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Age of Wonders 3

  • Thread starter Multi-headed Cow
  • Start date

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
It's rare than a AI will surrender to you. Mostly if they're compatible alignment and not at war with you when pressed i think.

It really doesn't matter because you probably don't want them to surrender, instead milking their independent spell research in your quest for ultimate power. But i don't play multiplayer. I expect it's the butthurt button there.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,078
I'd start with AoW2 (gog version fully patched) and only after finishing it play AoW2:SM. You'd try all schools of magic in AoW2, and then in AoW2:SM you get thematic maps and item forge.
 

Phage

Arcane
Manlet
Joined
Jan 10, 2010
Messages
4,696
Man. That second game I was talking about in my other post has drawn to its conclusion. Basically, I allied with some orc fag, then the next NPC I met DoW'd me. Killed her closest town, then she surrendered - which gave me yet another capital and 3 more heroes for my army. The next 10 turns were spent meeting the other two civs, and having them ally with me since I was so overwhelmingly powerful, then the game drawing to another hugbox circlejerk.

I feel like I would have to intentionally not accept surrenders and impose other self limitations, or crank the difficulty up to the highest/second highest. So strange since I recall spending dozens of hours studying Civ 4 to get good enough just to win games on King there, where as AoW3 has me resorting to that difficulty after a couple of short matches. Think I'll just take a step back and wait to see if future patches/expacs bring things up to snuff.

Can anyone elaborate on why exactly AoW1/2 are better? If it's simply because there's more variety and "muh soul" I'm not too sure I'd want to invest the time - really looking for a game that learning its in and outs is actually rewarding.
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
Huh, they mentioned back in May that they were working on fixing that shit. Guess they didn't get around to it. At the moment, it's recommended that you just disable Allied Victory to prevent this shit.

Looking around the forums, it seems that multiplayer is where it's at. That and DIY PBEM. They're adding an online PBEM system in the next major patch I hear, but you have to log in through the Triumph multiplayer shit and that crap requires you to bind your serial key to a single account name from what I can tell and I just dislike that. Back when Blizzard did Warcraft 3, Battle.NET allowed you to make as many accounts as you please. The only requirement was that you logged in from a verified copy somewhere. Here they're requiring you to peg your serial not to your game but to a single online account (which also keeps track of your saves and shit, I think) and that's just ugly. There's a lot of DRM-type shit going on here, considering they removed LAN only games too. And I don't care if that's an "industry trend" - it makes the game a lot worse.

As for the game, I've a few more discoveries to share. First, if you want to rush the Sage bonus, your best bet is to just relentlessly research Casting Point upgrades. Right now the Sage quest will be satisfied by any Tier 6 research and casting points are much cheaper to research than other discoveries of equivalent tier. You're pretty much guaranteed to get Sage if you do this. Second, Orc Spearman is actually better for ranged (10 dmg / 1 strike) than the Razorbow (6dmg / 3 strikes, but defense and range lowers dmg on every strike, and moving closer reduces your number of strikes, unlike the Spearman who always has 1 strike plus a sprint for positioning and AoO-free disengagement). Third, Orcs actually make rather shitty Warlords as your Warlord becomes even more narrowly melee-oriented (-1 ranged attack, +1 melee) than he ordinarily is (and seriously, your melee was already gonna rape) while the -1 resistance is only going to contribute to spells and shit like a Sorceror's Mass Shock Shield raping your whole army. By contrast High Elven Warlords work decently because they contribute a bunch of ranged options to your army (+1 damage and glorious longbows - no damage penalties for long range), give +1 resistance so you don't get raped by spells, plus their their Storm Sisters at max rank (Conqueror gives exp and Global Assault makes instant max rank) inflict stuns with their attacks.
 
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KoolNoodles

Arcane
Joined
Apr 28, 2012
Messages
3,545
Man, I was so disappointed in this game. I can't even really put my finger on it, because it's not bad. It just seriously lacked some of the crazy charm and diversity of AoW:SM. The combat in this was actually decent once I stopped thinking of AoW combat. Maybe it was my expectation that got me. When's the expansion?
 

adddeed

Arcane
Possibly Retarded
Joined
May 27, 2012
Messages
1,527
Games was solid, put in a good 60 hours into it. One of the better 4X games ive played.

The issues is that even though I like the genre on paper, these 4x games just turn too repetitive for me. Build some stuff, research some spells, fight some battles, ent turn. And again.

However the game is very polished, the developers are great and have shown excellent post launch support, and im sure true fans of the genre are loving this one, at least it seems so from reading their forums.
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
They hinted that the expansion would be released at the end of this month.

And it did lack a lot of the charm of the original. Not just the lackluster mechanics (which I detailed above) but even the soundtrack wasn't as impressive as before and the lore blocks are some of the cheesiest trash imaginable. Plus they took out the more interesting races and removed damn near everything alignment-related. Right now though on the mechanical front, they've rebalanced specializations a bit to be more useful, added some minor race variations on class units, and slowed down class units a bit so that people would actually use racial units. Halflings at least stand out as a race with unique units, and they're going to add more unique units for all races in the next patch. Also Frostlings and Tigrans are making a comeback in the next expansion, which also includes the Necromancer class and more emphasis on alignment. So it's got the air of a half-assed product nearing completion through the wonderful power of paying extra.

On a side note, I think an Orc Warlord can work alright if you combine it with Air Mastery to use Wind Ward to eradicate ranged firepower (-8 penalty). Air Mastery would have the side benefit of also providing the Warlord with the Zephyr Bird to as a flying scout slot (which the Warlord lacks), Air Elementals, and Haste for some ludicrous mobility, along with possibly hitting twice on a charge. Still leaves the weakness of a low resistance score though, and the Wind Ward takes a while to research.
 
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Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,967
Mechanically it's actually not that bad, a lot of 1 & 2's charm came from the 2D style. That, and you have to expect that as more and more years pass between the original source of their inspiration (Master of Magic) and the latest title, that they drop more and more of those original tenets in favor of "modern design".

4X badly needs a new landmark title, but it's hard to imagine a strategy game that is both solid mechanically and does well enough in this market to inspire other people.
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
The massive simplifications in walking on all terrain types and removing overland buffs were actually done for balance reasons, but homogenization and feature reduction is a shitty way to do it.

Also, part of the problem comes from hewing too closely to conventions from the previous series while trying to change things around in the new edition. Classes feel like they were stapled on top of a stripped-down version of previous AoW races and spheres with just some class-themed spells and upgrades. It doesn't feel like they had very creative designers here. I was expecting more class buildings and a better integration of race + class than just training class units out of your tacked-on class building.

I think the decision to make hero classes the same as the leader classes was also influenced by AoW 1's super leader units.
 
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Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,967
I feel like most of the "simplification" and "lack of content" stuff can be laid at the feet of the innovations they made. The class/leader system has to be directly responsible for the massive decrease in race roster size, since every leader type + race is supposed to be the equivelant of an old race, even if variety is really nowhere near that significant in practice.

They put a lot of effort into it, but at the end of the day I doubt power-users care very much about the leader system. It might have drawn in a lot of newfags who played MMOs or RPGs, though.
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
I think the race/roster losses also come from the decision to add dwellings. And most multiplayer games ban dwellings because you don't need some lucky bastard cranking out Tier 4 units by turn 15.

The class-based leader system could've been good, but the current implementation is frankly unimpressive.
 
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Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
The late game can also become kind of slow as armies plod slowly across the map towards their destinations. In AOW1 and 2 there was some means of late-game teleportation for this task, but the lack of this in 3 definitely has a negative effect on the AI's ability to defend, as it can no longer summon a defensive force to respond to an attack, and therefore, scatters its guys everywhere and mounts no useful defense at all while losing all of its armies piecemeal.
 

Martius

Liturgist
Joined
Nov 24, 2013
Messages
1,058

There will be another, probably bigger expansion with two "new" races and one class.
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
Do you want me to spoil what I know of the upcoming expansion, mechanics-wise?
 
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Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
Sure, why not? I don't believe in spoilers, anyway. Plus, unless you have some secret source, I've probably heard it. And if you are claiming to have such a secret source...eh...

Let's start with the basics: What are they nerfing now?
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
I don't know what they're nerfing. For now I'll see what I can find of the upcoming mechanics. I'll be updating this post in bits and pieces.

New Dwelling: Reef Colony (Merfolk)

Tigrans get Barrens Running (The unit's move costs for traversing Barrens is reduced by 1) and Frostlings get Fast Embark among other things. Also the Keeper of Peace, Guardian of Balance, and Shadowborn angels are all Tier IV units.

Cosmic Happenings:
Night of the Angry Gods: Every unit on the map has to make a check, if they fail they are struck by lightning storm and receive 17 shock damage. This cosmic happening lasts for ?? rounds.
Shooting Stars: All units gain Lucky and all units that were already lucky, gain Very Lucky. This cosmic happening lasts for 5 rounds.
Omen of the Dove: No Player can declare war to another Player. All Physical Damage is reduced by -3. This cosmic happening lasts for ?? rounds.

Race Governance:
Draconian - Tier I - Economic: All Shrines in Draconian Cities are ?? Gold cheaper to build.
Draconian - Tier II - Economic: Magma Forges located in Draconian Cities generate an additional ?? Production.
Draconian - Tier III - Economic: Your Leader and all your Draconian Heroes receive +?? Casting Points each.
Draconian - Tier IV - Economic: The Peak of the Forefathers is -?? Gold cheaper and cities with it get an additional +?? vision range. Every unit produced in a city with the Peak of the Forefathers receives an extra medal.
Draconian - Tier V - Economic: All Draconian Cities with Great Temples generate an additional +?? Mana, +?? Knowledge and +?? Happiness.
Draconian - Tier I - Military: All Draconian Flamers get +?? Defense and +?? HP.
Draconian - Tier II - Military: Draconian Crushers and Chargers gain the Regrowth ability.
Dwarf - Tier IV - Military: All Dwarf units get Improved Mountaineering.
Frostling - Tier I - Economic: Barracks give +?? Happiness.
Frostling - Tier II - Economic: All Walls and Glacial Totems are 50 Gold cheaper to build in Frostling cities. (This upgrade is pretty useless. If you have a Builder build a fort first, you can settle there and collect your stone walls much cheaper and quicker.)
Frostling - Tier III - Economic: Temples will now produce an additional +10 Mana.
Frostling - Tier IV - Economic: The Frostcastle is now -100 gold cheaper and generates an additional +5 Gold, +5 Mana, and +50 Happiness.
Frostling - Tier V - Economic: All Frostling cities with a Grand Palace give +10 Mana, +10 Gold, +10 Production and +10 Knowledge.
Frostling - Tier IV - Military: Frost Weapons now Inflict Frostbite.
Goblin - Tier I - Military: All Goblin Untouchables gain Projectile Resistance and Sprint.
Goblin - Tier III - Military: All Goblin Big Beetles gain Disgusting Stench and +5 HP.
Goblin - Tier IV - Military: Tame Trolls can be produced in Goblin cities with the Beetle Command upgrade.
Halflings - Tier V - Economic: Happiness bonus events are twice as likely to happen in Halfling Cities.
Halflings - Tier III - Military: Halfling Eagle Riders are Very Lucky.
High Elf - Tier I - Military: Shooting Ranges give High Elf Longbowmen +1 ranged attack damage.
High Elf - Tier II - Military: Elf Unicorn Rider now has a 1 turn cooldown on Phase.
Human - Tier IV - Military: City Upgrades that improve Rank give two additional Ranks instead of one.
Tigran - Tier III - Economic: Fire Temples are now 100 gold cheaper and produce an extra 20 Knowledge.
Tigran - Tier IV - Economic: Temples now generate +?? Happiness and give an extra medal to all units produced in the City.
Tigran - Tier IV - Military: All Tigran Support units get Invigorate.
Tigran - Tier V - Military: All Tigran Irregular, Infantry and Pikeman units deal an additional +?? physical melee damage, gain the Sprint ability and are twice as likely to deal Critical damage.

Necromancer:
Combat Spells:
Death Ray (Tier I): (70 Knowledge)
Stiffen Limbs (Tier I)
Desecration (Tier II): Defiles the battlefield. Devout units suffer -?? Resistance, but bestows all Undead units gain +?? Resistance.
Corpus Furia (Tier II)
Dark Gift (Tier III)
Syphon Life (Tier III)
Raise Dead (Tier IV)
Mark of Death (Tier V): The unit that slays this undead unit is marked for death. A unit marked for death is doomed and dies at end of combat.
Scourge of Undead (Tier VI): Each combat round a random undead unit is summoned to fight for the caster. The spell will only spawn units as long as its owner has at least one unit on the battlefield that is not a combat summon.
Undying Army (Tier VII): Bestows all Undead units on the battlefield the Undying ability. An Undying unit will return to life ?? turns after it falls in battle with ??% of it's maximum hp. All Undying units also have Resurgence.

Strategic Spells:
Animate Ruins (Tier I): Instantly rebuilds target razed city and transforms its population to undead. The city can then produce Necromancer class units and units produced in this city become undead ghouls. (60 Mana, 60 CP)
Corrupt the Source (Tier I): Transforms a non-occupied Great Farm to a Corrupted Farm or a Spring of Life to a Corrupted Well in your domain. (60 Mana, 60 CP)
Summon Lost Soul (Tier I): (50 Mana, 50 CP)
Whispers of the Fallen (Tier I): Battles fought within 6 hexes of your cities and fortresses become visible. (90 Knowledge)
Dark Ritual (Tier II): Sacrifices ?? Population to spawn ?? cadavers near target owned city. Transforms ?? of the city's terrain to blight. (180 Knowledge, 40 Mana, 40 CP)
Undead Plague (Tier II) (City Enchantment): Target enemy living city loses ?? happiness and ?? population per turn. Your nearest undead city gains this as undead population. (60 Mana, 60 CP, ?? Mana per Turn)
Summon Banshee (Tier III): (90 Mana, 90 CP)
Enemy of Faith (Tier IV): Your units gain Devout Slayer and Support Slayer. (80 Mana, 80 CP)
Rotten Wall (Tier IV) (City Enchantment): Surround the perimeter of target friendly city with noxious gas emitted from rotten corpses. Enemy units moving through it in tactical combat suffer 8 blight damage and have a chance to be inflicted with Noxious Vulnerability. Units suffering from Noxious Vulnerability have -300 morale, -2 resistance, this effect lasts for 2 turns. (400 Knowledge, 120 Mana, 120 CP, 30 Mana per Turn, 150 Disjunction Cost)
Damnation (Tier V): (80 Mana, 80 CP)
Power Ritual (Tier V): Powerful mana hungry spell that toughens the living dead. Your undead units gain a +?? Physical Damage and +?? Blight Damage melee attack bonus. (?? Mana, ?? CP)
Age of Death (Tier VII?) (World Enchantment): Undead energies suffuse the battlefields of the world. Each time a battle is fought, there is a 35% chance that units that fell will return from the grave as ghouls under your control. Leader, Hero, Elemental, Incorporeal, Machine, and Undead units are not affected.

Empire Upgrades:
Necromancy (Tier I-VII): Increases Spell Casting points by +10 Casting Points, allowing you to cast more spells per turn.
Shrines of Unlife (Tier I): Shrines are dedicated to the undead and willing sacrifices. Shrines produce an extra +?? Mana and +?? Population. (90 Knowledge)
Vampiric Hunger (Tier II): Your troops are initiated in dark necromanctic magic. Undead Irregular, Infantry, and Pikemen units gain the Life Stealing ability. (180 Knowledge)
Harbingers of Death (Tier III): You and your heroes become powerful archliches gaining: Undead, Fear, True Sight, Night Vision, and Control Undead. (150 Knowledge)
Healers of the Dead (Tier III): Your support units gain Heal Undead and your Reanimators gain Lesser Reanimate Undead. (170 Knowledge)
Phylactery (Tier V): As long as the Throne City which holds the Phylactery is kept, the Necromancer will respawn the turn after being killed. In addition, research and spell casting aren't on hold while the Leader is in the Void.

Buildings:
Necromancer Citadel (Tier I): (100 Gold, 50 Mana)
Basilica (Tier II)

Units:
Lost Soul (Tier I)
Reanimator (Tier II)
Banshee (Tier III)
Death Bringer (Tier III) Infantry. Has Shadow Step as a pseudo-Phase, Total Awareness, Tireless, and Inflict Ghoul Curse. Melee does 13 phys + 3 blight normal, Frostling melee does 10 phys + 3 blight + 5 frost damage and has Frost Weapons.
Dread Reaper (Tier IV)

Keeper of the Peace:
Bearer of Light (Tier I) (Empire Upgrade): All Diplomatic actions with Independent Cities take 1 less turn.
Mediator (Tier I) (Empire Upgrade)
Spiritual Freedom (Tier II?) (City Enchantment): The city is engulfed by the harmless fire of the Keepers. All units produced in target friendly city, and all units summoned within that city’s borders, gain Meditation and become Dedicated to Good Dedicated to Good. Researching this Spell will make your Leader and Hero’s Dedicated to Good. (Meditation is like an advanced Guard mode, allowing units to skip a turn and gain strong offensive buff.)
Keeper's Creed (Tier IV?) (World Enchantment): All friendly Dedicated to Good units gain +2 Spirit Melee Damage and +2 Defense

Grey Guard Adept:
Exploit Weakness: Target enemy unit and every unit like it deals -5 physical damage and has 40% Physical Weakness until the end of combat.
Shield of Dispassion (Tier IV) (World Enchantment): All your units gain ?? resistance, unless flanked. All your Dedicated to Neutral units gain an additional ?? defense, unless flanked. (150 Mana, 150 CP, 25 Mana per Turn, 150 Disjunction Cost)

Shadowborn Adept:
Embrace Darkness (Tier II) (City Enchantment): All units summoned in target friendly city, and all units summoned within that city's borders, gain Life Stealing and become Dedicated to Evil. Researching this Spell will make your Leader and Heroes Dedicated to Evil. (60 Mana, 60 CP, 5 Mana per Turn, 120 Disjunction Cost)
Black Lightning (Tier III) (Combat Spell): Calls down black lightning on target unit. The lightning has a chance to inflict Spirit Breaking and deals 5 Shock damage and 5 Spirit damage. (8 Mana, 8 CP)
Gift of Nekron (Tier III): (10 Mana, 10 CP)
Seed of Distrust (Tier ??) (City Enchantment): No player can advance their diplomatic state with target city. Target city does not offer quests. All active quests are cancelled and instantly fail.
Mab's Boon: Provides bonus to newly migrated cities.

Shadowborn Master:
Great Life Stealing (Tier V): (25 Mana, 25 CP) (Not sure if this is Shadowborn, but rather certain it's not a Necromancer spell.)

Secret
Combat Spells:
Chant of Unlife (Tier IV): Each turn a dead unit will come back from the dead under the caster's control as an undead ghoul. The corpses of undead, machine, elemental, and incorporeal units cannot be affected. (140 Knowledge, 40 Mana, 40 CP) (Probably a replacement for Greater Animate Dead, which produced Archon units.)
Fangir's Stone Ward (City Enchantment?): This dwelling is protected by ancient earth magic. Defending friendly units on the battlefield all gain Stone Skin. (Might be Grey Guard or Keeper of the Peace spell)
 
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Rellin

Novice
Joined
Dec 9, 2012
Messages
32
The latest 1.5 patch has really given this game new life for me. I can not wait for the upcoming expansion as even without the new content, with the 1.5 patch, I think this game is really fun. I just purchased Worlds of Magic, even though I had read about the issues, and I have to say I can not see any reason to play WoM over AoW 3. Of course, I also have a ton of other 4x games to choose from, but at the moment I am really enjoying AoW 3 and would recommend that anyone who kind of liked it before to try it out with the 1.5 beta patch as it has gotten a lot better because of it.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,967
The latest 1.5 patch has really given this game new life for me. I can not wait for the upcoming expansion as even without the new content, with the 1.5 patch, I think this game is really fun. I just purchased Worlds of Magic, even though I had read about the issues, and I have to say I can not see any reason to play WoM over AoW 3. Of course, I also have a ton of other 4x games to choose from, but at the moment I am really enjoying AoW 3 and would recommend that anyone who kind of liked it before to try it out with the 1.5 beta patch as it has gotten a lot better because of it.

What changed specifically? My issues with the game all come down to fairly core design decisions that I don't see ever changing, but still curious.
 

covr

Prophet
Patron
Joined
Sep 3, 2006
Messages
1,404
Location
Warszawa
Before the Age of Wonders 3: Eternal Lords Expansion is released on April 14th, we’ve decided to celebrate and start the open beta for the complementary v1.5 Update on Steam. Additionally we’ve launched Steam betas for Mac and Linux versions which will also accompany the Eternal Lords release. We’d love to hear your feedback – with your help we can make the game even better!



Note some of the complementary features of V1.5 latch into bigger systems of Eternal Lords, but on its own the v1.5 Update still constitutes a large list. Here are the key features:

Vassals: As your relations with Independents improve through better race relations and completing quests, you can convince independent towns to serve you as Vassals. Though they retain independence, Vassals have many benefits: they provide you with trade income, grow in population and maintain their own defenders. If they like you enough, Vassals will occasionally give you units for free, and you can demand tribute in the form of resources or units in cases of emergency.

Race Happiness: Relations are now tracked per race, making decisions about who you make war with much more important. Declaring war on an Elven city might give you a quick conquest, but don’t expect your Elven citizens to be happy about it afterwards. Something to take into account, as you can now expand your realm without warfare. In Eternal Lords, Race happiness will be further expanded with the Race Governance system and new victory condition.

Added diversity for Core Races: The Dwarves have doubled down on their defensive character, as well as the defensive strike ability that allows them to attack and guard in the same turn. Dwarven support units, such as Shamans and Apprentices, are now all armored. The keen senses of the High Elves, on the other hand, allows them to respond to attacks that would catch other races off-guard, all their support units now have the Total Awareness ability, meaning they cannot be flanked by attacks from behind. The Draconians have a host of new tricks, with the Charger being able to fly in tactical combat and the Raptor doing melee fire damage. These changes should make your choice of race more important than ever!

Diplomacy AI Improvements. The AI now uses personalities, with them adopting diplomatic, neutral or aggressive playstyles with accompanying alignment and specialization choices. The AI has learned more actions and feels less like a black box. For example there’s a set of new messages giving reasons for declined proposals. Settling near an AI’s domain, trespassing its domain or demanding a tribute are sure ways to provoke a response. Computer opponents now request alliances to take out a very powerful player and also learned new negotiating tricks like counter offering, demands and gifting.

Random Map Generator Overhaul: Features include overall more geography variation, carefully crafted starting areas that fit your race, better structure distribution with higher level pickups now having defenders. For sessions with fixed Teams, maps now have more balanced starting positions. Of course the RMG has been prepared for the many structures Eternal Lords will bring to the table on release.

New Hero Join Interface: you can now turn down heroes you don’t like, and when available, a new hero of another class and race will spawn in the next turn.

Selling Hero Items: Strapped for some quick cash? It is now possible to sell excess items from the hero inventory in return for gold and mana.

Improved Overview Maps: New Map Glyphs and Labels for cities make the Overview map a lot more readable.

PBEM BETA Last but not least; the new “asynchronous” Multiplayer Mode. In PBEM games, a player takes their turn in their own time and then uploads it to Triumph’s servers. Once it is uploaded, an email is sent to the next player in the game, who may then take their turn. This allows players to play when they like, without needing to set aside a large amount of time with other people to play a game. We expect the PBEM service to stay free, but this is pending bandwidth usage.
 

Suicidal

Arcane
Joined
Apr 29, 2007
Messages
2,317
Hopefully with another expansion or two it can reach somewhere near AoW 2: SM in quality. I've played AoW 3 a long time ago already and I liked it and thought it had potential but at the time it was severely lacking in content compared to SM. Nice to see that they keep adding more and more shit. I only wish they would finally add unique racial units (not just class units), or better yet, unique race + class combination units. That was such an obvious opportunity yet they missed it :/
 

Multi-headed Cow

Guest
I only wish they would finally add unique racial units (not just class units), or better yet, unique race + class combination units. That was such an obvious opportunity yet they missed it :/
They're doing some of that with the 1.5 patch. Goblin pikemen being replaced with goblin butchers again, for example. To give them their due they've been slowly and steadily improving AoW3 since launch, admittedly with a price tag attached.
 
Joined
Oct 4, 2010
Messages
1,540
I should have waited and bought the Complete Edition on a sale, because i refuse to purchase DLC's just to get a good game.
 

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