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verwurster: The only thing I don't like is how the units are now represented in tiny armies of pixelguys you can barely see when on low health, how healthbars are now 30x10 wobbly pixel banners that are even harder to see than the brown pixelguys on the brown ground and how they removed all the cool shit like freezing your entire domain so you can walk over water, removal of terraforming units and generally making "ultimate units" boring as fuck (in shadow magic, the humans had a huge blimp as their ultimate unit. In aow3, it's a knight and you have to spend like 50 turns unlocking him. Whoop dee doo) and a complete lack of interesting races. Seriously, I can get the holy champion ability which deals bonus damage vs undead and there isn't even the freaking undead race in this game.

It also seems they have even removed racial perks so your draconians won't research faster, your goblins won't get that huge boost of population growth and the not-even-in-the-game tigrans woudn't even get their bonus gold.

The removal of teleporters just leads to you turtling more and exploring less and binding casting spells to your main leader means you will cast a whole lot less spells in battle because you either attack with your leader and as soon as he attacks -oops- there goes your ability to cast spells or the leader isn't in your army which doubles the spell cost so good luck casting that big 70 mana spell that would turn the tides of battle.
All your all-powerful warlock self ends up doing is casting buffs on your cities which raise stat X to X+1, cast domain buffs which raise stat Y to Y+1 research, summon units if you even have anything worth summoning and shoot guys in the face with your not overpowered in any way at all musket+bow.

So basically, they gave shadow magic the system shock 2 -> bioshock treatment and streamlined the hell out of it, for the better and the worse.
I finally got a chance to play recently, and I see what you mean. It makes the camera views more or less hell, and you never have all the information you need at a glance. I think if you want a pack of 6 archers, you should build them one at a time like in AoW 1, and a single campaign map hex should hold more than 6 units - it should hold more like 8, or maybe 10-12, with the dragons and such taking up a 2x2 worth of space. Because you should be able to see that one archer. If they want dragons and such to be bigger, they should take up a 2x2 of battle map hexes - that would actually be new and different, and it would make big things big, and it would make normal-sized things normal - instead of ants. It also lends goofy mechanics to healing in this game, such as how heals can "resurrect" 3 archers out of a pack of 5 having one left, but it can't resurrect those same three if the whole pack is dead. Why? Because bugger all if they can be bothered with consistency.

On a different note, so far I'm finding Diplomacy to be really shallow, and diplomatic AI to be really dickish and uncooperative - also, the "balance the scales" button is utterly worthless - can we get an advisor to tell us "not a chance in hell no matter what" or something? Because that's usually the case, unless you're just trading gold, mana, and items.

It's even worse on campaing maps, where they give you really vague instructions and then no one can ally with you, but only for reasons that you don't know until you finally manage to explore far enough hours later. And worse, you're playing the hippy tree-hugger peacenik campaign, and you can't even move the story along without intentionally goading someone you don't even know anything about into declaring war on you.

They've kept more than enough of what made AoW1 good to keep me interested, but a lot of it is just slower, squintier, and Civ-ier.
Agreed on diplomacy. A choice between "This means war!" and some other non-entity of a possibility, usually some stupidly crazy unfair bargaining, makes listening to the enemy a complete waste of time.