Telenil

Forum Replies Created

Viewing 30 posts - 1 through 30 (of 104 total)
  • Author
    Posts
  • in reply to: [Fixed] Stubble's for females #169208

    Telenil
    Member

    I would find female humans with beards weird in the same way I wouldn’t expect goblins to be two meters high and have pink skin. I would just shrug and move on if the lore team said women on Athala grow beards, but it would strike me as an odd departure from standard fantasy settings (and, for that matter, from the fashion sense of every real world civilization known to me).

    in reply to: Dev Journal: Structures of Frost and Darkness #159622

    Telenil
    Member

    Who says pentagrams are evil. My beloved in-laws have one on their family coat. I’m not joking!

    So Lennart is married to a necromancer? I’m sure that explains something. I still don’t know what, but I’ll find out.

    Thanks for the update! =D

    in reply to: So Campaign characters #158379

    Telenil
    Member

    I don’t see why not. The fact that someone is a necromancer doesn’t necessarily mean that they’re keen on the Shadowborn goals and affiliating with the Torchbearers is a reasonable response to the problem.

    That depends on how it’s written, but it should certainly be problematic for the Torchbearers to ally themselves with someone who routinely kills innocents – and what makes me wary is that some necromancer abilities are all about that.

    I don’t see Edward, Julia or Sundren saying “you may be an evil overlord scourging the land with an army of undead, but you are fighting the Shadowborn, so we welcome you to the club!”

    in reply to: So Campaign characters #158170

    Telenil
    Member

    I want a Necromancer on the torchbearers. That would be awesome. Every class should be heroes and villains.

    I am sick of every fantasy game have Necromancers or undead be clichéd evil. It seems to me only Diablo II and Heroes of Might and Magic IV had more heroic necromancers.

    Uh, you know good guys don’t spread plagues of undeath to boost the ranks of their army with dead innocents? Sure, you could theoretically have good necromancers, but that would severely restrict the range of abilities they can use. From what has been revealed of necromancers abilities so far, Torchbearer necromancers don’t sound like something that would work in a campaign environment.

    in reply to: Dev Journal: Tigrans Part I #157012

    Telenil
    Member

    Tigran manticore riders: cats flying on flying cats =D

    in reply to: Innate City Defense #156893

    Telenil
    Member

    Rather than creating a defensive city upgrade in addition to tower bell/prismatic spire/rabbit burrow, you should just build these structures and put one irregular in garrison duty. Why would you pay gold for city-only irregulars when you can pay gold for an actual irregular and add a tower?

    in reply to: Innate City Defense #156354

    Telenil
    Member

    Racial defence buildings….they are awesome!

    They do nothing if you have no garrison at all, do they? I don’t think they do or should, but I never got the opportunity to check.

    in reply to: Keeping low-level units relevant #156347

    Telenil
    Member

    No it will not. If you want to see an example, look at the Evolution Mod for Shadow Magic. There it was implemented and it did NOT break the game.

    I’m pretty sure that mod didn’t have flanking or the 3 attacks limits. Tier 1 are a LOT stronger in AoW3 than they were in the rest of the series. I lost melee-oriented, max level heroes with items to less than a dozen T1-t2 attacking from all sides. Can you imagine that happening in Shadow Magic?

    Plus, the number of turns you need to produce the T3 racial would become a lot more costly. If you spend 5 turns and 500 gold to get war hall + hall of chivalry, that’s easily 12 more swordsmen you could have produced instead. This already exists to an extent in the current game, as it should be, but production spillover would make it worse.

    in reply to: Silly Combat AI #155621

    Telenil
    Member

    If you really want to help, I’ve heard Tombles(the AI mastermind) say multiple times that if you can describe specific situations where the AI will always choose wrong, chances are more than present that he can do something about it.

    Well, Chaos Rift is the most obvious one. The AI remains on the wall and fights the summons until the lightning has destroyed all of its forces. Has anything changed on that front?

    in reply to: questions #155505

    Telenil
    Member

    Necro please!

    More seriously, I’d like it to show racial governance. It might be one of the biggest change in the expansion, and I think we would all like to know more about how it works. As others suggested, playing necromancer with one of the alignment specs would be ideal.


    Telenil
    Member

    Yay! I like the Good specialization not being called Torchbearers: as said in the journal, not all Torchbearers are dedicated to good and vice versa.
    “Several” dev journals before annoucement + announcement one month before release -> on track for late March 🙂

    A tier IV summoning not part of a class? Is this a first?

    The secret spell Summon Phoennix does that already.

    in reply to: {suggestion} Expand on the Campaign's Story #154431

    Telenil
    Member

    <P>You should take note that we know much less about the shadowborn ATM than we did about Meandor/Inioch/Talic in AoW1.

    Yup. That’s one of the reasons why any game where the player could realistically play the vilains should have an evil campaign.

    in reply to: {suggestion} Expand on the Campaign's Story #154427

    Telenil
    Member

    Agreed.

    As far as I’m concerned, I found the Loyalist storylines to be much more enjoyable than the Torchbearer’s. This is partly because the Commonwealth and the Elven were both relatable, so it was interesting to watch them interacting, and partly because I found the Shadowborn to be completely bland as vilains: they have agents everywhere and worship Satan. That’s about it. In AoW1, Inioch, Meandor and Talic were all better vilains – if only because we got to play them and see their motivations.

    Also, long live the Commonwealth!


    Telenil
    Member

    I met that for the first time last week-end, and learned the hard way that golems have a massive shock weakness ^.^ Dreadnought heroes help, though, since they can grant +40% shock protection to their army.

    For my information, chaos rift is practically battle lost if you can’t disjunct it, right? You could theoretically avoid all summons and destroy a much weaker army if you play against an AI, but between the 40-60 damage per round and the unlimited stream of summons, the only real options are disjunct, flee or try to kill a few units before being zapped into pulp.

    in reply to: Considering coming back #153224

    Telenil
    Member

    TBH, the difference is 2 Def, 1 Res and 40 HP – not that much. Don’t really think something different would have happened.

    Also, the archers/pikemen would realistically be at Bronze, so the +2 Def would probably be compensated. +40 hp is a fairly big deal, but I agree, it probably wouldn’t change the result very much.

    in reply to: [suggestion] Magic Forge upgrade #153219

    Telenil
    Member

    I agree about cashing the items, if only to do something with the piles of crossbows, common mounts or wands you inevitably collect in larger games.

    Reforging items: I’m skeptical. Finding powerful items is one thing, giving a copy to every hero is an other. Even with a large gold cost, I suspect it would be more trouble than it’s worth.

    in reply to: AoW 3 Quick Tips #153009

    Telenil
    Member

    Builders that are produced in a city with a Master’s Guild get Repair Machine. You can legitimately have them as a part of your Dreadnought armies.

    in reply to: Considering coming back #152996

    Telenil
    Member

    On the plus side, the wait makes it easier to stop playing these days. I don’t want to have tried every scenario and settings when the next expansion come, after all 😀

    How do we pester Sikbok?

    in reply to: Multiple Spells Per Turn, aka Unit Enchantment Revisited #152172

    Telenil
    Member

    <DIV class=d4p-bbt-quote-title>chrysophylax páuperem wrote:</DIV>
    <P>So assuming 120 cp and age of magic (inclusive), and you could then do 24 fireballs at once!</P>

    <P>This is a good point here. Age of Magic would make this damned hard to balance.</P>

    Have Age of Magic only affect the base cost of the spell, not the extra you pay for multiple targets?

    I like the idea of multi-targetting, but whether it can be balanced remains to be seen. 6 fireballs (with a 50% extra for additionnal targets) would be 85cp for 22 damage per target. Lightning Storm is 80cp for 15 damage to a stack. The damage dealt by Great Hail can vary enormously, but assuming it hits 3 enemies, the equivalent would be 25 damage to six enemies for 40 (2×20) mana.
    Fireball spam requires your hero to be present to be cost-effective, and AoE spells remain better if you can get good hits. But the fireball spam is very flexible (you can hit more or less than six units if you like) and you can individually target any enemy unit on the battlefield. I would tentatively say that a 50% increase is not enough.

    in reply to: Devs, please consider…. #152139

    Telenil
    Member

    Maybe this is a stupid question, but if the consensus is that the AI spamming cities breaks the game, why don’t more people play with city founding off? People don’t hesitate to turn Underground off because some races get significant penalties, but city founding doesn’t seem to go the same way.

    in reply to: Campaigns in expansions. #150580

    Telenil
    Member

    So where there be one or two campaigns? Because of the new race and class, I think each should have a campaign.

    And the Necro hero should be good. Break the cliché. AoW 3 is about breaking the cliché, so having a Necromancer hero with a specialization the opposite of the revealed Shadowborn spec, a good alignment spec, would be great.

    I would argue that playing a vilain and see him score an undisputed victory would be more “cliché-breaking” than a good necromancer. I loved the dynamic between the Elven Court and the Commonwealth and the way both were relatable, but the Shadowborn were completely bland. Inioch is one my favorite vilains in video games because you get to play the world-devouring undead and see them win. Likewise, playing a Shadowborn would go a long way in making them more interesting vilains.

    Even from a gameplay perspective, the campaign should make us use the whole range of necromancer abilities, and I have a hard time believing a hero who unleashes undead plagues on enemy cities could be good. I am a strong advocate of the “vilain campaign”, and the necromancer is arguably the best opportunity to do so.

    No problem with a frostling archdruid.

    in reply to: Dev Jounal: The New Leaders in 3D #150351

    Telenil
    Member

    Well, if a character can be resurrected two times, why not three, four or five? The death of the villain has less impact (on me, at any rate) if I know he may come back in the next game anyway.

    in reply to: Dev Jounal: The New Leaders in 3D #150344

    Telenil
    Member

    Good models, but TBH I’m not too fan of old, dead characters returning. Melenis was a good character in AoW1, she was killed, resurrected as an undead, and destroyed again. Sort of undermines AoW1, IMO.

    in reply to: Race command & Migrate? A bit worried. #149346

    Telenil
    Member

    I’m not talking about roleplaying strict gameplay, i mentioned it as an observation from the roleplayers point of view. Imo buy/migrate or worse peace/buy/migrate is incredibly false and deserves a -200 evil roleplaying points.</P>

    Er, why? Giving people money before expelling them is bad, but certainly not worse than killing all the defenders and expelling them anyway.


    Telenil
    Member

    Thanks for the trouble to upload it and test it. Unfortunately the test is rather skewed as the Manticores are not max rank and not buffed to full (as AI Doomstacks are). If you have the time, redo the test with those stats and see if it still is the same. Then you would have to give no ranks tot the Tier 1′s, as they are defenders in a city thus not being able to level up. </P>
    <P>So 6 Elite, fully Warlord buffed, Manticore Riders versus 36 Tier 1′s (18 Archers and 18 Pikes) which only have Empire racial buffs, no ranks as they being the garrisson of a town</P>

    You’d have to give the defenders at least one or two ranks from city buildings. You don’t build rankless units anymore by the time the AI fields stacks of manticores.

    It becomes a lot more complicated to get a fair test if the manticores are supposed to be under Global Assault. The defender should be allowed to use spells and class passives as well, so you have to specify which class you want to put against the manticores. This means something like apprentice/school of enchantment/pikemen/sphere of protection versus manticore/thoroughbred mounts/global assault/last stand.

    Could be done in theory, but it is much simpler to put equal ranks on everyone.

    in reply to: Race command & Migrate? A bit worried. #149296

    Telenil
    Member

    Are we talking about roleplaying or gameplay?

    If you want to roleplay a good leader, don’t migrate cities unless you really have to. If you want to play monoculture Good, build town with settlers from that race only, buy/migrate, let guards escape, and sign peace treaties. If you want to roleplay a monoculture Good empire that goes to war with his neighbours and migrates towns, you can’t. What exactly has you “slightly worried”, which I suspect is an understatement?

    One way to partially fix this is if you’re alignment is Good (as in: not neutral or evil), razing a town of someone with Evil alignment is not an Evil act (maybe even an act of Good?)

    Maybe that could work for dedicated to evil creatures (since killing them is already considered an act of good), but there is no way plundering a city becomes an act of good just because people there happen to be Slightly Evil. This is not how morality works.

    in reply to: clarity stuff, interface clean up #149227

    Telenil
    Member

    The fact that builders get Repair Machine if built from a city with Master Guild. I only discovered that because I decided to read the patch notes again yesterday.

    in reply to: Race command & Migrate? A bit worried. #149203

    Telenil
    Member

    I’m only concerned with the freedom of choice, not locking any preference out because of alignment mechanics(Good or evil). If the Good alignment whishes to focus on one race for fast perks it should be viable and balanced and the system shouln’t punish that choice. I’m not really interested in a purist mono culture approach for the good guy per se, that can remain the speciality of evil alignment. Only the fast perks and race specialization.

    Again I don’t see why that wouldn’t be viable. You can certainly migrate a bunch of cities and reach Slightly Good, which puts you in the Good side of things. There is no gameplay difference between Slightly Good and Pure Good (unnless you somehow got Dedicated to Evil units), so the system doesn’t “punish” anything.

    You probably can’t be Pure Good while expelling every other race from their home to make room for yours, and that is as it should be. To me, the fact that some actions cancel each other already gives a fair amount of flexibility.

    in reply to: Race command & Migrate? A bit worried. #149024

    Telenil
    Member

    Dedicated to Good units accept the player as long as he is at least Slightly Good. Does it sound possible to be Slightly Good while migrating a fair number of cities? Definitely. If you buy a city and migrate it, you break even (probably with a net +Good if you also had to give gold for peace).
    This is all theorycrafting until we get to play with the full update, but although building a monocultural empire will be far more expensive for a Good player, it does sound possible(at least in single player) if you are willing to use some gold on that.

    Following that train of thought, an excellent skill for the Good spec would be a passive that somehow reduces the amount of gold you have to pay to independant cities. That would be an elegant, asymetrical incitement to increase your alignement.

    in reply to: Race command & Migrate? A bit worried. #148902

    Telenil
    Member

    I don’t think that’s gonna happen.
    <P></P>
    <P>If you want to stay good, you have the option to raze a city(150 Evil), and then rebuild it with a settler from your chosen race(150 Good). A bit more expensive, just as immoral, and completely alignment neutral!</P>

    Yeah, I think 150 Good for rebuilding a city is too much. It doesn’t sound right to break even when you plunder a town and rebuild it.

Viewing 30 posts - 1 through 30 (of 104 total)