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Topic Subject: More patch suggestions
posted 07-11-02 07:10 PM EDT (US)   
Here's what should be done in the patch, IMHO.

1. Hurry production should only be avalible for buildings. It doesn't make sense that you could hurry production of units anyway. I mean, even if you hire extra workers to make armor and weapons you still need soldiers, and training them takes time. You can't "hurry" training, then you would be sending out untrained soldiers on the battlefield.

Hurry production unbalances the game, since it allows you to build a large amount of strong units in a VERY short amount of time.

2. Tier 2 units should never build faster then 2 turns. Tier 3 units should never build faster then 3 turns. Tier 4 units should build be dropped to 3 or 4 turns. They cost ALOT anyway, so if you can afford building them, it should be possible in a reasonable amount of time (now i think buildtime is 6 turns if you have the largest town).

3. Tier four units needs some tweaking (reapers, titan). Drop damage, defense and offense. Increase hitpoints to make up for the loss of damage, offense and defense. This would make it easier to damage them, but they would still be able to take ALOT of damage. Maybe give some tier four units leadership and morale, to give them more of a support role (like the airship). You should also consider increasing upkeep for tier four units.

5. Flying units need some tweaking. I suggest increasing their cost (and maybe upkeep), so people use them for resource grabbing rather then for full scale assaults. It's very hard to counter fliers, since they move so fast. The only way to really stop them is to build your own flying units, but the problem is that some races have very weak flying units, so in those cases you will loose anyway.

6. Spell Changes. Most of them have already been posted, but I reapeat them anyway. Healing should be 11CP. Haste needs to be tweaked, increase upkeep and casting cost, more along the lines of static shield, cause it's a freaking good spell. Research cost for some skills should either be raised or lowered. It's kind of strange that spellcasting 1 takes only 8 turns to research, while peacekeeper takes atleast 16 with the same amount of research points. I find this kind of strange, since you can only choose one skill when you custmize your wizard, and why would you want to take spellcasting 1 when it's the cheapest skill to research???

An option to take additional spells at the start of the game rather then a skill would be VERY cool

Replies:
posted 07-11-02 09:36 PM EDT (US)     1 / 15  
One note: The cost of the Healing spell has been increased for the patch.

Josh Farley
Programmer
Triumph Studios
posted 07-11-02 10:07 PM EDT (US)     2 / 15  
Wow...that's going to be a seriously big change.

No hints on when the patch will come out?

-revalos

posted 07-12-02 01:00 AM EDT (US)     3 / 15  
Maybe we could just add 10cp to a wizards Casting Level, when Casting Specialist is selected as an initial skill, without taking away the Casting Specialist I skill, costing still 200rp.

Though I think this may still be a little weak, maybe it should add 20cp to your Casting Level when you pick the skill initially.

Another question:
7) Will there be more abilities added to units when the gain a level, or will at least the stats gain improve? The +1's aren't making too much of a difference anymore in a 20-based system. Unless the gains are generically awarded (everybody get +1 att and def when going to Silver), maybe it would be nice to change things depending on the unit, defensive units gain more def, assault units gain more att.

E.g. on attaining Silver:
Warlords get +3att, +0def
Elf longbowmen get +2def, +1att on Archery, in addition to Marksmanship I
Swordsmen get +1att, +2def


It is roaming the depths in eternal hunger, devouring all and everything, far from the light, lost in the shadows, alone, wandering, searching, evermore...

[This message has been edited by ZombieEater (edited 07-12-2002 @ 01:01 AM).]

posted 07-12-02 11:27 AM EDT (US)     4 / 15  
Well, now that automatic movement along move paths has been instituted, I'd like to see a button that cancels a path. Often I change my mind or accidentally pick a path and end up changing it to move a stack one hex over, because I don't know how to just cancel the whole path and let the unit stay where it is. Or is this a RTFM topic? I don't recall this being anywhere in the manual, but I could be wrong.
posted 07-12-02 12:48 PM EDT (US)     5 / 15  
If ya turn off auto-movement, then even if ya have a path set, the unit won't move along it until you manually force it to - meaning you're free to change it at anytime prior to manually moving the unit.
posted 07-12-02 03:38 PM EDT (US)     6 / 15  
Hey Raging Joel,

Re: point #6, why not just start with Scholar and research them all?

Seriously, I think Casting Specialist I is cheaper to develop not because it's unbalanced, but rather because it is so integral to being a wizard, and that with no Casting Specialist, you are a newbie wizard (versus a powerful wizard, with lots of it). Anyway, it's also the only Skill with multiple levels, so in a way, Casting Specialist is also the most expensive Skill.


Reality is for people who lack imagination.
posted 07-12-02 05:34 PM EDT (US)     7 / 15  
I'll dump my suggestions :

1. Pioneers don't get used up when rebuilding razed non-city structrures.

2. Dwarven engineer gets road building.

3. Armor and resistance get capped at 18.

4. Haste gets reduced in effectiveness.

5. Steam does 1 more damage.

posted 07-12-02 09:47 PM EDT (US)     8 / 15  
1. Haste needs to be either toned down, upkeep costs need to be raised or just Haste needs to be made a much higher lvl spell. I mean, come on. It's not right to see the hasted Draconian Flyers just fly past all of your defense.

2. Tier 4 units need to be brought down in terms of cost and/or production time. To actually be able to get a Sanctuary, Champion's Guild and Master's Guild takes a lot of time and gold. Also, you have to forfeit building cheaper units just to get those buildings.

3. Flyers. Some units that are just plain huge in height (titan for example) should be able to swat them down out of the sky. Also, any flying unit with a ranged attack is damn near invincible.

4. Lvl improvements. The stat improvements are fine, cause, unlike what another person said, having +1 in a stat is fine. If there was more than +1, then getting cheap tier 1 units up in lvls would be the strategy, considering at gold they'd be like tier 3 units. I'd just want to see more skills implemented, like a Frostling Raider getting Cold Immunity at gold, giving it something better than Cold Protection

5. Something needs to be done for the units most people don't even bother with. Engineers, Gluttons (I mean come on. Warlords are already gods with spells), etc... New skills or stat increases need to be implemented.

6. Siege weapons need to be back in the game. Catapults are just plain pathetic, and Ballistas are not even that good on defense anymore. Basically, only Cannons are worth it. Damage to the gate from any melee unit needs to be removed. Perhaps just wall crushing would allow them to attack the gate, but I mean, how often will you get the zombie batter down the gate? Catapults should be needed, like in the original AOW.

7. Simple stuff. AI changes, pioneer stuff, etc...

posted 07-13-02 00:08 AM EDT (US)     9 / 15  
I actually haven't played enough of the game to see if this is relevant (my CD drive went out again). Honestly, I don't know if this is even a factor in AoW2, but I do remember having one city on this one map that had a few "unavailable" farm hexes:

Make "farmland" racially dependent. In otherwords, if the normal "farm" hexes are filled with Forest, then count them as farms. Or a Dwarf city, with it's "farm" hexes filled with dirt/rock (they're miners, remember?).

posted 07-13-02 01:19 AM EDT (US)     10 / 15  
I wholeheartedly agree with the siege weapon thing. Bring back all those yummy machines like the battering ram, flame thrower, etc. Personally, I would like to see it like it was in AOW, with walls (stone walls anyways) totally immune to anyone without Wall Crushing.
posted 07-13-02 09:10 PM EDT (US)     11 / 15  
"ake 'farmland' racially dependent. In otherwords, if the normal 'farm' hexes are filled with Forest, then count them as farms. Or a Dwarf city, with it's 'farm' hexes filled with dirt/rock (they're miners, remember?). -Aqualung

I think you mean graphically different to each race. Anyway, if dwarves got their farm hexes as mines, how would they eat? Do they eat rock? lol.

posted 07-15-02 03:05 AM EDT (US)     12 / 15  
For what needs Undeads use farms???

The Farms should change its name.


*** Sorry 4 my English
posted 07-15-02 10:46 AM EDT (US)     13 / 15  
aPothead, I agree totaly with you about those walls. Just like AOW1, with a wall you're safe for non-flying, non-wall crushing and non-wallcliming creatures.
posted 07-16-02 07:30 AM EDT (US)     14 / 15  
If only units with wall crushing could tear down walls, then maps wold have to be bigger too... imagine all the damage that a wall crusher wold take from a defensively armed city (lots of ranged units) at such a a short range! i'd be almost imposible to take a city!

And so we must arm ourselves with tongues of flame

2nd member of the once again living Dragon's Den clan

posted 07-16-02 07:44 AM EDT (US)     15 / 15  
Herthjix, I'm agree on the problem with wall, but only for the stone wall. The gate of the wooden wall must rest destroyable by unit without wall crushing.

For Uruloki: I'm equally agree on that, it isn't logical that a canon or a catapult have to be at range of archer to destroy wall or gate.


Sorry for my english, I am not a naturaly English speaker .
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