stellarrat

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Viewing 30 posts - 1 through 30 (of 99 total)
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  • stellarrat
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    Prediction #1: We’ll see major turn over at Triumph. I believe this was a move to get a handsome retirement payout for the old guard there. I’m sure some of them were getting up to the age where working was getting old. 20 years as Triumph means some of them must have been close, anyone over 30 certainly.

    Prediction #2: The games coming out of Triumph going forward will not be up to the quality we’ve come to expect.

    Prediction #3: The last patch was a gift to us from the old guard because they wanted to go out with pride in what they had accomplished.

    in reply to: The V1.8 “POSEIDON” patch in Steam Open Beta #253135

    stellarrat
    Member

    I don’t know if this is just incredibly bad luck or a new bug, but I had a battle in a legendary Sphinx temple the other day where four out of five petrify attacks by Eye Tyrants were successful against Dwarven FirstBorn Champion level units. I’ve never seen that happen before in the three years I’ve been playing this game. I don’t know what the odds are of that happening, but it seems like they should be very, very low.

    Immolated reduces your resistance a bit, so that might help a bit. All in all, I think it’s really just bad luck. (Also, they’re called watchers.)

    I’m hoping that is the case. It was a very bad day in the temple since that was my best group and my two best heroes. All wiped out. Pretty hard to recover from having 2/3 of your army petrified for 1 – 2 turns. If it happens again I’ll post.

    in reply to: The V1.8 “POSEIDON” patch in Steam Open Beta #253124

    stellarrat
    Member

    I don’t know if this is just incredibly bad luck or a new bug, but I had a battle in a legendary Sphinx temple the other day where four out of five petrify attacks by Eye Tyrants were successful against Dwarven FirstBorn Champion level units. I’ve never seen that happen before in the three years I’ve been playing this game. I don’t know what the odds are of that happening, but it seems like they should be very, very low.

    in reply to: How does absorb pain work? #252640

    stellarrat
    Member

    I always have a martyr tied to my hero. It’s been a long time since I’ve lost one since I started using this tactic. With a buff spell or two (like stone skin and instant wrath) you can turn a hero (or another unit for that matter) into a real killing machine.

    in reply to: Civil Unrest? I Migrate to a race and they get upset?? #250654

    stellarrat
    Member

    There is a strategic spell that will lower the morale of an entire empire. I can’t for life of me remember what’s it’s called, but I’d check to make sure one of your opponents hasn’t cast it on you.

    in reply to: What causes the strategic spell cast delay? #248088

    stellarrat
    Member

    You have to have both casting points AND enough mana to throw a spell in a single turn. If both aren’t true then it won’t happen until both are built up. Also, if your leader throws a tactical spell during the turn that will subtract from the casting points available for the strategic spell that turn i.e. lots of combat magic can delay your strategic spell indefinitely. The reverse is also true, if you throw a strategic spell before tactical combat it can cut into your casting points for tactical magic later in the turn.

    in reply to: The last non-patch news closed with "More News SOON"! #247929

    stellarrat
    Member

    Maybe they are all amateur cosmologists?

    in reply to: Best 4x Other Than AoW3? #247078

    stellarrat
    Member

    I too will highly recommend Dominions IV. It’s very good. However, graphics are not its strong point, so you’re looking for something fancy then you might not like it. On the other hand, the graphics are sufficient to show you what’s happening AND the game play is very deep. There is less of tactical element, but a lot more grand strategy in Dominions. You don’t really command during a battle, but the setup before hand is critical. Battles can involve literally hundreds or even thousands of individual units. The AI is pretty capable and it’s really fun multi-player. Depending on the map size it can take a very long time to finish a game specially in multiplayer.

    in reply to: How to prioritize a city's production #245430

    stellarrat
    Member

    I agree this is a problem specially for beginners because it’s confusing. It’s really hard to understand what’s being spent where and why things you expect to be built aren’t being built. Also, I don’t think the cities divide up the gold. It seems like they take turns using it or something. Honestly, I’ve never really understood how the game decides what to spend where and when. All I know is if I need something right away the best thing to do is halt production at every other city but the one where you need the unit/improvement/item. Very annoying.

    • This reply was modified 5 years, 11 months ago by  stellarrat.

    stellarrat
    Member

    Of course Joker and Blood are correct. Everything in AOW combat is very situational. That can work for or against low level units. In my example, had it not been a town defense I would have been wiped out.

    • This reply was modified 6 years, 2 months ago by  stellarrat.

    stellarrat
    Member

    Level 1’s and 2’s are useful throughout the game at least in my experience. As long as they are trained up, have civilization upgrades, and outnumber the enemy they can win. Obviously, good tactics and smart use of magic are essential, but they can take out even the largest enemies specially during town defense situations. Even goblin swarm darters can be effective against level 4 units given the right circumstances. I’ve held off hordes of trolls during a town defense with only a hero and some blight doctors and a bunch of swarm darters and couple berserkers to guard the gates.

    in reply to: Anti-Magic Field doesn't prevent Disjunction #238043

    stellarrat
    Member

    I agree that you should have to disjunct anti-magic before you can disjunct anything else. Also, you should always be able to shutdown one of your own spells. That seems completely wrong.

    • This reply was modified 6 years, 5 months ago by  stellarrat.
    in reply to: Anyone else Worried? #236863

    stellarrat
    Member

    I’m not worried. IMO, you could spends months or years playing with just the content in the original and expansions. If you start playing other humans in multi-player that probably extends to forever as far as I’m concerned.

    in reply to: Threading issue? ideas to fix lag. #235504

    stellarrat
    Member

    “barentz” – What does this mean? No such word in English that I can find. Second, nearly every algorithm that I’ve ever written that processes multiple objects against each other is multiplicative or exponential in the number of passes required to reach an end state. That’s the nature of the beast. So, the more empires, land and units that are involved in a game the slower the turn processing is going to be and it’s not linear. Four units looking for a solution is generally going to take 4 times as long as two units looking for a solution. Of course, there are short cuts that can be applied that are situation specific, but those are nearly always only a small time saver. You can start multiple threads and such to help, but many things need to done in a specific order to achieve correct results and parallel processing code is tricky and difficult to write in general. Plus not all processor configurations are capable of doing everything equally. You have to write for lowest common dominator hardware and OS setup.


    stellarrat
    Member

    Weaken? As in the Blight Doctor.

    in reply to: The problem with infantry #234305

    stellarrat
    Member

    It would be pretty cool if AOW allowed you to set a preferred battle formation your units, so that whenever a battle started they’d be in positions of your choosing. I’m not talking about a pre-deploy phase before each battle, but instead a formation that is always used when a stack begins a battle. Right now we have a linear set of slots with the Hero on the left and the other six units in line to the right, but what if we had a matrix seven across and three down for a total of 21 possible positions for the seven max. units? You could then arrange your preferred battle formation for that stack by dragging each unit into a position that would be saved until you changed it. Anytime it went into the combat it would start in that formation.

    X=empty
    C=Calvary
    P=Pike
    A=Archer
    L=Leader

    NOW: L-C-P-P-P-A-A

    AFTER change:
    X-X-P-P-P-X-X
    X-X-X-L-X-X-C
    X-X-A-X-A-X-X

    in reply to: Will we get a fix for Rapids #233135

    stellarrat
    Member

    I agree that the rapids are often WAY too long. Generally speaking you usually see rapids where rivers go through mountainous or hilly terrain because the water is unable to cut a wide channel through rocks. I’d adjust the probability of rapids accordingly.

    in reply to: Bots ignoring my armies just walk past #230961

    stellarrat
    Member

    Having supply lines and the related ZOC considerations would be a huge improvement to the strategic side of AOW. It would also make low tier units FAR more valuable. There are some things that would need to be balanced though.

    Here are a few I can think of: 1. Do undead require “supplies”? 2. What about summoned creatures? 3. If stack contains both “live” and non-live units what effect does being out of supply have? 4. Would supply be traced back to the closest city? 5. For that matter would there even be any supply points/bases? 6. Does distance from the nearest supply point affect a stack? 7. Would roads improve the supply flow? 8. Etc, etc…

    I’ve seen all this handled in various ways and levels of complexity in different games. The simplest is that you only have to worry if you’re surrounded to you have to choose a supply point must able to trace a line to it that doesn’t go through an enemy ZOC and the amount of supplies you can draw is calculated and affects the armies in various ways plus you can store up supplies for an offensive. It can all get very deep.

    in reply to: Ballista! #214244

    stellarrat
    Member

    IRL, the trebuchet is an extremely unwieldy weapon, but very powerful. It really would be nearly impossible to use against a moving target. By the time the weapon was realigned to be on target the target would be long gone. The ballista, on the other hand, is very quick to aim and is designed for long range killing not slamming down walls, so AOW:SM had it partly right, but AOW III is way off the mark.

    in reply to: Ballista! #214200

    stellarrat
    Member

    I miss the ballista too. I also miss that we can’t load fireballs into the trebuchet. Lighting up your enemies was fun.


    stellarrat
    Member

    I don’t think this is much of a problem. Although, for some reason it reminds me of the scene in the Holy Grail with them running away from the Killer Rabbit and then going back with the Holy Hand Grenade of Antioch.

    in reply to: Why are all the class units the same? #211373

    stellarrat
    Member

    And I’m a firm believer that Form matters far more. It doesn’t matter whether you win or lose, only that you look good doing it.

    I had a boss that believed the same thing. The company went broke.

    in reply to: I want normal Linux version of game. #209709

    stellarrat
    Member

    Well, I guess what Triumph is saying is, “We screwed up and this is best we could do.” I have no idea what exactly these Steam libraries do for them as far as saving coding time, but it must be fairly significant.


    stellarrat
    Member

    Autocombat could also have bugs in it that no one knows about. Since you can’t actually see what’s going on it would be complete possible that there is an occasion problem that produces strange results. Since you can’t see what happened you’ll never know. I have no idea how the computer actually executes autocombat, so I can’t comment any further. If it’s done strictly with some type of unit/magic weighting and math and random number rolling it’s likely to produce different results than you’d expect from time to time.

    in reply to: Are baby spiders the most stupid unit in the game? #207290

    stellarrat
    Member

    The spiders are dong they only thing that gives them any hope of winning in that situation. They certainly aren’t going to beat a dragon with pure melee attacks.


    stellarrat
    Member

    The First Epistle of Host… 3:1 – 2 …

    in reply to: 1.2 ETA? #207231

    stellarrat
    Member

    OK, I see what happened. I saw a year old thread that someone resurrected last week and thought the new patch was going to be called 1.2…it had the same month and date, but I didn’t notice it was the wrong year! Well, fine! Doh!

    in reply to: We need NEWS! #205536

    stellarrat
    Member

    The only new I care about right now is when 1.2 will be available on GOG.

    in reply to: King AI is kicking my butt #204923

    stellarrat
    Member

    I’ve found that building a pretty good sized army of level 1 and 2 units is critical at the beginning. I used to ignore my starting army in favor of city improvements, but is a mistake specially at higher AI levels. You have to good sized garrison or least armies that can rush to defend your cities if the enemy comes with big stacks. The only improvements I’d worry about at game start are building lumber walls. You can hold off a lot of enemies even level III with a bunch of missile troops, magic and some melee units to guard the gates.

    Another thing that will help: Make sure to post units on the outskirts of your empire to look for armies invading your territory. Fliers (crows, etc…) are awesome lookouts because they have a large sight radius.

    The second thing to note: Unless you’re playing one of the betas the AI isn’t using magic in tactical combat right now. So, if you thought Lord was too easy I’d think again. Once the AI starts using magic in combat again it will become much tougher.

    in reply to: Streams and ponds on tactical map, do nothing? #202530

    stellarrat
    Member

    And now that you mention it, the Fey Dwelling defense map(Right?)

    TBH, to minor for me to be really important, though I agree it would be a nice touch.

    I believe that is the one I’m thinking of.

Viewing 30 posts - 1 through 30 (of 99 total)