cvv
Arcane
I was waiting for a sale like that. It was often -75% for the vanilla but with the expansions you'd pay 20+ bucks and that was too much. This is perfect, thanks for the heads-up.
Is the Complete STEAM version worth picking up for £6 / $7.85 ? (-84%) (WinGameStore pcgames5off for -5%)
Incline / Decline please.
You get the Windows/OSX/Linux release with all the DLC that was released excluding the pre-order scenario.
I've already played it of course and can run the GOG Windows release through Wine.
The battles are the strongest part of the game - flanking, unit types, resistances, leveling up, etc.
The overland map, management & research aspects felt a bit lacking.
Some of the scenarios felt like they had to be rushed through in order to establish a foothold.
No shadow realm whatsoever.
Age of Wonders always feels like it gets 80% right and 20% wrong which isn't quite enough to reach classic status.
Played all the usual suspects like Civilization 4 Complete and Warlock (1+2) but I've yet to try Endless Legend.
Vanilla is pretty meh, full package is imo worth it even at full price. The game is declined in some ways compared to previous titles and has bad production values, but combat wise it leaves other current gen strategies in the dust and is actually a good deal better in the combat department compared to modern "tactical" games (I know that doesn't say a lot when the most recognizable tactical game is an utter shitstain of nu-xcom, but still). In fact, it also beats quite a lot of modern crpgs when it comes to coming up with different "party" builds, combos, synergies etc.Is the Complete STEAM version worth picking up for £6 / $7.85 ? (-84%) (WinGameStore pcgames5off for -5%)
Incline / Decline please.
I've very briefly tried the campaign mode of Eador: Genesis & New Horizons - the former was given away for free on GOG.Tried Eador:Genesis?
The real killer in that mission is Domain of Fire AND Damnation Domain (which prevents nonmagical healing). They are a strong combo! Lowlevel troops and machines will gradually get shredded, I think I ended up using only the toughest bastards like Chaos Lords(fire immune), Reapers, etc.*I HATE DOMAIN OF FIRE FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK!!
From g2a or kinguin or somewhere?You know I have Shogun 2 gold edition for about 11$?
It seems like it's a special retail / third party deal according to the STEAMDB:The only thing that baffles me is this - I bought the Steam Collection Edition from the WinGameStore for 8 bucks (what a fucking steal) but when I checked how much it is directly on Steam I couldn't find it. I guess it's not being sold in my region? Where does it even come from mwnn85? Is it some sort of special 3rd world edition or what?
So after being p. entertained by having to set up a Triumph account - that's so 2002 - I started playing and so far it's pretty great. Why exactly I was putting this game off? I think it has some balance problems initially so I thought to wait a bit and then I forgot. But yeah, this is right in my ballpark. Especially the combat is fantastic. Got my ass handed in the first tutorial battle lol, damn blight goblins one-shotting my units. Right there I realized this is much deeper than it seems. You have to actually use your brain, what a fresh take on gaming.
Steam would lose A LOT of money when it would offer it. So no, steam would get money on steam sales, and people who want to buy for full steam price, they can do.It's legitimate (as are WinGameStore) but as to why it's not offered on STEAM directly I've no idea.
AoW 3 also removed all unit enchantments
AoW 3 also removed all unit enchantments
Still pissed about this. It was one of the best uses of magic, did they think it was cheesy or something? Any human player knows to dispel magic before fighting super-heroes up to the gits in boosting magic. I've even seen the AI doing it in AOWSM.
One of the problems I heard was over-enchanted doomstacks plowing through everything but just removing all enchants was a boneheaded way to address it. They should've put more sensible controls on enchanting. And one result of this was that the reduced mana sinks meant a lot of players would end up sitting on ludicrous amounts of mana after a while (this also made shit like Disjunction spam more popular when you're just sitting on mana to burn), which Triumph later chose to address by inserting a maximum mana cap that you have to raise by teching casting points or building facilities. This kind of god-awful bandaid design really blows my mind. In the latest expansion they added new mana sinks in the form of the new unit-buffing city & global enchant combo they added to alignment specializations.Still pissed about this. It was one of the best uses of magic, did they think it was cheesy or something? Any human player knows to dispel magic before fighting super-heroes up to the gits in boosting magic. I've even seen the AI doing it in AOWSM.
That one's easily remedied by splitting up combat and non-combat CP, which also fixes a longstanding complaint of summoners: If you're summoning shit, you can't cast anything in combat.Yeah, I'm not a big fan of this one either. IIRC from dev posts over on the Triumph forums, the reason it was removed was because the AI can't deal with enchantments intelligently. In AoW 1 and especially 2/SM, enchantments broke the AI a little. First, because they couldn't figure out how to intelligently apply them, so they'd be liable to plunk enchantments down on random garrison troops in some backwater outpost that no one cares about. Like I said, this was particularly bad in SM - in AoW 1 you at least had to have a hero within 12 hexes to enchant a unit, so there were middling odds of it landing on a relevant unit. With SM's domain spread, it would eat through the AI's Casting Points like nobody's business, for almost no return. And that leads us into the second and much larger issue: It created an exploit where if you waited until the end of the turn to attack the AI, they had probably burnt through most of their casting points on unit enchants, potentially turning extremely difficult battles into cakewalks.
You don't need to devise super-intelligent AI that always applies enchants in the best way. You just need an AI that avoids applying enchants in retarded ways. It's easy to note that if an army is being used for defensive purposes and is too far from the front, it probably shouldn't get enchanted. And you could just put Haste on both pony riders without any problem. Haste is a perfectly good enchant for combat anyway. It allows the pony rider to reliably charge someone from behind. You can also probably draft 3 lists of enchanting behavior "defender, attacker, scout", throw in a few basic checks (melee vs ranged, etc.), and you'll probably end up with acceptable if somewhat suboptimal unit enchanting habits.Now, I'm sympathetic with the problem. I think as a gamer, it's easy for us to underestimate the difficulty of programming a reasonable AI. The first issue in particular - I can't even begin to guess how I would teach a robot to say "Okay, this Pony Rider is being used to scout so it's a good candidate for Haste, while that Pony Rider is going to be going on the offensive so we should give it Enchant Weapon."
Agreed, on both points.But I don't think Triumph did a great job in this instance. IMHO a Master of Magic style system where combat casting points are independent from overland casting points would be better. That would undermine a little the strategic need to hedge your overland casting so that you don't end up getting ambushed later in your turn and can't use magic to deal with it, but I think it would be a very worthwhile trade. Even something like letting the AI cheat even further and not spend Casting Points when they cast overland unit enchants would be better, although certainly not ideal.
Don't forget Savage Rage: It gives a monster or animal +5 physical damage (opening a new damage channel if need be), Charge, First Strike, Armor Piercing, Overwhelm, and Wall Crushing as a T2 spell costing 7CP. But then there are trash enchants from specializations like Fire Halo (+2 fire damage to all attack types and +100% fire resist, not worth casting unless you really need fire immunity or you're exploiting its hidden interactions with stuff like fire/frost/shock/spirit aura or Thunderstorm/spells and even then the value isn't that great) which you get from Fire Mastery or the two unit enchants from Keeper of the Peace master which feel like they should've been combined into a single spell, honestly.I will say one thing in its defense: Because unit enchants are combat only, we get some bomb-ass spells that would be laughably overpowered if they were global. Things like the T1 Warlord spells Last Stand and Lion's Courage are more powerful enchants than most of what's available in AoW 1 or SM. But it's small consolation and I'd definitely take weaker global enchants.
I'm also annoyed they removed mass battlefield enchants, so you won't be casting enchants late-game because when you can only cast 1 spell per turn the more powerful spells just take priority. Mass Bless can't be obtained without lucking out on a random spell pickup. And random spell pickups can be stupidly powerful or stupidly weak depending on what you get, even among spells of the same tier, let alone stuff like the Sage empire quest which can get you anything from True Resurrection (which lets you rez enemy units at 100% health and permanently add them to your army) to Great Immolation which will randomly immolate your own units and costs 25 CP (50 if your hero is not in combat) to boot.Also it means there's no Enchant Weapon! Enchant Weapon has been my Old Reliable since the days of the AoW 1 demo. A powerful boost for a reasonable price that's always available no matter your spheres. AoW 2/SM even made it apply to ranged attacks (though they also made the research algorithm real wonky so it wasn't quite as reliable. But still). An AoW game without Enchant Weapon is like an FPS without some sort of shotgun. Also unit enchants were just plain fun. It kind of bred a sense of attachment to your units. "Who has distinguished themselves enough in this battle to be worthy of a Blessing?" That sort of thing. I remember one campaign map in AoW 1, I think it was the third Orc mission, where you have a big Goblin town right next to a Colisseum. It was great fun to just churn out a stack of Goblin Spearmen, upgrade them all to Gold Medal at the Colisseum, then slap Stone Skin, Dark Gift, and Enchant Weapon on them and have this elite squad of trash mobs that could take on just about anything. Granted, yes, that's time and money and mana that would have been much better invested in getting a single Karagh and buffing it up, but that's not as fun, damm - well, okay, that was a lot of fun too.
AoW 3 is lacking nearly all the fun racial units from AoW 1 & 2. It's part of what made it so damn dull on launch. They started changing around racial T3s to make it a bit better but there's still so much missing compared to the previous games.Also boo on Triumph for not having the Karagh in AoW 3. What a great unit.
Really? AoW 2 still has a lot more fun spells and units and AoW 1 has the best campaign by far.AoW 3 might actually be my favourite game in the series but complaining about things you hate in games you otherwise love is so much more fun than complaining about games you hate.
Hotseat is great, but exploration and concealment aren't working if others see you playing.Has anyone played this multiplayer? Kinda curious how that would be. I guess once one player goes to a battle the other just gets up and goes to make a drink or something.
Really? AoW 2 still has a lot more fun spells and units and AoW 1 has the best campaign by far.
I remember hearing the Planetfall devs, or maybe it was during AoW3 development, casually describe raiding income structures with summoned fliers as 'griefing tactics'.
It would take some effort to describe just how much contempt I feel for these fags. Actually the guy that said that was literally a lisping faggot.