Sifer2

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  • Sifer2
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    Looks really cool. Always seemed like this concept would have been the next natural expansion for the game.

    in reply to: Age of Wonders III Modding Support – Coming Soon #223655

    Sifer2
    Member

    Awesome that they are giving mod tools. They really hit all the bases adding in pretty much every requested thing like play be email, and such. Though this is kind of bittersweet since it most likely means no more expansions. I really wanted to see one more class, and some more content for the Underground. Was also kind of hoping for further updates to the launch races to give them the same synergy, and variety the Lords expansion ones have. But I guess Triumph has to prioritize financial success. I still think a free weekend would have really boosted AoW3’s popularity.

    in reply to: Random Map Survey #218851

    Sifer2
    Member

    The armies question is weird. Is each stack of 6 an army? Or do we count several stacks as an army so if I split my stacks to attack two different places I have two armies? If it’s the latter I usually only have 2 or 3. If it’s the former then I don’t even count how many stacks I usually have but it’s probably 2-3 early on then around 12 or more later.

    The cities question is also odd since more is better in this game always, and you get more as you go. But in terms of how many cities make up the core of my empire usually around 3 to 5 then everything else is just captured cities I develop very little.

    in reply to: Triumph.net, Plans & Age of Wonders 3 SURVEY #212148

    Sifer2
    Member

    Well I voted but it seems like it’s another poll that doesn’t let you get very specific or explain why your voting the way you are. But then I guess that’s how real life voting for government representatives is too lol. Guess i’ll explain the main things here since I can:

    Main Races – The Vanilla game races feel a bit lacking to me compared to the new one’s. You added a new unit to Goblins at least. I kind of feel like the old one’s need more unit synergy though the way the new EL races have.

    Magic system & Research – I never liked the random spellbook researching. I would prefer just a tech tree myself. Probably not going to happen this late in AoW3 dev though. I also find cast points to be perhaps a bit too limiting. Especially if your playing with fewer heroes allowed.

    City System & Economy – This is the biggest area I feel you could improve on. I don’t think most people want it to be as in depth necessarily as the Civilization series but I would enjoy some more depth than there is currently. In EL you finally added some with how Necro’s have a different way they manage their economy with Ghouls. That’s a good start I would love if all class leaders had their own unique things that change the economic game beyond just simple spells that buff production or gold mining.


    Sifer2
    Member

    It’s difficult to say. The most obvious expansion would be a shadowgate opening one giving all the endings leading up to it. But at this point that might get pushed to a sequel one day. Since AoW3 while seeming to do ok for an indie game hasn’t really become a massive success. And even Blizzard games didn’t ever usually get more than one big expansion pack. Of course all that stuff does sound fun but realistically who knows how much farther Triumph wants to go with this game.

    in reply to: Are baby spiders the most stupid unit in the game? #206908

    Sifer2
    Member

    I don’t believe it has much to do with spiders. I don’t think they wrote different AI for every unit in the game. It’s more general AI patterns that favor spamming all their debuffs first. First thing AI often does for example is throw curses everywhere if it has that on it’s units. It also knows when a counter attack would kill it, an usually avoids attacking unless it’s out of options.

    in reply to: Part 2 – Extending 4X Elements #200695

    Sifer2
    Member

    Back when I first started playing AoW3 I mostly wanted more strategic resource types. Since I came from a mostly HOMM series background where there is about 9 or so different resources to acquire, and trade/sell. But I have since seen it’s not really necessary, and probably will never fit into the design of this game.

    However I think the addition of the Necromancer in the expansion has shown us that there are other ways they could make the 4X empire management side more interesting, and different depending on the class you play. Necromancers get the unique ability to turn cities into Ghoul cities, that ignore Morale at the cost of slower growth though you can make it up for by fighting more battles that generate additional undead population. This is a really cool idea, and IMO if they went back, and tried to do similar things for the other six class types changing the way they managed their empires the game would be deep enough for most people. I would love some type of religion spreading system for the Theocrat for example.

    in reply to: Another expansion? #199571

    Sifer2
    Member

    Seeing that the game sold well, hopefully a (smaller) expansion is still viable.

    But resources allocated to Mod Tools would be a win-win for Triumph as the community could develop the game for free and then they could release a paid expansion with the best mods, like Paradox did with the Hearts of Iron series. I doubt modders would demand compensation, other than in the credits, if their mods are used to further fund the small indie deveoper in order to make another huge official expansion 😀

    Kind regards,

    Low

    I dunno about making a paid expansion out of mods. But yeah once Triumph is ready to move on for good we can only hope they decide to give us modding tools so the community can keep the game alive.

    In the mean time the game still has room for probably 3 or 4 more official expansions if they really felt like doing it. The Water/Underground layers could use more content. An 8th class would be neat to have each player slot be a different one. Lot’s more Dwellings we could have if they wont do more races.

    in reply to: What comes after the necromancer expansion? #186754

    Sifer2
    Member

    I already think this is one of the best game of the past couple of years. I would like to see a Race weak to Shock to close the gap. And maybe a class especialized in Monster units, like a Beastmaster!! It would be a mix of Druid and Warlord (with a hint of rogue perhaps).

    Arch Druid kind of already is a Beastmaster though. Just as Theocrat is already most of what a Paladin would be. Unless they came up with a new system of branches within the main class’s themselves that let you take Druid into more a Beastmaster route. Or Necromancer into more of a Death Knight. And so on. I doubt they will though it would be a ton of work. Probably more something for AoW 4.

    At this point I agree with the guy above that the Water, and Underground probably need the most attention. Adding another race that likes the Underground, and a new Dwelling down there, and unique underground treasure sites would be great for a smaller expansion.

    Now a Shadowrealm expansion would be awesome, and that is where the Campaign storylines seem to be taking us. But it’s hard to say whether they plan to show us that in an expansion for this game or in a new game. Guess we must just wait, and see.

    in reply to: Counter Shadow Stalkers in Frostling campaign #184490

    Sifer2
    Member

    I have said for a long time I think Shadow Stalkers are OP. Basically a tier 4 with tier 3 upkeep. Definitely one of the best units in the game only countered if you have access to units that do a lot of fire/spirit damage. And in this mission you don’t. It’s why I tried to knock out the Rogue first before he could spam too many of those.


    Sifer2
    Member

    Would be nice to get the Blight/Spirit elemental summons.


    Sifer2
    Member

    For me the only requirement to complete the game is to work on naval warfare and underground, bring back living Archons and give some more flavour to old classes.

    I agree. If they did nothing else doing a smaller expansion that focuses on Underground content, along with a patch that fleshes out Naval warfare with maybe stuff like racial naval units would round out the game. And yeah Necro feels more developed to me than the older classes currently. Mostly cause it changes how you play the strategic map more than the others.

    Though I disagree with the only two expansions thing. In a game like this you could keep adding lots of stuff. Though I guess Triump doesn’t want to work on it forever. I guess some of it might have to come from modding someday.

    in reply to: Disappointment in Campaign Design again #182225

    Sifer2
    Member

    It’s also apparently possible to get one of the Frostlings to declare war on the Theocrat as well if you can find proof of some treason. But I have not yet figured out where that proof is whether it’s underground or what.

    I will say it feels the same as always that you had better rush cause your hopelessly outnumbered. At this point it’s feeling like that’s the only kind of mission the developers know how to do. lol

    in reply to: Does the campaign need to be rebalanced? #180697

    Sifer2
    Member

    Yep – we rebalanced the original campaigns for V1.5. With the new AI some maps provide to have become impossible :-) (some AIs were set to Emperor, even for Normal difficulty). New core systems such as vassals work in the old campaigns.

    Also we’ve included a system that spawns helper to compensate for losses in the early game on the easier difficulty levels. This also works in the RMG.

    @unknown250 – Have to admit that when we set out to design the campaign, we didn’t know yet Rogue would be the most tricky to play. However the 1st Elven Court Mission should be winnable for everyone on the lower difficulties.

    Oh really? I didn’t expect that. On the second to last mission of Commonwealth campaign wanting to get the old stuff out the way so I could just move on to post expansion stuff forever lol. Guess I should have waited. I also hope it doesn’t break my game save since I wouldn’t want to restart the whole thing.

    in reply to: Reviewers Re-Review base game? #180181

    Sifer2
    Member

    It doesn’t work that way. And maybe it shouldn’t. As it would only further encourage developers to rush their game out with the attitude of just we will patch it later. Sadly the downside is good support isn’t rewarded with increased publicity.

    In this case the best they can do is promote Eternal Lords. Reviews of that would probably cover most of the improvements as well. There are lots of people that sometimes don’t buy games until expansions that may be interested.

    in reply to: Dev Journal: The Unifier Victory Condition #177765

    Sifer2
    Member

    Hah! Yes, my one hope for this was that the city in which you constructed the tower would graphically get the tower, like the class structures, and that does indeed appear to be the case – awesome.

    Yeah they really need to add a graphic on the map for these towers. Considering how important they are.

    Also to those wondering about Shadowborn victory. Both of the current victory conditions kind of were Shadowborn victories. The Seal one grants the person that unlocks them great power but also opens up the world to whatever evils are in the others planes that Merlin tried to lock away. And traditional world conquest by the sword isn’t very nice either.

    in reply to: Speculation: Next Expansion #170427

    Sifer2
    Member

    Well assuming EL sells enough to get us another expansion I think they might use the Shadowrealm idea since it seems like all the Campaign storylines are leading up to the Shadowborn trying to let some dark power in from outside Athla. That along with an 8th class, and modding tools would probably leave the game in a state it could survive for quite a while. I could also seem them doing another mini expansion like Golden Realms that focuses on fleshing out the Underground/Water aspects of the game more.

    in reply to: Wild Magic Adept: No longer Adept king? #169409

    Sifer2
    Member

    People will probably just use the space for it on the new specializations instead for the T4 units. Which is why I still kind of wish they were not specializations but something you leveled up ingame from performing good/evil actions. At least in MP seems like everyone would take Greyguard adept.

    in reply to: Why no arena mode? #169406

    Sifer2
    Member

    I think it was suggested before. It would be a neat addition I agree. This game has great tactical battle mechanics but rarely gets a chance to shine. Being able to set up balanced fights could be fun. I would probably keep class restrictions though as I doubt balance was designed with mix, and matching units from different class. Though it could be an option.

    in reply to: [Fixed] Stubble's for females #168665

    Sifer2
    Member

    I honestly don’t care if it’s an option in the editor to put facial hair on females, or give them rainbow colored hair for all the anime fanboys, and pony lovers. But I will echo the sentiment that if the random heroes, and stuff in the game had females with beards I would not enjoy it, and be looking for a mod to disable it.

    I also think it’s entirely normal to be repulsed by the idea of bearded ladies. Healthy normal Women don’t have much hair on the face. It’s a sign of male maturity to have facial hair. Granted I get that’s it’s a joke for Dwarves started by Tolkien.

    in reply to: Simple idea to Incentivize underground exploration #161375

    Sifer2
    Member

    Yeah that’s one of the things that would be neat to see in the game is Tier 5 super monsters. Optional of course as some people might not like them randomly wrecking you. But getting like epic loot for killing them would be fun.

    in reply to: Lesser DLC's after the expansion? #161371

    Sifer2
    Member

    Well I have said it before but if they want money they just need to do a Free Weekend on steam. Rather than spend money on marketing just spend some development time figuring out how to do that, and it will be a big success IMO. This game once people try it will hook most people. As it is I think most just don’t take a risk on it unfortunately as there is little hype surrounding it.

    And yeah I would love to see another small golden realms type DLC, and one more expansion with another class. Game could use a few more dwellings. And yeah modding tools would be a great final addition to keep the game going for years.

    in reply to: Next Expansion Speculation #157723

    Sifer2
    Member

    I don’t see another class coming. That would be an insane amount of content even if the new class was a summons based one without racial variant units.

    I could see them adding some Arctic, and Desert themed Dwellings though to go along with the new races. I also think something will be done with Archons since right now they are an undead only unit.

    in reply to: Wild Magic Bans #157722

    Sifer2
    Member

    Game shouldnt be balanced around the few people who play mp.

    Well problem is if you don’t balance the stuff that Humans are smart enough to exploit then you ruin multiplayer for anyone not willing to play “house rules” like this, and agree not to exploit.

    I’m sure there will always be exploits you can use to get an edge over on the AI so not sure why you worry about it so much.

    in reply to: Campaign fun and difficulty #157721

    Sifer2
    Member

    Well the game let’s you save as much as you want. If you have no backup to go back to if you screw up then it’s your fault. I agree some of the missions can be very tricky if you don’t know from the start what is expected of you. That one that suddenly becomes a timed mission halfway through being the most obvious.

    in reply to: I think I know why Dreadnought annoys people. #157719

    Sifer2
    Member

    I disagree I think they did a great job with the Dreadnaught. Pushing it as far as they could without being too modern or sci-fi to fit in the fantasy world theme. It’s even described in the campaign that the Dreadnaught tanks are steam powered until they discover mana fuel cells. And I don’t think it’s hard to believe that enemy factions with less technology can compete against these primitive tanks either. These are not Abrams tanks. And they are up against Giants/Dragons, and Mages that can hurl Lightning an Boulders at them.

    The Dreadnaught, and to some extent the Human race in AoW3 seem to be inspired by Victorian era technology. Like stuff from Jules Verne novels.

    EDIT: lol Didn’t realize this is an ancient topic bumped by a bot.

    • This reply was modified 2 years, 2 months ago by  President.
    in reply to: Dev Journal: Tigrans Part I #157088

    Sifer2
    Member

    Wow. This is definitely a true old school PC expansion pack in terms of the amount of new content included.

    I hope it’s not the last new content we get since I would really like an eighth class at some point. But if it is the last then at least it looks like they got most all of the most requested stuff from fans in here. Necro, Frostlings, Tigrans. If they announce some of the remaining missing units as Dwellings then it’s almost all here lol.

    in reply to: Keeping low-level units relevant #156289

    Sifer2
    Member

    I think trying the production spillover would be interesting to see its effect. My guess is it would lead to more late game variety.

    Would be a big buff to Humans due to production bonus, and Goblins due to cheaper spam friendly units for sure. I sometimes wonder why it’s not like that already. Especially since the 6 unit cap would still make it hard to overwhelm with raw numbers anyway. Just watch the movie “300” to see why lol.

    in reply to: Recap of the best ideas on this forum (imho) #156288

    Sifer2
    Member

    I too would like to see the Underground, and Water aspects of the game improved on.

    If you ask me though the thing I would want redone the most would be the Research system. The current random stuff out of the spellbook system I don’t enjoy much. Especially since it’s not clear what techs are a linear chain, and which are just random. Some chains make no sense. Like why faster movement on roads is locked behind two levels of Ocean techs which might serve no purpose on a land only map.

    As for Heroes. They seem pretty upgradable already. Though I agree it could be neat to see them start unmounted. I suspect the devs just wanted it to be obvious though they were heroes at a glance.

    in reply to: The Sage Class (Revisited with Wiki and easy read) #156284

    Sifer2
    Member

    I do feel like Alchemy is something kind of missing right now. If not added in a class I wouldn’t mind if you could build an Alchemist buidling to produce consumables for Heroes/Units.

    As a class though I think it runs the risk of feeling too similar to Druid/Dreadnaught. Your concept is pretty much a hybrid of the two.

Viewing 30 posts - 1 through 30 (of 135 total)