It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
Paradoxnrt: You are 100% correct, we use a Rule Set
Which one was it? I forget, can I read the changelog?

Also @Andy G maybe Shipyards could have 2/4/6/8, with a ruleset change to make ships more diverse?
But builder's guild units are relatively tame, and could exist fine on a 1/2/3/4 tempo
avatar
southern: In one PBEM (part of which is uploaded to youtube, called Broken Bow) I basically bankrupted myself spaming archers and upkeep was usually 75%-80% of income. Eventually Bookwyrm beat me with more upkeep-efficient higher tier units.
Was it that? I had a few higher tier units (especially earlier), but I primarily used the same archer spam after I realized archers were the way to go. I thought I managed to catch up and pull ahead because you were fighting a 3 front war and focused on the other two players on the other side of the map, and my higher move speed helped me initiate fights from a distance where you couldn't.
Post edited June 26, 2020 by Bookwyrm627
avatar
southern: In one PBEM (part of which is uploaded to youtube, called Broken Bow) I basically bankrupted myself spaming archers and upkeep was usually 75%-80% of income. Eventually Bookwyrm beat me with more upkeep-efficient higher tier units.
avatar
Bookwyrm627: Was it that? I had a few higher tier units (especially earlier), but I primarily used the same archer spam after I realized archers were the way to go. I thought I managed to catch up and pull ahead because you were fighting a 3 front war and focused on the other two players on the other side of the map, and my higher move speed helped me initiate fights from a distance where you couldn't.
Maybe it was less centrally important than I claimed, but titans get targeted before archers, meaning they protect their own archer comrades from a lot of arrows before going down.
How about 1 gold higher upkeep of installable tier 1 units? so archers and swordsman are cheaper in maintain than pony?
I think cost/upkeep ratio is too much tweaking, just for sake of changing, for the slim hope it may provide benefit to gameplay.



pony should be tier 2 (and satyr be tier 1 installable converting infantry), and everything would be fine. it would be in line with other races unit roosters.


----------

installation and longer production time are good for gameplay. Its more factor to take into consideration, or options for balancing units. Could be there is cheap tier3 unit, but its long to produce and more expensive to maintain.

------------
ship yard producing anything in 8 turn is too long. Tier 4 city units are produce in just 3 turns! Second campaign mission is required to win in 20 turns. In 6 turn you are migrating a whole city!

1-2-3-4 prod instead 2-4-6-8 its straight improvement.

in Southern mod the galleon is build in 6 turn, and its still too long. By the time i produce them (but i not, because its 160 gold), opponent already conquered whole sea with dragon ships.


-----
about ship production gamble:
1. by the same time you has equal power with 2 units
2. you delay conquest, map exploration 2x
3. game is 2x more boring (because nothing happens longer)
4. higher units are also 2x more expensive than previous one

whats the advantage?
that if you spend your whole economy to saturate the navy battle group your 4 ships are better than enemy 4 ships?
you can boost your numbers with summoned frogs, spells (that i never cast) and flying units.

IMO if you go for tier 4 ships, you already win the scenario (=1000+ golds, beat the land opposition), and just larping.

navy are just a supplement. whole philosophy is: ship1 < ship 2 < ship3 (power&cost), & transport (woow such tactical depth)
you cannot even improve it with number of units, because every ship is a transport = 1 ship per stack.

------

i think tier 4 units are produce 1 turn too fast.

but then, city 4, would probably be better utilize to pump tier 3 units every other turn. For that reason size 4 city should produce unit: 1-1-3-4 . Double spam of tier 2 units, is good enough feature for city4, and new decision, whether or not to use city4 as: tier 2 spam, tier 3, or tier 4.
avatar
Lagi_: How about 1 gold higher upkeep of installable tier 1 units? so archers and swordsman are cheaper in maintain than pony?
Maintenance is determined by unit tier, so is production time. It's probably impractical for Andy G to change this.

avatar
Lagi_: pony should be tier 2 (and satyr be tier 1 installable converting infantry), and everything would be fine. it would be in line with other races unit roosters.
Being in line with other racial rosters would be a bad thing in my opinion because the races are quite similar already.
Post edited June 26, 2020 by southern
avatar
Bookwyrm627: Was it that? I had a few higher tier units (especially earlier), but I primarily used the same archer spam after I realized archers were the way to go. I thought I managed to catch up and pull ahead because you were fighting a 3 front war and focused on the other two players on the other side of the map, and my higher move speed helped me initiate fights from a distance where you couldn't.
avatar
southern: Maybe it was less centrally important than I claimed, but titans get targeted before archers, meaning they protect their own archer comrades from a lot of arrows before going down.
That is certainly true. More than one battle was won because my titans soaked up a wave or two of archer shots for my archers.
avatar
Paradoxnrt: You are 100% correct, we use a Rule Set
avatar
southern: Which one was it? I forget, can I read the changelog?

Also @Andy G maybe Shipyards could have 2/4/6/8, with a ruleset change to make ships more diverse?
But builder's guild units are relatively tame, and could exist fine on a 1/2/3/4 tempo
We' use that Inioch ruleset. Oh, lol. Just noticed that IniochReborn has been participating in this forum topic.

Hi IniochReborn, great mod! Thank you!
avatar
Paradoxnrt: You are 100% correct, we use a Rule Set
avatar
southern: Which one was it? I forget, can I read the changelog?

Also @Andy G maybe Shipyards could have 2/4/6/8, with a ruleset change to make ships more diverse?
But builder's guild units are relatively tame, and could exist fine on a 1/2/3/4 tempo
I can agree with the Builder's Guild units being set to a 1/2/3/4 tempo.

The 2/4/6/8 for ships works great IF you use a ruleset that encourages diversification of naval assets (modified units + shorter vs longer construction times directly relate to short VS long term gains).
Post edited June 26, 2020 by Paradoxnrt
Hi And G! .....I guess it's 'Andy G'?

Could you tell us what is going to be different about the next update vs the hotfix that presently available?


*There has been so much discussion about ideas, I'm no longer sure what the scope of your next update actually is.

**I also realize that you are planning on an additional update bundled with a rule-set much later on.
avatar
Paradoxnrt: Hi And G! .....I guess it's 'Andy G'?
Just the name as it is, or you can drop the And if you want to shorten it.

Version 1.42 will mainly be about changes to:
- Leader/hero experience
- Power generation and spellcasting
- Structure build/rebuild time and cost
- Unit production time and cost

There will probably be a version 1.43 after that, followed by a longer pause while I work on v1.50. I don't have an ETA for v1.42 as I haven't yet found a satisfactory solution to the leader/hero XP problem, considering that campaign heroes go up to level 25.

Note that v1.50 will not necessarily contain all changes from 1.4x as some of them may be made obsolete by HSS modifications.

There's another thing I'd like someone to test; doesn't matter whether in AoW+ or in AoW v1.36 as I haven't touched any of the related code (yet). Looking at the binaries I get the impression that the doubled opposite sphere cost of mastery spells does not apply to global spells, or at least not to all of them. For the test you'd need to get another player to cast Death Mastery, and then cast Rejuvenate yourself. What I expect is that the spellbook will show the correct doubled cost (24), but when you actually cast the spell only the default cost (12) will be subtracted from your mana pool.

avatar
Lagi_: is there any way to prevent some unit from being transportable, without giving them Transport ability?
maybe add some ability that can prevent unit from being put into transport?
This issue has been on my mind for a while since I'm also working on a campaign where I would like to have ships without transport capability. Ideally these ships should even be in the same stack, but expend movement points like normal. Unfortunately I haven't found a solution so far.

avatar
southern: Actually, maybe migration time isn't so bad as it is, and people should just loot a lot of the time? Not sure. Does have a sort of ''syrian civil war'' feel when the armies feel slightly superificial and the 'civilian' population exerts military strength just by occupying a hex. It's interesting.
This is basically what I was going for, with scenarios that are of a somewhat more persistent nature than in v1.36 where you just conquer and migrate everything in sight.
Post edited June 27, 2020 by And G
avatar
And G: There will probably be a version 1.43 after that, followed by a longer pause while I work on v1.50. I don't have an ETA for v1.42 as I haven't yet found a satisfactory solution to the leader/hero XP problem, considering that campaign heroes go up to level 25.
I probably don't quite grasp what the problem is, but if you doubled levelup point income back to 10, but made every option twice as costly, would that help?


avatar
And G: There's another thing I'd like someone to test; doesn't matter whether in AoW+ or in AoW v1.36 as I haven't touched any of the related code (yet). Looking at the binaries I get the impression that the doubled opposite sphere cost of mastery spells does not apply to global spells, or at least not to all of them. For the test you'd need to get another player to cast Death Mastery, and then cast Rejuvenate yourself. What I expect is that the spellbook will show the correct doubled cost (24), but when you actually cast the spell only the default cost (12) will be subtracted from your mana pool.
Just tested it in PBEM with myself - Rejuvenate did cost the full 24 mana.
Did you test this when casting instantly rather than over several turns?
avatar
And G: Did you test this when casting instantly rather than over several turns?
The Rejuvenate spellcaster only has spellcasting I, so it took a few turns to cast it
Could you try it with instant casting?
Hi G! :)

Alright, I see more clearly what you are going for in the next update.

My response (for what it is worth):

-Leader/Hero experience.....I kind of like it right now. Yeah, the initial level up can be a bit strange and the hero can start close to the next level up = but feels more like a immersive layer to heroes/leaders, and less like a bug.

-Power Generation and spell casting....well, I hope you either leave it the same...but if you really want to change it, then putting node income to 5-10-20-40 would be great. I like the idea of a doubling of income for each additional sphere you pick.

-Structure build/rebuild time and cost.....I like what you've already done. Migration and rebuild right now feel immersive. That said, I understand that some would like reduced time/cost for rebuilding.

-Unit production time and cost....I hope you leave the vanilla unit tier vs city size mechanics.

.......

I guess basically at this point, I'm really happy with what you already made.....in fact, the things I look forward to the most are:
1-asymmetrical race relations
2-increase usefulness for fire strike (maybe make the burn effect more likely to occur, and the burn attack per turn a higher chance of hitting).
3-......wow, I guess that's all I have on my wish list!

I am just now realizing how close the present version is to (for me) an ideal version......Thank you so much for all the work you've done!
avatar
And G: Could you try it with instant casting?
When immediately cast, it does only take 12 mana!