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AoW 3 in space might pull a different crowd: A turn-based 4X space game with AoW-like battle system (as opposed to stress on empire-building) would be probably attract a lot of people not in fantasy…
Also, the game would be finished relatively fast…
I would totally go for an MoO-type game from Triumph. Might finally wash away the rotten taste MoO3 left behind.
That makes a lot of sense.
Alas, the in-game wiki still shows the dragon has Dedicated to Evil, and if I summon it into a city it’d be nice if it would acquire the attribute then, since some other benefits go a long with it.
Thanks for the quick update. Too bad this can’t be implemented, but I have had similar issues with the google cloud drive, so I’m not too surprised.
And knowing I don’t have to keep AoW3 helps.
Any news on this?
I still have the issue that a saved file on one machine doesn’t immediately transfer to steam when I save, nor do I see any indication when this has happened. That would already be a nice feature.
Right now, I have to launch AoW3 on the other machine and see if the save game on steam is the latest. I can’t see this on the machine I’m playing on, because it looks at the local save, which is of course the latest.
Some information that would at least help a little:
Do I need to let AoW3 run as long as possible to increase chances that the save game transfers? Or the steam app? Or is it enough to just have the PC/laptop powered up and something else in the background takes care of the push to the steam cloud?
Watchers. Medium range 2 turn petrify and it can’t be stopped by engaging unit. Watcher has Total Awareness, so no point in flanking this tier 3 unit.
I attacked a Sphinx statue with 2 Watchers, 3 Sunguards and a mystic in it. I brought two lvl8, 9-ish heroes, 2 stone giants, a sphinx and a berzerker. First round, a giant and a hero get petrified, next round, second hero gets petrified. GG I won with a giant barely left alive.
Much appreciated! Lots of games seem to have this issue, even google drive suffers from this, so it looks like a non-trivial issue.
(How do I edit my post? lol) (Ah, looks like the OP doesn’t have an edit option like other posts.)
I of course have the “sync to cloud” option checked in steam.
My bad for not checking back sooner. In the meantime, things seem to have resolved themselves and uploads now work on the first attempt.
I really liked the AoW2 mechanic of evolving baby dragons, and I like where AoW3 went with it, e.g. baby spiders and such.
The one thing I didn’t like was the random nature of the baby dragon evolution. Nothing sucked more than playing Undead and getting a Golden Dragon. It took so much effort to keep that thing under control and the morale penalties still made it much less impressive than it should have been.
If we end up with the same random evolution in AoW3, can we either get some neutral dragon at the end that’s not such a pain to control, or have some way of influencing the evolution, e.g. when your empire is evil aligned you will get a compatible dragon? That would make some sense in lore terms I guess, that e.g. you would use your evil magics to twist the growing dragon to your will.
Maybe I’m misinterpreting the description.
“Out of combat this ability will heal 20hp among all valid units in the stack.”
It sounds like it splits the 20hp across all wounded, valid units, not that it heals the wounded units going from left to right to full health until 20hp are exhausted.
Logically, people will then start asking for a way to set the leader before battle starts (not possible in Hotseat games, or PBEM games) or during a deployment, or in battle itself (not possible in autocombat, therefore not possible in many multiplayer games). It’s a big can of worms that we can avoid by trying to have simple rules about who leads the army, which everyone has to follow.
I do see the point of people always asking for more and TS just having to draw a line somewhere. But…
This particular counter-example isn’t convincing here. When you end your turn, you have to arrange your armies the way you want them “overnight”. If you leave your healer in charge that’s the risk/reward you take.
The current design also doesn’t really reduce “micro”ing, as now I have to go and split my army up to get the best benefits, which is way more tedious and limited than just having a “make leader” solution.
I don’t know your code, so I won’t presume to tell you how easy this would be to implement. But I’d like you to at least put this one back on the board for consideration.
Yes, it is annoying to have the AI disjunct my spells immediately. But that’s just what a player would do, given the same resources.
Maybe the disjunct mechanic needs tweaking, not lobotomizing the AI to prevent it from making a good move. E.g. right now it looks like the disjunctions always succeed. Fiddle with this? Base chance 50%, then make it exponentially more expensive the more likely you want your spell to succeed?
Ok, thanks for the reply.
The leader for green was the other hero on the field. He cast Bless on the berserk’d hero at the start of their turn, so he couldn’t have dispelled it.
I’ll just make it a point to keep track of the spell stuff in battles.
Nevermind, I mistook the Break Control for the Entangle icon. Maybe because they are
the samevery similar? 🙂 Anyway, my mistake.
These domain invasions are super-annoying, in particular because you can’t do anything, except declare war. Earlier I had the AI drop a settlement right on my border, because their new city domain was able to poach a structure just on the inside of my border.
Civ V has several diplomatic tools available to deal with trespasses, which includes settling near their borders.
This really should be made much more obvious.
The disjunct spell isn’t showing in spell book? Like every other spell? And no explanation?
The city enchantments are lined up at the top of the city screen. They are fairly big, but in a spot where your eyes rarely wonder.
To disjunct, you have to click the enchantment you want to get rid of and only then do you get the disjunct dialog?
Once you know you know, but until then… good luck figuring it out!
It’d be a good amount of work for the UI team, but the disjunct spell should be put back into book and open a dialog that lists all all enchanted cities. Then you pick the one to disjunct and finish up.
I do like the current method, it just doesn’t seem obvious for new players.
Thanks for the answers.
In that case it sucks that you can’t drag and drop unit icons to change the order of the troops inside an army.
OK, that’s very unfortunate. If I come across a stack of weaklings I typically let all my heroes attack to grab XP. If my 2nd hero has an ability I want the army to use in the battle…, I’m SoL? I can’t assign who leads a stack?March 27, 2014 at 23:17 in reply to: When defending, does the AI come out from walls to fight too much? #56671
I would think, in most scenarios when facing a roughly equal and defending a walled structure, if the other side has a lot of ranged units I’d keep my units behind the wall. Not on the wall where they can be hit on occasion, but totally behind the wall (assuming they’d still get a 100% cover bonus like in AoW2).
Then the attacker has to come in and break down the gates and funnel in through that one hex, where my melee advantage would shred them. Line your own ranged up behind your melee wall to hit whatever comes through the gate.
When facing a lot of spells or siege this changes a bit, of course.
Wow, that is excellent news, tharion. Some of these things are pretty tough, like having the AI handle stealth.
How is this not in CAPITAL LETTERS on the front page, or in the announcements thread? It’s past 6pm in the Netherlands? Or are you guys all still drunk from celebrating the Olympics?
Very nice! Keeping the best of AoW SM while adding great new abilities! Fantastic design about getting the archers out of the opportunity attack danger.
One big question though: When moving units a far distance in tactical combat, SM tended to ignore that some squares would expose them to opportunity attacks, while another path, or the exact same length would leave it unharmed. You would have to move your unit one hex at a time to coax them long the safe path.
Would be nice if this can be addressed.February 5, 2014 at 17:31 in reply to: Dev Journal: Conquering Infinite Worlds in the RMG #28867
<div class=”d4p-bbt-quote-title”>Callynn wrote:</div>
I do recall some very unfair maps generated in AoWII:SM though.
Oh yeah I remember games where I have been surrounded by mountains. No easy exploration phase..<br>
Or another game where the “door” to the underworld was only one hex. Every hex around was undigable rock..
Another fan favorite: starting as Goblins or Dwarves in the middle of a forest.February 3, 2014 at 19:39 in reply to: Dev Journal: Conquering Infinite Worlds in the RMG #28201
Kudos for getting started early on the RMG! The maps look pretty good, in terms of balance.
I hope one of your passes will also check races and terrain compatibility. The AOWSM RMG had the knack for dropping you an elven city or a windmill on undead wasteland and such.
Dwarven succubi? What the…, I don’t even… “You had me at chain mail <3<3<3 XOXOXO”
Plus, with those beards we’ll avoid the AoW2 nymph controversy, ehem…
“The’re taking the hobbits to Isengard.” Everyone knows this. 🙂
As for the halflings, they set their ponies free and laid down their swords and armor and now all of them have concealment and invisibility. So, they are still around, but you won’t see them. So, next time you hear a rustle in the leaves, don’t assume immediately that it’s just a bunny or a squirrel.
Concealment is a binary mechanic because you either have true vision or you don’t, there’s nothing in between, no “soft” counters. It’s not related to its effectiveness.
Maybe I’m not versed in the meaning of “soft counter”. I’d say “scouting” is a soft-counter to concealment. If you have no true seeing units you can still (in AoW2) find concealed units if you step next to them. It’s of course a lot harder, though has the additional inherent benefit of scouting.
Like the new font. The numbers are a bit quirky, but it’s not like you can’t read them. Gives it some character IMO.
Random maps that are balanced but not cookie cutter are probably hard to make.
I’d rather TS focuses on making a great map editor, because the really epic maps all came out of the community.June 21, 2013 at 20:38 in reply to: Possible abuse of Retreat/Until-End-of-Combat-Spells #7216
If my memory serves me well in AoWSM you were not able to attack again after retreat.
Technically, all units that retreated lost their remaining mp’s. You need mp’s to engage, so that prevented those units from re-engaging. This was easily bypassed by leaving a few units out of the first battle and then use them to re-engage. All adjacent units, even with 0 mp would get pulled into the battle.