wow, read this post and then looked your mod up in the nexus mod-section.....if these additions can also really used by tha AI (?), then you just made me VERY happy. thanks man!!!!!
Xerberus86
and to be fair, age of wonders (3) has the better combat mechanics and execution. i doesn't necessary mean the 3 attacks model, which is a neat concept, but i mean the many traits, abilities and different stats / stat effects EVERY unit brings to the table. the diversity and broad spectrum of unit traits is gigantic. some may call certain higher tier units OP but they all are in some regards. some of my favorite classes in AoW3 is the dreadnaught class, the higher tier units have high arm
stardock, the bane of my existence x'D ... seriously guys, stop telling me things like that, i'm throwing money at my screen but nothing happends :(.
hi, my game crashes constantly after / during turn processing and after i transfered some units from one army to another using the army-management menue. it's my first game since the beta (which was very stable for me) and now my game starts crashing constantly after 30-60 minutes :(. help would be most appreciated^^....i've uploaded the debug.err to mediafire [see "external link"]...hope it helps.
i don't know, the guy in the video (the dev) looks like a teenager who's living at his mother / grandmothers house and just showing some images and no actual proof of concept / proof of actual progression. the graphics look very dated and the UI very lackluster. the overall experience of the so called developer looks also very questionable. many have tried and more have fallen, i wouldn't raise my hopes up. Fallen Enchatress and LH looks more like a true successor. sure, they have
the building system per se is good, we just need some adjustments to the whole city spam tactic.
[quote who="petrasvu" reply="3" id="3345862"] I am often abusing this: i put it on build list and then pushing it away with other buildings till my city gets enough powerful to build it in much fewer turns then i just releasing it to building. This way i can stop AI from wonders building, buti dont have to waste 20 - 30 turns myself imediately, i can postpone it to more effective moment in future.[/quote] i did this too but didn't know it
hmm...that would be funny if i just missed the peace declaration....but i can't remember agreeing to peace.
[quote who="halmal242" reply="35" id="3345242"] You are correct about the challenge ratio xp loss if you are fighting things that are below your challenge rating level. The problem comes from a increasingly lower amount of high level creatures to fight and the lack of expereince from trained troops later in the game which stagnates champion growth and chokes your growth unless you rush monsters, bottle up lairs for farming, quest map, or have a crazy mana level and can just inspir
i know this thread is about the value of horses and wargs but i asked myself lately, which is the counter to mounted units?! for archers it should be shield-wielder......for mounted units it should usually be spearmen.
[quote who="Winnihym" reply="30" id="3345134"] Or, let us decide how to split up the exp. They've got the sliders on the victory panel already; just let us control how much goes where.[/quote] that! i do agree with all of you, stack of dooms wery silly and boring.....as i'm new to LH and didn't know about the new xp split i was wondering how my heroes were all lvl 3 and my enemies heroes were lvl 6 or 7 (but i won every battle :D). why not make i
in my case it changes into the cursor you have when casting a spell and if i rightclick on it, nothing happends...not even the marking of the destination. if i set the said tile as a destination maybe from 6-8 tiles away its marked as every normal tile.
at first i could rightclick with my army (+sovereign) on the outpost to set the path but they stopped exactly one tile infront of the outpost and wouldn't move on top of it. at this point i tried to give the command again but i wasn't able to set the move order to the thile were the outpost was placed (no reaction and no marking of destination).
ah ok...thx, i was worrying that the ai was specializing their end game efforts towards the spell of making and therefore running against the wall :). any ideas / opinions behind the outpost problem?! in the included save files i weren't able to take the nearest outpost ...the umber city southeast of my kingdom was originally also mine.
my game also crashed at some random points (several games). i don't know if steam uploads the debug.err automatically or if you need it posted. debug.err: http://www.2shared.com/file/6YaBvt30/debug.html
encumbrance wasn't a bad design decision, they could add it back if they made something to counter the init loss for units like defender or warrior to some degree. but i think i changed it to this to have it a little bit easier with the ai programming (maybe) because now it need to be unlocked as a trait (skill tree additionally to research tree if you wanna buy it). the skill tree in generally i find a very good idea, but certain traits aren't worthwile persueing. i don't want th
hmm....i just bought the expansion recently and haven't playing FE much after the beta due to some other occupations, but in my last game my outposts or cities weren't attacked by monsters afterall o.O. i don't know if i had them guarded enough so that the monsters thought it wouldn't be worthwile. the city spam of the opponents is after all extremely annoying to me, i mostly build at the beginning up to two towns (town and fortress), later on a conclave
i feel with you, some of these changes were already argued during the FE beta and these change feel more like a overhaul than a true expansion. i wasn't sure at first to buy the "expansion" because i personally feld that these things were more of a refinement than an expansion. i bought the expansion nonetheless because i hope for some more features to come in this "expansion", but if they continue to offer such improvements for such a price and naming it "expansion" then i doubt i
Hi everyone, 1.) maybe i missed some changes from FE or i don't know i can't walk over outposts with my army and therefore not capturing the outposts (which initially was mine^^). 2.) I usually like to play FE or LH without the spell of making or the master quest, because i don't like to be my 4x games a speed race (of course personal preference). So i disabled the two options but two of my opponents seem to build the required buildings anyway and wi
+100000 what heavenfal said :) + 1 Karma
why not add the feature to predefine your combat positions? i mean this should work if YOU are the attacking party or inside your city while being attacked. logically if you attack someone you would create a strategy and formation beforehand and if you're being attacked at your city you had also see time to order the formations. problem solved!
yeah, this particularly bugged trait i discovered yesterday. muscle and strength (also by the unit designs) have the same effect, but muscle cost three times more the materials o.O.
i agree with frogboy, it should be possible to cast mutliple summons with maybe more mana cost for each further summon of the same type. but i think it shoud also be possible to summon more than one at the strategic level (with also more cost). why not have an army of summons if you are a summoner and have the reqired many pool and many income?! i think it would make the magic tree and the magicians in a whole more valuable.
i agree with the OP, weapons should be more balanced, if integration into the skills or with some other restrictions is questionable. on the one hand, putting weapon proficiencies into the game would in the normal sense added some more skills, but this mastering would acquire additional levels only for using a weapon and less sometimes less leveling for skills. one option would be to put together armor and weapon proficiencies (for example "Light
yeah...justl ike that :D