smeagolheart

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Viewing 30 posts - 31 through 60 (of 220 total)
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  • smeagolheart
    Member

    bought golden realms haven’t tried it. This melee sounds like a turtle. The unstoppable force < the immovable object.

    in reply to: Golden Realms Steam Giveaway! #120141

    smeagolheart
    Member

    steam ID:
    smeagolheart

    in reply to: Saving forged items #116291

    smeagolheart
    Member

    You can do this by clicking the repeat build button, it will continue to make the same configured item, but as soon as you take off the repeat and change to something else it goes away.

    Yes, I’d like to see 5 slots or something of preconfigured stuff.

    in reply to: AoW3: Golden Realms Expansion Revealed! #114688

    smeagolheart
    Member

    I said halflings and everybody was all like “no way man! you’re dumb! it’s frostlings!”


    smeagolheart
    Member

    And here I thought they were going to announce Age of Wonders IV: Age of Wonders in Space at Gamescom!

    in reply to: AI gone Insane! #111080

    smeagolheart
    Member

    I’ve seen the AI razing it’s own cities is a problem that has been mentioned before. Not sure if the Devs said they were going to fix that or not.

    in reply to: Patch 1.3 #109711

    smeagolheart
    Member

    so I see this now on betas in steam.

    in reply to: Patch 1.3 #109358

    smeagolheart
    Member

    so this isn’t live yet so far

    in reply to: stopped playing #108410

    smeagolheart
    Member

    I haven’t been playing either. Will get back into it once the expansion/DLC whatever comes around and piques my interest. At very least I’m waiting for the new patch.

    in reply to: Have some of the nerfs to T4s gone a bit too far? #108409

    smeagolheart
    Member

    I’d say no the nerfs have not gone too far for T4s

    in reply to: Save game preferences on Random Map generator #106864

    smeagolheart
    Member

    smeagolheart
    Member
    in reply to: Gameplay Suggestion: Compiled Topics Index. #104588

    smeagolheart
    Member

    ==================================================================
    * [84] Problem: [Display unit’s current regen rate]
    ==================================================================

    Potential Solution(s):
    – Please display the unit’s current regen rate after modifiers somewhere on the unit’s stats screen.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/unit-regeneration/

    Dev-remark(s):
    – We’ll look into it.

    • This reply was modified 4 years, 3 months ago by  President.
    in reply to: Unit regeneration #104574

    smeagolheart
    Member

    I’d actually like to see a number on the unit screen that shows how fast a unit is regenerating on a particular hex with any bonuses that may be in effect.

    Why isn’t that something we can see?

    in reply to: Diplomacy Blues #104485

    smeagolheart
    Member

    To me the diplomacy is the AI declares WAR on you out of the blue for no reason. If you are scared, you offer them a peace treaty and they accept it for about 15 turns or so before they declare war on you again.

    in reply to: Dev Journal: New Disjuct & Spell Mechanics #104221

    smeagolheart
    Member

    Why not 2nd attempt = 100%.. You’ve already wasted two turns NOT casting anything useful for your side spells yourself.

    The Sorceror likely has enough casting points to cast the darn Chaos rift again anyway.

    Better yet: Once you cast Disjunction on a spell the Disjunction stays active until the spell you targeted goes away but make it something like this where the first tier spells have a 100% to dispel in the first round. Tier two spells have a 75% to dispel in the first round. Tier 3 and beyond, 50% in the first round and then add 25% each subsequent round.

    That way your uber powerful spells might last a little while.

    Still, if you are opposing a chaos rift and you don’t successfully get rid of it the fight will probably be over for all intents and purposes in two rounds anyway.

    in reply to: Dev Journal: New Disjuct & Spell Mechanics #104043

    smeagolheart
    Member

    This is really going to benefit Sorcerors. They are already the most powerful and versatile class.

    in reply to: Gameplay Suggestion: Compiled Topics Index. #103956

    smeagolheart
    Member

    ==================================================================
    * [82] Problem: Ability to restrict which races/dwellings units show up in RMG. EX: If you want an Orc vs Elf random map, it’s not possible with independent cities and dwellings you’ll get humans, dwarves, draconians, etc.
    ==================================================================

    Potential Solution(s):
    – Add options to turn on or off races/dwellings units in RMG

    Link(s) to the detailed discussions:
    – suggestion made in post #100180 this thread (above)

    Dev-remark(s):
    – We’ll look into this.

    This topic wa

    in reply to: Expansion Dev Journal: Seals of Power #103727

    smeagolheart
    Member

    “As with other upcoming new features, we can’t give an exact date of when they will be implemented.”

    I can only say that the answer is not today or tomorrow. As you may have read in the topic, we are still in the progress of re-balancing and playtesting, so it will still take a while. ;)

    As for some of the other questions:<br>
    -Currently Seals have no effects when in your domain. We’re toying with the idea, but every new variable/feature you add makes it harder to balance, so no concrete promises on this one.

    -We felt that losing the charges dragged out the game and made this mechanic too frustrating, so no. If the community finds it necessary, we might look into making it an option. This will probably not be included when we launch this feature though.

    -Summoning the new elemental guardians: ow come on, don’t make me spoil everything! ;) Let’s say it still has to be decided depending on how powerful they eventually become.

    Thanks for the update 😉

    in reply to: Expansion Dev Journal: Seals of Power #103606

    smeagolheart
    Member

    <div class=”d4p-bbt-quote-title”>smeagolheart wrote:</div>
    So is this coming out today or tomorrow?

    What gives you that idea?

    (I’m pretty sure the answer is no)

    What about now?


    smeagolheart
    Member

    I’ve done that too- watched the AI lose a hero on a dungeon and looted the items afterwards. And then gone and beaten the weakened dungeon.

    in reply to: Expansion Dev Journal: Seals of Power #103584

    smeagolheart
    Member

    So is this coming out today or tomorrow?

    in reply to: Use of exalted? #103357

    smeagolheart
    Member

    I play a lot of theocrat and wind up never using them. I think because the way I play with slow research by the time I get them I just have no use for them. I’d always rather build a firstborn than an exalted.

    in reply to: Online/download manual #103028

    smeagolheart
    Member

    unfortunately there is not

    in reply to: Expansion Dev Journal: Seals of Power #103026

    smeagolheart
    Member

    sounds a lot like capture the flag except you sit on the flag and try and hold it.

    in reply to: [ByDesign] Disappearing hero bug #102756

    smeagolheart
    Member

    It does seem weird that the guy disappears from the face of the world without any warning or anything.

    in reply to: [NOTED] Hp regen factors #102755

    smeagolheart
    Member

    I’d like to see some kind of tool tip or number on each unit regarding it’s current hp regen rate.

    If I have the +12 amber thingy and fast healing and that theocrat spell that gives +6 healing to everybody I’d like to see that number on the screen. Maybe the different sources don’t stack or something.

    in reply to: [ByDesign] Disappearing hero bug #102647

    smeagolheart
    Member

    AFAIK that is what happens to other units around the map.

    I’ve defeated a guy and explored cloud of war and found a stray hero just sitting there in place, neutral.

    in reply to: [ByDesign] Disappearing hero bug #102621

    smeagolheart
    Member

    I assume this is intended since it happens all the time. Assuming that hero resurgence is not on, taking the throne first and killing the leader eliminates them from the game immediately.

    When the throne is taken first, the leader cannot flee to the void and return later so their death is final. When there is no chance at resurgence all of their units in combat also die regardless of whether they are heroes or not. This is why I assume that the hero just disappeared.

    It’s actually a nice strategy (against the AI at least) to capture the throne city and then to pick off the leader in tactical combat elsewhere to defeat them without having to fight the entire army the leader is in.

    So I could have just fought a six person army and killed the leader then they all go away in a puff of smoke into nothingness? That doesn’t seem right? If you have to end the combat right then (which I don’t think you do), they should be neutral units. Like what happens to enemy units after a leader dies that are out in the wild.

    in reply to: 10 Topics in one! #102605

    smeagolheart
    Member

    1: noted and will be fixed, thanks<br>
    4: what do you mean?<br>
    5: Global Assault is slated for tweaking.. especially the fact that it’s now silly to keep the spell running.

    How about making it so units created in cities while the spell is active start out Gold? No affect on current units, only future units would be affected.

    There’s incentive to keep it running and it does pretty much the same thing.

    I’d like to see more things like this as well. Maybe a fire master spell that gives units created in all cities +1 fire damage or something, you know?

Viewing 30 posts - 31 through 60 (of 220 total)