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Hello! I go by DaemonVirus. I used to be active years ago back in the days when Age of Wonders Heaven was a thing, right around the time when the email wrapper was being developed actually. Life unfortunately took me away from being so active, but thank you to the guy who commented on one of my Age of Wonders YouTube videos informing me of this forum. I had no idea there were still active people playing Age of Wondes these days!

I hope to be able to join many of you soon enough in some new games as they begin and I look forward to getting to know many of you in the future.

I would appreciate any opinions on my YouTube videos as I am working though playing the Age of Wonders campaign. A directory of all my videos can be found at www.IntroNerdedLiving.blogspot.ca/p/age-of-wonders.

Finally learning of this might just motivate me to get into making my own maps and putting them out there for all to see and get feedback on. I can't wait! ^_^

~ DaemonVirus
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Post edited April 27, 2018 by DaemonVirus
Welcome!
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DaemonVirus: ~ DaemonVirus
Anybody who ranks Age of Wonders a 10 out of 10 on his personal game review page (Link) can't be that bad a guy. :)

Btw, you need a few more rep points to post hyperlinks here on Gog, so here is the link to your YouTube page: Link with your massive listing of AoW:1 playthroughs.
Post edited April 27, 2018 by Mimo
Nice. I shall continue my efforts to dredge up recruits from the internet.

I just read your review of the game, and you say ''This is why I tend to play while running a program which speeds up the game.'' What program would that be?

We have a PBEM for AoW1 running currently, but I'd happily play another one (or three) simultaneously. Maybe Greyhunter, jyri, etc... I will make a thread
Post edited April 27, 2018 by southern
Welcome!

I am an early day fan, played AoW1 when it was released and played all releases as instabuys :)

So plenty nostalgia here!
Welcome to the forum. I will check out your videos. Always great to have another AoW 1 player around.
For anybody interested:

A new Age of Wonders video has been uploaded.

You can find it on my blog here: http://intronerdedliving.blogspot.ca/2018/05/age-of-wonders-scenario-5-part-2.html

More Age of Wonders videos can be found here: http://intronerdedliving.blogspot.ca/p/age-of-wonders.html

~ DaemonVirus
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DaemonVirus: For anybody interested:

A new Age of Wonders video has been uploaded.
To be frank, games against AI hold little interest to me (any more): no offense meant. Admittedly the AoW1 campaigns *do* have superb intro texts, and look nice, and your surprise at that mission's 'Obtain Gold' objective was funny... but even so, the outcome is too predictable: Human wins.

Maybe you can make a series of videos, one video every few turns, on one of our current PBEM games (but naturally, make them scheduled uploads with a delay for a month or so)?
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DaemonVirus: For anybody interested:

A new Age of Wonders video has been uploaded.
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southern: To be frank, games against AI hold little interest to me (any more): no offense meant. Admittedly the AoW1 campaigns *do* have superb intro texts, and look nice, and your surprise at that mission's 'Obtain Gold' objective was funny... but even so, the outcome is too predictable: Human wins.

Maybe you can make a series of videos, one video every few turns, on one of our current PBEM games (but naturally, make them scheduled uploads with a delay for a month or so)?
Oh absolutely you would expect the human to win lol. I could certainly record some turns of a PBEM game, edit them into longer videos and upload them every once in a while. I love your idea! ^_^
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southern: To be frank, games against AI hold little interest to me (any more): [...] the outcome is too predictable: Human wins.
Good AI recipe:
1) Scarce resources for human (low level leader, low gold, low mana, low level cities,)
2) AI is set up to snowball against the human players (AI armies and waves get larger and more aggressive)
3) Player is forced to make territory concessions and economy choices
4) AI can't have one-trick solutions to stop them
5) AI leader is protected from assassination (concealment and/or well guarded)
Finding the right map:

The feeling of choice matters. (1) forces the player to make game style choices early in the game. Not all nearby objectives should be immediately attainable and force the player to choose what they feel is important.

AI pressure should increase as your economic and military increases (2). The AI isn't as smart as a human, so the balance should be that you are typically out-gunned to force you to out-play. A great example is playing the 1.0 version on River of Life with AI as Azracs.

In an ideally stretched conflict, unit health becomes a factor in how to deal with tactical battles, forcing you to decide how to use the terrain as cover for units, when to use gorilla tactics to eliminate siege weapons before they reach your
cities, and when to abandon or ruin a city for more favourable positioning (3). Map design to encourage little tricks like building towers to block bridges is an enjoyable and less commonly explored game element.

The game should never allow one-trick-ponies (4). Building a wall shouldn't completely halt AI progression. Producing one wraith shouldn't be the solution to destroy 20 armies and take 90% of the opponent cities. Having a tilting point where an achieved objective drastically turns the tide in your favour is good for gameplay, but because the AI doesn't adapt to enemy army composition it's better to limit these availabilities (wraith, air-galley, and air-elemental). The game shouldn't feel like you have to pull your punches in order to make it challenging.
There are a lot of ways the AI could be improved. It would be nice to see a "Chess-master" level AI that gives a proper challenge.
Post edited May 13, 2018 by Thereunto
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Thereunto: Good AI recipe:
That's very interesting.
That's excellent insight Thereunto. I only wish I were some kind of programmer capable of making something a little more interesting than what is already available in the game. I guess one would have to figure out some pretty awesome map design elements to make use of what is currently available. I'll have to give this some thought.