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I just really hope they make a great game that keeps a strong multiplayer community. I miss playing AoW with the Heavengames people. Some of the most fun you can have in a strategy game.
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# ? Mar 28, 2013 23:24 |
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# ? Apr 26, 2024 17:56 |
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Poison Cloud was always amazing for area denial and confusing the AI. You can keep the rest of the worldly death spells 'tho, i have black dragons to summon and command.
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# ? Mar 29, 2013 01:01 |
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Personally I love broken spells. That is, stuff that would cause the current modern day multiplayer centric playerbase to scream 'OP OP OP IMBA' wildly at the top of their lungs. What's the fun of a single player tbs where you play a godlike wizard if you can't reshape the world and make your enemies explode into little pieces in a dozen different awesome ways? The stuff I don't like is boring small effects that have a minimal statistical impact on combat (oh boy, I'm 5-10% more accurate). That doesn't mean everything needs to be Orgy of Volcanos, but it's nice when even low level/cheap/fast casting spells have a noticable tactical or strategic impact and remain useful throughout a game, rather than simply being lesser, weaker effects that are obsoleted quickly.
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# ? Mar 29, 2013 02:39 |
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victrix posted:Personally I love broken spells. That is, stuff that would cause the current modern day multiplayer centric playerbase to scream 'OP OP OP IMBA' wildly at the top of their lungs. Chain lightning in AoW 1 was the most ridiculous spell. And flood was probably the biggest game changer. Playing lizardman and flooding the map was just so fun.
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# ? Mar 29, 2013 03:05 |
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Is it lame to say the controlling effects, like Seduce/Enslave/Control Animal, etc? Always lovely to get X powerful/Semi-powerful creatures permanently. I guess that counts under 'Broken Spells' mentioned above. I wonder how possible it will be to pull that kind of thing off early and often? I remember the Elves and the Azracs earned those control effects real early.
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# ? Mar 29, 2013 09:58 |
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Oh man, I just remembered nymphs. What a hilarious a unit. Everything from the slap attack to the big heart that pops up from seduce. It was also neat that certain races like orcs and goblins had lower magic resists so they were easier to seduce than an elf. The slight differences between the units for each race really helped differentiate them.
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# ? Mar 29, 2013 14:19 |
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Bloodly posted:Is it lame to say the controlling effects, like Seduce/Enslave/Control Animal, etc? Always lovely to get X powerful/Semi-powerful creatures permanently. I guess that counts under 'Broken Spells' mentioned above. I wonder how possible it will be to pull that kind of thing off early and often? I remember the Elves and the Azracs earned those control effects real early. bamhand posted:Oh man, I just remembered nymphs. What a hilarious a unit. Everything from the slap attack to the big heart that pops up from seduce. It was also neat that certain races like orcs and goblins had lower magic resists so they were easier to seduce than an elf. The slight differences between the units for each race really helped differentiate them. Lady of Pain (aka Nymph with jaundice and a whip) always cracked me up.
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# ? Mar 29, 2013 15:37 |
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When AoW III was announced I went back and played the cult of storms campaign in the original. I went full air magic and was reminded how good it was. Chain lightning was basically the best battle spell, just for its chance to stun units. Air also had the best beast summon, there were a couple late game levels where I defeated one of the factions by turn 7 by summoning an eagle, flying it over and taking an undefended/weakly defended town and when the enemy leader came to recapture it, town-gating an attack party over. Of course by the end I had given my super-kill-guy melee hero vision III and 50 movement points then casted haste and wind walking on him
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# ? Mar 31, 2013 06:22 |
In Shadow Magic every game I've started as undead I get steamrolled pretty early, are undead hard or do I suck? I've finished loads of games as just about everyone else. I will buy the poo poo out of this, just keep doom zeppelins.
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# ? Apr 3, 2013 21:02 |
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Very important question: Will hell hounds be making a return as a summon?
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# ? Apr 3, 2013 21:05 |
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http://www.shacknews.com/article/78518/age-of-wonders-3-previewquote:All of the traditional races are back: Humans, Dwarves, High Elves, Orcs, Draconians and Goblins, with others races possible through post-release content. Now excuse me while i mourn my frostlings.
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# ? Apr 4, 2013 07:01 |
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Leal posted:Very important question: Will hell hounds be making a return as a summon? I think so, yes.
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# ? Apr 4, 2013 08:52 |
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Will there be descriptions for units like there was in AoW1 and Shadow Magic?
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# ? Apr 4, 2013 09:06 |
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shelper posted:Which one of you was rooting for the draconians? Splicer posted:Dragor omnia regit
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# ? Apr 4, 2013 09:27 |
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Dragons
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# ? Apr 4, 2013 11:00 |
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Raygereio posted:Will there be descriptions for units like there was in AoW1 and Shadow Magic? Yes! Splicer posted:So Undead: I see an undead Dragon in the preview there. Since they're not a race, is there going to be a Necromancer themed build or are Undead purely NPC at the moment? I needs me my Zombies. There are definitely undead units in the game, but I'm not allowed to saying anything else about that I'm afraid.
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# ? Apr 4, 2013 13:19 |
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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. Gerblyn posted:Yes! Good to know the flavour text will be in again.
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# ? Apr 4, 2013 13:54 |
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Yessss. The flavor text for the units was the best thing. They were great reads while waiting for the AI to finish its turn. I love how even the same units between each race had a different blurb about them.
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# ? Apr 4, 2013 14:24 |
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I'm also curious who it is the theocrats worship. Will there be a return of the four shrine spirits from Shadow Magic, or will it just be a vague abstract religion?
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# ? Apr 4, 2013 18:33 |
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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.
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# ? Apr 4, 2013 18:36 |
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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.
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# ? Apr 4, 2013 18:53 |
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. In which category would you put The Force?
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# ? Apr 4, 2013 19:02 |
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I was just about to bring that up. Although a religion who's adherents are wizards instead of clerics sounds familiar. I think I've seen it somewhere before.
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# ? Apr 4, 2013 19:14 |
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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. He'd understand, he'd understand that people mistrust wizards and gods are a great way to convince people to do stuff. I think the Fall from Heaven 2 mod for Civilization 4 had some really great religions, they centered around angels who used to serve a monotheistic god that has disappeared.
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# ? Apr 4, 2013 19:14 |
Demiurge4 posted:He'd understand, he'd understand that people mistrust wizards and gods are a great way to convince people to do stuff. I think the Fall from Heaven 2 mod for Civilization 4 had some really great religions, they centered around angels who used to serve a monotheistic god that has disappeared. And of course there were the Octopus Overlords
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# ? Apr 4, 2013 19:16 |
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GrandpaPants posted:And of course there were the Octopus Overlords drat, how did I forget the best religion? Honestly the best thing the game did was the incredibly unique races. They had two species of dwarves that got to share a racial but still have vastly different playstyles.
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# ? Apr 4, 2013 19:28 |
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Demiurge4 posted:He'd understand, he'd understand that people mistrust wizards and gods are a great way to convince people to do stuff. I think the Fall from Heaven 2 mod for Civilization 4 had some really great religions, they centered around angels who used to serve a monotheistic god that has disappeared. So under that setting, the theocrats would essentially be charlatan wizards who lie about the source of their powers so they can get political control? So if that was the case, the actual setting itself is atheistic. I suppose that's internally consistent at least, and I think Phobius did something like that in Shadow Magic, although it's been too long since I played to recall the details. Of course that doesn't preclude the actual existence of the divine, in which case there could be two kinds of theocrats, those who actually worship an actual deity and derive their power and authority from there, as we saw in the Spirit of Order, etc. from the previous games, and then those who are liars, wizards who worship nothing but claim to in order to rule the ignorant, such as we saw Phobius doing in the previous game. Slashrat posted:In which category would you put The Force? The Force as I see it isn't actually supernatural at all. It doesn't come from a higher being the jedi worship, nor does it come from some sort of philosophical system, since the jedi all have different philosophies. It's a sort of physics you interact with by means of a handwaved symbiotic relationship with some microbes in your blood. Star Wars is essentially a materialistic setting.
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# ? Apr 4, 2013 19:32 |
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Mzbundifund posted:So under that setting, the theocrats would essentially be charlatan wizards who lie about the source of their powers so they can get political control? So if that was the case, the actual setting itself is atheistic. I suppose that's internally consistent at least, and I think Phobius did something like that in Shadow Magic, although it's been too long since I played to recall the details. 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.
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# ? Apr 4, 2013 19:40 |
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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.
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# ? Apr 6, 2013 02:56 |
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I like that! It reminds me of a similar story about the power of belief. Don't quite remember all the details, but the gist of it was: A vampire, being sick and tired of always being rebuffed by crosses at every turn, decides to move to a foreign land, where Christianity hasn't established such a strong foothold. Late at night, ecstatic at not seeing a single church in this town, the vampire finds a girl coming from her work in a factory. He tries to attack her in a dark alley, but he can't get near her. Just like the cross, the girl has her own object of belief that's repelling him. The object? A tiny hammer and sickle hanging from her neck.
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# ? Apr 6, 2013 08:10 |
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It's also very similar to the True Faith power in WoD.
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# ? Apr 6, 2013 11:27 |
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Theocracy doesn't necessarily have to mean that the magic itself is divine, merely that the strength of magic and authority was given by god. Ancient Egypt and modern North Korea both claim divinity, but say... Saudi Arabia and Papacy have varying differences.
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# ? Apr 6, 2013 15:38 |
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Started playing shadow magic multiplayer with a cousin, discovered it has spectator mode for manual combat 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. Thyrork fucked around with this message at 15:25 on Apr 8, 2013 |
# ? Apr 7, 2013 18:23 |
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So I never played any of these old TBS strategy games, but I played the crap out of Battle for Wesnoth. (I don't think I ever managed to beat even the first campaign, because I refused to play it on Easy). I've heard Battle for Wesnoth was really similar to Heroes of Might and Magic, but I'm not sure. Basically from what I can tell they are mostly the same, but Battle for Wesnoth is a lot less deep. Is that actually the case? Because this game looks awesome and I'd hate to buy it and hate it.
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# ? Apr 8, 2013 01:38 |
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They're completely different games. Wesnoth isn't anything like HoMM or AoW, other than they're all fantasy TBS games. But that's a really broad classification. Battle of Wesnoth has more in common with FFT, Fire Emblem, or perhaps moreso than anything else, Fantasy General. It's all combat, like a fantasy wargame, almost. AoW is much more Civilization-like with empire management aspects, diplomacy, etc. Battles take place on separate battle maps. You have cities and build buildings and units in the cities to compose your armies, and so on. Just buy Age of Wonders Shadow Magic next time it's on sale on GoG. It's really cheap and you'll know exactly what to expect. Dr. Video Games 0031 fucked around with this message at 01:47 on Apr 8, 2013 |
# ? Apr 8, 2013 01:45 |
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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. 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.
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# ? Apr 8, 2013 15:27 |
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Shadowmorn posted: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? Well, non-magical classes still get spells. They're just thematically less magical. For example, rogues get spells for gathering information and poisoning people, while dreadnaughts get spells that help boost war machines and things. They still cost mana though, and for all practical purposes can be considered to be spells. As for your other question, we want the focus of defending your territory to be based around defending your domain, which means you'll mainly only need to defend fortresses and cities. There's a bit more to it than that, but I don't think that information's been released and I'm not at work so I'm not sure what I'm allowed to say
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# ? Apr 8, 2013 18:05 |
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If you any of you guys have played Heroes 6 I like the defense in that aspect a lot. Each castle/fort controls a certain territory and anything inside the control area cannot be taken from you unless the castle of the region is captured.
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# ? Apr 8, 2013 22:17 |
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I never played HOMM6, but I don't like the sound of that. Unless the area is really small and there is a lot of "neutral" area between cities, it would encourage turtling in your cities and wouldn't encourage strong map control with your military. Your economy should be something that can be harassed and threatened without having to take cities. edit: If you can't capture buildings in another players' domain, at least give the option to pillage them so they don't produce an output for anyone. Dr. Video Games 0031 fucked around with this message at 22:23 on Apr 8, 2013 |
# ? Apr 8, 2013 22:21 |
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# ? Apr 26, 2024 17:56 |
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Each control area usually had a fort and a 1-2 mines and a large empire might consist of 3-4 castles plus another 4-5 forts. So it wasn't like you could hold half your empire by turtling in one spot. It just saved the annoyance of having a guy come flag all your mines and then you spending 6 turns retaking them. It also meant a well timed attack on an undefended location could net you quite a bit of income for a few turns. I thought it struck a good balance between having harass give the attacker a decent reward without forcing the defender to try and stop 25 lone peasants running around his land capping all his stuff.
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# ? Apr 8, 2013 22:44 |