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Author Topic: Age of Wonders III - Patch 1.09 is Available  (Read 37852 times)

Criptfeind

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Re: Age of Wonders III - Coming Out March 31
« Reply #60 on: March 28, 2014, 11:11:43 am »

Light and dark still exist although they are changed to creation and destruction and tied directly into the morality system. Was nature a specialty in past games? It's not in shadow magic. Ether way, it's gone.
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Neonivek

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Re: Age of Wonders III - Coming Out March 31
« Reply #61 on: March 28, 2014, 11:14:05 am »

Light and dark still exist although they are changed to creation and destruction and tied directly into the morality system. Was nature a specialty in past games? It's not in shadow magic. Ether way, it's gone.

I cannot remember what element made "forests" it could have been Life.

Also Creation? Odd given that Light has actually been one of the more aggressive elements and Death one of the more passive ones.
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Biowraith

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Re: Age of Wonders III - Coming Out March 31
« Reply #62 on: March 28, 2014, 11:15:36 am »

There's now a research option called Terraform(ing?) that all leaders can research regardless of class or specialisation.  It seems to give you 5 or 6 sub-spells and I'm fairly sure one of those includes the ability to lay down forests (or at least dense vegetation).

Edit: and it looks like iHunterKiller has recently released a series of videos showcasing the different specialisations - Creation, Destruction, Water, etc.  Haven't watched them so not sure exactly what he covers in them.  e.g. Creation
« Last Edit: March 28, 2014, 11:17:59 am by Biowraith »
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Neonivek

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Re: Age of Wonders III - Coming Out March 31
« Reply #63 on: March 28, 2014, 11:20:34 am »

Ok it is REALLY bugging me with the implied matches. (Creation magic specialty is the "Human specialty")

Dang it people!

But to admit they made the "Domain" spells specifically because they realized that it is restrictive otherwise.
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Criptfeind

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Re: Age of Wonders III - Coming Out March 31
« Reply #64 on: March 28, 2014, 11:21:17 am »

The morality system as a whole sorta bugs me? But it might be saved how meaningless it is. You get good or evil points for killing monsters dedicated to that alignment, but it's not like if you are really evil you can negotiate with the bone dragon sitting on that mine right outside your city. You get hit with evil for declaring war on people and migrating to other races, even a good race into a evil town. As I wrote this I realized that random slaughter, war, and racial genocide were all things I was unhappy for being marked as evil. So maybe the system makes sense, I guess I was expecting something more gamey.

What does being good and evil actually do though?

Also what do you mean by implied matches?
« Last Edit: March 28, 2014, 11:23:31 am by Criptfeind »
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Neonivek

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Re: Age of Wonders III - Coming Out March 31
« Reply #65 on: March 28, 2014, 11:22:46 am »

Well an Orc likes a hot environment...

So you have to chose fire because otherwise you cannot grow that domain. If you chose anything else you are injured for it.

It doesn't FORCE you to chose fire... but you better chose fire or else!
« Last Edit: March 28, 2014, 11:25:26 am by Neonivek »
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Biowraith

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Re: Age of Wonders III - Coming Out March 31
« Reply #66 on: March 28, 2014, 11:22:58 am »

Good and Evil seem to really just affect diplomacy.  Basically if you're Good, other Good people like you while Evil people don't.

Not sure how much it affects diplomacy with AI players, but it definitely comes into play with independent cities (easier to get them to join your empire peacefully if they like you).


edit:
Well an Orc likes a hot environment...

So you have to chose fire because otherwise you cannot grow that domain. If you chose anything else you are injured for it.
I'm not sure that's strictly true.  If you have e.g. Creation Adept, you'll get a spell that causes the city it's cast on to Like temperate terrain.  i.e. you'll have options to adapt the race to the terrain instead of the terrain to the race.  (or both, if you both terraform to temperate and cast the likes-temperate spell)
« Last Edit: March 28, 2014, 11:26:14 am by Biowraith »
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Criptfeind

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Re: Age of Wonders III - Coming Out March 31
« Reply #67 on: March 28, 2014, 11:26:26 am »

Well an Orc likes a hot environment...

So you have to chose fire because otherwise you cannot grow that domain. If you chose anything else you are injured for it.

Not really, since two things I have seen.

1: Large multirace empires are the norm. I would think. As you get independents to join you.
2: It looks like all the specializations have spells that make it so their cities like the terrain they make. Orcs might like it hot, but that doesn't matter to a frost wizard that makes it so they like cold as well.

Although yes there are slightly more optimal things, like being a fire wizard with orcs will save you a bit of mana... If you want everybody and every thing to be equal... Uh. That sounds really bland.
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Neonivek

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Re: Age of Wonders III - Coming Out March 31
« Reply #68 on: March 28, 2014, 11:27:31 am »

Sure, wanting to be able to play Orcs with water specialty without it being a huge penelty makes me unreasonable.
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Criptfeind

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Re: Age of Wonders III - Coming Out March 31
« Reply #69 on: March 28, 2014, 11:28:01 am »

As stated it's not a huge penalty though. It's a small penalty. That you can fix.
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Neonivek

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Re: Age of Wonders III - Coming Out March 31
« Reply #70 on: March 28, 2014, 11:28:50 am »

As stated it's not a huge penalty though.

You just have to spend several turns transforming most of your cities into whatever your specialty is and HOPE no one hits you with terraforming spells.
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Biowraith

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Re: Age of Wonders III - Coming Out March 31
« Reply #71 on: March 28, 2014, 11:29:35 am »

Also, I think in the specific case of Orcs they don't naturally like the type of terrain Fire spells produce.  Fire can convert the land to Tropical, but Orcs don't have a racial liking for Tropical, they like Barren.  Actually, I don't think any races naturally like Tropical - you'd be using it either to a) remove a terrain your race(s) *dislike*, or b) using it in conjunction with the makes-like-tropical spell.


edit: I sure do edit a lot.   Anyway, might be wrong on the Barren part, that might be Draconian, but Orcs definitely don't like Tropical.
« Last Edit: March 28, 2014, 11:32:07 am by Biowraith »
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Criptfeind

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Re: Age of Wonders III - Coming Out March 31
« Reply #72 on: March 28, 2014, 11:36:11 am »

As stated it's not a huge penalty though.

You just have to spend several turns transforming most of your cities into whatever your specialty is and HOPE no one hits you with terraforming spells.

Oh wow you are right. Terraforming spells. Too bad you took the wrong race otherwise these terraforming spells the enemy mages are throwing at you totally would have been helping you instead! New meta is to pick the opposite race of your element so that when you get in a fight against the mage opposite to you they increase the happiness of all your cities when they attack!
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Neonivek

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Re: Age of Wonders III - Coming Out March 31
« Reply #73 on: March 28, 2014, 11:41:07 am »

I am just dreading it because I want to chose Water (though I think Air is the cold element... and Air has my favorite summon... The Wisp)

But that is never a good idea.
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Criptfeind

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Re: Age of Wonders III - Coming Out March 31
« Reply #74 on: March 28, 2014, 11:44:46 am »

Dwarves like the cold. If it seriously bothers you that you are going to need to cast a few extra spells (on top the spells you will need to cast for the other racial cities you pick up) just go with them.
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