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Heroes Community > Other Games Exist Too > Thread: Age of Wonders III
Thread: Age of Wonders III This thread is 36 pages long: 1 2 3 4 5 ... 10 20 30 ... 32 33 34 35 36 · «PREV / NEXT»
JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted February 07, 2013 03:02 PM

No, the way I understand it, you can pick one of five or so ruler types AND a race, and depending on the ruler type you get different units which may result in getting for example Goblin Angels.

I think, that would be a very cool concept

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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted February 07, 2013 03:08 PM

I never was keen on nomads, too many humans.

I'm pretty sure light and dark elves will still be different races even if in the same alliance.

Might be that we get a lot fewer races than 12. Perhaps just a number of alliances. It is a trend in modern games to lessen the workload. The traditional AoW 12 races and 10 unique units per race + neutrals and warmachines is a pretty big burden.
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Jiriki9
Jiriki9


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Undefeatable Hero
Altar Dweller
posted February 07, 2013 04:02 PM
Edited by Jiriki9 at 16:06, 07 Feb 2013.

Hmmm a big burden? Why so? I mean, yes, you need more graphics and it IS a bit more work, but it's a lot more fun and AoW especially was allways a game where it worked quite well to have such many. I personally like it, anyway, and prefer it over things like 3D graphics.

For nomads, I liked them. They can bne Azraqs as well (which WAS an interesting race), but maybe a selection of units. I liked the slave hunter, or how it was called.

BTW, I, too, think that Ruler Class and Race are different things, seems to have more to do with which direction you want to take: technology, magic, faith, combat, etc.

And aren't it more? Putting all together I saw:
-Archon
-Sorceror
-Theocrat
-Dreadnought
-Warlord
-Arch Druid

EDIT: said more on nomads and race number

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JoonasTo
JoonasTo


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Undefeatable Hero
What if Elvin was female?
posted February 07, 2013 04:18 PM

If you want a decently balanced game the workload increases exponentially when you add units. So a 60 unit game balance takes a fraction the work of 120 one.

Nomads just were a little useless. You already had the desert faction and then they added the nomads to get a human desert faction because storywise the tigers didn't make for good protagonists. (and because people wanted azracs instead of cats )

I would assume we get the same kind of ruler mechanism as in the ealier games where the wizard and the race are linked.
Hoping custom wizards still exist, never liked playing with the premade choices. Custom option did allow you to pick your race and wizard separately. You could start with any type of leader with any race. It never affected units outside summons though.

But starting race is pretty irrelevant in AoW. You could always use all of the races. It was more about starting alignment which chose your possible units.
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Jiriki9
Jiriki9


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Altar Dweller
posted February 07, 2013 04:43 PM

Quote:
If you want a decently balanced game the workload increases exponentially when you add units. So a 60 unit game balance takes a fraction the work of 120 one.

Nomads just were a little useless. You already had the desert faction and then they added the nomads to get a human desert faction because storywise the tigers didn't make for good protagonists. (and because people wanted azracs instead of cats )

I would assume we get the same kind of ruler mechanism as in the ealier games where the wizard and the race are linked.
Hoping custom wizards still exist, never liked playing with the premade choices. Custom option did allow you to pick your race and wizard separately. You could start with any type of leader with any race. It never affected units outside summons though.

But starting race is pretty irrelevant in AoW. You could always use all of the races. It was more about starting alignment which chose your possible units.


For Balance, well, I still think it possible and just love many factions too much^^ I mean, AoW 1 was not ultimately balanced, either. Maybe it was just taste, but some races were much weaker. Still I sometimes enjoyed to play them, because I liked the THEME of the race.

For the nomads, I liked the ability to move towns, though it indeed was not THAT usable... the tiger guys were, well, a nice try on creativity. I never really got into them, somehow, though...

What do you mean by linked?^^ You mean that the Ruler of a race is of that race? I agree, but with the "Ruler Classes" we got, I think they are not strictly tied to race. if they are, it would be a bit sad, imo...but even with custom, wasn't the leader still of the race you chose? A tleast in AoW, I think, they had different skills that they could choose. Anyway, I liked the leaders of AoW better than the Wizards of SM, definitely, they were more open to customization (you could easily make a Combat-Only Leader that was quite effective and have a Hero go for Magic, imo.

Hmm, well, yes and no. On one hand, the way you could set up your armies indeed made it easier to mix races. On the other hand you allways had a not-so-difficult town convertion which made it easy to have a large army of your own race. Matter of taste, probably. I personally, liked armies from as many races as possible, for versatility...

Man, I'm a bit sad I cannot install AoW 1 on my PC now, because it doesn't seem to be abel to be installed on 64bit -.-

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b0rsuk
b0rsuk


Promising
Famous Hero
DooM prophet
posted February 07, 2013 04:55 PM

Great news, loved AoW:SM. Too bad graphics are so-so, but if gameplay is solid I will endure.
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JoonasTo
JoonasTo


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Undefeatable Hero
What if Elvin was female?
posted February 07, 2013 05:01 PM

AoW and balance do not belong in the same statement.
If playing without leaders on map elephants alone were enough to break the game. Find 3 azrac towns or 2 level 2s and you've won the game.
If playing with leaders it always turned into a superhero contest.

AoW 1 leaders got racial traits depending on your starting race, elves had forestry, dark elves nightvision, orcs +1 damage -1 resistance, halflings +1 resistance, lizardmen swimming, frostling frost resist, etc. The smaller races(goblins, halflings, frostling, dwarves) had gimped leaders in the start due to lower movement points. The skills available to choose from were identical to every faction.
In AoW 2 and SM the starting race and wizard had no connection whatsoever. You could choose any race to play with your wizard and it didn't affect him/her. But they weren't units to play with anymore either so it made sense to make them equal.

You can convert town of to any race you/your allies have on the map so you could just as well start with humans and migrate your whole empire to orcs to rampage everything with warlords. So your own race was really what you wanted it to be. Just alignment(morale) restricted you in your units.

You can just copy the installed files from another computer to get it working if I recall correctly.
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b0rsuk
b0rsuk


Promising
Famous Hero
DooM prophet
posted February 07, 2013 05:09 PM
Edited by b0rsuk at 17:13, 07 Feb 2013.

Quote:
Yes that is true.

On the RTS side games have had the same mechanics for quite some time now. Warhammer 40K: Dawn of War and Command and Conquer are the first to come to mind.
For example, Command and Conquer 3 handled most infantry units in squads that did lose firepower when losing members.


The same happened in Master of Magic, an ancient fantasy TBS game that certainly inspired HOMM. And in the first proper RTS - Dune II. In Dune2 they simply change the unit from squad to a single trooper when they take damage.

Maybe you could rampage everything with Warlords against the (old) AI, but a human player would easily exploit the Warlords' glaring weakness - bad magic resistance. We can certainly look forward to better AI this time around, several games have shown it can be done and it was a major complaint about AoW.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted February 07, 2013 05:59 PM
Edited by Vlaad at 18:00, 07 Feb 2013.

Yeah, by "stacks" I meant squads/regiments/whatever, obviously not HoMM stacks... My bad. How does it work in other games? Seemingly the number of units in the squad depends on the size/strength of the creature; there are 8 archers, but up to 3 knights and only 1 of ogre and the undead titan thing. They all seem to stack on the adventure map like before... up to 6 squads in a party?

As for the Elves, the announcement mentions "the Court of the High Elves, founded after the reunion of the Dark Elves and Wood Elves".

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Zenofex
Zenofex


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Kreegan-atheist
posted February 07, 2013 06:08 PM

Quote:
If you want a decently balanced game the workload increases exponentially when you add units. So a 60 unit game balance takes a fraction the work of 120 one
AoW doesn't need very balanced factions though, what's important is the balance between the spell schools. In my typical late game of Shadow Magic for example my main hero leads 80-100% summoned army where the 20% usually consist of the top creatures of the respective faction. The rest is who has the bigger fireballs.

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Jiriki9
Jiriki9


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Undefeatable Hero
Altar Dweller
posted February 07, 2013 06:11 PM

Quote:
Quote:
If you want a decently balanced game the workload increases exponentially when you add units. So a 60 unit game balance takes a fraction the work of 120 one
AoW doesn't need very balanced factions though, what's important is the balance between the spell schools. In my typical late game of Shadow Magic for example my main hero leads 80-100% summoned army where the 20% usually consist of the top creatures of the respective faction. The rest is who has the bigger fireballs.


I think that might change a bit. The description of the Dreadnought in the Trailer gave me thoughts that magic might loose a bit of its importance, depending on who you play...

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Zenofex
Zenofex


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Legendary Hero
Kreegan-atheist
posted February 07, 2013 06:20 PM

The Dreadnought may not be faction-specific.
On the other hand it's early to tell. The core mechanics might be very different from what we are used to.

I want to see the Spirit of War and the Spirit of Order at each other's throats.

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Jiriki9
Jiriki9


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Undefeatable Hero
Altar Dweller
posted February 07, 2013 06:31 PM

Ah, I remember these
...yes, you'r eright, we shoudl keep expectations down, especially so early! ...but it's so hard ...I personally would like (gameplay-wise) a mix between AoW 1 and ShadowMagic, but I'm also open to new things they might bring - as said before, some that may be in seem very good to me (like the squads instead of small single units. BTW that reminds me more and more of MoM.)

What I really hope (and, so far, think) they keep, is the lively, variant, location-based battlefields. I loved it to use the terrain given an on AoW that was very developed and deep. (I remember that sometimes one had to use a "run from bush to bush" tactic which I liked quite much Of course, the weak AI here often made battles against AI a bit boring, they were easy to trick, unlike human players.)

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cookie
cookie


Adventuring Hero
*cookie magic*
posted February 07, 2013 09:29 PM

All I can say is "HOMM6 move over". This year with EU4, new Civ5 expansion, and AoW3 would be so great. ^_^

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Jiriki9
Jiriki9


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Undefeatable Hero
Altar Dweller
posted February 08, 2013 09:39 AM

Just found an interesting thing in the forums of the game page, about the domains:

Quote:
Next to wizards, we also feature other classes in AoWIII so no longer each village in the land will have an Orthanc looming over it. The new domains have more functionality than spell casting alone; e.g. they impact diplomacy (open borders, etc) and provide resources.  Of course there are plenty of upgrades in cities, some of which affect magical skills.


It was, I think, written by one of the staff and sounds quite interesting to me. The corresponding question was about wizard towers and the staff member answered with the post I quoted above...

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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted February 08, 2013 10:31 AM

So not all classes can use magic at all?
That's going to be hard to balance. Will they have something similar to compensate? Ie. have engineering or something to replace magic?
Interesting thought indeed...
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b0rsuk
b0rsuk


Promising
Famous Hero
DooM prophet
posted February 08, 2013 01:04 PM

Paul Anthony Romero and Rob King no longer make music for HOMM games. Therefore, it is theoretically possible to make them work on AoW III music. The king is dead... long live the king !
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Storm-Giant
Storm-Giant


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Undefeatable Hero
On the Other Side!
posted February 08, 2013 01:20 PM

Quote:
Paul Anthony Romero and Rob King no longer make music for HOMM games. Therefore, it is theoretically possible to make them work on AoW III music. The king is dead... long live the king !

Man, that'd be awesome. These guys must be in some project so they keep releasing great songs
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Tomipapa
Tomipapa


Hired Hero
posted February 08, 2013 02:19 PM
Edited by Tomipapa at 14:21, 08 Feb 2013.

All the Triumph games music was made by Michiel van den Bos and they will continue this good tradition in AoW 3 too.

From the one of the devs:
The Archons suffered an ironic fate:  what they fought, they have become.

So no Archon race will be in the game they become undead. The races we know so far:
Dwarwes
Elves
Goblins
Orcs
Humans
Undeads

Also from the devs:
You start the game by choosing a starting race + class +specialization and customizing appearance if you want.
Your core military units come from your city’s race and town upgrades, then higher level units unlock from your class by researching empire skills. Then there’s summons and special locations.

So if you choose the goblins with a Theocrat leader u can produce winged goblins. And if u choose the elves with that engineer like leader u surely train elves with musket. You might even play as an undead druid. Heresy? Well atleast they step out from the fantasy cliches good humans vs evil orcs ect. And the best thing is: No one will force u to play as an undead druid or with a holy goblin empire if u dont like it u can play traditionally with orc warlord undead sorcerer or a rogue goblin.Btw these are the leader classes:
Archdruid
Theocrat
Sorcerer
Warlord
Rogue
Dreadnought(but it might the name of that machine anyway its an engineer like class)  

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b0rsuk
b0rsuk


Promising
Famous Hero
DooM prophet
posted February 08, 2013 07:23 PM
Edited by b0rsuk at 19:23, 08 Feb 2013.

Regarding the possibility of Romero and Rob King making the music:

Quote:

Hi Borsuk,  thanks for your kind words and your offer but we already got
some excellent music and audio people signed up for the project.

Best Regards,
Lennart / Triumph


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