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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 10 ... 12 13 14 15 16 ... 20 30 36 · «PREV / NEXT»
b0rsuk
b0rsuk


Promising
Famous Hero
DooM prophet
posted April 03, 2014 09:57 AM

I can find at least 3 uses for spellcasting heroes (not leaders) in AoW 3:

- Casting spells from another class. There's no other way.
- Having more casting points in battle
- always paying the normal price for spells (if your leader is not at the battlefield, he pays 200%)
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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 03, 2014 11:53 AM

1. Whats the point of the traits which you select when creating a hero? Say, adept of fire. Does it cost just unlock upgrade options for the hero on level ups?
This determines the spells available to your hero, it also has a very minor effect in determining your inherent mana creation.

2. So the army costs upkeep, do summoned creatures too?
Yes, but only mana, not gold.

3. I always end up with the excess mana despite casting, any idea why?
The game is currently broken on this aspect, the mana production way exceeds the casting capabilities.

4. How do you start with developing your first city? I start with building population and happiness increasing building.
Depends on your game settings, if you have low army, then you want more army to expand faster. If you have lots of cities to buy, you might want to just spare the gold for that. If you want to be cranking out settlers population is a good pick.

5. Any way to automate city building?
Auto-management? No. Automatic production? Yes. You can determine a build-queue and set in on infinite by pressing the small infinity symbol left to the queue.

6. Any way to read tome of wonders without launching the game?
not that I know of

7. About army composition, end game - mass tier 4 seems to beat everything?
Except mass tier 5, yes. If you don't have that on your own then you're in dire straits. Mass tier 1 archers are a solid choice but they give too much experience for the enemy troops and you'll end up with stronger mass tier 4 to kill. It's a shame we don't have cannons for everyone anymore.

8. Global spells, such as sorceress omen, do they worth it?
Depends on the situation and the spell, domain of - spells always are though.

9. When is the right time to expand?
ALWAYS

10. Should I leave a garrison defending my cities at all times?
Depends on who you are playing against and how the map is set up. If you have good scouting information and are playing against a dreadnought, don't bother. Lack of information or playing against a rogue or a druid, yes, always.

11. Do heroes become formidable fighters on their own at the ene game?
Yes and no. If you get the proper artifacts and traits they become strong, comparable to tier 4 units at around level 20. Before that though, not really, you get high tier units way faster.

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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 03, 2014 11:58 AM

b0rsuk said:
I can find at least 3 uses for spellcasting heroes (not leaders) in AoW 3:

- Casting spells from another class. There's no other way.
- Having more casting points in battle
- always paying the normal price for spells (if your leader is not at the battlefield, he pays 200%)


There are very few spells you'd want from other classes though.

You probably don't have enough time to spend all those casting points in the battle anyway since you can only cast one spell a turn though.

Actually, I can think of one much bigger reason. To save your casting points for global spells. That direly needed summoning for sorceress for example. When your heroes do the spellcasting you can keep the troops coming at a steady pace. Or keep those domain spells working.
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b0rsuk
b0rsuk


Promising
Famous Hero
DooM prophet
posted April 03, 2014 02:21 PM

10. Should I leave a garrison defending my cities at all times?

This question suggests you don't scout enough. If you don't know where your enemies are, you probably need garrisons just in case. If you are actively scouting with birds, cherubs etc and have watchtowers in a few key places you'll be able to prepare a garrison ahead of time.
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Aron
Aron


Known Hero
posted April 04, 2014 08:05 PM

If the AI is bad how is the multiplayer? Is there any multiplayer? Is there any DC-protection in place?

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted April 06, 2014 08:32 AM

Yesterday I had the chance to play for more than 15 minutes for the first time after the release. Impressions:
1. The game looks quite well, without being overloaded with unnecessary eye-candies.
2. The music is nice, but nothing special. AoW II is way better in this regard.
3. The interface is not exactly user-friendly but you can get used to it.
4. Battles are fun, with a good potential to become even more fun as the game progresses.
5. Tier I melee infantry is useless (similar to AoW II).
6. Tier I archers are nearly overpowered (similar to AoW II).
7. Flanking is quite nice.
8. Spell variety is not exactly great thus far but I guess there's a lot more to research. Some spells look redundant.
Mostly positive opinion for now.

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Naze
Naze


Known Hero
posted April 06, 2014 10:52 AM

Yesterday I finally got my copy... and I played it for 10 hours straight the game is just so addictive. It has almost everything that I wish a game had. Ubisoft should really take some inspiration. The graphics may not be as great as in Heroes 6, but the gameplay is much better and much more fun.

One thing I was really afraid of was the duration of sieges. I really thought they would take far too long and I would just skip every fight with auto-combat. But they are so much fun, I play almost every encounter

And terramorphing is just so great! Also the hero mounts. And diplomacy. And outpost quests. And so on...

Of course, there are some downsides as well. Mostly:
- races are just the same. Yes, there are some slight differences, like upkeep, attack power, defence... but in general, the units play exactly the same role, maybe up to tier 3, where some get flyers, some riders and some infantry.
- this might be a part of the issue above. After researching tier 4 unit, I am just massing the same unit again and again (with rare addition of priests, some tier 3 units and occasionally dwelling tier 4s). I must say, this is a thing that was always better in the Heroes series. Every unit had its place in the army, even in the late game.
- the good-evil alignment could be changed into diplomatic-aggressive (or tears - blood ). There is not much difference, but why am I considered evil, when I just get rid of the wrong-doers?

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RMZ1989
RMZ1989


Supreme Hero
posted April 06, 2014 11:52 AM

Just because of the flanking addition, there isn't a single unit that is useless.

I agree about diversity guys, but I played this game a bit more and depending from race to race, units actually are diverse(even though not as much as in previous games).

Things I noticed is that Archers are quite different, all of the Irregulars have different type of attack but they all have something special.

Infantry is almost the same for 4 races(Humans, Dwarfs, Elves and Goblins have Infantry with Shields), and same for other 2 races(Orcs and Draconians don't have Shields but Overwhelm instead). Some of them are armored, some of them have armor piercing etc. Those things aren't that huge but they can make a difference in battle.

Pikemen are the same for all races from what I've seen.

Cavalary, as Infantry, has some differences that are actually bigger, Orc Black Knights have Polearms which makes them excellent Hero killers, especially with charge and flanking. Elf Cavalary have Phase, Goblin Warg Riders have Overwhelm and those abilities could make quite a big difference in battle.

But overall, I agree that they could make this even better, add more units per race(more like in AoW2) and they should change class units to not be basically the same for every race, change some of the abilities because right now they have just a small difference in stats.
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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 06, 2014 12:16 PM

You will never want to make swordsmen though, they offer only wall climbing. They're simply way too weak compared to archers. Same thing with the pikemen, they're useless outside of blocking gates.

This issue was always there with the current movement point system. As long as the archer can take one step back and shoot three times without retaliation it's foolish to charge ahead. The addition of flanking makes this even more so as any unit attacking is always at a big disadvantage.

Currently it goes like this.
Melee unit closes and attacks once, the ranged unit retaliates.
The ranged unit takes one step back, melee unit does one attack of opportunity, ranged unit shoots three times without fear of retaliation. This is enough to kill the melee most of the time.

This is the optimal situation for the melee unit. Usually the ranged unit gets a couple shots off before the close combat phase, tipping it even further into the favour of the ranged unit.
Then there's the case of flanking, if there are more than one unit on the ranged unit's side, the attacking melee unit will get flanked and die. This goes for heroes and cavalry too. Even higher tier units that won't die will have no movement points left because they waste them turning around.

I think it would be good if turning around didn't use movement points, currently you can abuse a couple t1 shooters to take out level 4 units by wasting their movement points on turning around.


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RMZ1989
RMZ1989


Supreme Hero
posted April 06, 2014 12:34 PM

JoonasTo said:
You will never want to make swordsmen though, they offer only wall climbing. They're simply way too weak compared to archers. Same thing with the pikemen, they're useless outside of blocking gates.

This issue was always there with the current movement point system. As long as the archer can take one step back and shoot three times without retaliation it's foolish to charge ahead. The addition of flanking makes this even more so as any unit attacking is always at a big disadvantage.

Currently it goes like this.
Melee unit closes and attacks once, the ranged unit retaliates.
The ranged unit takes one step back, melee unit does one attack of opportunity, ranged unit shoots three times without fear of retaliation. This is enough to kill the melee most of the time.

This is the optimal situation for the melee unit. Usually the ranged unit gets a couple shots off before the close combat phase, tipping it even further into the favour of the ranged unit.
Then there's the case of flanking, if there are more than one unit on the ranged unit's side, the attacking melee unit will get flanked and die. This goes for heroes and cavalry too. Even higher tier units that won't die will have no movement points left because they waste them turning around.

I think it would be good if turning around didn't use movement points, currently you can abuse a couple t1 shooters to take out level 4 units by wasting their movement points on turning around.



You are looking at it a bit in a vacuum, it will be like that in 1 vs 1 situation, but not when you have the whole army, and that is the reason why you should mix your armies and not make only archers or other things.

I am also wondering why Overwhelm doesn't work against Archers, it doesn't make any sense... if it is because of the late game Archers, then you can classify t1 archers as both Archers and Infantry.

About flanking, I agree with you and I've said this already, flanking is too strong in its current form. Make it a bit worse, remove flanking for Archers and other range units and maybe lower damage a little. And yes, units shouldn't be losing action points for turning but definitely should be losing action points when they retaliate more than few times(and I think they don't).
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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 06, 2014 09:33 PM

6 Archers beat 6 swordsmen though so why mix?

Finally got to playing the final map of the campaign as good elven. Lol, what a joke, saridas and leonus start as level 1 heroes. I blitzed with my four level 20 heroes to tkae out both as fast as possible, left much to be desired
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RMZ1989
RMZ1989


Supreme Hero
posted April 06, 2014 09:44 PM

JoonasTo said:
6 Archers beat 6 swordsmen though so why mix?

Finally got to playing the final map of the campaign as good elven. Lol, what a joke, saridas and leonus start as level 1 heroes. I blitzed with my four level 20 heroes to tkae out both as fast as possible, left much to be desired

But another question is, does 3 Swordsmen and 3 Archers beat 6 Archers, what do you think? I didn't test it, but I think 6 Archers might have problems. Also, Archers alone are quite weak against Cavalry, and that is the reason to mix Infantry/Pikemen so they make up room for Archers, defend them, block the paths etc.

I agree with you that Archers are usually superior, and that I am making a lot of ranged units overall, but I am not making 100% of them, it is more like 60-70% range and 40-30% others to make room for them, since I find that Archers die to about everything that manages to touch them. And when you manage to engage something that is harder to take down and is fast(some T2 and T3 units), having army with pure Archers is problematic.
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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 06, 2014 11:13 PM
Edited by JoonasTo at 23:48, 06 Apr 2014.

Yeah, 6 archers do beat 3 swordsmen and 3 archers. The problem is that while the archers can shoot 3 times the first turn they engage in combat the swordsmen can only hit once and they're vulnerable to flanking when they close the distance while the archers generally are not.

Cavalry is higher tier though and swordsmen do little against it, pikemen are more useful due to the bonus damage and first strike. They suck against anything else though(especially archers).



Creation adept is awfully strong btw. You get both city likes temperate and create temperate spells from it. Unlike others where you need master to gain the slowly transforming domain spells.

Explorer combos nicely with rogue for that +12 movement bonus for assassins but sucks so bad otherwise.

Air plain sucks, no two ways about it. Haste and wind ward can be decent for warlord or rogue but no mass damage spell is a huge killer.
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Hermes
Hermes


Famous Hero
posted April 07, 2014 01:49 AM

JoonasTo,  firstly let me thank you for replying to my questions. It all makes more sense now!

About air spells, lighting storm global spell and combat chain Lighting are both pretty good.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted April 07, 2014 07:46 AM

I officially hate Shrines of Smiting now...

As for the archers vs. swordsmen thing - the archers indeed trample the swordsmen from the same tier and inflict heavy casualties to the higher tiers. Assassins are sort of an exception due to running but your regular melee infantryman is a joke. Then again, it was pretty much the same in AoW II (which is hardly an excuse). You will not need any tier 1s after a while though so this issue affects only the early game anyway.

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Hermes
Hermes


Famous Hero
posted April 07, 2014 11:11 AM

Wow.. Hard to stop playing this game. It has familiar things from Heroes which I love, but in the same time it has so much more depth and strategy involved.. Whereas Heroes is a game mostly about tactics.. Still don't know which I like more overall, but so far having lots of fun with high variety of, well, everything..

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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 07, 2014 12:21 PM

That's the thing hermes, lightning storm and chain lightning are no longer air spells in this game, they are sorcerer class spells...

Yup, the elven longbowmen are good even against tier 3s, won quite a few games with just spamming them, they're awesome against everything except swarm darters

We have to keep in mind that the archers take one more turn to produce in the beginning than infantry so before builders hall and town growth you can have 6 infantry or 4 archers and 6 infantry SHOULD win that.
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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 07, 2014 12:30 PM

Has anyone figured out if Rogue actually benefits from any mastery more than another? The strong summons sure help and I quess wind ward up to some point. Earthquake if you only spam shadow stalkers with floating. Hellfire if dwarves and firstborn spam I quess. I quess water is always a strong choice since it gives great hail and healing rain but it lacks domain of - spells.
Orcs and dwarves seem to fit well with rogue to boost it's lack of heavy hitters. Goblins seem to be a particularly bad choice for anything past swarm darter era.
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RMZ1989
RMZ1989


Supreme Hero
posted April 07, 2014 01:23 PM
Edited by RMZ1989 at 13:29, 07 Apr 2014.

JoonasTo said:
That's the thing hermes, lightning storm and chain lightning are no longer air spells in this game, they are sorcerer class spells...

Yup, the elven longbowmen are good even against tier 3s, won quite a few games with just spamming them, they're awesome against everything except swarm darters

We have to keep in mind that the archers take one more turn to produce in the beginning than infantry so before builders hall and town growth you can have 6 infantry or 4 archers and 6 infantry SHOULD win that.

Yeah and Archers usually cost more, like 20 gold more than Infantry.

I agree that Elven Longbowmen are the strongest, followed up by Swarm Darters, but I still like Swarm Darters the most. ^^

EDIT: Btw, how do you get Watchers(Beholders)? Do you summon them or you have some special building for them? Since they are magical origin I guess they are summoned units. They are probably my favorite units look-wise.
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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 07, 2014 03:18 PM

I think there's no way to get them yourself seeing as they are mind control immune, perhaps with luck from a volunteer camp?

There is no summon for them.
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