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This is the most minor of pet peeves but every time I try to load a game in the middle of a map and the game asks if you want to save first I instinctively click "Yes" despite not wanting to because every other game asks the question the opposite way around.
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# ? Apr 4, 2014 11:00 |
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# ? May 11, 2024 12:38 |
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Wolpertinger posted:Good god, the final Torchlighter path for commonwealth mission. I'm 18 turns in and I just lost my capital city! I don't even know where to start here, hahah - I move in one direction to counter one of the SEVEN PEOPLE attacking me and one of the others comes from the other direction, aaahh. The 3 elven court dudes are at war against the four commonwealth dudes, but since they place you and all your capturable cities literally smack dab in the middle, you're in the way! I thought i saw someone else on this mission earlier, anyone got any suggestions? 'rush' doesn't seem like as safe of a tactic here when you're so utterly surrounded. Rushing is still the correct choice in the matter. With your level 20 heroes plus starting forces plus reinforcements you should be able to clear one faction out. You might lose a couple cities to the other side, but nothing that can't be dealt with eventually.
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# ? Apr 4, 2014 11:02 |
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Conot posted:How does it send the yields? Just to the nearest city in a straight line or? The fort has it's own income. We experimented with having forts send income to cities and the results were pretty messy. It was hard to understand and didn't really achieve much in a practical sense.
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# ? Apr 4, 2014 11:04 |
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Gerblyn posted:The fort has it's own income. We experimented with having forts send income to cities and the results were pretty messy. It was hard to understand and didn't really achieve much in a practical sense. Perhaps I'm misunderstanding something on a basic level then, how does the fort having its own +10 labor from a magma forge achieve anything? I get that gold, mana and research get thrown into the global pool, but the fort can't produce any units on its own.
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# ? Apr 4, 2014 11:07 |
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Conot posted:Perhaps I'm misunderstanding something on a basic level then, how does the fort having its own +10 labor from a magma forge achieve anything? I get that gold, mana and research get thrown into the global pool, but the fort can't produce any units on its own. This was just answered on the previous page , if a fort can't use it it's ignored, while basic income it claims like mana or gold is put straight into your account. Production and pop growth (and I assume happiness?) aren't tapped by a fort.
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# ? Apr 4, 2014 11:09 |
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Gerblyn posted:They're going great! We're very happy with it My boss actually managed to lose a bet with someone about sales because he didn't expect the game to do this well. Did he have to shave his head?
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# ? Apr 4, 2014 11:15 |
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I.. what.. huh? I just charmed an enemy LEADER hero when he attacked my town? Did he just lose his hero forever? Can he no longer cast spells? If he dies will he go back to him? I didn't expect this to work! This is on the final campaign map, too! Edit : Strange.. I stole the leader from Leonus, the Human Dreadnought, but this is clearly an orc dreadnought not named Leonus. But.. it's marked as 'leader'. Strange. Did he have two? Wolpertinger fucked around with this message at 12:09 on Apr 4, 2014 |
# ? Apr 4, 2014 11:45 |
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One pet peeve, this game could really use either a toggle to allow to move multiple stacks ('Grand Armies?') in formation, or some sort of a grace period when you're moving stuff before the AI kicks in. As it is, I had an army of four deathstacks I was going to take an AI city with - I moved the first one in and then got locked out while the AI swarmed the first stack with a bunch of its own units. I never got the chance to move the other stacks before they attacked - I could select the other three stacks alright, but they wouldn't move until the AI would stop moving its own stuff. Humans simply aren't as good at multitasking a bazillion-odd stacks like the AI can, so it's already at an advantage there.
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# ? Apr 4, 2014 11:58 |
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Hey Gerblyn, you mentioned earlier that editing .rpk files would likely prove to be a hassle for players. Is there any chance this game will get the XCOM treatment in some future patch or expansion, where a few of the parameters will wind up in a more accessible file?
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# ? Apr 4, 2014 12:19 |
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Drake_263 posted:One pet peeve, this game could really use either a toggle to allow to move multiple stacks ('Grand Armies?') in formation, or some sort of a grace period when you're moving stuff before the AI kicks in. As it is, I had an army of four deathstacks I was going to take an AI city with - I moved the first one in and then got locked out while the AI swarmed the first stack with a bunch of its own units. I never got the chance to move the other stacks before they attacked - I could select the other three stacks alright, but they wouldn't move until the AI would stop moving its own stuff. Humans simply aren't as good at multitasking a bazillion-odd stacks like the AI can, so it's already at an advantage there. This is why simultaneous turns are the absolute worst in a turn based game. Given that you're playing against the AI, it shouldn't make a difference if you switch over to classic turns since the load times are quite fast (at least for me and I have trouble running the game at steady fps on low settings).
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# ? Apr 4, 2014 12:40 |
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The funny part is you can use the same strategy against the AI to pick off the stragglers when it moves it's doomstack
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# ? Apr 4, 2014 12:45 |
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Doctor Schnabel posted:Hey Gerblyn, you mentioned earlier that editing .rpk files would likely prove to be a hassle for players. Is there any chance this game will get the XCOM treatment in some future patch or expansion, where a few of the parameters will wind up in a more accessible file? That's a nice idea actually. In principle we could move some things to XML config files, I think the main problem with that is that we've promized Modding support and a lot of people might see it as a huge cop out... I'll make a note of it though. In other news, I just sat down with a designer and we nerfed the living poo poo out of research. Goblin scientists are hiding in their mud hovels weeping bitter tears at the research costs I just typed into an Excel spreadsheet. Assuming it doesn't break horribly, research will be very different in the next patch. As an indicator, the amount of research needed to complete everything has been increased by ~70-80%.
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# ? Apr 4, 2014 12:48 |
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Gerblyn posted:That's a nice idea actually. In principle we could move some things to XML config files, I think the main problem with that is that we've promized Modding support and a lot of people might see it as a huge cop out... I'll make a note of it though. Wow, in the first patch? This'll be kinda interesting - a whole new game.
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# ? Apr 4, 2014 12:50 |
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Not sure if it has been mentioned but as a random tip: Just like in previous AoWs if you end up one hex short from an enemy stack you want to attack due to not having enough movement, you can separate a faster unit that still has movement remaining and attack the enemy with them which will count as attacking with the whole stack. Can save a great deal of time and trouble against moving opponents. Also a small feature request: There should probably be a confirmation dialog for surrendering in combat. It hasn't happened to me yet, but having the "instant lose" button right next to "End turn" seems pretty dangerous in a game where battles can go on for quite a while. E: Gerblyn posted:In other news, I just sat down with a designer and we nerfed the living poo poo out of research. Goblin scientists are hiding in their mud hovels weeping bitter tears at the research costs I just typed into an Excel spreadsheet. Assuming it doesn't break horribly, research will be very different in the next patch. As an indicator, the amount of research needed to complete everything has been increased by ~70-80%. Wonder if that'll require rebalancing the campaign at all.
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# ? Apr 4, 2014 12:56 |
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Gerblyn posted:That's a nice idea actually. In principle we could move some things to XML config files, I think the main problem with that is that we've promized Modding support and a lot of people might see it as a huge cop out... I'll make a note of it though. That is fantastic news!
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# ? Apr 4, 2014 13:01 |
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Gerblyn posted:That's a nice idea actually. In principle we could move some things to XML config files, I think the main problem with that is that we've promized Modding support and a lot of people might see it as a huge cop out... I'll make a note of it though. Is this affecting all research then, even the early ones? Because early game research taking 5 turns for stuff feels fine at the moment, it's that top-level things research too quickly that's the problem. Or at least that's how it feels to me.
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# ? Apr 4, 2014 13:03 |
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When is the new patch's eta?
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# ? Apr 4, 2014 13:10 |
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Tier 1 is the same, T2 and T3 should take 1 or 2 turns longer to make. T4 and T5 is where things go up a lot. T6 and T7 research is now proper end game, with much higher costs. It's drastic, but it really needed to be done, some of the values were just nonsense (research for a flame tank was way too cheap for a powerful T3 unit) and as people here and elsewhere have complained, the game has no real End Game at the moment. To make an end game, we need to change some of the ultimate level stuff and make it harder to come by. Patch ETA is still TBA. I don't really want to say until we've made an official announcement.
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# ? Apr 4, 2014 13:20 |
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D'oh, I was hoping the patch would be out by this weekend.
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# ? Apr 4, 2014 13:22 |
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How do heroes work in random maps? If you don't recruit your initial hero will another one appear after a while (I think that's how it used to work in older games)?
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# ? Apr 4, 2014 13:40 |
While I should say that these are fairly substantial changes being made to the game before it's even a week old, and that it's something that should have come out in play testing, the fact that you and the other developers are willing to go so far so quickly says very good things about the support the game will get from you guys over its lifespan.
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# ? Apr 4, 2014 13:46 |
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Triskelli posted:While I should say that these are fairly substantial changes being made to the game before it's even a week old, and that it's something that should have come out in play testing, the fact that you and the other developers are willing to go so far so quickly says very good things about the support the game will get from you guys over its lifespan. It scares the hell out of me TBQH, but lots of people are complaining that the endgame can become a stagnant slog, and I'm inclined to agree. Hopefully this is will fix it witout breaking things too horribly a!n posted:How do heroes work in random maps? If you don't recruit your initial hero will another one appear after a while (I think that's how it used to work in older games)? Yeah, one will spawn 5-10 turns later, ish.
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# ? Apr 4, 2014 14:05 |
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I think the research change is needed, but some economy balancing may be needed to smooth out progression. We'll see how things go with slower research and actually putting up globals first, I guess. One small request, is there any way to have the unit level up progression added to the tome of wonders? I knew most units gained a new passive at max level, but I totally missed stuff like support units gaining new actives as they leveled up, or Draconian Units gaining increased Fire Resistance. Or Goblins and the volunteer trait, or stuff that's just weird/cool like max level hunters becoming martial arts masters.
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# ? Apr 4, 2014 14:21 |
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madmac posted:I think the research change is needed, but some economy balancing may be needed to smooth out progression. We'll see how things go with slower research and actually putting up globals first, I guess. I'll add the request to my feedback list!
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# ? Apr 4, 2014 14:27 |
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Gerblyn posted:That's a nice idea actually. In principle we could move some things to XML config files, I think the main problem with that is that we've promized Modding support and a lot of people might see it as a huge cop out... I'll make a note of it though. Research does need to be slower, but I think the issue is how quick you can get research points. A good world location and a couple of structures can quadruple your research amount. Maybe capital cities should have a higher base amount, and other structures/world locations have less.
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# ? Apr 4, 2014 14:29 |
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The game honestly seems to play a lot better with city founding turned off, few cities and dwellings, and very cramped maps. It'd be nice if there was some way to create and maintain that level of scarcity without needing to resort to that degree of city limiting. The game has some really great gameplay at that sort of level which does get a little lost when you start fielding very large armies.
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# ? Apr 4, 2014 14:40 |
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Yeah, the research is a problem, but it's also a symptom of economy scaling to the point people are rolling in infinite gold, mana, and research. I understand not wanting to gimp cities too much so that starting out isn't painfully slow, but maybe some sort of scaling penalty as your empire expands to keep things in check? It's pretty standard in these kind of grand strategy games to implement a diminishing returns factor so that every city you take/found isn't a flat bonus to your ever escalating money-pile.
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# ? Apr 4, 2014 14:51 |
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Hurgh.. this final campaign mission is just so.. hard. I've been at it for a few hours and I've managed to get two dreadnoughts up but it looks like it might be over anyway as there are just way too many enemies taking all my cities at once with tier four units everywhere for me to be able to take anything back. Has anyone beaten the campaign yet?
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# ? Apr 4, 2014 14:52 |
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Keybinding talk, Z and X are set to zoom in/out, as im using a mouse wheel for that i just rebound them to map layer up/down. Any other winning suggestions from you lot? This feels better already.
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# ? Apr 4, 2014 15:28 |
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Really looking forward to any new DLC / Expansions you put out... unless it's going to be $5 map packs ala Civ 5 (which doesn't seem to be your MO thankfully) Would love to see new races though and character options. (anything from Shadow Magic etc.) Just my 2 cents but I'm sure you guys know this. Also a few guys from my work place are really enjoying the game too. Malek fucked around with this message at 15:48 on Apr 4, 2014 |
# ? Apr 4, 2014 15:41 |
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Kind of interested in this, although I never really got into the earlier AoWs. One thing I don't see answered anywhere is how the game limits city building, though? I hate ICS strategies (more cities = strictly better, so you should always be pumping out settlers and cities) in these games. Are there some kind of limiting factors for this here? I found the hard-ish limit Civ 5 had for the number of cities to be alright in preventing you from sinking to micromanaging-hell, for example (although yeah, there are ways around that).
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# ? Apr 4, 2014 15:43 |
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Gerblyn posted:It scares the hell out of me TBQH, but lots of people are complaining that the endgame can become a stagnant slog, and I'm inclined to agree. Hopefully this is will fix it witout breaking things too horribly Endgame in 4x is always a slog. Some devs have recognized and tried to fix it, putting mechanics like AI surrendering when it's clearly losing (Stardock) or putting alternative victory conditions (like special sites to control) apart from the "exterminate everyone" (Stardock, Illwinter).
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# ? Apr 4, 2014 15:54 |
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Dropbear posted:Kind of interested in this, although I never really got into the earlier AoWs. One thing I don't see answered anywhere is how the game limits city building, though? I hate ICS strategies (more cities = strictly better, so you should always be pumping out settlers and cities) in these games. Are there some kind of limiting factors for this here? I found the hard-ish limit Civ 5 had for the number of cities to be alright in preventing you from sinking to micromanaging-hell, for example (although yeah, there are ways around that). If you're playing the campaign, no idea, otherwise in one of the advanced options screens (the one with the leaders if im not mistaken) building new cities can be disabled outright. Turin Turambar posted:Endgame in 4x is always a slog. Some devs have recognized and tried to fix it, putting mechanics like AI surrendering when it's clearly losing (Stardock) or putting alternative victory conditions (like special sites to control) apart from the "exterminate everyone" (Stardock, Illwinter). I hope we see something like that as an expansion hook, since AOW didn't have this i could see a reasonable argument made for "We wanted to get a firm foundation then mix it up." Something like, Allying the old races together at a special site to bring them fully to your side. Or just outright finding the "Lost City of the Wizard Lords" and holding it for long enough. Completing a mega project (Rogues going for the ultimate information gathering network, Dreadnoughts completeing the Manahatten project, Sorcerors tearing open the rift to other worlds... and so on.) that can be started towards the end of the midgame and takes multiple cities and endgame research to complete. Dragging the other players to the negotiation table and forcing them to sign alliances with each other. I'm sure theres more ideas cooking around in peoples minds. Thyrork fucked around with this message at 16:00 on Apr 4, 2014 |
# ? Apr 4, 2014 15:54 |
Loving this game but the simultaneous turns thing can be pretty annoying for multiplayer. If it's not possible to add a mode for sequential turns could we get a toggle to tell our dudes to immediately do their planned move orders without having to confirm? Or maybe some kind of way to plan all of your moves and then hit execute. That would solve the problem of your big stack getting murdered piecemeal the second you try to move it into position. As is, you have to move in tiny steps to avoid getting separated if your opponent is paying attention.
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# ? Apr 4, 2014 15:57 |
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I think mana costs are really hit and miss sometimes. One game as a dreadnought I had huge mana issues which really limited how many musketeers I could build. Next game I'm a druid and my only mana costs are summons which take many turns to put through. Tier 3 and 4 race units do have mana costs associated with them, but by the time I'll be able to produce them in any decent numbers I will have 2000+ mana stockpiled which is just wasteful.
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# ? Apr 4, 2014 16:29 |
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Shadowmorn posted:If you're playing the campaign, no idea, otherwise in one of the advanced options screens (the one with the leaders if im not mistaken) building new cities can be disabled outright. Yeah, I read that too, but I didn't mean exactly that - I like founding cities in good spots, I just don't like the optimum strategy being "cram as many cities as you possibly can in the area you have". Anyone know if city building has some kind of limits like in Civ 5, or is more cities always better than less?
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# ? Apr 4, 2014 16:41 |
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Been playing with my brother. 1v1 is a good way to play this game
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# ? Apr 4, 2014 16:44 |
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Beta patch announced and available on Steam. Final is due out next week. http://ageofwonders.com/forums/topic/v1-08-beta-patch-test-branch-for-steam-users/ quote:Change Log:
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# ? Apr 4, 2014 17:03 |
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Question about heroes leading armies. If I take 3 stacks, each led by a hero into combat will it apply the bonuses from the hero leading the attacking stack to all 3 armies, or do the units in each stack get different bonuses?
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# ? Apr 4, 2014 17:12 |
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# ? May 11, 2024 12:38 |
Demiurge4 posted:Question about heroes leading armies. If I take 3 stacks, each led by a hero into combat will it apply the bonuses from the hero leading the attacking stack to all 3 armies, or do the units in each stack get different bonuses? You only get one leader per stack and they only give bonuses to their stack.
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# ? Apr 4, 2014 17:14 |