Game was good on release bro. These just it make that much better. Stop being a cheap prick, these guys arent doing this for charity.
But boy you can do nasty things with item forge. That would be too easy, you need a real challenge by using blander game that removed that feature for balance reasons.Or just play AOW 2: Shadow Magic which is a better game
Can't brofist but I would if I could.Game was good on release bro. These just it make that much better. Stop being a cheap prick, these guys arent doing this for charity.
Give AoW3 a -75% discount when Eternal Lords is released and I'll consider it.
But boy you can do nasty things with item forge. That would be too easy, you need a real challenge by using blander game that removed that feature for balance reasons.Or just play AOW 2: Shadow Magic which is a better game
Does it mean, this no longer applies? http://ageofwonders.com/forums/topic/item-forge-in-the-campaign/But boy you can do nasty things with item forge. That would be too easy, you need a real challenge by using blander game that removed that feature for balance reasons.Or just play AOW 2: Shadow Magic which is a better game
AoW 3 has an item forge.
Playing skirmishes is boring. And you wouldn't appreciate how big disaster on a wheel is AoW3 when you wouldn't play the campaign.If you play the campaign you're a bad person.
Yeah, but you know...who really plays the campaign of these games? Campaigns in such games are always terrible because you're forced to play with a crippleware ruleset rather than the REAL ruleset of the full game. It's much like those RTS campaigns, where you're arbitrarily forbidden from building the units you actually need to solve the problem. The tech tree just...STOPS. Your enemy is often under no such limitations. Skirmish or MP is where you have to go to get the full game experience. AOW, being even more like a 4X in nature, just makes that even more clear: If there's an offered campaign in a 4X game, it's a glorified tutorial for dummies, holding your hand and refusing to let go long after you just want to DO YOUR OWN THING.Playing skirmishes is boring. And you wouldn't appreciate how big disaster on a wheel is AoW3 when you wouldn't play the campaign.
Well in Eador you must choose shards wisely, priorityze which you'd get, and use different strategies when you are restricted in what building you can have. Opponents have also some restrictions.Yeah, but you know...who really plays the campaign of these games? Campaigns in such games are always terrible because you're forced to play with a crippleware ruleset rather than the REAL ruleset of the full game. It's much like those RTS campaigns, where you're arbitrarily forbidden from building the units you actually need to solve the problem. The tech tree just...STOPS. Your enemy is often under no such limitations. Skirmish or MP is where you have to go to get the full game experience. AOW, being even more like a 4X in nature, just makes that even more clear: If there's an offered campaign in a 4X game, it's a glorified tutorial for dummies, holding your hand and refusing to let go long after you just want to DO YOUR OWN THING.Playing skirmishes is boring. And you wouldn't appreciate how big disaster on a wheel is AoW3 when you wouldn't play the campaign.
So guise, a year into the release, with updates and expansions, is this worth to sink a few dozen hours in? I know at launch it was boring and dreary as fuck, have the improvements made any difference?
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.
I think reading about AoW3 in Comic sans has been definitely an improvement of the whole subject. The trouble is they basically sucks as game developers, or they have awfully small knowledge about fantasy, various species, and lets be straight the story sucks.