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KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Gerblyn posted:

It's in Avatar, everyone gets it, and it's always researchable:

Basic Seafaring -> Advanced Seafaring -> Advanced Logistics

Aw hell.

Will some kindly soul please draw up tech trees for all the paths? Because this is not the first really useful thing that I've missed because it's gated behind poo poo that's less than appealing. (I have been playing mostly on landlocked maps thusfar, so).

I'd do it myself, but I'm kinda drunk right now. :)

EDIT: Are there trees in the encyclopaedia thing, actually?

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Covski
Jun 24, 2007

Bringing the forums together with the greatest thread!
While I'm picking nits, would it be possible to have settlers/builders instantly die or something when all combat units are gone in a siege, to avoid having to chase them down at the far end of the map?

Not a huge problem, but it's a bit anticlimactic having to spend 3-4 turns on cleaning them up after fighting a titanic battle :(

LaSalsaVerde
Mar 3, 2013

I really enjoy the goblins so far. Their units are fun, whether I'm using them effectively or not, and I really like how they work with the sorcerer class. It seems like early on you rely heavily on the mosquito darts as their melee troops are pretty clearly chaff, but using Wisps to tarpit any clear dangers has so far worked wonders.

Gwyrgyn Blood
Dec 17, 2002

Covski posted:

While I'm picking nits, would it be possible to have settlers/builders instantly die or something when all combat units are gone in a siege, to avoid having to chase them down at the far end of the map?

Not a huge problem, but it's a bit anticlimactic having to spend 3-4 turns on cleaning them up after fighting a titanic battle :(

Might also be fun that if they're the only ones left, you would capture them instead. But either way I do agree, and I usually just toggle on auto-combat, max speed, then alt+tab out for a minute.

bennyfranks
Jun 23, 2005

IGNORE ME!

I am glad that Shrines of Smiting are so powerful, because Theocrats don't get to play with like, half their class, it feels like. Theocrats get a lot of city and global enchantments, but there's no point in casting them because they will be dispelled instantly every time you finish. I have literally over a hundred thousand mana but no way to use it because my only summon is Cherub and everything else will get dispelled instantly anyway. I wish there was a way to convert mana to gold!

Armageddon takes a whopping 5 turns to cast, and I'm not even bothering because I haven't even been able to keep up Prayer for the Hurt or any Beacons of Faith since the start of the game. If you're at war with more than one opponent, forget it. Also those [Climate] Empire spells are pretty useless unless your people already love the climate you're giving them, because you will never keep the Domain enchantment up either.

That explosion is mad satisfying though, and I just killed my only Theocrat opponent, leaving two Warlords and an Archdruid who should have studied their scriptures a bit more :getin:

NiknudStunod
May 2, 2009

Zore posted:

Also Summon Gargantuan animal is cheaper than summon Horned God and get get you a ton of amazing and diverse tier 3/4 units. Especially Shock Serpents.

While it is cheaper the horned gods ranged lightning attack is by far my favorite opening. The 25% chance to stun on a pretty large aoe is just amazing. I was able to stomp all over the second map on the elf campaign. The combo of revitalize and the lightning skill was just amazing.

Soup du Journey
Mar 20, 2006

by FactsAreUseless
Does anyone have any idea what unpacks .rpk files? Is it a proprietary format?

MrBims
Sep 25, 2007

by Ralp
I think a good way around the constant Dispel meta would be to let you put in more mana to a spell than it costs to cast, and dispelling it will cost however much extra the enemy had put into it. That would give a use for the enormous piles of mana that it seems like everyone has, and make sustained spells viable.

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe

MrBims posted:

I think a good way around the constant Dispel meta would be to let you put in more mana to a spell than it costs to cast, and dispelling it will cost however much extra the enemy had put into it. That would give a use for the enormous piles of mana that it seems like everyone has, and make sustained spells viable.

This was discussed earlier. It wouldn't stop the AI as it has a ton of mana available at all times.

Some sort of limitation on dispel needs to happen in general though as it's too easy to use atm.

Gorelab
Dec 26, 2006

Isn't that how ti worked in previous AoWs?

Gwyrgyn Blood
Dec 17, 2002

Doctor Schnabel posted:

Does anyone have any idea what unpacks .rpk files? Is it a proprietary format?

I've been taking a look at them periodically but I haven't managed to figure them out yet. They have lots of readable text in them though so I don't think they are actually compressed, they may just be a simple archive format but the contents are compiled code/scripts. So it may not be helpful to even manage to unpack them. I'll look at them some more later but who knows.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


I think another solution would be to remove or expand the per-engagement spells available for heroes. Even when the hero is present I can throw maybe two fireballs before I run out of points. Up the mana cost, remove the action points, and we might have to start saving up for more powerful spells

Alectai
Dec 31, 2008

It doesn't matter how long I live, I will never have a hat as dashing as this.

boredsatellite posted:

Are you accepting their peace proposal that they send to you when you first meet them?

I don't even have a chance to do that, it'll literally say "Hey! You've just met this new guy! You've got a lot in common and should be able to get along well!" And a few seconds later "Hey, they just declared their undying enmity towards you and are now marching troops on your empire!"

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

Gorelab posted:

Isn't that how ti worked in previous AoWs?

Disjunction used to have a % chance to succeed that was influenced by the amount of mana (and casting points?) spent on it. I think it capped at 75% which was mildly frustrating if you got an unlucky streak. :argh:

madmac
Jun 22, 2010

Mokinokaro posted:

This was discussed earlier. It wouldn't stop the AI as it has a ton of mana available at all times.

Some sort of limitation on dispel needs to happen in general though as it's too easy to use atm.

Dispelling needs to somehow be balanced around the fact that spells not going off or being instantly eliminated (even in multiplayer) is always the least fun option. Competing globals and city enchantments being thrown around is a lot more vibrant and interesting then spells just being shut down willy-nilly. If it becomes a balance concern I'd much rather see mana gain be throttled back and force players to make difficult decisions in how to distribute their magic then forgo their toys entirely.

Dispelling should still be an option, just not an easy one.

I need to play more, but I'm also leaning towards wanting to slow down the overall pace of teching up and gold/mana gain, even just as an optional setting.

Soup du Journey
Mar 20, 2006

by FactsAreUseless

Gwyrgyn Blood posted:

I've been taking a look at them periodically but I haven't managed to figure them out yet. They have lots of readable text in them though so I don't think they are actually compressed, they may just be a simple archive format but the contents are compiled code/scripts. So it may not be helpful to even manage to unpack them. I'll look at them some more later but who knows.
Shame it's not more accessible. I've been spoiled rotten by other tbs games: whenever I see something that annoys me (like the disjunction thing, or the research rate, or whatever), my first impulse is to track down the nearest xml or txt file and change things to my liking.

MrBims
Sep 25, 2007

by Ralp

Mokinokaro posted:

This was discussed earlier. It wouldn't stop the AI as it has a ton of mana available at all times.

Some sort of limitation on dispel needs to happen in general though as it's too easy to use atm.

I don't see why this needs to be - either have the dispel cost increased for AI by some ratio, or make it actually use spells or decrease its mana generation

Right now there doesn't seem to be any reason to focus your cities on mana generation. Your spellcasting is never actually limited by mana, it is limited by turns and research level, so mana way as well not exist in the current state of the game unless something is drastically changed, and I think tying it directly into a globa/dispel meta sounds the perfect way to do it.

MrBims fucked around with this message at 19:21 on Apr 3, 2014

bennyfranks
Jun 23, 2005

IGNORE ME!

The Invading diplomacy penalty also sucks. I had to give my closest neighbor Open Borders because he went from Admiring to Suspicious based purely on him running his poo poo units through my Holy of Holies every goddamn turn. Those penalties instantly disappeared with Open Borders, but still. Just ask to be let through, man! Don't keep sneaking through and then resenting me for having to sneak through!

I ended up paying him 9,000 mana to declare war on this dwarf that's been warring with me since I met him on the other side of the map. I found Dwarf Warlord's Leader with my own Popess, and he instantly asked for peace. I'm not sure whether he finally asked for peace because I finally showed up or because he's now at war with multiple empires. I'm thinking about allowing peace, finally getting to cast Armageddon/Great Purge/etc/etc and then smashing his ugly red face into the dirt as vengeance for all the spells he ruined.

UberJumper
May 20, 2007
woop
What is the difference between easy and normal difficulties for the campaign? I keep getting destroyed in the second elf mission and i am getting frusturated.

I feel i spend too long building up.

Demiurge4
Aug 10, 2011

Protip to anyone thinking about attacking a mage with enchanted walls up in his city. Just don't.

Wolpertinger
Feb 16, 2011

UberJumper posted:

What is the difference between easy and normal difficulties for the campaign? I keep getting destroyed in the second elf mission and i am getting frusturated.

I feel i spend too long building up.

Funnily enough a lot of people go through this - the campaign will keep on hitting you over the head with this - never stop attacking, never stop pushing forward. The enemy starts with multiple cities, you start with none - until you take some of his he will always win the production/research fight. However, the easiest boost in effectiveness is related to the fact that your druid leader starts with a gold wyvern egg - when it hatches, fly to the top leftish corner of the map - there's a dragon city with a free golden dragon that will immediately join you the moment you reach it. Chances are, if you hurry, you can get that golden dragon way before he has anything that has a dream of easily killing it.

Also, be sure to rush the underground city that the goblin has practically underneath your base - if you ignore it she'll always attack from behind and snipe your poorly defended cities, and it has access to a bunch of diggable tunnels that can get you a lot of treasure.

Snow Job
May 24, 2006

UberJumper posted:

What is the difference between easy and normal difficulties for the campaign? I keep getting destroyed in the second elf mission and i am getting frusturated.

I feel i spend too long building up.

Supposedly you can go on the offensive very early (if not immediately) and the AI players won't have much to defend themselves with. I am playing that map now having used a slow strategy and it's working okay. Finishing off the enemy capitals is going to be a huge slog, though.

Kanfy
Jan 9, 2012

Just gotta keep walking down that road.

Wolpertinger posted:

Funnily enough a lot of people go through this - the campaign will keep on hitting you over the head with this - never stop attacking, never stop pushing forward. The enemy starts with multiple cities, you start with none - until you take some of his he will always win the production/research fight. However, the easiest boost in effectiveness is related to the fact that your druid leader starts with a gold wyvern egg - when it hatches, fly to the top leftish corner of the map - there's a dragon city with a free golden dragon that will immediately join you the moment you reach it. Chances are, if you hurry, you can get that golden dragon way before he has anything that has a dream of easily killing it.

Ought to be careful though, at least on Hard the orcs are really eager to capture the dragon dwelling as soon as you leave. They'll send squads upon squads of units there in a constant stream.

If you need to, an easy way to defend it with one Gold Dragon is to fly to the one-hex space between a couple of cracks near your end of the battlefield since that'll force all non-ranged units to fight it one at a time without the possibility of flanks. There's also a completely isolated hex near to it, could just fly your dragon there and breathe things to death.

MOVIE MAJICK
Jan 4, 2012

by Pragmatica
This is the same situation with when AoW:SM came out. People were having trouble with the campaign, and it turned out they were spending 100 turns building up then getting overwhelmed. Gotta take it to the AI fast

fuck the ROW
Aug 29, 2008

by zen death robot

Demiurge4 posted:

Protip to anyone thinking about attacking a mage with enchanted walls up in his city. Just don't.

I'm terrible at this game and half the sieges my armies get into result in me wondering why I thought I was going to break down the walls with my wargs and single archer :(

boredsatellite
Dec 7, 2013

WYA posted:

This is the same situation with when AoW:SM came out. People were having trouble with the campaign, and it turned out they were spending 100 turns building up then getting overwhelmed. Gotta take it to the AI fast

Yeah you have to go really aggressive early on. Then after capturing a lot of the cities you can afford to build death stacks to finish them off. Don't do that early on or they can out death stack you easily

Xae
Jan 19, 2005

Anyone else get crazy low FPS in the overworld map? I would guess I'm at 5-10 FPS.

Arrrthritis
May 31, 2007

I don't care if you're a star, the moon, or the whole damn sky, you need to come back down to earth and remember where you came from

boredsatellite posted:

Yeah you have to go really aggressive early on. Then after capturing a lot of the cities you can afford to build death stacks to finish them off. Don't do that early on or they can out death stack you easily

I was wondering where all these doomstacks everyone was talking about were from. I'm used to going hyper-aggressive from Shadow Magic and the other two games, so I haven't really seem any hordes and hordes of T4s yet.

*Hasn't gotten past Elf 3*

Elyv
Jun 14, 2013



My experience with TBS games is usually you want to go aggressive with whatever you have and build tech and units behind it instead of turtling while building stuff.

boredsatellite
Dec 7, 2013

Arrrthritis posted:

I was wondering where all these doomstacks everyone was talking about were from. I'm used to going hyper-aggressive from Shadow Magic and the other two games, so I haven't really seem any hordes and hordes of T4s yet.

*Hasn't gotten past Elf 3*

Elf 3 was where I realized it really. I took it a bit too slow and while I took out a lot of the dwarven cities but the enemies recuperated (especially the Theocrat) who stated to spam out T4s. Thankfully it was winnable due to having half the cities by that point and I could burst down one city at a time. Replayed it a bit more aggressively and it was much easier. Worried about Elf 4 however.

Turin Turambar
Jun 5, 2011



boredsatellite posted:

Yeah you have to go really aggressive early on. Then after capturing a lot of the cities you can afford to build death stacks to finish them off. Don't do that early on or they can out death stack you easily

But I like to explore the map, the ruins, the secrets of the underworld, take the farms and windmills, find magical items and fight epic monsters, that's why I basically leave actually beating the AI and winning the scenario for the end!

Wolpertinger
Feb 16, 2011

Turin Turambar posted:

But I like to explore the map, the ruins, the secrets of the underworld, take the farms and windmills, find magical items and fight epic monsters, that's why I basically leave actually beating the AI and winning the scenario for the end!

So do I, the secret is that being aggressive early gives you time to be slower later on. Also, being able to build troops to attack neutral camps without your heroes can speed up exploring a lot.

Rabhadh
Aug 26, 2007
This dreadnaught AI I'm fighting is able to pump out flame tanks and poo poo from his cities but as an arch-druid I'm only able to summon a single animal at a time, I think it'd be great if you could recruit summons in your cities for mana. More mana than it costs to summon for balance sake.

boredsatellite
Dec 7, 2013

Turin Turambar posted:

But I like to explore the map, the ruins, the secrets of the underworld, take the farms and windmills, find magical items and fight epic monsters, that's why I basically leave actually beating the AI and winning the scenario for the end!

I do that too. Just bully the AI early on that you can do that with ease.

MrBims
Sep 25, 2007

by Ralp

Rabhadh posted:

This dreadnaught AI I'm fighting is able to pump out flame tanks and poo poo from his cities but as an arch-druid I'm only able to summon a single animal at a time, I think it'd be great if you could recruit summons in your cities for mana. More mana than it costs to summon for balance sake.

I don't know that it is actually a balance issue. There is the consideration that once summoning an animal is done you can just plop it down next to your doomstack that is already enroute to a fight, while a dreadnaught has to escort his nasty things or risk them getting blown up soon after leaving base. Dreadnaughts are really hard to uproot from a city, but that isn't an insurmountable problem, you just have to find other ways to make life hell for him and force a fight outside it.

Impermanent
Apr 1, 2010
Can anyone offer advice for random map play vs computers? I'm an okay CIV V player (I can do King and Emperor if I stretch myself.) I steamrolled my first game on Knight because I wound up fairly isolated and teched my Dwarf Sorcerer up to constant Eldritch Horror summons to the point that I abandoned the game after swallowing up my neighbors because the slog was too much. I didn't even see enemy tier IV units: their biggest threat were those Elven Gryphon riders.

Then I rolled a Goblin Druid and got stuck with virtually no viable expansion areas. Am I being too picky with my expansion? I tend to only settle if I can find two or three good nodes or mines or whatever next to each other, and mostly gain land from completing quests or through warfare. Am I Doing It Right?

Demiurge4
Aug 10, 2011

I've found dreadnoughts work best by expanding early and getting a core of at least 3 cities capable of mass producing tons of really dangerous poo poo into sizeable armies you can then send out into the field in dense groups. Druids and especially sorcerers shine with skirmishes where they can leverage their powerful summons in the field and replenish smaller armies.

My last MP game I started underground and had a very long walk to the surface, this meant that when I ran into the other player I had to get some cities up asap. I managed to get two going and switched my underground cities to producing only gold, which allowed me to rush out some cannons and engineers to attack his city. I brought up 4 full stacks and lost more than 50% of the army to his enchanted walls because I didn't have disjunction available. And after that a very, very close battle with my remnants and his apprentice army with 3 eldrich horrors could have swung the game either way. If he won he could summon more horrors and make them nigh invulnerable with the shield, if I won I would be able to sweep to his capitol in two turns and end it. I ended up winning but it was very close and if I hadn't banished his leader he probably could have held out for at least another 10 turns, plus I had an AI warlord breathing up my neck.

Immensely fun though, but holy hell is manual combat not viable for MP with more than 2 people. The two battles that ended up deciding the match between us were easily half an hour long each.

And I gotta say I'm not impressed with the golem. I still haven't built any of the later units as a Dread but I really hope the land train makes a big impact.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


Jesus christ the official forums are entitled. When you have a thread called "How triumph ruined aow and how (I demand) they can fix it" and two dozen other threads like it you know you've got a toxic community.

But in the spirit of productive posting, I managed to find a few quick cheats for the game.

Press Ctrl+Alt+C to open up the cheat bar and enter one of the following:

PHILIPS – Complete all production in all your cities
GLOOMYCITY - Target city recieves -1000 happiness
HAUER – Levels up hero(es) in a selected army
LEEUWENHOEK – Complete current research
ERASMUS – Unlock all research
NEXTTURN – Advances a turn
REMBRANDT – Gives Mana
GERARDS - Instant loss
RUYTER – Spawn hero
BOSCH – Gives Gold

:ducksiren: WARNING: The following cheats can cause crashes and instability :ducksiren:

HEIN – Win the current map. If you use this in the campaign, the next map might not work properly! USE WITH CAUTION!
CRUIJFF – Allow units to move in the strategic map without using move points
SPINOZA – Unlock all research from ALL classes and specializations
HUYGENS – Free spell casting mode (strategic map only)
BARENTZ – Give vision across the entire map

Davincie
Jul 7, 2008

Nice cheat names.

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Xae
Jan 19, 2005

What are people using for build orders?

I tend to hire the initial hero, merge him with the Cavalry unit you have, then crank out 4 trash units to bulk him up. Then I try to send his army out to secure local resources while the main hero goes searching for interesting things.

Once I have 12 units I build a Builder's Hall and a try and get 2-3 cities up.

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