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Author Topic: Age of Mythology  (Read 16840 times)

Loud Whispers

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Re: Age of Mythology
« Reply #90 on: December 18, 2014, 05:55:51 pm »

It's all about the fire giants. Keep them at home and unleash when swarm.

Naryar

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Re: Age of Mythology
« Reply #91 on: December 18, 2014, 05:56:33 pm »

Nevermind that, someone spammed elephants. And priests. (so resistant agh). Not to mention the 95% pierce resistant siege towers arrgh

AND THEN THIS FUCKING SON OF HORUS.

35 laser crocodiles, most of them dead.

WealthyRadish

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Re: Age of Mythology
« Reply #92 on: December 18, 2014, 06:11:10 pm »

I think I remember that mission being doable with just the starting myth units. There's a stronghold near the center that when attacked triggers an army to move away from the wall blocking off the transport site. So if you trigger that and then leave, you should be able to break down the wall and board the transport no problem. Just remember to sail to the north harbor, where you'll get some ships to distract the defending navy as the transport lands. The landing point is also very specific, I think it's indicated by flags.
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Naryar

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Re: Age of Mythology
« Reply #93 on: December 19, 2014, 10:25:13 am »

Are phoenixes awesome ? Y

hot damn they cost so much favor however damn

Akura

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Re: Age of Mythology
« Reply #94 on: December 20, 2014, 12:27:31 pm »

Are phoenixes awesome ? Y

hot damn they cost so much favor however damn

It's the only aerial attack unit in the game besides Nidhogg(which is available only once via godpower), if I remember right. That certainly means something. They can be rebuilt on the spot if they die(for the same recruit cost unfortunately) as long as you do it before the enemy smashes the egg.
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Loud Whispers

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Re: Age of Mythology
« Reply #95 on: December 26, 2014, 08:44:53 pm »

So I was messing around with the unit editor, making an incredibly strong Fortress sitting atop a mountain with only a narrow valley as its entry point (and this entry point is of course covered in Fortresses, archers and artillery from all 4 races) and triggering armies into assaulting it in a never ending balancing game of adding more Fortress and adding more legion until one of the automaton legions clashed with one of the myrmidon legions and they began to oscillate violently and create a singularity of melee units which swallowed the game up.

Which is when I decided to make a new map, one which made more sense.
The map is almost entirely ocean, right now there are little to no trees, very little space for farms, fish are sparsely dotted around the map and all of the map's gold mines are monopolized by the Egyptians, safe behind their wall of Migdol Strongholds.
The player owns this monstrosity:
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All in all I'm quite happy with this; the third map I've made properly that wasn't just dicking around in the sandbox and it's the first map I can without hubris call good, so strike me down Zeus (don't strike me down Zeus).
To do list:
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Also, I'm definitely going to add the possibility of awakening the city.
[The city itself will not awaken, at least, I will think long and hard about it first. There is some odd buggy behaviour regarding underwater units, especially underwater melee units. Worst case scenario I'll just have the same side that controls angry sea beasties awaken something horrible on the world. This buggy behaviour could actually be beneficial - melee units underwater are effectively invincible against all ranged projectiles from the surface, as these projectiles cannot go beneath the ocean. If melee units can move around and fight underwater just fine then great, but I've seen enough bugged egyptian axemen underwater to know not to be hopeful just yet. If they just stand around doing nothing it'll hardly be apocalyptic].
Any help on how to get the triggers constantly spawning armies would be great, I kinda want to get what they have going on with that one map with the slow camel caravan in that twisty map in the campaign with the endless respawning cohorts but with ships.

*EDIT
I have decided to model the Captain of the Seawolf on a militia soldier. Because the notion that the sea's most fearsome pirate is an angry man with a pitchfork and a straw hat is too good to pass up.
« Last Edit: December 26, 2014, 08:50:28 pm by Loud Whispers »
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Vendayn

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Re: Age of Mythology
« Reply #96 on: December 26, 2014, 09:04:35 pm »

I remember going up against the computer AI in the old version.

I had all the map (was hard fighting) and was on his last island. I had it surrounded by castles+towers+walls.

We were both out of resources.

And he would send ONE priest at a time (sometimes 3 at once would be attacking) and those 1-3 priests were single handedly killing my walls and castles cause their range was greater than AOE 2 siege units.

I actually thought it was total bullshit. In the end, I did win...but I nearly lost that entire island to mostly one priest that would go in and throw ROCKS and destroy my stuff. I thought it was really lame a rock throwing priest was destroying my castles, walls and entire squad of troops I was sending at him. Even my good friend in real life was going "WTF, thats BS"...we were both rather annoyed

I never played again lol.

I dunno if they ever fixed that in the updated version, but how to win Age of Mythology:
Spam priests, cheap, better than most regular troops and can pwn entire squad of armies

Was such OP in the old version...if they never fixed that BS, it will still be BS. A rock throwing priest shouldn't be taking down castle after castle and squad of troops lol. Should be like AOE2 where they convert, but a little rock is in no way a weapon to take down a huge fortified castle. Stupid then, stupid now.

If they fixed that, that be epic. Otherwise thats too lame.

Before I found that exploit (that is what I call it), AOM was a lot of fun. Did the story and that was great. Was a lot better than AOE2 until pebble (get it?) throwing priest ruined it lol.
« Last Edit: December 26, 2014, 09:08:41 pm by Vendayn »
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Loud Whispers

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Re: Age of Mythology
« Reply #97 on: December 26, 2014, 09:56:53 pm »

Priest spam gets rekt by cavalry, archers and infantry. Basically all human units. Norse hero spam and especially Atlantean hero spam is much more worrisome. Atlantean hero spam moreso, they literally have no weaknesses other than they are more expensive than your stuff if you're not Atlantean.

Vendayn

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Re: Age of Mythology
« Reply #98 on: December 26, 2014, 10:00:22 pm »

Priest spam gets rekt by cavalry, archers and infantry. Basically all human units. Norse hero spam and especially Atlantean hero spam is much more worrisome. Atlantean hero spam moreso, they literally have no weaknesses other than they are more expensive than your stuff if you're not Atlantean.

Well, granted, both me and AI DID run out of resources. So outside of his priests, units were rather limited. It was a really tough game for sure.

In any case, I'd still have rather would have had them been more like AOE2 monks. But guess that be too similar or something, so they made them different.
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Thexor

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Re: Age of Mythology
« Reply #99 on: December 26, 2014, 10:35:49 pm »

There was a bunch of people at release... sadly, it hasn't retained popularity since then. Waiting for the game to go on sale is often a viable tactic; the possibility of new blood and the reminder of the game's existence often drags veterans out of the woodwork as well.
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