Inspired by MMO-Champion's blue tracker, I decided to start a thread with a similar functionality, for quick developer post reference.
I´ll try to post chronologically (except the very first update where I copied from last to first page in both, official and Heaven´s forums, grouped by developer).
Please, don't comment on this thread unless you find I missed some dev post or have a suggestion (which I'll gladly consider!). If something catches your attention and you want to discuss it, start a new thread.
Devs are active on other forums? Let me know!
For FAQs, visit:
Official: http://www.ageofwonders.com/faq/
Fan: http://www.ageofwonders.com/topic/faq-thread//
UPDATE: Unfortunatelly, due to personal time and interest shifts, I won't be able to maintain this thead anymore. After more than a year, though, and only a couple of weeks from release, I'm quite satisfied with what I set out to do and the results. Anyone interested in continue it, is more than welcome to do it. Cheers!
-------Updated 03-12-2014---------
Arnout Sas http://ageofwonders.com/forums/topic/lets-talk-about-rogue/#post-45486
Daniel van Leeuwen http://ageofwonders.com/forums/topic/combat-background/#post-45561
Godewijn Perizonius (a.k.a. Narvek) http://ageofwonders.com/forums/topic/lets-talk-about-rogue/#post-45673
Erwin http://ageofwonders.com/forums/topic/final-global-spell-any-information/#post-45536 http://ageofwonders.com/forums/topic/time-to-release-some-more-info/page/3/#post-45579 http://ageofwonders.com/forums/topic/got-questions-for-beta-testers/page/10/#post-45591 http://ageofwonders.com/forums/topic/got-questions-for-beta-testers/page/10/#post-45624 http://ageofwonders.com/forums/topic/time-to-release-some-more-info/page/3/#post-45628 http://ageofwonders.com/forums/topic/play-by-email/#post-45653
-------Updated 03-11-2014---------
Godewijn Perizonius (a.k.a. Narvek) http://ageofwonders.com/forums/topic/healing/#post-44872 http://ageofwonders.com/forums/topic/theocrat-and-warlord-introduced-soon/page/2/#post-45163 http://ageofwonders.com/forums/topic/combat-background/#post-45168 http://ageofwonders.com/forums/topic/lets-talk-about-rogue/#post-45176 http://ageofwonders.com/forums/topic/how-does-experience-work/#post-45181
Tom Bird (a.k.a. Tombles) http://ageofwonders.com/forums/topic/how-does-experience-work/#post-45022
Erwin http://ageofwonders.com/forums/topic/time-to-release-some-more-info/#post-44751 http://ageofwonders.com/forums/topic/stress-test/#post-44756 http://ageofwonders.com/forums/topic/one-little-though-important-question/#post-44880 http://ageofwonders.com/forums/topic/resources/#post-44887 http://ageofwonders.com/forums/topic/resources/#post-44916
-------Updated 03-10-2014---------
Lennart Sas http://ageofwonders.com/forums/topic/suggestion-mega-event-of-the-fallen-heroes-i-want-to-hear-criticism/#post-44433
Erwin http://ageofwonders.com/forums/topic/question-about-draconions/page/2/#post-44250 http://ageofwonders.com/forums/topic/hints-that-frostlings-will-return/#post-44437
-------Updated 03-06-2014---------
Tom Bird (a.k.a. Tombles) http://ageofwonders.com/forums/topic/aow3-preview-articles/page/3/#post-42445
Erwin http://ageofwonders.com/forums/topic/enchanment-stacking-multitype-damage-racial-purity-and-some-other-questions/#post-42403 http://ageofwonders.com/forums/topic/heroes-mega-threads/#post-42644 http://ageofwonders.com/forums/topic/pre-orders-start-on-steam-gog-new-video-release-march-31st/page/4/#post-42646
-------Updated 03-05-2014---------
Tom Bird (a.k.a. Tombles) http://ageofwonders.com/forums/topic/new-preview-ai-troubles/page/2/#post-41836 http://ageofwonders.com/forums/topic/a-few-questions-from-a-long-time-fan/#post-41848 http://ageofwonders.com/forums/topic/wall-climbing-and-sieges/#post-41856 http://ageofwonders.com/forums/topic/new-preview-ai-troubles/page/2/#post-41873 http://ageofwonders.com/forums/topic/new-preview-ai-troubles/page/2/#post-41896 http://ageofwonders.com/forums/topic/new-preview-ai-troubles/page/3/#post-41929 http://ageofwonders.com/forums/topic/new-preview-ai-troubles/page/3/#post-41973
Erwin http://ageofwonders.com/forums/topic/you-guys-are-bringing-back-the-dire-penguins/#post-41697
Djurre van Dijk (a.k.a. sikbok) http://ageofwonders.com/forums/topic/server-stress-load-test/#post-41794
Lennart Sas http://ageofwonders.com/forums/topic/different-city-graphics-for-each-raceclass-combo/#post-42155
-------Updated 03-04-2014---------
Tom Bird (a.k.a. Tombles) http://ageofwonders.com/forums/topic/new-preview-ai-troubles/page/2/#post-41280 http://ageofwonders.com/forums/topic/i-have-a-question-to-ask/#post-41322
Erwin http://ageofwonders.com/forums/topic/new-preview-ai-troubles/#post-41243 http://ageofwonders.com/forums/topic/huge-outrage-on-gog-about-the-price/page/4/#post-41386 http://ageofwonders.com/forums/topic/compensating-for-racial-weaknesses/#post-41473
Godewijn Perizonius (a.k.a. Narvek) http://ageofwonders.com/forums/topic/dev-journal-unit-types-and-the-character-sheet/page/3/#post-41491
Djurre van Dijk (a.k.a. sikbok) http://ageofwonders.com/forums/topic/i-have-a-question-to-ask/#post-41287
-------Updated 03-03-2014---------
Tom Bird (a.k.a. Tombles) http://ageofwonders.com/forums/topic/suggestion-action-points-art/#post-40602 http://ageofwonders.com/forums/topic/goblins/#post-40633 http://ageofwonders.com/forums/topic/touchscreen-support/#post-40746 http://ageofwonders.com/forums/topic/touchscreen-support/#post-40792 http://ageofwonders.com/forums/topic/shrinking-battle-maps-since-aow-i-dumbing-game-down/#post-40891 http://ageofwonders.com/forums/topic/goblins/page/2/#post-40898 http://ageofwonders.com/forums/topic/new-preview-ai-troubles/#post-40992
Erwin http://ageofwonders.com/forums/topic/huge-outrage-on-gog-about-the-price/page/4/#post-40823 http://ageofwonders.com/forums/topic/warlord-what-do-they-do-in-times-of-peace/#post-40837
Arnout Sas http://ageofwonders.com/forums/topic/high-level-ranged-units/#post-40588 http://ageofwonders.com/forums/topic/tech-tree/#post-40601 http://ageofwonders.com/forums/topic/high-level-ranged-units/#post-40637
-------Updated 03-02-2014---------
Arnout Sas http://ageofwonders.com/forums/topic/hp-frage/#post-40186
-------Updated 03-01-2014---------
Tom Bird (a.k.a. Tombles) http://ageofwonders.com/forums/topic/goblins/#post-39666 http://ageofwonders.com/forums/topic/goblins/#post-39682 http://ageofwonders.com/forums/topic/simultaneous-mode-problems/#post-39717 http://ageofwonders.com/forums/topic/simultaneous-mode-problems/#post-39723 http://ageofwonders.com/forums/topic/four-new-screenshots/#post-39725 http://ageofwonders.com/forums/topic/goblins/#post-39779 http://ageofwonders.com/forums/topic/simultaneous-mode-problems/#post-39782
-------Updated 02-28-2014---------
Erwin http://ageofwonders.com/forums/topic/build-me-a-leader-worthy-of-mordor/#post-38916 http://ageofwonders.com/forums/topic/reinforcements-have-arrived-or-have-they/#post-39040 http://ageofwonders.com/forums/topic/2-questions/#post-39054
Lennart Sas http://ageofwonders.com/forums/topic/huge-outrage-on-gog-about-the-price/page/3/#post-39034
Tom Bird (a.k.a. Tombles) http://ageofwonders.com/forums/topic/a-few-questions-from-a-long-time-fan/#post-38893 http://ageofwonders.com/forums/topic/giving-away-3-copies-of-the-game/page/3/#post-39094
Godewijn Perizonius (a.k.a. Narvek) http://ageofwonders.com/forums/topic/a-few-questions-from-a-long-time-fan/#post-38921 http://ageofwonders.com/forums/topic/a-few-questions-from-a-long-time-fan/#post-38956 http://ageofwonders.com/forums/topic/giving-away-3-copies-of-the-game/page/4/#post-39232
Arnout Sas http://ageofwonders.com/forums/topic/how-many-cores-the-game-uses/#post-38890 http://ageofwonders.com/forums/topic/will-there-be-cheats/#post-38925 http://ageofwonders.com/forums/topic/will-there-be-cheats/#post-39018 http://ageofwonders.com/forums/topic/giving-away-3-copies-of-the-game/page/2/#post-39021 http://ageofwonders.com/forums/topic/full-screen-borderless-windowed-mode/#post-39147
Lascha http://ageofwonders.com/forums/topic/how-many-cores-the-game-uses/#post-38927
-------Updated 02-27-2014---------
Erwin http://ageofwonders.com/forums/topic/do-you-prefer-quick-skirmishes-or-epic-battles/page/3/#post-38494 http://ageofwonders.com/forums/topic/your-first-raceclass/page/2/#post-38527 http://ageofwonders.com/forums/topic/seriously-beta-testers-about-balance-between-raceclass-combos/#post-38547
Lennart Sas http://ageofwonders.com/forums/topic/steam-vs-gog-where-best-to-buy-and-why/#post-38448 http://ageofwonders.com/forums/topic/any-other-premiumdeluxecollectors-editions-worldwide/#post-38707 http://ageofwonders.com/forums/topic/any-other-premiumdeluxecollectors-editions-worldwide/#post-38713 http://ageofwonders.com/forums/topic/whaat-no-italian-and-spanish/#post-38715 http://ageofwonders.com/forums/topic/when-will-the-soundtrack-be-available-to-download/#post-38723
-------Updated 02-26-2014---------
Tom Bird (a.k.a. Tombles) http://ageofwonders.com/forums/topic/games-to-play-until-release/#post-37647 http://ageofwonders.com/forums/topic/huge-outrage-on-gog-about-the-price/#post-37793
Erwin http://ageofwonders.com/forums/topic/games-to-play-until-release/#post-37702 http://ageofwonders.com/forums/topic/no-beta-access-with-deluxe-edition/#post-37946
Lennart Sas http://ageofwonders.com/forums/topic/videostop-on-youtube-and-question-to-the-battle-at-sea/#post-38121 http://ageofwonders.com/forums/topic/any-other-premiumdeluxecollectors-editions-worldwide/#post-38124
Djurre van Dijk (a.k.a. sikbok) http://ageofwonders.com/forums/topic/for-everyone-who-pre-ordered-post-here/page/3/#post-37960 http://ageofwonders.com/forums/topic/steam-vs-gog-where-best-to-buy-and-why/#post-37970
I´ll try to post chronologically (except the very first update where I copied from last to first page in both, official and Heaven´s forums, grouped by developer).
Please, don't comment on this thread unless you find I missed some dev post or have a suggestion (which I'll gladly consider!). If something catches your attention and you want to discuss it, start a new thread.
Devs are active on other forums? Let me know!
For FAQs, visit:
Being of otherworldly nature, and experts themselves I’m afraid Succubi are immune to such dwarven charms, or any mind control for that matter
It will be fixed in the next build =).
Do note that sometimes we force a certain climate over the one that you see in the worldmap for artistic reasons. For example the shrine of Yaka(the fire god) will always be on a volcanic themed map even though it’s standing between grassy plains on the worldmap.
And to answer Gyor: no, not gender based ^^.
And @liclic: no, they don’t.
All I will say is the Theocrats ultimate global spell is not health generation. It’s something way more powerful and worthy of an ultimate spell!
Don’t forget that next to the campaign you will also have scenario’s and randomly generated maps (which you can influence to your liking!) to satisfy your single player needs. Next to that you will also be able to build your own scenario’s/campaigns and share them around for unlimited content.
Winte.. It’s coming!
@Low_K: I don’t have this information I’m afraid. Info should follow on that.
@Poodlec: It’s why we are working hard on analyzing the maps and improving them as you already noticed
@poodlec:
Musketeers aren’t armored. They trade vulnerability and frequency of shooting for high burst damage with their muskets.
@Rohirrimelf:
There are city upgrades that cause units to heal more in cities.
@Poodlec @Rohirrimelf
You guys have bested me! You are right, they do are armored. My apologies! Please accept my bounty of goblinheads!
Poodlec wrote: Thanks ! It’s good to hear that it’s only polishing, but it still improves playability bi great deal i say, so keep up a good work.As said by the betatesters the game is fully playable already including the campaign (it’s been finished by multiple people including myself). We are mainly polishing the maps and the AI at this point but you already figured that out
In the worst case you can always manually share your save files via dropbox (free program that allows sharing of files and updates automaticly)
Also, you can have hospitals in your cities that increase the heal rate of garrisoned units, and if you have healers in your party they will heal a unit from that party every strategic turn (if anyone’s wounded).
Hey all, let’s keep this thread from derailing lest someone cross the line, ok?
We will release the next class information very soon! (of course, massive meteor strikes are technically possible, etc..)
It’s a bug, and consider it doubly raised now, should be an easy fix
1) They have shoot light crossbow, charm, bard skills and true sight. Bard skills give the entire stack a morale boost, and true sight allows you to see invisible/concealed enemies.
Of course they can also attack in melee.
2) They’re flying and have the throw curse ability to lower resistance to make targets more susceptible to their seduction.
3) Indeed, the higher resistance mitigates the blight weakness.
The typical resistance of a High Elf tier 1 is 9.
Hope this helps
Glad you like it
There’s also a generic xp bonus per day for heroes and leaders, but it’s 1 xp per turn (early game anyway). Since you already need 50 xp to get to level 2 from 1, don’t count on that ^^
Units get XP for most actions they take, including attacking, healing, buffing, and (in the case of heroes) casting spells. They do get more XP for killing units though, so that still matters.
@Karmah
We do read the forums my friend! We are just busy polishing the game for you guys. The game pretty much is playable already as it is, as the beta testers already have mentioned, but we want to spice things up to make it better, stronger, faster, etc.
Work is not done after release as we’ll continue to build on the game (changes/DLC/etc.) and hotfix any issues you guys might be running into.
I haven’t heard anything about a stress test (yet) so far but if it comes around there will be a post about it on the forums for sure.
It depends on your playstyle. Hurry can be a big lifesaver if you see an enemy closing in and you need more units to protect your city or if you have such a big economy you don’t mind the morale of this little city but do want to use it for big production. In general you don’t prefer using it on your main city too much unless you are going for a rush strategy of the sorts.
Expanding too much too quickly means you will have a harder time protecting them. Every unit also has upkeep costs so producing more units to defend could easily nullify or even negatively affect your income. It’s all about balance and positioning.
If you spam and explore too quickly you always get into a stalemate situation where you can’t build more units or advance forwards because all you would be doing is defending your cities by patrolling and keeping them up. One enemy flyer/scout or indie spider can take an undefended city and one defender is mostly not enough to keep them out. Expanding is good but only at the right time and on the right places.
Hi, sounds like cool idea. But it is quite complex for a random event and would have a major impact on the flow of the game.
Perhaps At random intervals fallen Heroes come back from the dead and start haunting treasure sites (setting them to unexplored)
I’m going to be careful here as I got no knowledge of the art department and am not the biggest on lore (so don’t lynch me please!) but I can safely say that there are no current plans for changing the appearance of the Draconians for release.
Do bear in mind that a lot has happened since SM and AOW III including Draconian society. There is also a lot more you can do with the new look than the old in the ways of leader creation and story (campaign)!
I want to ask you all to give it a try first and see how you like them. You might like them more once you see what is all possible with them!
Yeti’s and frost giants indeed are two different beings! If you thought yeti’s were frightful.. Just you wait till the frost giant comes along *shivers*
I’ve forwarded your request to someone who can handle it Curtis!
1.
Like said before you can’t really stack enchantments on the strategic map. The buffs in battle can really be a battle changer if cast on the right timing. This gives a lot more strategy to a game than buffing permanently. Besides that there are a few level up skills that give your whole stack a bonus for example when running alongside said hero.
2.
You can have different channels on your attacks. Mind you it’s not as easy to get a lot of different as you might think.
3.
An avatar has no penalties from having different races on board. However alignment does influence your units’ morale.
Hope this helps!
Not having played that much with the map editor I don’t have the knowledge required to be able to say whether you can change the race of the random hero. However you can build a scenario without the random heroes joining you and add your own custom ones of the same race to join you for a campaign scenario for example.
All retail versions will be steamwrapped. However the big difference with retail is that you will be able to install the game from the cd. Only the last few percentages will be done online as they have to do with steam. Which means you won’t have to download the whole game if your internet is slow.
Hope this helps!
Palantir wrote: So this is the third preview video series in German, whereas apart from Tombles’ masterful efforts we have none in English yet. I hope that’s going to be addressed soon.Low_K wrote:
We’ve sent it to some English speaking you tubers. Hopefully they will stat publishing stuff soon. Surely you can make a sub-string like AI-not-attacks-squishy-unit-when-other-unit-is-in-base-contact?The AI doesn’t work like that. What it literally does is:
score = damage done + bonus if I kill – damage taken – penalty if I die
There are a ton of multipliers and weights in there (for example, damage done might be multiplied by 3 if the target is an enemy leader). But that’s the basic idea.
In the situation in the video, the pikemen would die if it attacked the cavalry, so it decides it would be better to attack the priests. Normally, the balance of multipliers would stop that happening, when I tried to reproduce this just now the pikemen attacked the cavalry and died. I’ll have a mess around and see if I can’t tweak it to fix it.
Updating this thread, since I’ve just re-added simple elevation back into tactical combat. If a unit is stood on a city wall, it now gets a +2 bonus to its max range. This adds more depth and also addresses concerns that walls aren’t useful enough. It also helps fix an exploit where you could effectively nullify walls by attacking walled cities with long range units.
This is really the only place where there is any elevation in the maps, so it’s still not as in-depth a system as Shadow Magic had, but still an improvement I hope.
Cannons basically make wall obsolete, unless the defender has a cannon too. A cannon can effectively outrange city defenders, and even without outranging them, getting into a ranged firefight with a cannon is suicide for most units. If an attacker turns up to a city with cannons, it’s often a good idea for the defenders to abandon the walls and come out and fight them at close range.
The AI assigns some units as being “Dangerous” and it prioritizes trying to kill them, which leads to a focus fire effect. It’s kind of fuzzy though, so the AI might decide to attack a new target for various reasons. Generally, the AI will usually perform the most effective actions first. So, abilities that kill things tend to go before those that don’t.
There are very few hard rules in the AI though, since they tend to cause more problems than they fix. For example, at one point, I did actually have a rule that said “If moving gets you hit by an attack of opportunity, then don’t move.” but it made the AI predictable, and the AI would miss obvious opportunities to kill units since it didn’t want to suffer an attack of opportunity to get to them.
This means it’s a balancing act of various multipliers and weights, all tugging the AI in different direction with different priorities and ideas. Mostly it works very well, but sometimes it embarrasses me in public, as you could see in the video above.
True story, I was fighting a test battle against some Phantasm Warriors. My leader was weakened, but I had a bunch of tough units in front of him to keep him safe, so I wasn’t worried. I press end turn and watch a phantasm warrior walk around my units, getting hit by 4 or 5 attacks of opportunity, and backstab my leader, killing him. I’d forgotten that phantasm warriors have 60% physical damage resistance, shields and high defense, so they only took about 12 damage from all the attacks put together
The AI knew it was going to take 2/3 damage from each hit, which is why it moved. If it thought it would die, it wouldn’t. The main problems the AI has come from misinterpreting the data, which is the kind of issue you see in that video. The AI took the data and said “It’s better for me to take 20 damage and go over there and do 12 damage, than to do 30 damage and die in the process.” Sometimes that sentence is correct, and sometimes not =D
Standing back is very tricky for AI, since what do you do if the player stands back as well? It becomes a game of chicken, and an AI doesn’t really stand a chance against a human with those kinds of mind games. There would be exploits where a human could stand at max range and plink away with ranged units to force an attack and things like that.
StupendousMan wrote: The AI probably didn’t know it in a proper sense, it’s just that the score value for attacking the leader was higher than everything else, the reduced damage due to its physical resistance trait also “known to the unit” in so far as the negative factor “damage taken” was accordingly smaller than it would have been for a unit without resistance.Exactly. It also “knew” that the projected damage from the AoOs was fewer than it’s hotpoint total, which would have triggered one of the few hard rules in the system (don’t kill yourself to AoOs).
Fear the might that is Dire Penguin…
Hi,
Stress test is under discussion.
For a stress test we’ll pick an approach that will give us the most test, with the least overhead.
On our servers. These are used just to set up a map. When this is accomplished handling the gameplay communication will – usually – fall back to a p2p system.
All classes have a city upgrade which allows the production of class units and which visualy appears on the world map. If a city gets conquered by another class, the upgrade gets destroyed.
New previews should be coming very soon, we made a build for them last week. We’re working on a version to send to reviewers next, no ETA on that yet though!
If you have the level editor then it’s easy. When you place a city it has a setting “Match Race To Leader”, if you set that to false it will stay whatever race you set it to in the editor. So, you could make an goblin city and give it to player 1, and make player 1 an elven leader.
Do note the AI is one of the hardest parts in a TBS game because of all the choices you can make on the strategic map. But don’t worry we are working as hard we can to make the AI as awesome as possible for you guys!
You don’t need to be online to play Age of Wonders III with both the GoG or the Steam version. You can just start it in offline mode. Of course you can’t start an online game as you aren’t logged in without internet
So rest assured guys!
I’d say to not be too focused on races but instead lock onto a class. You can have multiple races under your control by taking other cities around the map. There is a lot possible in the age of wonders!
First strike can be used aggressively, namely versus another unit with first strike: you still go first if you have it too
Otherwise, yes, first strike mostly comes into play when defending.
The Polearm does increase the damage versus mounted units and flyers though, so that’s also aggressive: Versus cavelry for example I’d attack the horse with the pikeman, and not wait until another unit attacks my pikeman, even though I then get the first strike.
You can capture any city of any race and build units of the city’s race.
Hope that answers your question.
Turns out the artists agree too! Someone is going to fix the action point icons to look better.
Hehaw wrote: I really don’t like the sound of that; one great part of AoW, IMO, is that each type of elemental damage had a very useful effect. Now, it sounds like it is just physical damage with a different color except on select units.Yes, the beta testers all hated it as well. That’s why we’ve taken pains to add as many of these minor status effects as we can. It’s not the same as AoW you’re right, but hopefully in most cases it should have the same practical effect.
What’s a popular iPad app that’s used for this? I have an iPad at home so I could see what happens with it. I can’t promise we can change all the interfaces to make them touch screen friendly though, it might be too much work.
Cool, I’ll give it a try!
Yep. To clarify, this was a feature from before the Beta. The “people” I was referring to were other people in the company. Personally, I still think deployment was a good idea, but it’s gone and I don’t think we’re gonna be putting it back in. Sorry guys!
Go ahead BBB, I don’t see how they coild be considered sensitive.
jakjak wrote: I cant believe the Horned God broke that flame tank with such a high resistance you would think he would have a basic understanding of primal forcesHorned God is tier 4, while the flame tank is only tier 3. Also the flame tank is weak to lightning, and the horned god has a powerful long ranged lightning.
StupendousMan wrote: I am not sure if the aspect of ‘purchasing power’ has already been taken into account in this discussion here. I saw one post about it on the forums at GOG and found it quite interesting.You bring up a very interesting part of the discussion. Although the US is a very big and powerful country the average income of it’s people is lower than that of the average west European. This results in a lower purchasing power thus resulting in a 1 euro – 1 dollar conversion.
Summarized in short it said that it MIGHT be a mistake (although one is prone to do) to compare prices on a currency exchange rate basis only and that it MIGHT make more sense to take also into account the relative ‘purchasing power’ of the price set point.
I am aware that this doesn’t explain having poorer Eastern European countries pay the same price in € as some European nations with a higher standard of living (in fact it makes the price point even more unfair), but it might explain the 1:1 price conversion from $ to € maybe?
And I am not even saying that prices should be set according to purchasing power considerations, I am just saying that this might be the rationale or justification for it. Or maybe just plain greed…
They are the best babysitters in the world!
Landship has Fire Mortar and Fire Broadside (quite a powerful short-range ability)
And don’t forget the Shrine of Smithing with Smithing Prayer Bolts. The damage of this ability increases with the # devout units, so it can become very powerful.
CrazyElf wrote: How many technologies roughly are there to research?Over 250!
Skills (empire upgrades, global/strategic spells, tactical spells)
9 Avatar skills
6 classes with 38 skills
55 specialization skills
As a leader you have access to class + avatar and 3 specializations (with 4 skills) so during a game about ~55 skills to research.
Es gibt irgendwo ein große Forum-post über diesem Thema auf die Englische Diskussion Forum mit alle Vorteil und Nachteilen
Weil nicht realistisch, unsere Entscheidung ist dass man Trupps nicht noch mehr ein Nachteil an geschwächte Trupps mit gibt. Man kommt schnell in ein negative Spirale so dass geschwächte Trupps schnell nicht mehr brauchbar sind. Tactical Combat verändert, aber nicht günstig. Wir habe gerne das Players das Konflict riskieren! Deswegen haben wir dieser Entscheidung gemacht.
(Entschuldigung für mein schlechtes Deutsch!)
rohirrimelf wrote: I have seen very little about the goblins. Maybe the least of all races. I do like to know what their strengths are to compensate for lower amounts of hitpoints. More men in a unit/more special skills like the darter?Goblins:
Advantages:
– Units are cheaper to produce
– Cities grow faster
– Only race that doesn’t dislike blighted terrain (so they can build cities wheer other races can’t)
– Innate resistance to blight damage
– Make extensive use of blight damage, which gives them good damage levels in most situations
– Swarm darters are insanely good in the early game
Disadvantages:
– Fragile, -5hp and none of the defensive/offsensive bonuses of the other races
– Weak in battle against blight resistant units, such as undead or machines
To be honest, I don’t really know it. It’s not really my area, I only know so much about the Goblins because I play with them so much. Also, I’ve paid more attention to goblins because the -5HP was a bigger nerf than we expected, so I’ve been more involved trying to compensate for it in other areas.
To echo Fenraellis, this isn’t a mechanic that ANYONE wants in the game. The problem is essentially technical, if players A and B are having a battle, then C *cannot* do anything to change the world, since all sorts of problems could arise.
I’m going to quote something from another post which explains the issue in more depth, if you’re truly interested:As for why we can’t fix it, there are a number of problems, for example:
1) 2 or more of the players in the world aren’t actually in the world, they’re in another world having a battle. So, they can’t respond to anything that other players do, you could walk a huge army up to their cities, for example, or sneak through their lands.
2) We’d need a system so that any hexes containing stacks in battle would be immune to magic and things, since it makes no sense that you could drop a rain of meteors on an army in the world map and not have it affect the tactical map. You’d end up with weird inconsistencies and exploits where players cast area of effect spells that end up with holes because half their effect zone was in a battle.
3) There’s a ton of edge cases to deal with, like, what if A and B are fighting, then C attacks A in one place, and D attacks A in another place. Since A can only fight one person at once, who does A fight first after B? How do we inform C and D that A is ready for them? Can C and D do things while they wait?
4) Each active battle demands system resources, so you end up needing to budget how many battles can you have at once before the system runs out of memory, and what do you when you hit that limit, etc.
You can come up with solutions to all of these problems in isolation, people reading this probably have suggestions on how to fix all of them, but those solutions will have their own problems, and will distort the game’s flow and design. By the time we’ve fixed everything, we’d probably have a very different game than when we’d started, and we’d have had to make a lot of sacrifices and compromises just for that feature, as well as investing a huge amount of time that could have gone into other things.
Oh sorry, I missed it. I’m afraid that we haven’t really had much luck trying to address it.
About the only idea anyone came up with that made sense was to implement a rule where players couldn’t take hostile actions (attacking an army, or capturing a city) in the first 30s of their turns. I believe many of the AoWSM community had this as a house rule most of the time anyways. The problem with this is that it only partially fixes the problem, it’s not a full solution. The idea is currently on hold, though it’s not entirely off the table if enough people think it’s a good idea.
I just tried it. In autocombat, 1 knight will lose against 2 human halberdiers. This seems to comes down to two factors:
1) Halberdiers get +4 damage against the knight due to the polearm ability
2) The knight’s “Charge” ability (+6 damage on the first strike, if the unit moved more than 4 hexes before attacking) doesn’t work on halberdiers since they have the First Strike ability.
In the same map, I also had 1 knight vs 3 draconian archers. The knight killed all 3 and survived with like 3hp.
Blight is a damage type, so it has the same status as physical damage. Swarm darters hit with 3 physical and 4 blight, so a unit with 10 defense and 10 resistance would take 7 damage. If the target had 8 resistance, it would take 9 damage (3 physical and 6 blight). If the unit had 8 resistance AND 8 defense, it would take 11 damage (5 physical and 6 blight).
By itself, blight doesn’t have any debuffs associated with it, however swarm darters and goblin untouchables both have “Inflict Noxious Vulnerability”, which gives a chance to inflict a weak debuff that reduces a targets resistance by 2, each time the unit attacks. We’ve tried to make it so a lot of units can do these minor debuffs, but you need a special ability for it now, it’s not like in AoWSM, where doing electrical damage would stun automatically.
Don’t worry, it was always gonna be optional. It would be annoying as hell in single player.
Anyways, I can’t promise anything, but I’ll look into it on Monday to see if we can put it in.
Sauron is a definite warlord specializing my opinion. Holding iron grip with weapons and forces of unending goblins and orcs. I’d say both Gandalf and Saruman are typical sorcerers with their global spells and summons.
Do mind that though somebody is a dreadnought/Rogue/Warlord they can still use magic!
The units that move towards a rally point move automatically at the end of your turn so you still have the possibility to cancel the rally point when the unit is recruited. You of course can still move them manually if you want them to move earlier in the turn.
2. You can simply decide not to save/load back to redo moves. Challenge yourself! =D
3. There certainly are achievements! Going to have to collect them all!
4. The only maps that do this are the campaign maps. It would be pretty unfair if you could transfer hero levels/items into a game with people who haven’t.
@Tomipapa @Sordak – There is a limit to the sort of influence we have. Prices are the result of a web of various market forces and local expectations, complicated by our many co-publishing partners. Also, some prices listed just appear to be flat out wrong. I see no reason why prices in Romania or Africa are higher than in Norway or Switzerland. I’m pretty sure this not the intention of any party involved and I’ve reached out to see if this can still be corrected!
1. Central-Eastern where? This post has a list of where box copies will be availablehttp://ageofwonders.com/forums/topic/any-other-premiumdeluxecollectors-edit ions-worldwide /
2. No, there is no concept of ground elevation in tactical combat.
3. The core game is won by eliminating enemy leaders and capital cities. Campaigns and hand-made scenario maps can have special victory conditions scripted in.
4. The archon’s are extinct in the game’s lore, and only exist as the undead. There are Archon Dwellings on maps which act like special cities that allow you to produce undead Archon units if you can conquer them (or win them via a quest or diplomacy)
5. There is no manpower style resource like paradox games have. Cities have population which grows over time, once it hits a certain threshold the city will expand its domain size and base income levels. You can reduce it with certain spells and increase it with certain buildings, that’s about it.
6. NoWe had this for a few months but a lot of people hated it, since it felt like having an extra turn at the start of each fight where you couldn’t do anything. Instead we’ve tried to arrange unit starting positions to be far enough apart for it not to be an issue.
I have removed Epaminondas comments from this thread. They were off topic and seemed to be heading rapidly towards a huge derail. If he wishes to voice his complaints about the beta selection process, he can find another thread to do it in.
Just a quick small correction (I’m pretty much a fan of the lore myself, so even though it’s a detail I want to address it anyway).
4) The Archons have left through the Shadowgate to fight on against undead and evil at the end of Age of Wonders Shadow Magic. So they re not extinct, they just left Athla, the world of Age of Wonders. Then the portal closed and they couldn’t return.
The bodies of the Archons fallen here during the numerous wars that were fought somehow arose as undead themselves, the ultimate insult to the undead-slaying Archons.
Also, welcome on the forums
terrahero wrote: Are the Archons the same as the Highman? And what was their fascination with Humans?Yes they are the same.
Very cool offer Arjan, nice!
PS: I’ll edit the title to reflect the correct amount of copies for you.
The game is multi-threaded! Perhaps Arno or Lascha can tell the exact details
The game has all kind of cheats (mainly for testing purposes). Don’t know if we’ll remove them or not!
LordBlade wrote: I really hope that you leave the cheats and such in. They were fun for when you wanted to mess about with stuff, or try out things.Indeed and for map makers its also really convenient! In MP cheats are disabled already.
Naturally, no cheating in multiplayer.
Well, except maybe unless you put an option in to have cheats on/off before the game (so players can choose).
Really cool this indeed
Yes Age of Wonders III supports this feature already!
edit; screenshot displaying part of the launcher
The game is indeed multi-threaded. Whether the game will actually use all the 4 cores is up to your OS, but generally the answer is yes. The AI runs on a different thread than the game. The AI is flexible enough to utilize multiple threads as well, but we don’t want the AI to go on full power when the new round starts because the player also needs a chance to think, respond, etc. Quite hard to do when the AI is flooding actions in the queue. So it’s more than just a performance problem
Personally I enjoy the small skirmishes because I just enjoy micromanagement a lot and love to win a battle without losing units. Huge battles need a lot more macro tactics and in most cases you will always lose units. It really depends on what kind of soup you really like in the end! Both battles have their cool parts
Melkathi: You are my hero! I vote for Rob the Theocrat the Dreadnaught!
The goal is to make you as player figure out which combinations are stronger for you than others depending on what kind of playstyle you are using. It’s up to you to figure out what works best for you
@TheSpeaker the Steam build has Trading Cards with attached wallpapers, which is a bit similar. Both platforms have their content perks.
GoG has their “drm” free thing. Steam offers great services with include auto updates + we support Steam achievements, etc.
Players should be able to play together as long as their build revision numbers are the same.
We’re also looking to bring the game to other platforms.
Its up to you really.
As for Retail AoWIII ; we can confirm the following territories with the following partners. We’re sorry if you were expecting a physical copy in your country and it is not listed. (PC Retail is though to get into a lot of territories, and we had time to do only so many deals)
Germany, Switzerland, Austria, Liechtenstein (Eurovideo)
Russia and CIS (Buka)
Poland and Hungary (Techland)
France, Netherlands, Belgium, Denmark, Sweden, Norway, Finland (Namco) – Hot off the press!
Looks got confirmed physical Special/Limited editions by Buka, Techland and Eurovideo.
All these special editions will be different, as they are compiled by our co-publishing partners. We have to leave it to or partners to confirm the contents. I have spied a very awesome figurine in one of them!
the regular physical editions don’t vary much. Some have an extra flapbox wrap others a regular dvd case.
Localizations are expensive. We don’t have a publishing partners in Italy and Spain, we do in Poland. Hopefully for future editions we can do more translations, if the game is successful!
I’m a bit of an audiophool myself; will try getting them on there as lossless FLAC too.
Blackguards has a really nice tactical combat system, if you like RPG stuff. It’s pretty hardcore rules, and can be very difficult, but I enjoyed it. At least, I enjoyed it when I wasn’t swearing at it after my warriors got poisoned for the 50th time.
There’s a new DLC for King’s Bounty called Ice and Fire as well. I haven’t played it, but I really enjoyed Armored Princess, so it could be worth checking out.
DavidTheSlayer wrote: Yeah tax rates do come into play, but also the cuts for GOG and Steam must also be added in some way. At least it’s not console price like ESO or TitanFall if you’re looking at PC copies.It’s just that the installer uses compression, and the game doesn’t (to reduce loading times).
Also note (not to derail this thread) the download size on GOG is 6.5GB, maybe I’m reading into it too much or its just compression, but the required HD space is 10GB, so maybe there’s some future DLC?
For what it’s worth, here’s the official statement from GoG on this issue:http://www.gog.com/news/letter_from_the_md_about_regional_pricing
It’s always awesome to step into the time machine and play some old AOW/HoMM titles to bridge the time!
Yup, you guys got it! For us a beta is a beta.
Hi, yep, the old build wasnt really ready for video.
we are ver close to wrapping a new preview build that can be used for videoing!
Hi we will have an overview tomorrow. special editions vary per territory and are made by our co publishing partners.Some editions might be region locked
Hi Everyone,
Thanks a bunch for the support, much appreciated : D>
Prepurchase .. *woooohoooo* … <happy dance> … < back flip>
Confirming Edi’s comment about multiplayer.
People can play together no matter where they choose to buy the game.
The game is the same, the only difference is the trimmings.
Pick whichever one you prefer.