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Undefeatable Hero
What if Elvin was female?
posted February 15, 2013 03:57 PM
It also allows for different style cities in battles, not just the square ones. You should test the first one for that.
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I've been reading some developer replies on the official forums. If stacks from adjacent hexes attack, they are simply spread out. Each stack (max 6 units, down from 8) starts some distance from the others. The issue was, apart from realism(tiny cities), that it was often frustrating to run a marathon at the start of a siege.
For open field battles, the 6 directions are maintained.
Relating to sieges: attackers are now able to wear cities out by camping outside a city’s surrounding farmlands. This gives garrisons a stronger incentive to make break out attacks. This is a nice alternative the the frontal siege assault and is also inline with historic sieges.
From what I understand, transport ships will work like in Warlock. Each unit gets each own ship. I'm slightly disappointed, but naval battles were never fun in both AoW and HOMM.
Class units are unlocked by researching them, and they come somewhat later than racial units. Each class will also have a quite big skill tree.
"Domain system allows cities and castles (what are these castles, I wonder) to expand player’s area of control and acquire resources.Landscape changing plays an important role allowing player’s class to use lands, natural resources and wonders more effectively."
Flying units land between battle turns - to avoid exploits. This may change.
There's the classic exploit of blocking a gate with a single bird. You'd have to allow something like in Fantasy General where each hex can contain both a land and an air unit. And/or introduce alternate victory condition like holding the center of the city for X turns.
I would have really liked the Race and Faction concept divided.
A faction,like the High Elven Court,could be made of more than 1 race, but, in Single Player skirmish, the player may have the possibility to play either pure-racial factions, either mixed factions,through Race mix.
In my race mix you have 2 race slots,one is the Primary Race, from which you can recruit all units from tier 1 to tier 4,while from the Secondary Race, you can recruit only T1 and T2 units. And after that you name your faction.
My dream races would be:
Human
Elf
Dark Elf
Dwarf
Goblin
Orc
Draconian
Lizardman
Frostling
Syron
Azrac(Even their faction would have the standard name "Azrac Empire")
Unique Races: Undead-Undead are a specific race that appears when choosing the Necromancer Wizard Class.Except for Dark Elves,all other races are "overrun" by a Necromancer Wizard, which means, that the undead counterpart of most of their units can be trained from the Shrine of the Undying. High Ones-The Theocrat "Race" already introduced. Elemental-Archdruid Wizards can draw from the Shrine of the Elements.Consists in Air/Earth/Fire/Water/Light/Dark and Magic elementals.
Quote:There will be underworld, but no shadow plane.
So no Syrons and Shadow Demons.
Not sure if this is a good move. The Shadow World was pretty unique as a design and had a large impact on the strategy. Three planes may be one too many to develop properly in a brand new game, I agree, but I hope it will be expanded later.
Quote:
Magic skills are embedded in the main classes (the amount varies per class), additional spells come from the selection of specializations, such as the elemental spheres. (access might be restricted per class)
New interview with one new screenshot(lava bathing dragon )
[url=http://www.strategyinformer.com/pc/ageofwondersiii/438/interview.html]Strategy Informer[/url]
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Undefeatable Hero
What if Elvin was female?
posted March 05, 2013 12:51 PM
Quote:We are very happy to have gotten a lot of the original team together, including externals such as musician Michel van den Bos
HELL YEAH!
Quote:No longer plundering Elves are fixed to a “good” alignment, this now changes according to player actions. An Orc Warlord playing like Mother Theresa will see his character’s relations to the outside world improve.
Dynamic alignment feels nice, those high men/archons will finally be classified evil as they should have always been.
Quote:Also Automatic Combat AI now uses the full tactical AI
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Undefeatable Hero
Presidente of Isla del Tropico
posted March 05, 2013 12:59 PM
Quote:Dynamic alignment feels nice, those high men/archons will finally be classified evil as they should have always been.
Seeing that the Archons have become Undead now, that seems even more appropriate.
Or you can try to play then as so obstinate goody-two-shoes, that they are still trying.
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They've said they want to re-capture the magic feel of Age of Wonders I. I have only played AoW:SM (standalone expansion to AoW II) but I can certainly feel something when I look at the early AoW I screenshots:
I'm forced to conclude the missing magic bit is... hand-made 2D graphics and pixelart. But they're making a 3D game this time. Is it even possible to create 3D graphics that feel magical ? Can you name an example ?
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So, I see 4 spell symbols here: star, shovel, building, weapons.
Star is global spell, Weapons - combat spell, Building must be city spell, what is a shovel? I guess it affects the global map as well as the star so what's the difference? Maybe that the effect is lasting?
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