Wallthing

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  • in reply to: The problem with infantry #227751

    Wallthing
    Member

    a stack of 3 Royal Guards + 3 White Witches with Military RG2, Shadowborn + Necromancer buffs, and maybe a MCU bonus or two is going to economically shove those pikes into all sorts of places that are awkward for your expensive T4s.

    They already can do that. I lolled at this description though.

    I know they can (that’s why I love them) but after a change in costs between unit tiers you’d have a (75+10)*2*3 + (70+20)*2*3 = 1050 production stack (before cost bonuses) absolutely destroying a stack/site with 2 T2s, 2 T3s, and 2 T4s with a production value of more like 4000.

    So I think we would need to have a larger difference between the tiers of units.

    in reply to: Buff Uprising Cosmic Events #227750

    Wallthing
    Member

    While Dark Sun is annoying (particularly that it won’t affect enemy AI as much as the player) my least favorite cosmic event is entirely due to personal bias: Planetary Alignment drives me crazy. Only once has this event occurred when I wasn’t completing research that turn anyway… yet I see it almost every game. X|

    I could handle uprising events recovering their lost units when/if they take a city, but not much if any more than that. Like NINJEW I think what you and other players who use similar settings actually need is a “endgame” or “very late game” category of cosmic happening.

    in reply to: The problem with infantry #227744

    Wallthing
    Member

    Hmm, I wonder if it’s possible to mod the costs of the usual Tiers by a considerable amount (i.e. multiply their current costs by tehi tier) to have a practical “no op t4″ game.

    You would still be able to produce the “op” T4s, but they would suddenly cost you about 1k+ gold.
    Sure, a stack of T4s would still oblierate a single stack of T1s, but getting a full stack of T4s out would require ressources with which you could produce (NOT maintain) 24 full stacks of T1s

    Of course we’d still need a way to cunter the awkward in-combat spawning (which is probably related to the stack priority mentioned in the modding-guide)

    You’d probably need to scale up the power of higher-tier units somewhat when doing this but I can see it. You’d also of course want to look closely at abilities that can combat summon or recruit high tier units.

    If you don’t buff higher-tier units after doubling or tripling or quadrupling their costs, well… a stack of 3 Royal Guards + 3 White Witches with Military RG2, Shadowborn + Necromancer buffs, and maybe a MCU bonus or two is going to economically shove those pikes into all sorts of places that are awkward for your expensive T4s.

    Similar results would of course occur with other heavily-buffable lower-tier units (Elf Mounted Archers, etc.) but those are just my favorites. Gives me the giggles to clear Mythic sites with T2s (including melee) that leave as healthy as they started.

    in reply to: The problem with infantry #227741

    Wallthing
    Member

    I think this is implicit in all of the threads talking about wanting to pre-arrange battle formations or deployment but I don’t think I’ve seen it discussed separately.

    I’d add one more issue with infantry: there are too many units that can fly/float/shadowstep/otherwise avoid city walls. Regular Wall Climbing means little (particularly on T1 infantry that is very likely to die attempting it) and Improved Wall Climbing tends to appear on units that are already tough enough to survive getting over – but won’t have time to do much because flyers and floaters are starting to appear.

    Of course, I don’t think the wall climbing problem is solvable without enormous changes in how the game works (multiple units/turn, vast increase in cost of highly mobile units, more slots per stack, and maybe both or more). It would also, of course, distort the feel of the game’s combat almost out of recognition.


    Wallthing
    Member

    How hard would it be to add in an entirely new damage type? I have plans for resistances but before I start thinking about it more I want to know if it will even be possible.

    I think even the developers have said that adding a new damage type would be far too much work for them. A clever enough modder might manage it but, being clever, said modder would probably decide it wouldn’t be worth the necessary effort of jury-rigging, re-balancing, etc.

    in reply to: Reputation system over Good/Evil System? #227351

    Wallthing
    Member

    A good/evil alignment system makes plenty of sense for a western high fantasy sort of game. Don’t let it give you too much of a headache by trying to fit it into real-life ethics or morals.

    I’d find a reputation-based system interesting for a mod but like the developers I wouldn’t have gone with that for the base game, given the setting history and such.

    in reply to: Strategic map awareness #222706

    Wallthing
    Member

    This would be nice. Better even if there were some sort of ‘tracking’ feature that showed the visible path of units in the last turn, but that’s likely a bit much to ask for.


    Wallthing
    Member

    If this is really a problem for MP I’m fine as a SP person with giving Death Bringers MCI. Not sure how I feel about nerfing the Deathbringer’s base Inflict Ghoul Curse or adding another empire upgrade I’ll want to research.

    in reply to: Combat Survey #222502

    Wallthing
    Member

    I don’t understand the “old unit” comment.

    The pertinent part of the sentence is “any old” – used like “just any” and indicating something not particularly special. “You don’t let any old soldier into the special forces.”

    in reply to: Game mechanics: the unit stack #221989

    Wallthing
    Member

    BB I think he’s talking about individual units.

    A “stack” in AoW3 is a term that usually indicates all the units (up to 6) on a single hex. Sometimes people apply it to armies that take up multiple strategic map hexes but it is not used for an individual unit in an army even though that unit map visually have several troops in it.

    Healing a unit that visually has multiple troops in it can be thought of as getting the wounded fighters back on their feet and in combat.

    Like BB said, a unit does not do less damage as it visually loses fighters / loses health. Most units innately heal 6 hp/strategic turn outside of combat but don’t heal inside of combat without outside help or special abilities.


    Wallthing
    Member

    Probably because there is no underground specific event yet. All of events is for above ground.

    Yes – but is there a good reason that event-spawned monsters are limited to appearing above ground? I don’t think so. I suspect the reason for this limitation is that there was originally no need to think about the underground as an environment equal to the surface. A reason that no longer applies.

    in reply to: AI Alignments (eg. Grey Guard pure evil?) #221795

    Wallthing
    Member

    Alignment specializations don’t seem to affect how the AI plays at the moment. Don’t know if the developers plan to change this or not.

    Race/class intentionally doesn’t affect alignment at all in AoW3. Orc Warlord’s no more innately evil than an Elf Theocrat – either one could be saintly or a real bastard.

    in reply to: Sea, Islands and Continents Balance #221392

    Wallthing
    Member

    The current system seems like a decent low-development-cost solution to me. If you add any more complexity or realism I think you’d need to scrap the whole thing for it to be satisfying.

    I wonder if ships should have an ability to make limited repairs on themselves by not moving or fighting for a turn. Perhaps 20 or so hp once before they have to go back to a harbor for repairs. I suspect that would be too difficult to program to be worth it though.


    Wallthing
    Member

    I’ve noticed this too and I have to agree that it makes continents or islands less fun.

    Enemy AI also doesn’t seem to always take advantage of the underground very well – having no contact with indies even underneath their starting area.

    Another thing I’ve wondered about – do event-spawned monsters deliberately not spawn near underground cities? They usually take a few turns to show up at underground cities – if they ever do.

    in reply to: Frostlings #221182

    Wallthing
    Member

    The tried training dire penguins at one point but the only results were a mysteriously smelly green patch of ice and a group of wild dire penguins with a taste for frostlings.

    in reply to: Ability Hotkeys? #220654

    Wallthing
    Member

    Well you can change the order for abilities granted by loose items in your inventory – sort them left to right and top row first. Otherwise we’ll have to wait and see what the devs are cooking up.

    in reply to: Racial Balance Discussion #220526

    Wallthing
    Member

    I’m not exactly being helpful to the conversation here but I’m not at all certain that I want guard breaker to be more common. Maybe if it were a physical-based inflict. Hm. Maybe all guard breaker abilities should be an inflict type ability…

    in reply to: Diplomacy Mechanics Info #220524

    Wallthing
    Member

    There are people who can answer your question better than I but I’ll give it a start: the mechanics behind diplomacy are more complex than shown by empire relations. Enemy AI at the very least takes into account how powerful you are (units), how threatened the AI is, the AI leader’s “personality,” plus, of course, empire relations. There are likely other factors but this is kind of a black box – and also something that has changed a good bit recently.

    I wish you luck in getting an answer that’s actually helpful in stead of just informative.


    Wallthing
    Member

    Play aggressively. At squire or knight your enemies might never attack due to not thinking they have a big enough army to take on of your nearby cities. They also will not build their empires very quickly which means they’ll take a while before they get close enough to you to become hostile. On low difficulty levels the game speed is more about how long you want everything to take. On higher difficulty levels you’ll end up having to attack just to keep your neighbor off your back.

    The tip on game length might need to be updated, too – the underground, if the map has one, is significantly larger than when those tips on game length were written if I’m not mistaken.

    I guess I should expand a bit on what I mean by “aggressively.” In general you should try to have two or three scouts out quickly and attack an enemy as soon as you can take his cities without large losses. Specialize – don’t try to do everything your class can do but instead focus on a specific strategy. You might watch a few videos of pvpers to get some tips on this.

    Oh and games with more opponents will also take less time due to the map being colonized faster and victorious empires quickly snowballing into larger empires.

    in reply to: Summoning Mechanics #220419

    Wallthing
    Member

    This isn’t very summoning-related but I’ve personally always thought it would be sorcerer-y to have a building that let a sorcerer cast spells at in-battle costs while at his throne or maybe highly upgraded city. Not sure this is a sane idea with Age of Magic floating around, though. (I rarely like abilities that halve costs in games – they always throw up balance problems somewhere down the line.)

    I’m not sure I agree with removing the Infantry label from Lost Souls – that’s how they are used half the time & it would remove their life stealing.

    MCUs are disappointing when playing a summoner, that I agree with.

    in reply to: [Answered] Dwarven Rogue annoyance #220413

    Wallthing
    Member

    Some of these abilities stack (don’t know about Night Vision) so they need to be presented twice. They’d have to customize the level up abilities for every class+race combination to remove redundant stuff – probably isn’t worth the time.

    in reply to: [Answered] Terraforming useless? #220412

    Wallthing
    Member

    I’ve twice tried to answer this with the forums dying each time – so my answers keep getting shorter.

    Hated climate gives the penalty only.
    Disliked climate gives the penalty + any terrain bonus.

    Change the climate or use other mechanics to ignore the penalty – there are several ways of doing this (specializations, particular class abilities, hearts)

    in reply to: Attacking after Retreating #219761

    Wallthing
    Member

    That said, there are some moves I have and will quit games over.

    I have that choice.

    This isn’t one of those moves.

    An example of such a move is people who run single Scouts away in tactical to try and run the clock down. That for me is a pretty boring move. With more than 2 players, it really slows the game down for no good reason.

    If I show up with 3 swordsmen and all you have is a Crow, no spells, just surrender.

    I would.

    Sounds like you’re more or less agreeing with what Ninjew’s saying – just not in the OP’s particular example. Both examples being things that some people may not find fun or may think of as too gamey. As someone who doesn’t give a shit because he’ll probably never play this game MP the only difference I can see in the two is that running the clock takes up time.

    in reply to: [Answered] Disappearing Hellhounds #219725

    Wallthing
    Member

    Not a bug. He just unsummoned them – no point in him paying the upkeep while some other joker is reaping the benefit.

    in reply to: Attacking after Retreating #219504

    Wallthing
    Member

    I would rate this tactic “gamey.” It would belong in what I think of as a ‘hardcore’ rules setting, that is, an environment where winning is what’s important and the rules are designed such that judging is a matter of observation, not opining about whether something is ‘unfair.’

    In a friendlier setting more concerned with balance, fairness, realism, and other such things, this wouldn’t fly. It stinks.

    If the attacker had gotten a bloody nose in the battle before retreating with whoever he could salvage, then reengaged because he knows the opponent is out of CP – and especially if he had a significant second force to bring in (say, a half stack in a 1 stack v 1 stack battle) – I would say that’s fine. Of course, that would come down to rules where a judge is really making, y’know, a judgment on stuff – it wouldn’t really be suited for hardcore pvp. For hardcore pvp I’d rather that units that retreated couldn’t be pulled back into combat that round unless partisan is involved.

    in reply to: Draconian Raptors #219489

    Wallthing
    Member

    The OP said OP is OP?

    There’s a special hell for people who sin by abbreviating excessively. They’re forced to copy the dictionaries of agglutinative languages (IE German) – in print – until their fingers fall off.


    Wallthing
    Member

    Thanks Lykus. I didn’t know that until these replies in this post. Oh and I was wrong it isn’t 3 buttons it’s 4 (the spell button) so your heroes only show 8 abilities. But considering the game never actually bothers to tell you that you can access them (I don’t even think it says that in the tome of wonders), I think it might be slightly helpful to mention this somewhere in the game. But that’s just my opinion

    I don’t think they had access to that many abilities earlier in the game so it isn’t too surprising. Like others have said, the game evolves pretty fast – not surprising if even the developers can’t keep up sometimes. XD

    Of course now you can as a Necromancer end up with 1 ability not accessible even before you throw magic items into the mix.


    Wallthing
    Member

    You make some good points. I’m not going to really discuss them, but there are some things that should be mentioned:

    Disjunction: Try to research Greater Disjunction for that sort of situation if you have the spare time & the enemy’s enchantments are dangerous enough to warrant it – it helps a lot. Also, the campaigns don’t exactly come out and say this, but they’re mainly meant to be played very aggressively – you generally start with an army advantage of some sort and your enemies’ AI is kind of on hold for a few turns, but your enemies have a big city advantage and if you leave them long to play with it they’ll smush you. So go kick ’em inna fork before they get enough casting points to reinforce a city enchantment to 200% in almost the same turn as casting it.

    Heroes: You can click the hero’s portrait and click the ability you want if you can’t see them all. The devs are working on a better UI option for this problem though – or were last time they mentioned it.

    Undying: pretty sure the abilities are all put on cooldown so that you cannot exploit undying to re-use abilities before the cooldown is over/twice in a battle for once-in-a-battle abilities. Not the best way to do it but I’m betting the other option was rewriting enough of the basic game’s code that it wasn’t worth it.

    Speed: there’s an option for this somewhere in… the options. It might or might not cause units to move fast outside of combat but it is there.

    in reply to: Bethesda Steam Sale (Skyrim, Fallout 3, etc.) #219114

    Wallthing
    Member

    Hmm… seems I broke a part of the TOU – but can’t figure out / remember how to edit posts after the edit button goes away. Oh well.

    in reply to: Random Map Survey #218914

    Wallthing
    Member

    There are some weird results: sweet spots of cities, i’m sure i picked the one of 6-10 and i can’t belive that a third of all voters prefers to have only one city!

    Even more extrem is the armies poll: i choose 6-10, not that everyone likes more armies but 70% 1-3 sounds strange. and i’m playing mostly with only the leader and two heroes, so only 3 leaded armies, the rest are units only.

    i would have liked other options of game mode. my typical setup is village but with a stronger starting army to make exploration more smooth at the start.

    The 1 city & 1 armies option in the poll were previously, IIRC, 1-5 cities and 1-5 armies, so a lot of the votes were for something that isn’t displayed in the results anymore.

Viewing 30 posts - 1 through 30 (of 144 total)