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Shadowmorn posted:The crusade marches on, friend! IIRC there's an "x" somewhere near the top left corner in the unit's info.
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# ? Apr 6, 2014 14:09 |
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# ? Jun 10, 2024 10:39 |
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Tomn posted:The fact that dead heroes usually drop their ranged weapon leads to some pretty silly poo poo where your most effective stack leader is carrying around something like two bows, a staff, a crossbow, and four muskets. The mental image of a hero with all of these strapped to himself somewhere plus all the quivers and bandoliers required while glowing with any number of enchantments and magical equipment amuses me far more than it should. My girlfriend was inspired by your post:
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# ? Apr 6, 2014 14:25 |
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Gerblyn posted:My girlfriend was inspired by your post: That's.. amazing.
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# ? Apr 6, 2014 14:27 |
Gerblyn posted:My girlfriend was inspired by your post: the goblin is wearing the sexy lady armor
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# ? Apr 6, 2014 14:30 |
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Is there a reason why the spells to turning the lands arctic and making your cities like it are under the air specialization while the actual frost spells are under water? It seems kinda wrong and prevents you from covering the world with ice, snow and frostelemantals. Ideally, shouldn't every elemental specialization have a way to alter the land drastically and making the people like it? Like fire and volcanic, air and barrens(?) and earth and uh something else? Poil fucked around with this message at 14:58 on Apr 6, 2014 |
# ? Apr 6, 2014 14:55 |
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Gerblyn posted:My girlfriend was inspired by your post. This needs to go in the OP.
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# ? Apr 6, 2014 15:18 |
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Poil posted:Is there a reason why the spells to turning the lands arctic and making your cities like it are under the air specialization while the actual frost spells are under water? It seems kinda wrong and prevents you from covering the world with ice, snow and frostelemantals. Ice has always been a bit split up like that in this series. Probably because the original game had an aquatic race (Lizardmen) and an ice race (Frostlings) that needed their own specializations and terrain preferences. Water is a difficult sphere to write spells for if you take Ice entirely out of the equation, too. Also that Goblin picture is the most beautiful thing.
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# ? Apr 6, 2014 15:21 |
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Wolpertinger posted:Alignments. I agree. One thing I really liked about the later Civ V expansions, I forget which one exactly, was that they essentially added in a system to simulate the sides of WWII. The whole fascism-allies-comintern ideas or whatever. I don't remember how well it worked, but I liked the idea of the different nations being divided along ideological lines.
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# ? Apr 6, 2014 15:21 |
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Kanfy posted:I think simultaneous has always been the default in AoW. Don't quote me on that though. It should just default to whatever you picked last.
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# ? Apr 6, 2014 15:25 |
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Fintilgin posted:It should just default to whatever you picked last. True enough, same with hex/resource visibility settings. It's a mite annoying having to re-toggle the hex grid in every battle.
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# ? Apr 6, 2014 15:27 |
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Dirty_Moses posted:I agree. One thing I really liked about the later Civ V expansions, I forget which one exactly, was that they essentially added in a system to simulate the sides of WWII. The whole fascism-allies-comintern ideas or whatever. I don't remember how well it worked, but I liked the idea of the different nations being divided along ideological lines. Yeah, ideologies are great, though still a tad unbalanced (Freedom/CDemocracy, as opposed to Order/Communism and Autocracy/fascism, is best, go fig ). If we're going to go full-on alignments, then there should be hard mechanical benefits as well. Maybe move Succubi from the Thieves (replace it with a Burglar or something, Iunno) and give them to an Evil Theocrat, while letting Good Theocrats have Exalted. Dreadnaughts can choose between, say, Autodoctors and Bioweapons Specialists, for example. Since there doesn't seem to be any benefit to going Neutral, this might also encourage alignment-based play.
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# ? Apr 6, 2014 15:44 |
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bennyfranks posted: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! We've mentioned this earlier in the thread - it really does ruin diplomacy because in some cases they HAVE to walk through because of how the borders work. I'd gladly let them in, but they don't even ask, they just constantly come in and start a war with you. And to contribute to an earlier discussion (that I'd started myself a bit earlier!) saying that having a MASSIVE pile of t1 units to beat even 1 T3 is a bit silly. It's really easy to get the T3 ones and it's just not feasable to have to get a load of t1 to fight just one of them. But that's true to the spirit of AoW, it's how all the games worked.
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# ? Apr 6, 2014 16:08 |
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Gerblyn posted:My girlfriend was inspired by your post: I commend your girlfriend, and encourage you to treat her well on anniversaries and other notable romantic dates. Speaking of commendations, my compliments to whoever came up with the idea of Divine Justicars, or whatever the theocrat leader ability that grants all units in the stack Resurgence is. Thematically the idea of an elite guard with fanatical loyalty and suicidal courage, eager to dive right into the thick of battle knowing that they will be bought back to life by the power of the Great Leader after their glorious contribution to victory is extremely fitting and appropriate. Can't speak to its balance, but it sure fits the theme of theocrats!
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# ? Apr 6, 2014 16:24 |
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Theocrat is actually secretly op because those god drat shrines with the half map range and that ability that lets them set off a nuclear device that will kill everything that isn't 50% holy and fire resistance in a 4 hex radius
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# ? Apr 6, 2014 16:40 |
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Remind me next time to turn off roaming independent units when I random map. I'm spending more time retaking cities from bandits or random armies of undead then I am exploring and taking the fight to the enemy
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# ? Apr 6, 2014 16:52 |
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MadJackMcJack posted:Remind me next time to turn off roaming independent units when I random map. I'm spending more time retaking cities from bandits or random armies of undead then I am exploring and taking the fight to the enemy Clear out the scoundrel camps and monster dens.
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# ? Apr 6, 2014 16:57 |
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MadJackMcJack posted:Remind me next time to turn off roaming independent units when I random map. I'm spending more time retaking cities from bandits or random armies of undead then I am exploring and taking the fight to the enemy Just leave a couple of your race's archers in each of your cities and build some wooden walls and they'll be impregnable to basically any roaming packs.
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# ? Apr 6, 2014 17:04 |
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Gerblyn posted:My girlfriend was inspired by your post: Demiurge4 posted:This needs to go in the OP. Absolutely. So magical it goes right under the link to the release post. Now we just need to get someone to crop the goblin and the hellhound into avatar size and make it Gerblyn's. "Where's your kitchen sink?!" Thyrork fucked around with this message at 17:45 on Apr 6, 2014 |
# ? Apr 6, 2014 17:31 |
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Demiurge4 posted:Clear out the scoundrel camps and monster dens. Ah, so they're like barbarian camps in Civ? That's new. I bypassed them since they never had good loot and my guys were getting banged up taking resource nodes. Guess I'd better rethink that strategy.
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# ? Apr 6, 2014 17:40 |
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Shadowmorn posted:Now we just need to get someone to crop the goblin and the hellhound into avatar size and make it Gerblyn's. "Where's your kitchen sink?!" Pick your favourite, I guess.
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# ? Apr 6, 2014 18:06 |
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Drone_Fragger posted:Theocrat is actually secretly op because those god drat shrines with the half map range and that ability that lets them set off a nuclear device that will kill everything that isn't 50% holy and fire resistance in a 4 hex radius They're nerfing it, if they haven't already. Right now, shrines get more powerful depending on how many Devout units are in the army, and Shrines themselves are devout so a big stack of them will cause utter ruin with their abilities. That said the AoEs aren't really THAT powerful, it's quite hard to position yourself! They do shock/fire as well, I've not seen holy!
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# ? Apr 6, 2014 18:10 |
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Taear posted:And to contribute to an earlier discussion (that I'd started myself a bit earlier!) saying that having a MASSIVE pile of t1 units to beat even 1 T3 is a bit silly. It's really easy to get the T3 ones and it's just not feasable to have to get a load of t1 to fight just one of them. I dunno, I've been murdering a lot of Tier 3 units with Tier 1/2. Flanking, counters, veterans, magic, and hero bonuses count for a lot. In the long run you should really probably be getting your own Tier 3 units, but in my experience you can totally fight them off long enough to tech up and I get a lot more use out of diverse armies with range and support units then I would just massing the strongest unit. It's all relative, of course. Like Elven Archers are amazing and you should always have a couple but their infantry units have an extremely short shelf life. Every race/class has a few incredibly useful low tier units you should be using through-out the game. Hunters, Shamans, Initiates, Engineers, Musketeers, Crusaders, Monster Hunters, scoundrels, ect.
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# ? Apr 6, 2014 18:25 |
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madmac posted:I dunno, I've been murdering a lot of Tier 3 units with Tier 1/2. Flanking, counters, veterans, magic, and hero bonuses count for a lot. In the long run you should really probably be getting your own Tier 3 units, but in my experience you can totally fight them off long enough to tech up and I get a lot more use out of diverse armies with range and support units then I would just massing the strongest unit. Swarm Darters, Elven Longbowmen, Orc Impalers, High Elf Initiates, and Draconian Flamers are the tier 1 units that'll fit pretty comfortably into an endgame army. Especially if they're upgraded. Most of the tier 2 Cavalry and support can too, though Storm Sisters, Unicorn riders, Orc Black horses and Human Priests are real standouts. Elves have absolutely ridiculous racial units. They get an irregular that promotes into the best tier 2 racial support, Longbowmen (and Hunters!) that do full damage at max range without the nasty blight damage Swarm Darters are saddled with, Cavalry that can teleport to flank/get inside walls, a Support who gets a chance to stun on every attack at max rank and a flying tier 3. Also they do Shock damage which is rarely resisted. The only real losers in their lineup are their infantry who are merely 'ok' instead of arguably the best in their tier. They also have good synergy with Dreadnought, Arch Druid, Theocrat and Warlord. I wouldn't call them better than anyone else by miles or anything, but they get a lot of neat tricks that no one else does. And they don't have the glaring holes in their lineup that Orcs, Goblins or Dwarves have. Nor the reliance on a highly resisted element (and commonly given by classes) for ranged damage the Goblins, Dwarves and Draconians get saddled with.
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# ? Apr 6, 2014 18:40 |
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Zore posted:Swarm Darters, Elven Longbowmen, Orc Impalers, High Elf Initiates, and Draconian Flamers are the tier 1 units that'll fit pretty comfortably into an endgame army. Especially if they're upgraded. Most of the tier 2 Cavalry and support can too, though Storm Sisters, Unicorn riders, Orc Black horses and Human Priests are real standouts. But, for the most part, you might as well just have a tier 3 unit. There's no reason for me to have boar riders when I can have a firstborn, there's no reason to have a swarm darter when I can just have 5 beetle riders. Especially when the enemy armies are similar makeups, a manticore rider (for example) will completely flatten anything that isn't at least T3.
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# ? Apr 6, 2014 18:56 |
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Taear posted:But, for the most part, you might as well just have a tier 3 unit. There's no reason for me to have boar riders when I can have a firstborn, there's no reason to have a swarm darter when I can just have 5 beetle riders. There are still reasons to keep around some of the lower tier dudes. Range is one of the biggest ones, being able to do damage without taking any back is fantastic and no tier 3 unit I can think of even has range except for the Flame Tank. Plus some of them get abilities that can change a lot about the battlefield. Orc Preists can curse stuff, Apprentices can heal magical units, Storm Sisters can stun things with their basic attack, Unicorn Riders can get guaranteed flanks, etc. While you should phase out stuff like Goblin Marauders really quickly, most units do have some good tactical applications.
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# ? Apr 6, 2014 19:06 |
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Autonomous Monster posted:Pick your favourite, I guess. Thanks boss, lets hope Gerblyn likes his shiny new avatar.
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# ? Apr 6, 2014 19:24 |
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Daw, thanks guys! I can now safely post in the AUG thread without getting pulled into some retarded argument about Amamda Palmer To contribute to the T1 chat, the only thing I don't really like ATM is pikemen. Against cavalry and fliers they are devastating, 2 T1 pikemen can easily kill a T3 knight or Beetle rider, yet to me they feel so useless in almost every other circumstance. They're vulnerable to infantry and ranged, and even against't fliers they're situational, since fliers can usually get a flank off and negate one of the pikemen's main strengths... People on the forums have been suggesting we promote pikemen to tier 2, and toughen them up a bit. They're already unlocked from the T2 building, after all.
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# ? Apr 6, 2014 19:34 |
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Gerblyn posted:Daw, thanks guys! I can now safely post in the AUG thread without getting pulled into some retarded argument about Amamda Palmer This is maybe a good plan, but they are supposed to be a cheap counter to T2's main strength(cavalry) and also offer a lot of advantages against several T3 and T4 units. Basically I've always felt they're supposed to be super situational. Just playing a larger game and I have something like fifteen cities... it would be incredibly convenient to be able to sort them by Race and Size, alphabetically doesn't really seem useful at all. Rainfall fucked around with this message at 20:23 on Apr 6, 2014 |
# ? Apr 6, 2014 20:18 |
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The idea of upping pikemen to T2 makes a lot of sense as long as they are still a bit cheaper than cavalry. I keep fully upgraded pikemen in some of my armies until the end of my games because they look cool.
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# ? Apr 6, 2014 20:20 |
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Gerblyn posted:Daw, thanks guys! I can now safely post in the AUG thread without getting pulled into some retarded argument about Amamda Palmer Goblin butchers! I just finished a stream of commonwealth 2, where I mostly just had a bunch of units that had been stuck with me since the very beginning. I really like the change in level up mechanics you guys have done- having units hit gold makes them feel like total powerhouses now. For reference: I was attacked by four goblin beetle riders at 64 hp each. My own beetle rider was gold rank and was chilling at around 92 HP (with two extra poison abilities to boot!) I do feel like races could use a little bit more variety in their units, although the units now are *incredibly* diverse being what they are. Any chance we can get special buildings/units like in Shadow Magic? Also, any chance of starting race being tied to tech tree? Like, 1-2 abilities that can pop up and be researched.
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# ? Apr 6, 2014 20:42 |
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The pikemen also shouldn't be tougher than the infantry units that come with Shield or those would become obsolote really fast (unless I'm missing some hidden utility that would make up for that).
a!n fucked around with this message at 20:54 on Apr 6, 2014 |
# ? Apr 6, 2014 20:52 |
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Rainfall posted:This is maybe a good plan, but they are supposed to be a cheap counter to T2's main strength(cavalry) and also offer a lot of advantages against several T3 and T4 units. Basically I've always felt they're supposed to be super situational. Yeah, Pikes are already really strong in their niche. They're terrifying near heroes. Boosting their general utility could easily just shift balance the other direction. I already don't use tier one sword units past the early game as their role is supplanted by literally every other melee unit in the game. It might still be worth trying, just...don't overdo it.
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# ? Apr 6, 2014 20:54 |
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a!n posted:The pikemen also shouldn't be tougher than the infantry units that come with Shield or those would become obsolote really fast (unless I'm missing some hidden utility that would make up for that). No overwhelm hits pikes and shields equally. I wish they'd up HP across the board though because a lot of the time I can alha down 2-3 in the first engagement. When I fight the AI I will simply move my units up 1 square short of the enemy's movement range, wait for them to move all the way up to me and get 3x attacks in from all my units. It's a huge advantage to the player that the AI doesn't think strategically unless it's defending a city with no walls and hugging the barricades.
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# ? Apr 6, 2014 20:56 |
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Autsj posted:^^ I think it's mostly the case of return of investment, though I could be wrong. Turn 44 sounds thoroughly mid-game to me for a medium map, which seems a bit too soon for a city-boom to start paying off. Yeah, I'll have to try out more players/fewer resources, see how that affects things. About 10 of the 16 have the Dreadnaught building, so can pump out units. Research is fine, the lack of buildings for research is offset by all the research nodes I've gobbled up. If I really need an army right now I can rush production, with all the money I've saved, but that hasn't been necessary. I do agree about base income being lowered, if it was a bit negative as suggested at outpost size it would make it more of a question to expand early game.
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# ? Apr 6, 2014 22:16 |
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Is there a way to actually sort out formations in this game? As in which unit stands where on the battlefield. I guess the army leader/hero is always in the middle? But apart from that it seems somewhat unpredictable. Can a melee unit end up always standing behind the line in a full army?
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# ? Apr 6, 2014 22:34 |
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Foxhound posted:Is there a way to actually sort out formations in this game? As in which unit stands where on the battlefield. I guess the army leader/hero is always in the middle? But apart from that it seems somewhat unpredictable. Can a melee unit end up always standing behind the line in a full army? There is no way to set formations, at least not yet. Is there any way to tell how much production a unit costs to make? I need to know if building that siege hall will push my archers out in 1 turn instead of 2, and there is no way that I have found, except trial and error. Lots and lots of errors.
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# ? Apr 6, 2014 23:16 |
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These two have been at war the entire game, i finally started to invade Cerrin, and on that turn Julia is pissed me because its her Ally? That... cant be right?
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# ? Apr 6, 2014 23:19 |
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Alamoduh posted:There is no way to set formations, at least not yet.
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# ? Apr 6, 2014 23:20 |
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Poil posted:I think units and buildings cost 1 production for every 1 resource. But I'm not certain. Yes, 1 prod for every point of gold and crystal they cost to build. It's mentioned in the Tome of Wonders.
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# ? Apr 6, 2014 23:21 |
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# ? Jun 10, 2024 10:39 |
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As someone who enjoyed the original age of wonders a lot more than 2 / shadow magic, does this fall closer to the first game or the second game in play style?
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# ? Apr 6, 2014 23:22 |