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The AI is also really good at sniping cities so you don't want to spread too thin.
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# ? Apr 17, 2015 20:25 |
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# ? Jun 10, 2024 17:34 |
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Fintilgin posted:Why is this? I like being a ~builder~ and even though I haven't gotten very far it seems like city spam would probably be a decent idea. Is there some hidden mechanic like Civ's health/happiness affected by your number of a city? Why wouldn't I grab every cluster of 'goodie' sites with cities? Even if they're not actively building units don't they supply gold/mana? Because letting someone else be a ~builder~ and then violently murdering everything they cherish and love not only removes opponent strength but builds yours, using the money and effort spent by your enemies. A player that spends all his economy on more economy is literally paying his enemies to kill him. This is honestly true even in civ that has many mechanics to limit aggression. This game has no such mechanics. Improving infrastructure is important, but always second to military concerns of offense and defense. Even with the new culture victory and skills you always need to have muscle and flex it. You just flex in a more friendly way. Mokinokaro posted:The AI is also really good at sniping cities so you don't want to spread too thin. This too, the AI is omniscient. You need screening and scouts for intel and defense troops to stop the odd bandit or scout snipe, the AI already knows everything that happens on the whole board and can move accordingly. Even against humans though they are going to come across some outposts with a scout and happily steal or burn them. Settlers are a big defenseless investment that only pays off in the long run if you can support and defend those fragile flowers until they bloom. Carnalfex fucked around with this message at 20:32 on Apr 17, 2015 |
# ? Apr 17, 2015 20:28 |
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The way racial XP works, having a few extra settlements that don't constrict seems pretty worthwhile, especially for necromancers.
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# ? Apr 17, 2015 20:30 |
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I still do fort spam personally in the back waters because the AI will never go for that realistically. I don't do it in MP because of things like crow and wisp spam. This is the one aspect of MP games I do not like, the entire scout meta game is a big hassle. When I declare war on an AI, sometimes they'll send a band of riders straight through the heart of my empire to get to my backwater forts. That poo poo is always hilarious and quickly crushed.
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# ? Apr 17, 2015 20:31 |
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Fintilgin posted:Why is this? I like being a ~builder~ and even though I haven't gotten very far it seems like city spam would probably be a decent idea. Is there some hidden mechanic like Civ's health/happiness affected by your number of a city? Why wouldn't I grab every cluster of 'goodie' sites with cities? Even if they're not actively building units don't they supply gold/mana? There's nothing wrong with it per se, but it does drag the game out and defending too many cities becomes a nightmare in and of itself. You have to remember unit upkeep costs double for every tier 4->8->16->32 for golf and 9->18->36->64 for mana (Evolving summoned units even get stuck with both). An outpost in range of a Gold Mine supports 2 tier 1 units, which is nowhere near what you'll actually need to hold it from the ridiculous stuff that can come flying in in the late game. Plus you're spending a bunch of money and pop on something that takes a long time to come to maturation. The game isn't CIV where you reasonably expect things to last hundreds of turns, if you get past turn 100 your opponents are going to be throwing multiple championed tier 4 units at you while chain casting their ultimate gently caress-you spells.
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# ? Apr 17, 2015 20:32 |
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Malachamavet posted:The way racial XP works, having a few extra settlements that don't constrict seems pretty worthwhile, especially for necromancers. For beacon victory especially sometimes you gotta build settlers or migrate a random town just because you didn't run into enough goblin independents or whatever and you're 50 points short of meeting the 200 racial happiness requirement.
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# ? Apr 17, 2015 20:34 |
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Necromancer start is so slow that I can't fight the two-front wars like I usually do. Doesn't help that I feel like I'm being extremely inefficient about ghoulfying cities. It takes foreverrrrrrr and I don't want to live a life of always taking the spec to instant raze town. I'm just gonna start doing quests for independents again and see if I can vassalize them.
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# ? Apr 17, 2015 20:37 |
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Do unit regenerate health faster if the army is camped or is it a set amount each turn?
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# ? Apr 17, 2015 20:38 |
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Splicer posted:Building settlers costs a lot. Cityspam used to be very much the way to go, but now it's only worth it if it's a very good spot. Otherwise just drop a fort on it and call it a day. Hmmm. I didn't realize forts sucked up gold and mana. I'll just have to play around with it, I guess.
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# ? Apr 17, 2015 20:39 |
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Speedball posted:Do unit regenerate health faster if the army is camped or is it a set amount each turn? 6 for most living units, 12 for Draconians. Heroes have various upgrades that add another 6 to the army (Warlords, Theocrats, Druids) and go 6 faster than normal for their race (12 for most, 18 for Draconians) personally. Any unit with a Healing ability will use it on the units in its stack for free once at the beginning of every turn (So if you have a Hero with the Healing ability one of your units will get an extra +20 HP in addition to natural regeneration). Other than that there is a building upgrade in your city, Hospitals, that let people recover 50% HP per turn within the domain of that city. Undead units and Machines don't regenerate naturally, you need units with abilities that heal them in the same stack or buildings in the city that specifically do it to heal them. Most races have some way to aid in Regeneration as well. Orcs get a bonus 6 HP after any turn they were in battle, Goblins get an extra 9 if they end their turn on Wetlands tiles and Humans/Halflings/Dwarves have racial supports that have a healing ability. There are also some units with Regrowth or Regeneration that regain all HP at the beginning of the turn, most notably Naga units from the Naga dwelling, Trolls and the Warlord's Warbreed unit. Zore fucked around with this message at 20:45 on Apr 17, 2015 |
# ? Apr 17, 2015 20:42 |
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Fintilgin posted:Hmmm. I didn't realize forts sucked up gold and mana. I'll just have to play around with it, I guess.
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# ? Apr 17, 2015 20:47 |
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I think he means that they suck up any gold and mana from sites in their domain. And also knowledge.
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# ? Apr 17, 2015 20:49 |
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Oh ya, I'm a dummy. One 'hiddenish' mechanic that everyone trips on accidentally are border constraints though. I still don't know the arcane formulas used here but if cities/fort borders collide, then cities will grow slower due to a constraint penalty. It's really annoying sometimes and I honestly just ignore it when it occasionally comes up when an AI city is like 2 spots away from a perfect spot. I'll still drop a fort juuuust outside of its borders to pick up an extra dungeon or something and eat the penalty. No idea what's optimal in that situation because usually those cities are already pretty much peaked out anyway.
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# ? Apr 17, 2015 20:51 |
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Zore posted:Other than that there is a building upgrade in your city, Hospitals, that let people recover 50% HP per turn within the domain of that city. Huh, does that work for the entire domain of the city? I always thought it was just for units stationed in the city itself. Is it the same for master's guilds wrt machines?
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# ? Apr 17, 2015 20:54 |
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Rascyc posted:Oh ya, I'm a dummy. As far as I can see, a city needs the same number of tiles for it's size if it had no upgrades to not be constrained. So if you end up constrained, build a wall or a palace or an observatory that will push your domain out more on the other side of the city and you should loose the constrained status.
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# ? Apr 17, 2015 21:06 |
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Just got Master of Eternal Silence. Obviously, this is the canonical ending. Age of Wonders 4 will be about the Wizard Kings and Shadow Realm denizens colonizing the dead world. Melenis actually beat Werlac to death on her own; I arrived just in time to help mop up.
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# ? Apr 17, 2015 21:32 |
Kajeesus posted:Alright, story synopsis time! This is excellent! Exactly what I was hoping for.
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# ? Apr 17, 2015 21:50 |
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Dear Gerblyn and Crew: Please find a way to incorporate the RMG (or the ability to load from saves) into the editor. It makes maps better then I can, not because I cant get good, but because the RMG is so great. Your friend in videogames, Thyrork. E: Also why is my perspective flipped upside down in the editor? Thyrork fucked around with this message at 22:42 on Apr 17, 2015 |
# ? Apr 17, 2015 22:39 |
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Playing a multiplayer game with some friends (Tigran Rogue), decided to start researching Master Cartographer (20 turns away). Next turn, an event finishes my research instantaneously. e: Question for Gerblyn- could game speed be changed by its individual components (research costs, production costs) instead of what it's at currently? I want to play a game with a slow tech advancement but doesn't take 4 or so turns to build a new unit. Arrrthritis fucked around with this message at 01:50 on Apr 18, 2015 |
# ? Apr 17, 2015 22:56 |
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Is there any way to remove the delay in edge scrolling? You have to touch the edge for ~1 second before it actually scrolls.
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# ? Apr 17, 2015 22:57 |
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So I've been tooling around with necros a bit but I still can't figure out what heroes I like. Anyone have any thoughts on what non-necros are worth grabbing to lead your ghoul hordes?
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# ? Apr 18, 2015 02:33 |
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Malachamavet posted:So I've been tooling around with necros a bit but I still can't figure out what heroes I like. Anyone have any thoughts on what non-necros are worth grabbing to lead your ghoul hordes? One of the big things is that Necromancers are poo poo-tastical stack leaders. Basically anything is better for that job. Dreads with their fire and shock protection are pretty great, as are Druids with Cold/Spirit protection and Warlords with their everything buffs to whip your ghouls into proper fighting shape. Otherwise, Theocrats are surprisingly useful because spirit damage everywhere and control undead. Sorcerers give you actual nuke spells. Warlord are great stack leaders and melee tanks all in one, they're also really good to have. Rogue is maybe slightly iffy since they don't open up any new damage types, but on the other hand Undead Rogues can be very sturdy killing machines. Necromancer heroes are powerful but also super-specialized, any other type of hero adds a lot of options you wouldn't have otherwise.
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# ? Apr 18, 2015 02:46 |
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Malachamavet posted:So I've been tooling around with necros a bit but I still can't figure out what heroes I like. Anyone have any thoughts on what non-necros are worth grabbing to lead your ghoul hordes? In my experience so far Archdruid: Use some cheap undead units to give your druid time to convert animals to his cause. This gives you a nice living army to help you out early game. Theocrat: Can do similar to druid with convert, or you can get control undead and use leader passives to become an undead, undead killing machine. Sorceror and Warlord are both pretty much the same as ever, either make a one man army, or enhance your undead to be invincible under their command. Warlords 10%phys resist and 100%spirit protection are both pretty awesome sounding(i've yet to have that combo) As for rogues, I am not really sure. Sabotage would be great since undead aren't good against machines. But elsewise it's kind of doubling down on what undead already do.
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# ? Apr 18, 2015 02:47 |
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None of the stackleader +morale effects work, correct? And the only way you can get Heal Undead on non-necromancers is via the Mystic Forge? (or reanimators/supports with Healers of the dead)
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# ? Apr 18, 2015 03:08 |
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It seems like if you do Seal victory on a Small map with 8 players, at least one or two of the players will start with a seal right next to their capital! Like, one player's was literally inside his capital, 1 tile to the left. But hey, 32 turn limit on the game leads to some pretty big plays. Tigran Rogue seems pretty fun so far, the game didn't last long enough to get a ton of the higher end stuff out though.
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# ? Apr 18, 2015 03:53 |
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Kajeesus posted:Alright, story synopsis time! If you don't mind, I'll finish it up--I've finished the game a couple of times so I could probably recite both campaigns from rote.
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# ? Apr 18, 2015 04:47 |
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I haven't tried it yet, but does the new reanimation shrine work for necromancer city defense? It only reanimates living units, right? Not units that start the fight already undead? Would still work on living attackers I suppose. I tend not to fight city defenses at all if I can help it but I was curious.
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# ? Apr 18, 2015 05:50 |
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Carnalfex posted:I haven't tried it yet, but does the new reanimation shrine work for necromancer city defense? It only reanimates living units, right? Not units that start the fight already undead? Would still work on living attackers I suppose. I tend not to fight city defenses at all if I can help it but I was curious. Yeah, just like you said. Any living units will be brought back under the control of the defender as ghouls, at the end of the battle I think the ghouls will die.
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# ? Apr 18, 2015 07:04 |
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Is there a way to force certain players into a starting position? I really want to play a drowish elf necromancer, but they always start in sunny temperate regions. I know players can start in the underground because my goblin necromancer did when I first tried him out.
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# ? Apr 18, 2015 07:26 |
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So I have wanted to pick this up for a while despite being totally shithouse at HoMM and the like. Got it on sale from Steam yesterday and am installing it right now; so before I get into it I thought I'd ask some questions: Is the campaign worth doing? I found HoMM (4's) campaigns were awkwardly punishing for me as a new player, as if I was hesitant or wasted a few turns doing something the AI would get an uncrushable fortress; and that kinda made it unfun. Is there much in the way of Goon Multiplayer?
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# ? Apr 18, 2015 07:37 |
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Shaman Ooglaboogla posted:Is there a way to force certain players into a starting position? I really want to play a drowish elf necromancer, but they always start in sunny temperate regions. I know players can start in the underground because my goblin necromancer did when I first tried him out. Not really. It was utterly random at release which hosed over people at random as starting in the underground if you weren't a Goblin/Dwarf was a death sentence and it was all kinds of ridiculous. Now you will always start somewhere with a climate/terrain that will give your starting race a happiness bonus. So Goblins will start above or below ground in wetlands, Dwarves will tend to start underground, Elves in Temperate/Arctic forests etc. For everyone but Necromancers this is a huge boon because it gives you bonuses to happiness and production. Necromancers are unique in that it doesn't really affect them, but they still start in what would be advantageous places.
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# ? Apr 18, 2015 07:58 |
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Gridlocked posted:Is the campaign worth doing? I found HoMM (4's) campaigns were awkwardly punishing for me as a new player, as if I was hesitant or wasted a few turns doing something the AI would get an uncrushable fortress; and that kinda made it unfun. You should play at least the first mission of either the Commonwealth or the Elven Court campaigns, both are set up as sort of tutorial missions to explain some of the base concepts of how the game works. If you want to play necromancer, you might want to do the first mission of their campaign as well, since it also explains some important info. Otherwise, I don't usually do campaigns, but I know that a lot of them can be hard if you don't rush aggressively. I've been told by the guy who made them that this isn't universal though, he said he explicitly set a few of them up to allow turtling. No idea which ones though If you want to dive straight into an RMG map, you might find yourself a bit lost for the first few hours trying to figure out what to do. We made a guide that can help: http://ageofwonders.com/beginners-strategy-guide/
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# ? Apr 18, 2015 08:12 |
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I've noticed a magical thing. Units that die while Frozen fall over like statues rather than doing the usual dying animation
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# ? Apr 18, 2015 08:14 |
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Gridlocked posted:Is there much in the way of Goon Multiplayer? Join the Steam group. Dick Boss organizes games occasionally, the expansion just came out so that's been happening a lot lately. Download vent
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# ? Apr 18, 2015 08:37 |
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ninjewtsu posted:Join the Steam group. Dick Boss organizes games occasionally, the expansion just came out so that's been happening a lot lately. There's also typically some Play by Email games going on, unfortunately we just filled up a bunch so we don't have an open game right now. Feel free to create a newbie game whenever and post details in the thread though and I'm sure you can get some players.
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# ? Apr 18, 2015 11:21 |
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How long so PBEM games usually take? Or can you let somebody or the AI take your turns out you are out of town for a weekend each month?
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# ? Apr 18, 2015 11:28 |
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I've been doing a couple games and have been loving the new specializations and especially frostlings. Triumph really knocked it out with how good they feel. However, I've found one really REALLY huge complaint about the Keeper of Peace/Grey Guard/Shadowborn spec: their spell that makes units dedicated to good/neutral/evil can sometimes not come up until you finish researching tier 4-5 spells. I don't think this is intentional. It's happened to my friend and I both in that game, he just had the research uncovered at turn 45 when we've both been slamming away at strategic spells and just getting useless (for turn 15) class spells. It'd be nice if you picked one of the alignment specializations if it made it so you were guarenteed to have your Dedicated to X spell at the very beginning available for research, otherwise it sort of neuters the entire thing especially if you double down and go for the Master spec.
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# ? Apr 18, 2015 12:18 |
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Doing the final Eternal Lords campaign mission, and jesus - I'm at turn 47 now and I still haven't gotten the frostling queen hero who starts stranded in a giant underground death gauntlet on turn one out of the giant underground death gauntlet. I found what may look like the end, but it's blocked by 3 adjacent stacks (attacking one attacks all three) which include a dread reaper, two fallen angels, some death bringers and reanimators, bone collectors, and other misc undead. This is vs my single stack with a frostling archdruid hero, a mature serpent, a dwarven firstborn, a frost queen, a royal guard, a yeti, and a spider. I'm not sure what they're expecting me to do here - I just ran a 50 turn death gauntlet, of course I'm not going to have enough units to handle this (it estimates an overwhelming defeat), so she's just gunna sit there, while my leader actually does everything else, I guess. It's guarding a one way teleporter so I can't bring in help, either. It kinda makes that whole grueling gauntlet seem a bit pointless - i'd probably have been better off dismantling her army on turn 1 considering how much upkeep it's been draining and how tight money is on that map.
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# ? Apr 18, 2015 12:30 |
Wolpertinger posted:Doing the final Eternal Lords campaign mission, and jesus - I'm at turn 47 now and I still haven't gotten the frostling queen hero who starts stranded in a giant underground death gauntlet on turn one out of the giant underground death gauntlet. I found what may look like the end, but it's blocked by 3 adjacent stacks (attacking one attacks all three) which include a dread reaper, two fallen angels, some death bringers and reanimators, bone collectors, and other misc undead. You're not going to get any happier with it. The teleporter at the end of the death gauntlet takes you to the heart of Melenis' empire, which you then have to fight through to find the single entrance to the surface. After trekking across the entirety of Karl's surface empire, you can then find another another entrance down to you the cave system that your empire is actually in. It seems that the queen's position pretty much assumes that you will be dumping massive amounts of summoned units on her to keep her rolling against the opposite side of your enemies, then rendezvous with her right when you're about to kick Melenis' teeth in.
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# ? Apr 18, 2015 12:44 |
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# ? Jun 10, 2024 17:34 |
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DangerDan posted:I've been doing a couple games and have been loving the new specializations and especially frostlings. Triumph really knocked it out with how good they feel. So it's not just me then, several games plugging away at strategic spells as a good guy rogue and I never seen dedicated to good show up, even around turn 70. Although one game I went a evil sorcerer with grey adept just for the essence culling and dedicated to neutral immediately shows up and is the reward from every lost library. Ra Ra Rasputin fucked around with this message at 13:03 on Apr 18, 2015 |
# ? Apr 18, 2015 12:58 |