Forum Replies Created
September 30, 2014 at 21:33 in reply to: With Golden Realms, what are the new best hero items to build? #126503
bought golden realms haven’t tried it. This melee sounds like a turtle. The unstoppable force < the immovable object.
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.
I said halflings and everybody was all like “no way man! you’re dumb! it’s frostlings!”August 18, 2014 at 15:40 in reply to: An there I thought Triumph Studios would make an announcement at Gamescom #113364
And here I thought they were going to announce Age of Wonders IV: Age of Wonders in Space at Gamescom!
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.
so I see this now on betas in steam.
so this isn’t live yet so far
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.
I’d say no the nerfs have not gone too far for T4s
you should add this to the dev’s list at:
http://ageofwonders.com/forums/topic/gameplay-suggestion-compiled-topics-index-2/July 15, 2014 at 19:59 in reply to: [Suggestion] Option to disable Tier III and IV level structures,spells and units #105281
add this to the http://ageofwonders.com/forums/topic/gameplay-suggestion-compiled-topics-index-2/ list and see what the devs say
*  Problem: [Display unit’s current regen rate]
– Please display the unit’s current regen rate after modifiers somewhere on the unit’s stats screen.
Link(s) to the detailed discussions:
– We’ll look into it.
- This reply was modified 4 years, 3 months ago by President.
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?
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.
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.
This is really going to benefit Sorcerors. They are already the most powerful and versatile class.
*  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.
– 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)
– We’ll look into this.
This topic wa
“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 😉July 2, 2014 at 16:48 in reply to: Age of Wonders 3 – A little fun at the expense of the AI. #103586
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.
So is this coming out today or tomorrow?
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.
unfortunately there is not
sounds a lot like capture the flag except you sit on the flag and try and hold it.
It does seem weird that the guy disappears from the face of the world without any warning or anything.
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.
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.
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.
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?