how its displayed very clean looking and easy to read!

    in reply to: Dev Journal: Unit Types and the Character Sheet #8655

    rob_james
    Member

    Yeesssss!! awesome

    in reply to: Town quests #8604

    rob_james
    Member

    Yeah this could work, but like you said, depending how frequent the other quests are.

    From what you suggested with the guilds its a cool idea, and im guessing one guild per town? similar to the spirits in some ways, where one Theocrat could be pro magic and another nature. I am hoping we get to still trade spells and potentially technology, but acquiring by other means would also be awesome. Like a black market or something.

    in reply to: Unit Tiers for Race & Class #8601

    rob_james
    Member

    @draxynnic

    Could also be varied Giant settlements, eg Snow Giant settlement, Rock Giant etc.. you get the idea.

    in reply to: Calvary and infantry Charge impact #8598

    rob_james
    Member

    @Brother JO
    Keep the charge ability of +2 attack or remove it and have the knock back feature however You could very well be right, and really id be happy with purely cosmetic i think even that would add to it a lot, because in the alpha at the moment the rider rides in, stops, then attacks(i know its a few months old). It would really give the sense of that +2 attack to see the initial charge and impact with their full weight into it, then the horseman stops, kinda like how the swordsman lifts his shield for arrows for their initial attack.

    I just remember Narvek saying they don’t want to do anymore animation recording for heroes/leaders walking, and this isn’t a huge feature, so adding it for any infantry and Calvary with a charge ability could be alot of work and I was thinking of a quicker solution of speeding up their per-recorded animation and the receiver could play a fall down and get back up animation or hit animation for the impact.

    I think its food for thought, and the results could be really sweet.

    @blaneckw
    Well that’s it isn’t it! no longer can you relay on a horde of one type of unit its back to the classic horsemen beats swordsmen, pikemen beats horsemen. I was a big fan of pole-arm in AOW2. And pretty happy to see the return of the riflemen. And who knows a mithril could be a class upgrade!

    in reply to: Unpleasant surprise #8535

    rob_james
    Member

    @sigil
    I think constructive critism would be more welcome here, words like better and juicier are fine but if your asking to have age of wonders more like HOMM, then why not just play HOMM?

    I dont mean this to be disrespectful but if you mean well to have age of wonders to be the game you want to be, please go about it in a respectful way.

    Choose particular elements you would like to see improved, for example look at the apha video and if you would like the lighting of the spells to be different or you think the dragon is a bit stiff, etc..

    Cheers.

    in reply to: Dev Journal: Heroic Quests and Epic Loot #8295

    rob_james
    Member

    Really awesome!!!

    They cant give all the candy out by telling us about the spirits! And glad theirs a distance thing included, nothing worse when you have to slay some infidels on the other side of the map!

    Hi Brian I kinda like the idea where you touched on making your own epic quests in the editor, would it be worth it, and possible for 1 major or epic quest loot, like HOMM 3 grail? but you know AOW version which would be way more awesome.

    in reply to: Age of Wonders III set to release Q1 2014 #8202

    rob_james
    Member

    Yeah elemental war on magic had the potential to be an awesome game with amazing new ideas I think anyone who has tried it and who is a fan of age of wonders could agree, but it got released before it was ready was so full of bugs and patches that didn’t work it was a flop turning would be fans to angry customers.

    Very happy to wait. And cant wait to find out about the classes in the demo!

    in reply to: Leader Clarification #8056

    rob_james
    Member

    If you check out the game play video you can see the the leader Avulas the Theocrat and he is on the map on a horse, if i remember the video starts of with him clearing out a mine, so yes.

    Go here and check out the game play video http://www.ageofwonders.com/trailer/

    Also theirs lots of bits of info in the FAQ thread you might find what your looking for.


    rob_james
    Member

    Awesome stuff!

    in reply to: Some epic new images in the gallery guys #8010

    rob_james
    Member

    Beautiful just beautiful. Has anyone seen any hoods or helmets for heroes? not a big deal just curious.

    in reply to: Rouge activities and units. #7936

    rob_james
    Member

    Well maybe hero’s have immunity to assassination but work for your general units id be happy with that. I think placing a bounty & $1000 where either it has random generating bandit units trying to kill him/her or a complicated and cool way would mark the hero with a bounty where everyone can see the marker on the map and it no longer has rules of alliance, in party or not. And if you kill the hero they get double the pay load. Also booby traps, poisons and explosives. Like poison crops, arrows in battle, and global and battle traps.

    And in regards to hard hitting units have dancers with blades…
    From what i understand the cities will be primarily humanoids and the classes bring in the unique creatures which is what you mean yeah.

    Maybe shadows? Or vampires I’m not sure if they fit the bill, maybe they are rogue, maybe necromancer, maybe some other way.

    in reply to: Rouge activities and units. #7909

    rob_james
    Member

    Abilities: being able to see into other cities and what they are producing, sabotaging their productions, and spells so they break or backfire.
    Stealing gold allies and enemy gold, creating distention in the armies and anarchy in cities, masking you troop movements, seducing for females and charm for males maybe as well as bribe, with a gold cost instead of mana. defiantly think assassinate, or give a black spot for a bounty hunters, commandeering machinery, seige equipment, boats, oh and political stuff like propaganda causing fear and hate in armies, backstab with the alliance still intact.

    Units
    I was thinking anything along the lines of bards, ninjas, freebooters like mercs and pirates, prostitutes or ‘soiled dove’, spys, pretty much unsavory characters will be your army.


    rob_james
    Member

    There has been no mention where Merlin fits in, maybe he will crack it, and the twist is you fight the greatest magician with mountains crumbling and fires blazing the country side filled with magical creatures killing everything in sight. Or be facing skellie’s and daemons again.

    As for the merging with the elves and how they look, it think its great. I have a feeling you can still customize and see heroes with dark skin riding around, and more importantly You can still be evil and ruthless and the wood and dark out out of the race running yet.

    So far Halflings are in the best position for dlc return, and im sure their will be alot more voices on the forum pushing for their preferred race once the game has been out.


    rob_james
    Member

    I agree with Brother JO’s guess.

    They didn’t say what race the young officer was! We could have a orcs or dwalves perspective!
    So my understanding is…
    *The halfings are integrated into both factions
    *The Tigrans have left the region for some secret reason
    *Archons and Syrons have moved on hunting down evil stuff, and the ones left are danmed undead
    *The frostlings city has been destroyed or overtaken im not sure on the details
    *Lizardmen annihilated
    *Azracs annihilated
    *shadow daemons? all the left overs with the hive mind dead, or have they gone back to their natural state leaving an opening for an insect race 😉

    Have i missed anything?

    in reply to: Dev Journal: Creation of a Giant #7389

    rob_james
    Member

    The character models, texture maps, environments, and whom ever did the lighting and render/baking, all fantastic. I would defiantly be behind a developers book if it got released as a hard copy.Even if it had the same notes in the forum!

    in reply to: Dev Journal: The powers and lore of Giants #7388

    rob_james
    Member

    @arnout
    I should never had doubted!

Viewing 30 posts - 1 through 30 (of 75 total)