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Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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WEBSITE // STEAM // GOG // SA STEAM GROUP

:siren: NEW READERS: START HERE FOR RELEASE-RELATED POSTS :siren:

IN ONE SENTENCE: HOMM/Civ 5 in a fantasy setting, with XCOM:EU/Shadowrun Return's style Combat.

But that does not do it justice, so read on.

quote:

Age of Wonders III is the long anticipated sequel to the award-winning strategy series. Delivering a unique mix of Empire Building, Role Playing and Warfare, Age of Wonders III offers the ultimate in turn-based fantasy strategy for veterans of the series and new players alike!

Create an Empire in your own Image
Rule as one of 6 RPG style leader classes: Sorcerer, Theocrat, Rogue, Warlord, Archdruid, or the tech-focused Dreadnought.
Research powerful skills unique to your class to develop your empire and arsenal.
Choose your allies from among the six main races - Humans, High Elves, Dwarves, Orcs, Goblins and Draconians - and fantastical monster dwellings.

Explore and Exploit a Living Fantasy World
Explore a rich fantasy world that is more detailed and alive than ever with over 50 location types to raid for treasure.
Expand your domain by building new settlements, forge pacts with monstrous allies and capture valuable resources.
Wield earth shattering magic and terra-form the lands for your needs.

Fight In-depth Tactical Battles
Recruit legendary heroes, equip them with magical weapons, and let them lead your armies into battle.
Crush your enemies using the detailed 3D turn-based Tactical Combat System.
Become a master tactician. Crush city defenses. Learn to use flanking and master your army’s hundreds of abilities.

Master Age of Wonders III’s many Modes!
Immerse yourself in a rich single player story campaign, playable from two sides of an epic conflict.
Create endless scenarios using the random map generator.
Compete in multiplayer wars with up to 8 players online.

quote:

“For example: as a Goblin Theocrat you can build your own holy empire, recruit little goblin crusaders or cute winged goblin angels equipped with flaming weapons, and wage war on your heathen enemies. We want players to be able to choose between lots of different play styles, without being restricted by fantasy clichés, like All Goblins Are Evil.”

Rock Paper Shotgun's announcement post and what inspired the thread's name.

:catholic:

Age of Wonders is a turn based & hex based fantasy strategy game, much like Master of Magic (That i have never played) or Elemental, War of Magic. (Which i regretfully have. :v: ) With some parts city building, some parts research, some parts diplomacy but mostly warfare on a strategic and battlefield scale.
If you've played any Total War games, it could be seen as vaguely in the same region, just with turn based strategic combat as well as RPG elements, such as researching new magic, hiring & leveling heroes to be your champions and casting world ending spells. I hope everyone likes water as i raise the seas to drown the lowlands and starve the halflings!

The games played on that aforementioned hex world, but it didn't just include an overworld! AOW had upto two undergrounds (and Shadow Magic had a whole other reality) that presented new options for attacking. Mountains and seas were also no barriers to the prepared, with mountain lowering spells being a forte of earth, freezing oceans being one of air, and waterwalking a common enough thing.
Ocean and air battles were not exceptional events as you struggled to find alternative attack paths or prevent your opponents from exploiting such a weakness of yours. The game had a wide pallet of choices open to you, even if massed archers and siege were silly by comparison.

AOW paints a typical but not dull fantasy world, from lizard men riding giant catapult turtles, to dwarven cities underground, to the classic dark elf vs wood elf tensions, to shadowy demons from beyond. Oh, and plenty of in-universe fun, the game is stiff in presentation, but its not lacking in appropriate humour.
Originally the plot revolved around that elvish conflict, the council of mages and the greater wars of the world. This universe has seen and survived at least two apocalypses, one from the undead, and one from the shadow demons of beyond. Typical fare but well presented. The trailer does mention that its been at least two thousand years since this all happened.

The website does an excellent job of covering the classes, races and gameplay, you should read the website if you want a better feel then the above.

Also dont forget the FAQ.

MISC STUFF:

Backgrounds!







Taerkar's Ongoing Age of Wonders Letsplay thread, if you want a recap of the rest of the games.

EXPANSIONS:



http://ageofwonders.com/age-of-wonders-iii-golden-realms-expansion/

Halflings, Wild Magic, a new victory condition, a new dwelling and a bunch more! Get it here on Steam!



http://ageofwonders.com/eternallords/

Tigrans and Frostlings are the new races. Necromancer is the new class. Another victory condition, dwelling and another heap of content added to the game. Cosmic Events! New Dwelling! New things to Loot! Three new Specialisations! "Play by Email"-style server hosted multiplayer! THERE IS SO MUCH STUFF! :magical: Get it here on Steam!

Thyrork fucked around with this message at 17:13 on Apr 26, 2015

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Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
MODS:

1.7 came with Steam Workshop Support. Heres a list of some of the thread's favourites.

Extra Support Units. "Adds new, tier 3 mounted support units to each race's core lineup, with frostlings getting a new tier 3 cavalry instead."
Triumphant Heroes. "Adds 35 new recruitable heroes to the game!"
Racial Class Unit Reskins "This mod reskins the Racial Class units in the game, to give them more character, and make them easier to distinguish."
Black Dwarves "This mod adds a new monster spawner to the AOW random map generator, the Black Dwarf Stronghold."
Quo's Cross Class "This mod adds Apprentice specializations to the game. As an Apprentice, you pick up skills and abilities normally forbidden to your class at the expense of a Specialization slot."
Variants Arsenal "The Variants Mod adds an arsenal of new units to each class's lineup, granting them powerful new tools to decimate their enemies."
Racial Reinformcents "This mod aims to add a number of new units to every races lineup in order to add more diversity and tactical options to the game."
Age of Wardrobe "This mod enables all outfits for all classes." :allears:
Quo's Custom Leaders Only "This mod removes pre-defined leaders as choices for randomly generated maps, causing the random map engine to select only your custom leaders, or leaders you have added through mods, to the map."

ADVICE CORNER:

PRESS F1

Welcome New Guy, to the Advice Corner! We have the following light reading for you to start with:

Triumph's own offical "Welcome to Age of Wonders 3" Guide to surviving the first few turns!

A very useful database!

A list of all possible heroes.

Guarding Units, How Research Works and Health Regen.

Cities annoying you with production requests?

Splicer posted:

Set to "merchandise" and hit the "infinite repeat" button.

Simultaneous vs Classic Turns.

A.C. posted:

In classic turns, each player takes their turns in order. In Simultaneous, all players take their turns at the same time and the turn ends after all players click End Turn.

Cheats! Solutions for salvaging an impossible situation.

Opening Move's overview.

Cities, Settlers and Builders.

Lords and Thrones.

Races and Climes.

"AoW3 - Tables of Wonder", seemingly containing information about.. well everything! This is good if you want to know what a certain thing does, or what Air Adept's learn.
https://docs.google.com/spreadsheets/d/1YnqBPSrM0vTRd-HfB17qvXbwPhujpNENkdJp_VWrOnw/edit#gid=101933895

How healing works.

A few tips.

:siren: ETERNAL LORDS CHANGED SOME FINER POINTS OF MADMAC'S GUIDES. READ THIS PART FIRST :siren:

Eternal Lords Content:
Eternal Lords Class Changes - Sorc, War & Rogue.
Eternal Lords Class Changes - Druid, Theo & Dread.
Racial Changes.

Classes:
Rogue 101. :ninja:
Theocrat 101. :catholic:
Warlord 101. :hist101:
Sorcerer 101. :smugwizard:
Arch-Druid 101. :smugdog:
Dreadnaught 101. :science:
Necromancer 101. :drac:
Necromancer 102. :zombie:
Necromancer 103. :skeltal:
Necromancer 104. :ghost:

Heroes:
Rogue.
Theocrat.
Warlord.
Sorcerer.
Arch Druid.
Dreadnaught.
Necromancer.
Stats and Starting gear.

Specializations:
Fire, Water, Earth and Air.
Empire Upgrade.
Creation, Destruction and Wild.
Shadowborn.
Keeper of the Peace.
Grey Guard.
Wild Magic Adept.
Wild Magic Master.

Dwellings:
Giants.
Fae Folk.
Naga Liar.
Dragons' Peak.
Necropolis.
Reef Colony.

Races:
Frostlings.
Tigrans.
How Frostlings and Tigrans match up with the Classes.
How Necromancer pairs with the other (Not Frostling/Tigran) races.
How Arch-Druid pairs with the races. Also followed by a VERY appropriate guide to Sorcerers. :haw:
Halflings! :chef:

Extras:
Medals.
Map Editor advice.
Custom Leader in the Map Editor
Script Resources in the Map Editor
Item Forge.
Database of units and more!
How Bone collectors health works.

:siren: Goon Tournament! :siren: Some more rules.
Public Tournament Brackets.

Thyrork fucked around with this message at 18:45 on Jan 6, 2016

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

Gerblyn posted:

My girlfriend was inspired by your post:





Triskelli posted:

To the person that said dire penguins need to be epic mounts:



Chop chop Gerblyn

Gerblyn posted:



Sun Guard mk 2 :3:

PREVIOUS TITLES, CLICK TO GO TO GOOD OLD GAMES.



Good news, all three titles are on GOG! Since their presentation of the games usually put the games best foot forward, i would highly suggest anyone with an interest to go their and take a look. Yes, i shamelessly cropped the images from GOG for this OP. :ssh:

Personally? I rate this one the highest. AOW1 had the choice for your lord/avatar to be a fearsome meleé combatant, something absent in the sequels.



Age of Wonders 2 was... not as good as the first in this humble goons opinion. Shadow Magic really took this title and refined it into a good place. If you're curious in this series, i'd say skip this one in favour of the sequel. Theres a reasonable enough plot driving this game forward, as far as gaming plots go, with a few nice twists (such as the two elvish factions finally buring the hatchet for the most part) but Shadow Magic does wonders for the game.



Second place, and better then the second. Shadow Magic added three more playable factions, brought the story to a close in a battle between extra-dimentional horrors, a racist, magic hating human empire and the surviving mystical and mundane the player leads. It had some of the most brutal of maps but also the full scope of Wizard's Throne was realised with this game. The final level is loving crazy, Hoooleeei poo poo, if you've beaten this level legit, i tip my hat to you sir/ma'am.


The whole set is also available on steam!

Thyrork fucked around with this message at 23:20 on Apr 23, 2015

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Davincie posted:

Also play by email and normal multiplayer and it uses the real time turn system (idk what this is. guess everyone plays at once?).

Also have a screenshot not in the RPS article:


Yeah, everyone goes at the same time. It can descend into fastest click wins because of it but if i remember correctly, your orders entered a queue alongside everyone else and the CPU only ordered so many times per second so that you could fastest click win certain situations.

Also going to nab that screenshot for the OP, look! Hexes! :aaa:

TehGherkin posted:

I hope they bring back the custom character creation from Age of Wonders 1 for this one. The original is still my favourite strictly because of that.

It was so cool creating a fear resistant paladin or an undead fire-spitting wizard.

Yup, its why AOW1 pulls ahead for me personally, even 'tho i loved the shadow demons of SM. :cthulhu:

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Gerblyn posted:

So, I'm actually a programmer working on this game at the moment, so I can answer some questions for you if you have any. To be quite honest I'm not entirely sure what I can and cannot talk about, so you'll have to forgive me if I don't get back to you with a reply; it's probably because I'm asking my boss about what I can say.

Welcome, pull up a chair, enjoy Q&A sessions, and if you need some impromptu beta testers, keep goons in mind. Worked for Gaslamp Games after all! :clint:

Will the lord/avatar play a more direct role? AOW2 / SM's lord, while raining hell down upon your foes from your wizard tower was fun, didn't quiet have the satisfaction of taking to the battlefield and showing that you were also a badass of the sword in your own right.

Silvergun1000 posted:

There was so much going for the first one though. The art style was whimsical as hell and still looks fantastic today, and the music really fit it perfectly. Even the story is awesome too. I mean sure, you can just be the good / bad guy start to finish, but you can also be the good guy who turns to darker and darker powers to defeat what you see as a greater evil, only to be redeemed at the 11th hour and fight back the very darkness you helped unleashed (among other outcomes).

God drat, now i just know im going to end up replaying AOW. I had vaguely remembered how awesome the campaign was but now that i dredge more of it up, it was really branching wasn't it? Like one of the first branches was (You're first choice) / Neutral. So you could keep being good and gather up an alliance of halflings, elves and dwarves. Or you could go for Neutrality and start with Elves leading Lizardmen and Syrons(?) by the end.

All i really remember is, being evil and defecting to good got you an ending in which you were furious at the tiny trinket they leave you with. :3:

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Splicer posted:

I just picked up the trilogy on steam, and apart from the animations being a bit fast AoW1 looks a hell of a lot better than I expected.

Oh hey, your right. I should have checked that. Thats really rather handy.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Yes that patch, if you refer to the one on http://aow2.heavengames.com/ is good, admittedly its been years and years since i last played SM properly with it.

Steam still guns with 1.30.0.2616, so it might be worth getting if anyone's picked up the game again like i have! Kind of torn between AOW and SM 'tho.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Gerblyn posted:

Fraid so :shobon:

On the bright side, I mentioned to my boss about people wanting dire penguins and a few days ago someone concepted them. Assuming nothing goes horribly wrong, then they're back in the game.

:neckbeard: Yaaay!

And i figured the Shadow demons and Syrons would be gone, must admit im really looking forward to finding out who is actually in as playable, and whos going to be on the side stuff.

Beats speculating about it thats for sure. :unsmith:

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Shadow demons are undone, Syrons get their world back. I might be mis-remembering.

And no, im not going to spoiler tag it, because that final level needs to be played to be appreciated, its balls off the walls crazy hard. :colbert:

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Gerblyn posted:

We've released new gameplay footage!

http://www.eurogamer.net/articles/2013-03-26-new-age-of-wonders-3-gameplay-video-shows-empire-building-and-leader-classes

I'll be around for a little bit tonight, otherwise I can try and answer any questions people have tomorrow.

Woo! This game looks so dang nice in this early state. Dropping this into the OP.

Space Pussy posted:

Wow, game looks great and very Shadow Magicy. Hopefully this can balance poo poo-stain which is Elemental/Fallen Enchantress.

Elemental, What a disapointment. Im amused to see a similar map in the video when you pan out enough. Hopfully AOW3 will be what i wanted from Elemental.

Also replaying AOW1 has been fun, if alittle bit crashy, autosaves to the rescue!

Gerblyn posted:

I'm sorry to say that this is most likely still going to be the case. There's a whole raft of technical and design issues that arise if you allow one player to do things in the world map, while another is busy fighting in tactical combat. I wasn't at Triumph for AoW1, so I have no idea how they managed to do it there.

On the up side, quick combat is much better, since now the game actually runs through the full battle with AI controlled armies, rather than fudging it with invisible dice rolls like it did in AoW2. So the results it gives should be much less slapdash, and you have the option of watching a replay of the battle so you can see what happened.

I had a friend muse on a really simple win for this, How about optional spectator mode? At least this way you can egg on the bad guys while your buddy gets horribly crushed by a giant bone dragon. :smug:

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Poison Cloud was always amazing for area denial and confusing the AI. :smug: You can keep the rest of the worldly death spells 'tho, i have black dragons to summon and command.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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:neckbeard: Yaaaay!

Im looking forward to seeing how the races fall down on the two sides, hoping for something abit more oddball then humans, dwarves and elves being the Court and the rest being the empire. :3:



Good to know the flavour text will be in again.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Demiurge4 posted:

I always like fictional religions that center around philosophies rather than actual gods. The Light in Warcraft is one example, and it would be quite cool for the theocracies in AoW III to actually just be a new kind of magic with no actual god, or at least just fake gods.

Mzbundifund posted:

Fictional religions that center on philosophies are believable enough as religions, but philosophical systems aren't sources of divine supernatural power. It turns the theocrat into just a dumb sort of wizard who doesn't understand that he's actually just a wizard.

Demiurge4 posted:

I don't recall much about Shadow Magic either, but I do remember Age of Wonders has always had clerics or at least shamans for all the races that employed healing magics (life). Unless the religions are somehow super unique, I don't see how they can differentiate from the magic schools in any meaningful way apart from what we've seen (inspiration and buff spells, smite undead). But those are all essentially life based magics anyway.

I like the whole idea of faith magic in Warcraft. Its not what you believe in, but the act of belief that empowers you. Personal philosophies can even go far enough for you to justify obliterating the minds of others is still serving the light, by being proactive and stopping others from causing harm. Others might tell you that you have betrayed your order and oath's, but your strong sense of what's right and wrong leads you to save another's life, and a discovery that they cant take such things away from you so long as you believe in something you consider dear to you.

Its not magic by ignorance, these are not mages of another colour. Faith itself is not giving them strength, its belief in what they choose to follow, even if that belief is in themselves or in a honour code. Doesn't have to be something grand, it just often is.

Now why everyone cant do this, or why certain "Fel" touched races loose such a connection is some of the murky sides of this, but overall i like the idea that strong belief results in power, if you are of that quirk of mind to worship "it" in your own way.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Started playing shadow magic multiplayer with a cousin, discovered it has spectator mode for manual combat :stare: That'll teach me for never playing this over LAN and only hotseat back in the day.

Also, game is surprisingly chill to play multiplayer. I suggest it to anyone. :allears:

Thyrork fucked around with this message at 15:25 on Apr 8, 2013

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Questions for Gerblyn!

Will anything be changing for holding your territory and making it less fiddly? Having to have 1 waterwalking/flyer unit to recap stuff when a single mob runs past, or loosing a city to a roaming swordsman was somewhat frustrating. Maybe a city attack option like Civ5 or have it so garrisoned armies can defend local objects easier?

Non-spellcaster lords and spellcaster heroes, how will they interact? I'd assume a Dreadnaught wont be researching spells so... Or am i mistaken and no matter what lord you roll up you ARE a wizard, just a different kind? Because having a lord without a spellbook and a hero with spellcasting could be... difficult. :v:

Dr. Video Games 0031 posted:

Just buy Age of Wonders Shadow Magic next time it's on sale on GoG Or steam. It's really cheap and you'll know exactly what to expect.

You really should.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Placing units ON the income structure takes that income but its not "Yours" until its inside your influence or outside of everyone else's?

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Heh, replayed AOW then used cheats to see the other endings.

Spoil'd for the people who might be reading the letsplay of it: Oh god, every ending is so gloomy and bitter holy crap. :allears: Only keeper elf path is anything with a happy ending for nearly everyone. Both of the undead endings are just horrible!

It is the same person who wrote AOW1, AOW2, SM and now AOW3 right? Because hot drat. It might be standard fantasy but its enjoyably well written nether the less! :haw:

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Triskelli posted:

Dumb question: have you guys considered letting Dreadnought classes build railways over their roads? Between A Connecticut Yankee in King Arthur's Court and Legend of Zelda: Spirit Tracks, I'm growing fond of light steampunk in a medieval setting. The idea of pikmen formations unloading from boxcars just sounds wonderfully anachronistic.

Serious question: is Dreadnought really the name you're settled on? Perfect name for the massive landship from the trailer, but a little awkward for the name of a person.

Your dumb question is not dumb at all, i'd love that if it was a dreadnaught spell! Maybe casting it between two owned cities to make the roads even better for movement point saving. :haw:

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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AOW(2 and SM, not sure about 1) has that spell. Its an earth one and i think it doesn't discriminate so it can hilariously backfire when someone blitz's you with a stack of knights. :dota101:

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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I'm going to play the hell out of the Dreadnaught because its become a thematic love of mine to see fantasy settings where the march of technology has not stopped because magic, and in some cases, learned to bend Magic to its will.

Wizard? Fine, you summon that lightning storm over my captial, it is all fuel to my Storm Reactors as they feed power to my legions of Steel Automatons.
Rogues? No shadows to hide in within the ashen remains of your cities, leveled by my bomb blimps.
Warlords? I will meet your horseback charge with a tank one. Flesh breaks upon iron.
And when it comes down to a fight, i will don piston assisted armour, draw a Pneumatic Pike and take up my Lightning Staff. :science:

Even if its nothing like this, i will enjoy the hell out of being a mundane leader who uses his/her brain to lead a nation to fight others who literally have the powers of creation at their fingertips. And i'll win.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Splicer posted:

I don't think there is alignment? Unless I missed something you choose a race and a class and that's it. There is no more "Evil" section.

The two factions are the commonwealth and fancy prancy dancy nancies. Or whatever the elf faction calls themselves.

Yeah, no alignments. The Trailer implied to me that the leader class choice might occupy that kind of vibe. Rogues are not nice looking leaders, neither are warlords.

Hum, if anything, it might be like the different spirits you could build altar's too?

Warlords and Rogues are War.
Arch-Druids are Nature.
Theocrats and Dreadnaughts are Order.
Wizards are Magic.

Triskelli posted:

Just saying a little variation is nice, like maybe bat wings instead of angelic wings for evil-aligned theocrats. I just find it funny that the theocrat class is so bound to Christian symbolism, with halos and angels.

Also, really intrigued by the idea of turning the Archons/Highmen into the Undead faction. That and what I've seen about the campaign suggests some pretty interesting writing.

Valid, but as you mentioned, the symbolism has been in since the Archons/Highmen. I imagine the Theocrats are more emulating them, rather then embracing monotheism. :3:

Thyrork fucked around with this message at 16:30 on Apr 11, 2013

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Triskelli posted:

Found something to that effect trawling the official forums. What I thought was interesting is that alignment is also effected by stuff like the personal profile and colors you choose for your faction. (link)

Nabbed for the second post because its interesting. :aaa:

Geokinesis posted:

Are there going to be lots of interesting terraforming/land altering spells available?

We saw at least one during the pre-alpha footage, as the theocratic player restored the lands that had been turned to wastelands.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
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Bloodly posted:

I've always found it odd that tech and magic are often at odds. Are there many things where they work together, not one taking the place of the other?

True magic is wild, unpredictable and chaotic.

Most, if not all magic, in fantasy has some form and solid mass that you can apply the scientific method to. As someone else put it to me a few days ago, Often Magic is the Science, and Science is the Magic in fantasy settings.

The good settings learn to run with the idea that the magic is indeed science but science and logic applied to the magic works interesting things. From the mundane to the works of wonders. Take a peak at, well ANYTHING written by Sanderson, but in particular: The Stormlight Archive (The Way of Kings) for more like this.

Thyrork
Apr 21, 2010

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Splicer posted:

The issue with magic and technology working hand in hand is that usually what's holding back scientific process is the limitations of our current knowledge and sometimes the limit of science itself, while magic is all about "gently caress science, I did it because Magic". If the two can work in tandem you get a massively accelerated rate of development. Just think how quickly diagnostic medicine would have advanced if we'd had even a tiny fraction of the population able to cast "look at what's going on under your skin in subatomic detail". Finding out what actually causes illnesses is an incredibly recent development in human history, but "create the bacteria that cause plague out of thin air and teleport them into people" is one of the basic "things magic can do" in folklore, as is removing the illness and all the symptoms.

The reason this is a problem is that it's hard to write a gripping "Griknar the Bold goes off to kill some Olde Worlde goblins" novel when Griknar and all his friends have a projected lifespan of 500 years and live in a magic space station orbiting Jupiter. So its easier just to say that Magic and Science don't get along, magical plague boils are completely different to regular plague boils, and Griknar's box of infinite food can't be extrapolated to cure world hunger because~

Same reason why genetic engineering is banned in most scifi universes. It's easier to write stories that way.

Classic magic does have this problem, but the many ways magic is portrayed is key to undermining that issue.

Science on the other hand should always be reasonably consistent with the real world, or at least, the scientific method should be.

A setting could have a wizard realise that inner magic can be harnessed with technology for the benefit of people who don't have time to study it, creating simple, magically powered machines for instance. The details of how the magic systems work and thus the ending technology depend on the writer, but the discovery and experimentation can be rooted in realistic tones, to maintain the imagery that "Science can be used to understand everything."

PiCroft posted:

I liked the way Arcanum handled mixing the two: when a piece of Technology is exposed to a piece of Magick, they interfere and disrupt each other. A heavily magick-focused user who tries to use a firearm will more than likely have it not fire, or misfire, or even explode in their hand. Likewise, a Professor of Chemistry who attempts to use a simple Heal spell is likely to either have the spell fizzle out or actively harm the recipient. It even applied to regions, so an Elf magick user would find it hard to use spells in a heavily industrialized city and a dwarf musketeer is likely to have his guns rendered useless in a magical grove.

They never bothered explaining it in any great detail except Ristezze who summed it up as "They are two sides of the same coin, no? One twists nature, the other uses it."

Arcanum did that really well, even if i find myself wanting something that blends both magic and science, at least they put the two at odds in an interesting way that had plenty of room for storytelling. Most of these "Magic vs Science" settings simply paints science/industry/progression as bad.

Thyrork fucked around with this message at 14:27 on May 3, 2013

Thyrork
Apr 21, 2010

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So, in a strange twist, ive just had two of my friends (who are respectible in their opinions) say to me that Fallen Enchantress: Legendary Heroes is "Not Awful" and i should try it. One of them says the only flaw he thinks so far is its micro heavy.

As i cant seem to find a thread for it on SA, ill hijack my own thread :psyduck: and ask here; anyone got anything to say about that?

After how awful Elemental was i was entirely soured off anything by that company, even the free copy of Fallen Enchantress.

Thyrork
Apr 21, 2010

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Demiurge4 posted:

I like the idea of simple, fairly easy magical spells being used to improve technology. I liked it in Rise of Legends because it explained why steampunk worked, that big walking robot was able to walk because the steam boiler on its back used magic.

Rise of Legends was so Gooood for all that crazy poo poo.

From the steampunk/clockwork imperial side to the sun powered crazy alien statue golems on the other, with a whole heap of Arabian(?) mythos, crazy glass creatures and sand magic inbetween.

I really, really digged that games asthetic. Gameplay itself? Kinda forgettable.


madmac posted:

You know they've been posting Dev journals, right? http://www.ageofwonders.com/dev-journal-ii-all-sorts-of-mounts/

Snagged, and i planned to do some looking up to see if there was anything worthy to post about. :3:

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Apr 21, 2010

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Splicer posted:

I did not. Shadowmorn is grudgingly forgiven.

There is some real nice armour artwork in the first dev diary.

http://www.ageofwonders.com/dev-journal-1-back-to-the-roots/

Rabhadh posted:

I quite like the game, its nice to be able to design your own factions and units. If you crank the settings up to make monsters a real threat it also gets interesting. Shame it uses squares though, and the tactical combat just lacks something.

I might give it a look, not sure if they gave out a free copy of it as well to people who originally bought elemental, or if that was just fallen enchantress. :v:

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Apr 21, 2010

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Demiurge4 posted:

Which is great, the steam key really redeemed stardock for me. I'd probably even trust them on their next game be side of the effort they've put in and the long term support. I'd trust them a lot further than Kerberos at any rate.

Nice, i just checked and got one too. This'll teach me to check my emails more. :v:

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Apr 21, 2010

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LordSloth posted:

Speaking from the perspective of someone who played them after the initial release and during the process of bugfixing:

Campaigns quality
Age of Wonders > Shadow Magic -> AoW2

...

I'd recommend playing them all, honestly, especially if you want to get into user scenarios. But if you're going to play just one, I'd run with Shadow Magic.

This is, in my opinion anyway, a great recap of the franchise so far, and ill nab it for the OP.

Edit:

http://www.ageofwonders.com/dev-journal-the-story-so-far-part-i/

New Dev journal.

Thyrork fucked around with this message at 21:31 on May 30, 2013

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Apr 21, 2010

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Corbeau posted:

What worked in AoW 1 and fell down flat in AoW 2 was precisely that sense of character, world building, and choice involved in the campaign. In AoW 1 you had a bunch of branching paths - all of them together showed off all of the content, offering replay value, yet your choices in any specific playthrough mattered, since they affected the story and capabilities of your character. I lost interest in AoW 2's campaign awfully fast in comparison, since the game offered no choices in favor of shoving all the content into a single playthrough. I didn't particularly care about anything happening to the characters or world in AoW 2.

Replaying AOW 2 now and i have to agree, SM gave me a far better reason to care about the ongoings of the characters with its overall backdrop of the oppressive anti-magic human empire and the hungry shadow demon apocalypse.

AOW2 on the other hand is going with the backdrop of scheming god-wizards and the political vibe with all the different backstabbing and naked lust for power. Not saying thats bad, but its terribly dry without some time to get to know the players on the stage before the knives are drawn.

AOW1 meanwhile gave you a physical presence, choices to be made and consiquences to reap. You felt like the big presence in the story, a proper "Hero" of your faction, and that made your choices all the more impactful, 'specially when you made the wrong ones.

Thyrork fucked around with this message at 22:02 on May 30, 2013

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Apr 21, 2010

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teethgrinder posted:

I ... had no idea Age of Wonders 3 was in the works. Somehow never noticed this thread before.

I've been a massive fan of Shadow Magic for a long time and pushing it in SA threads whenever these sorts of games come up.

...but I have a confession to make. I've never played any of the campaigns. I've just played the scenario generator over and over in Shadow Magic to get a MOM-style game. I should probably go and play 1 at least, because I really like the late DOS-like aesthetics and awesome music.

edit: speaking of hexes, in the will-never-happen-but-would-loving-love-it category, I'd love to see a modern version of Missionforce: Cyberstorm.

Gawd drat i remember that game! It was creepy as all balls to my "Around-about 10 year old" self! :stare:

The Scenario generator is of good quality, it however lacks generating overworld in the underground/shadowrealm and shadowrealm in the overworld/underground, which is a nice touch used in the pre-set scenario's and campaign.

Huh, come to think about it, has anything been said about a Scenario generator/Map Maker? That kind of thing. Its 2:30am here and i really should check my own flipping OP to be sure...

quote:

Compete online in extensive multiplayer modes and scenarios.

So nothing in exact words yet. Hey, Gerblyn, if you see this and something goes up about the Scenario Tools, hit up this thread would ya? :3: Shadow magic had that sooo good.

Thyrork fucked around with this message at 02:36 on Jun 2, 2013

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Apr 21, 2010

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Gerblyn posted:

I don't know if we have a Dev Pournal planned for the level editor or the random map generator. I can tell you that we're planning to ship with both of them though.

Awesome. Its one of the reasons why i keep coming back to Shadow Magic whenever i get an itch for this kind of game. :3:

Thyrork
Apr 21, 2010

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http://www.ageofwonders.com/dev-journal-composing-the-sounds-of-wonders/

It has AOW3 sound clips! :haw: Good stuff so far, Okay, this is fantastic stuff, can hear some revisits to older music that's been touched up too. Hope this ships separately with the game, either in the box or as a cheap purchase!

http://www.ageofwonders.com/dev-journal-visualising-the-battlefields/

quote:

GENERATING THE PANORAMAS

With the worlds now being 3D, we decided to make full 360 degrees panoramas around your environment. This gives you a sense of the scale of the world and adds to the immersion. The default camera is more top down, but players are free to move the camera around similar to Total War, and you see the environment in entry/exit camera pans.

These background panoramas are dependent on the hexagons that surround the battle hex on the strategic map. So if you have an army that attacks you from the mountains, a mountain range will also show behind the attacking force on the tactical map.

Okay, thats a nice touch.

Thyrork fucked around with this message at 13:35 on Jun 17, 2013

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Apr 21, 2010

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The stuff in http://www.ageofwonders.com/dev-journal-what-happened-after-shadow-magic-story-part-ii/ is interesting too.

Plus that twist with the Archons. :allears: Updated 2nd post with new dev journals, powers and lore of storm giants is another semi-interesting read.

Thyrork
Apr 21, 2010

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http://www.ageofwonders.com/dev-journal-heroic-quests-and-epic-loot/

Nice to see quests are getting improved, plus the ability to give out competitive quest chains for multiplayer maps sounds :krad: , theres been a few more dev journals but i keep the 2nd post updated with them rather then clutter the thread.

Also i missed the bit saying AOW3 was delayed until 2014, and i am fine with this. http://www.rockpapershotgun.com/2013/07/19/delaying-the-age-of-wonders-3/

Rather a good game later then a bad game now. :colbert: Im'ma looking at you, Elemental.

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Apr 21, 2010

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What a great video. :allears: The units were nicely animated and the game world looked pretty as heck. Reassuring stuff, my cautious optimism remains well placed.

I wonder if the cityscape battleground gets bigger if you have more forces flanking the defenders? It looked nice to see the focus being on the actual part that mattered but i hope thats not a sign they are shrinking the scale of city sieges. They tend to turn into the more brutal meatgrinders in some maps, 'specially AOW1.

Also 6 units per stack huh? Thats interesting to see.

Thyrork
Apr 21, 2010

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Gerblyn posted:

I'm afraid not. We experimented with various ways of making the city maps so they'd more closely match the situation on the world map, but none of them really worked. Either the city ended up looking comically small, or you ended up with huge maps that took forever to play through and were too expensive for our art/design team to make.

It would have been awesome if we'd managed to have AoW1 style tactical maps that had roads and walls and things that matched the world map, but it just wasn't practical :(

It looks gorgeous nevertheless, cities in AOW2 looked lacking and, as you phrase it, comically small. Happy to see you went with a "make it pretty and meaningful looking!" instead. :3:


Demiurge4 posted:

I liked that the ground train demolished the forests it went through, picking up gold and resources along the way. Way to give industrial races that extra destructive oomph.

Thats a nice thematic touch too. Going with the assumption that it is a attribute, like Path of Decay, for the Landboat that might find its way into other units.

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Apr 21, 2010

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Veyrall posted:

What were all the confirmed playable races again? I can't seem to find the list in the OP, and searching the whole thread is :effort:

Updated the OP to fix that lack of information. :v:



Thankya.

Thyrork
Apr 21, 2010

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Demiurge4 posted:

The Archons look kind of undead now. At least the gameplay video said that the Archon giant thing was an undead construct.

quote:

The Necropolis is inhabited by the archon revenants. These fallen archons haunt the lands now. In ancient history they were the hunters of all things evil, but now they have become what they fought before .

http://www.ageofwonders.com/dev-journal-monster-dwellings-and-independent-settlements/

The Archons have become the very thing they hunted and hated, it seems.

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Thyrork
Apr 21, 2010

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toasterwarrior posted:

Instead of steam power, they skipped right ahead to cold fusion :rimshot:

"gently caress this planet, got a comet to catch, peace out." - Artica. Actually im not sure if shes dead by the end of Shadow magic. :v:

That is now the lore reason why the Frostlings have left us, they cruise the stars aboard their comet surfing dreadnoughts. :colbert:

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