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Age of Wonders III |OT| Follow The Leader

So I got the game...


Ranged units act really strange. Archers can shoot through walls???

I don't think you can miss shots in this game, instead damage is reduced. Cover, obstructed views, or long shots (or all three) can reduce damage to the brink of nothing, rendering them highly ineffective. With no obstacles or cover and an ideal shot on the target a ranged unit will deal the best damage it possibly can.

Three tips for the best ranged attacks:

  1. With a ranged weapon selected, the teal rings on each hex will tell you the range of your attacks.
  2. The green/yellow(?) dotted line when using a ranged attack on a target tells you how close you are to an ideal - green - shot.
  3. Ranged attacks all have a path they take to the enemy, which affects how they handle obstacles. Far as I'm aware, straight shots (i.e. some(?) magic attacks, guns, crossbows) will be blocked by any obstacle and arcing shots (i.e. bows) can be fired over a one hex obstacle.
 

elyetis

Member
So I got the game...


Ranged units act really strange. Archers can shoot through walls???
They can shoot over obstacle, but take a 50%(?) penalty for that.

edit : oups didn't see it was already answered ( and a far better one ), didn't refresh the page
 

Durante

Member
I don't think you can miss shots in this game, instead damage is reduced.
I really like this method by the way, much more than the common reduction of a to-hit chance -- at least for a strategy game. It makes battles much more predictable and allows you to be more strategic in your decisions.
 

Wes

venison crêpe
I jumped straight in to a custom AI game on a normal map and found the game dawdling on a bit too much for my liking.

Second game I forced the map small, randomised all the options and I'm finding it a lot more fun. The condensed nature means you're potentially scrapping for everything early on (on my first turn, my throne's border was already touching the border of an AI who instantly declared war on me!).

If anything, this post is a reminder to fiddle with the settings a bunch to find something that suits how you want the game to play.
 
I really like this method by the way, much more than the common reduction of a to-hit chance -- at least for a strategy game. It makes battles much more predictable and allows you to be more strategic in your decisions.

Agreed.

Percentage-based success chances are always maddening in how often they fail. I know that it's almost certainly my perception, but it always feels like it all comes down to lucky RNG. I mean, if there's an 80% chance to hit it should always work, right?

I think flanking has added a new dimension to combat, giving melee units a chance to survive encounters... mostly intact. Since units turn to face their attacker, weaker melee units can actually stand a chance against superior foes. With flanking, I might actually get a Tier 1 unit to Gold rank now (if I stopped autoresolving, that is... always costs me my Tier 1's.)
 

Newt

Member
So, I gave the game a good 3 hour run. It's graphically amazing, and the gameplay is well refined. My only real complaint is that they cut a lot of stuff from shadow magic, ie frostlings, nomads, archons.
 

Gothos

Member
There is definetely something wrong with ranged attacks or skill descriptions. My units have medium range on their skill but they have zero damage penalty only when shooting within 3 hex range which is suppose to be short range and not medium one which accodring to the Tome is 5 hex. Annoying as hell.
 
There is definetely something wrong with ranged attacks or skill descriptions. My units have medium range on their skill but they have zero damage penalty only when shooting within 3 hex range which is suppose to be short range and not medium one which accodring to the Tome is 5 hex. Annoying as hell.

As I understand it: Your range is the maximum distance you can shoot. You take a damage penalty past half of your range (with some exceptions like Elven Longbows and Goblin Mosquitoes (which also ignore cover penalties)).
 
Ah, that would make sense. Strange mechanics nevertheless...

I don't think its really strange. There's a lot of games that do penalties for shooting at maximum range or through obstacles.

I do think it should be noted in the weapon descriptions though since there's at least as many games that don't.
 

Newt

Member
Really? For some reason I remember even the green/red/yellow dotted line with the circles indicating obstacles. Am I making all of that up in my mind?
Well obstacles in AoW2 would reduce chances to hit to almost 0. It was similar to range though, closer you are the better the chance to hit.
 

Durante

Member
Well obstacles in AoW2 would reduce chances to hit to almost 0.
Ah, so it was the same UI (which is the part I remembered) but a different implementation mechanically. Well, as I said above, in a strategy game I prefer the predictable damage reduction over the chance to hit concept.
 
Heads up: if you're upgrading a hero while embarked in water, don't panic if - for example - their HP doesn't seem to be changing when you level it up. Embarked units seem to have separate stats from the hero themselves and all upgrades will show up once you make landfall.

This issue was spooking me for a bit so I thought I'd let everyone know.
 
Making slow headway through the Elven Council tutorial game. I really like the combat in this game, although it's taken a bit of figuring out, a little trial and error on my part because I don't like losing units.

It's small things like if an enemy unit moves by a tile, or tiles occupied by your units they'll automatically attack the enemy unit for a small amount of damage. I learned, the hard way, that ranged units will do a melee attack if they're within a certain range of an enemy unit rather than a ranged attacked. If I hadn't mashed through to the attack so quickly I might've noticed what the tool tip was saying, I blame my Civ V habits. I like how cover is a damage reduction modifier when it comes to ranged combat, how it doesn't completely eliminate all ranged damage. Although I'm saying this where I'm playing the game in baby mode and I'm always on the offensive.

As far as empire building and management goes, the tech tree seems kind of limited but it looks like the emphasis is on combat with this game. I haven't quite figured out the economy, it looks like you have to have settlements with bonus tiles or have cities spend turns generating income so you can't just spam buildings and units. I do like how the borders between your cities are displayed within your empires borders. And I really like the hand drawn overworld map you get when you fully zoom out.

Really like the game so far.
 
I agree with a lot of what you're saying, jaundicejuice. To me, it feels like AoW3 took the best ideas from Civilization, Elemental, Warlock, and maybe even Eador, while retaining what makes Age of Wonders so good.

It's small things like if an enemy unit moves by a tile, or tiles occupied by your units they'll automatically attack the enemy unit for a small amount of damage. I learned, the hard way, that ranged units will do a melee attack if they're within a certain range of an enemy unit rather than a ranged attacked. If I hadn't mashed through to the attack so quickly I might've noticed what the tool tip was saying, I blame my Civ V habits.

The combat preview window isn't infallible; I've experienced several occasions where it omitted attacks or incorrectly calculated the damage dealt. It doesn't always take into account special skills like backstab, for example. It's about as reliable as Civ's, I suppose. As always, look before you leap. :)

Re: ranged opponents and attacks of opportunity (or whateve AoW3 calls them): ranged units will only be able to attack you when you move if they have a melee attack, otherwise you're free to move around them as much as you wish. Trebuchets, for example, are formidable opponents at range, but largely defenseless in melee

There's three things to keep in mind regarding attacks of opportunity:
  1. They consist of a single attack from all melee attackers that you walk in front of
  2. They use the same stamina as a normal attack (10?).
  3. Any unit that cannot attack normally (i.e. disabled or out of stamina) will not be able to perform attacks of opportunity
  4. Bonus tip: From my experience, flying units largely avoid attacks of opportunity because they fly over their opponents. I think the one exception would be moving while already in front of a non-flying, melee enemy. (IDon't know whether this also applies to floating units.)

Of course, there could be a spell or trait that completely changes the way this stuff works... some of the higher-level magics and traits that I've seen are starting to make me think that will occur.
As far as empire building and management goes, the tech tree seems kind of limited but it looks like the emphasis is on combat with this game. I haven't quite figured out the economy, it looks like you have to have settlements with bonus tiles or have cities spend turns generating income so you can't just spam buildings and units.

I haven't yet figured out a good balance between building, recruiting, and expanding either. I think every Elven campaign level so far I've begun by overexpanding and crippling my economy, then being plagued by a lack of soldiers, inevitably bottling up and turtling for 10 to 20 turns while barely surviving the enemy's superior numbers/strength, until inevitably building up a superior force and slowly conquering the entire map. It's fun, but I feel like I'm doing something wrong.

The one thing I'm realising is proper research is key to progression in the campaign. I have generally neglected researching higher tier units, instead favouring empire upgrades and spell capacity, which has drastically hurt my offensive capabilities. (Though I suppose my crippled economy wouldn't allow me to use them, anyways...)

In spite of these problems I am really enjoying the Elven campaign. Each level has given me different tools and required different approaches to complete successfully and I'm starting to feel like I'm learning how to succeed at this game. There have been a few surprises in the campaign as well - you'll know them when they happen!

I wonder how different the Dreadnought campaign is...
 

Durante

Member
I haven't yet figured out a good balance between building, recruiting, and expanding either. I think every Elven campaign level so far I've begun by overexpanding and crippling my economy, then being plagued by a lack of soldiers, inevitably bottling up and turtling for 10 to 20 turns while barely surviving the enemy's superior numbers/strength, until inevitably building up a superior force and slowly conquering the entire map. It's fun, but I feel like I'm doing something wrong.
Heh, I've had almost the same experience. But I have this issue in many TBS. I guess that old Civ habit of expand early & expand often is hard to break.
 

Jag

Member
Another tip when upgrading heroes, the skill that says it affects your entire army only works if your hero is the LEADER of the army. So if you have multiple heroes in your army (aka stack of doom) only the leader's army affecting skills will be active.
 

Mrbob

Member
This is my first Age of Wonders game and while I'm still green, only played about 6 hours, I'm loving. I absolutely love seeing a 4X game with a decent combat mode. AoW3 combat feels like a better version of Fallen Enchantress Legendary Heroes. Also, It is great there are no dice rolls for attacks and I can flank for maximum. Plus it is fun to set up flanking attacks pre battle with the positioning of your troops. I'll be putting a lot more time into this game for the weekend and beyond.

Total Biscuit put up a WTF video today and he seems to like it quite a bit to the point of gushing:

https://www.youtube.com/watch?v=DJdvh0iOD7g
 

SamVimes

Member
How does this compare to Age of Wonders 2 in your opinions?

I'm super broke right now otherwise i would be already playing.
 

alstein

Member
How does this compare to Age of Wonders 2 in your opinions?

I'm super broke right now otherwise i would be already playing.

I think this game is AOW2SM+ prettier graphics for the most part. A few minor differences here and there, but I'd say wait for sale on this one.

Tactical AI is much better in AOW3, strategic AI is much better in LH (AOW strategic AI massively cheats)
 
Okay, so military units that have enough action points left that go into a defensive mode will also attack enemy units that try to move by them for as many action points they have left.

I haven't yet figured out a good balance between building, recruiting, and expanding either. I think every Elven campaign level so far I've begun by overexpanding and crippling my economy, then being plagued by a lack of soldiers, inevitably bottling up and turtling for 10 to 20 turns while barely surviving the enemy's superior numbers/strength, until inevitably building up a superior force and slowly conquering the entire map. It's fun, but I feel like I'm doing something wrong.

The one thing I'm realising is proper research is key to progression in the campaign. I have generally neglected researching higher tier units, instead favouring empire upgrades and spell capacity, which has drastically hurt my offensive capabilities. (Though I suppose my crippled economy wouldn't allow me to use them, anyways...)

Heh, I've had almost the same experience. But I have this issue in many TBS. I guess that old Civ habit of expand early & expand often is hard to break.

Early, aggressive expansion can't be entirely bad tho. Wouldn't it make sense to have a couple of cities each with a different specialisation in units they can produce? So rather than trying to build all city improvements in each and every city in your empire, you could simply focus on making each city good at producing a certain set of units early. That way you could split their production between economy, your specialised buildings for that city and the border expansion buildings, which is just 3 improvements.

Also cities just flip, Civ IV style, if they're not occupied by one of your military units, don't they? Defensive structures certainly do, the A.I. left a castle unguarded and I simply took it and automatically expanded my borders.

I haven't quite figured out how you raise your military cap, the game has been automatically raising it as I've progressed along. Right now I'm maxed out at 3 armies--one led by my leader, another led by a hero and another comprised of monster and generic units--and I don't really have anything defending my throne, defensive structures or cities. With the map layout, and the lack of teleporters in the underworld, that isn't an issue...yet.
 

Jag

Member
Beta patch test out Steam only

Change Log:

Fixes:
• WQHD / QHD (up to 2560 x 1440 / 2560 *1600) native resolution display support (the Black & White boxes and blurry text should disappear). Fix has been verified to work up to and including a resolution of 2560×1660.
• Fixed an issue for people using Intel HD Graphics – specifically for HD4000 and Surface 2 Pro – in combination with certain driver version, that caused a crash when opening interface screens – e.g. starting the game, opening options menu, skill book, etc.

Performance
• Fixed frame drop when armies were selected.
• Fixed decreasing frame rate occurring during extended play, particularly in longer battles.
• Fixed a memory leak when Windows was locked.
• Optimized a feature effecting maps with water, which should now show increased framerate.

AI Improvements
• Fixed some cases where the tactical AI would come out from behind the walls of cities and fortresses too soon.
• Stopped the AI spamming disjunction, so players can now use global magic more easily.
• Fixed an issue where the tactical AI would cast a resurrection spell on an invalid target.
• Made ‘squire’ AI easier to beat.
• AI settings for players were changed to compensate for this change, to keep the same level of challenge on normal difficulty.
• Using the ‘restart’ option in a campaign map now returns the player to the briefing, allowing map difficulty to be changed.

Scenario & Campaign
• Campaign: Heroes being mind controlled no longer causes you to instantly lose a campaign map if you rescue them by the end of combat.
• Campaign: Heroes which are protected by the ‘resurgence’ effect – e.g. the theocrat’s ‘rebirth’ spell – can now die in tactical combat without causing you to lose the campaign map, as long as you win the battle that they die in.
• Blightmouth Crater: Closed a gap in impassable mountains.
• Blightmouth Crater: Removed two superfluous hearts of the blight.
• Blightmouth Crater: Fixed the behavior of independent armies.
• Elven Resurgence: Player 6 now starts with more gold mines, making the starting positions more balanced.
• 4th Elven Court map: Independents no longer interfere with one of the starting quests.
• 4th Commonwealth map: Fixed a message that missed an icon under specific circumstances.
• 5th Commonwealth map: A ‘defeat leader’ quest no longer reveals that leader’s position.
• 5th Commonwealth map: Fixed a story message that had overlapping lines of text.
• 6th Elven Court & Commonwealth maps: Prevented story characters from dying when you are victorious.
• 6th Elven Court and Commonwealth maps: Added a few building upgrades to starting cities to give the player a better starting situation and more options.

Other Fixes.
• Fixed settings – e.g. graphics settings – not being saved when using the ‘guest’ profile.
• Fixed the stack confirm movement button being disabled in some situations when a stack was auto-moving.
• Fixed a rare crash caused by a player razing a city with a heart of blight, tropics, etc in its domain
• Fixed an issue where a backstab bonus wasn’t being correctly applied. This led to situations where a unit could backstab a target without flanking it.
• Fixed a crash triggered by clicking on a “You lost your throne city!” event.
• Fixed a crash triggered by selecting a ‘Egg has hatched’ after loading the save game.
• Fixed the ‘Remove army from event list’ shortcut key function so armies are properly removed from the list.
• Fixed an issue where the ‘Protect your leader and throne city’ quest failed to complete on victory.
• The game now ignores controller input, to prevent camera drift when a controller is plugged in.
• ‘Spring of life’ now rewards units when explored.
• When creating a new custom leader, the field for setting a name is now left empty by default.

Balance:
• ‘Shrine of smiting’ is no longer ‘Devout’, nerfing ‘Shrine of smiting’ doom stacks which relied on stacking ‘Devout’ bonuses for the ‘Smiting prayer bolts’.
• ‘Shadow stalker’ now does cold damage. This fixes an issue where rogues had limited options vs. blight immune troops.
• Increased the research costs of skills to slow down progression through the skill tree.
• Increased cost of racial tier 3 unit building to 300 gold and 100 mana.
• Decreased the base production of cities.
• Fixed issue with ‘Libraries’ and ‘Observatories’ generating too much knowledge.

Features:
• Added buttons on either side of the city name that cycle through cities owned by the player.
• We added a quick save option, bound under CTRL+S by default.
• Added extra text to the preview popup when attacking a city wall. Players can now see the hit points the wall have remaining as they plan their attack.

We hope we’ll this patch resolves some of the issues you might have encountered. We plan to roll this patch out to all our players early next week and we’re already working on the next patch, so please bear with us if your issue did not make it into patch.

Thank you for all of you feedback. With your input we’ll make the game even better!

-The Team @ Triumph Studios.
 

SamVimes

Member
Good, but not as good as AoW2.

I think this game is AOW2SM+ prettier graphics for the most part. A few minor differences here and there, but I'd say wait for sale on this one.

Tactical AI is much better in AOW3, strategic AI is much better in LH (AOW strategic AI massively cheats)

Thanks. At least i have FTL's new expansion to hold me off for a while.
 

Fitz

Member
The increase to research costs feels nice so far, though an option to customise it for each match wouldn't be a bad idea.

So does it really screw game saves like someone here implied? Frankly, sounds incredible.

I had no problem loading an old save just now, but I've no idea if things have messed up yet.
 
As I mentioned before, great patch notes! I'm glad to see there will soon be a way to check a wall's HP before attacking it, because currently the only way I know to view their HP is to attack them. I've already targetted the wrong wall a few times.

Early, aggressive expansion can't be entirely bad tho. Wouldn't it make sense to have a couple of cities each with a different specialisation in units they can produce? So rather than trying to build all city improvements in each and every city in your empire, you could simply focus on making each city good at producing a certain set of units early. That way you could split their production between economy, your specialised buildings for that city and the border expansion buildings, which is just 3 improvements.

Also cities just flip, Civ IV style, if they're not occupied by one of your military units, don't they? Defensive structures certainly do, the A.I. left a castle unguarded and I simply took it and automatically expanded my borders.

I haven't quite figured out how you raise your military cap, the game has been automatically raising it as I've progressed along. Right now I'm maxed out at 3 armies--one led by my leader, another led by a hero and another comprised of monster and generic units--and I don't really have anything defending my throne, defensive structures or cities. With the map layout, and the lack of teleporters in the underworld, that isn't an issue...yet.

Undefended cities/fortresses/etc are instantly conquered and added to your empire. Cities will need to be absorbed before they can become productive, or razed/looted. I'm not sure whether the latter two are instantaneous, as I've not yet attempted them.

The only theoretical unit cap I'm aware of is your capability to upkeep them via gold/mana, which is generated solely by cities (though it can be supplemented by spells or positive domain morale). I'm not sure what happens if you hit negative gold/mana as far as unit upkeep is concerned, it presumably has a hefty unit morale penalty for gold-upkept units (which will make them fight worse and possibly go independant) and unsummons mana-upkept units (because you cannot maintain their presense anymore).

Edit: And yeah, I agree that specializing cities is an ideal tactic - it would certainly reduce my economic woes. However, I've been hesitant thus far to give much infrastructure or defenders to small cities because I need productive cities to be near the front lines. In the campaign at least, I find that it simply takes too long for units at the heart of my empire to make it to the front lines, even with roads.

I need to rethink my strategy...
 

Durante

Member
I just tried the beta patch and am happy to report 2560x1440 is now working perfectly:

226840_2014-04-05_000t3uvr.png


(oh and saves are completely compatible)
 

TheTux

Member
Hey guys i'd like to get this game on Steam but I don't want to pay 40€ for this since I'm not a giant TBS games fan. Has anyone tried websites like plati.ru or gama-gama.ru? Can I activate a russian code through Steam with my European account (and play the game in english ofc)?

Thanks in advance
 

epmode

Member
Now that the high rsolution settings are fixed, I played this for a bit last night. I've been so disappointed by Master of Magic-style games in the last decade that I was convinced that we'd never get another good one. Nothing with decent production values anyway. I'm so happy that this game A. exists and B. actually turned out well.

In related news, I should give Warlock 2 a real shot.
 
Glad to hear I don't need to halt my playthrough of the Elven Court campaign. For a while I was concerned that the patch might bork mid-game saves.

Hey guys i'd like to get this game on Steam but I don't want to pay 40€ for this since I'm not a giant TBS games fan. Has anyone tried websites like plati.ru or gama-gama.ru? Can I activate a russian code through Steam with my European account (and play the game in english ofc)?

Thanks in advance

I've never used those websites, but I wouldn't be surprised if they're dealing in shady CD keys. Some of the more dubious grey market stores use stolen credit cards to purchase games which they then sell to other markets. Not only would these keys cause problems for your Steam account, purchasing from them would also deprive Triumph Studios (the Age of Wonders 3 developer) from making money off of the sale. Potential problems could range from loss of access to AoW3 on Steam, to the locking of your Steam account.

My only advice would be to ask SteamGAF whether the key is region locked and to use your best judgement as to whether they are a trustworthy websites. I personally wouldn't suggest using them.
 

Sub Zero

his body's cold as ice, but he's got a heart of gold
Hey guys i'd like to get this game on Steam but I don't want to pay 40€ for this since I'm not a giant TBS games fan. Has anyone tried websites like plati.ru or gama-gama.ru? Can I activate a russian code through Steam with my European account (and play the game in english ofc)?

Thanks in advance

Seen some traders over at TFOutpost.com sell it for half price. Don't know if they are RU copies, but even if that's the case you can use a VPN and activate the game on your account without any issues
 

Danny Dudekisser

I paid good money for this Dynex!
Well, I hope the patch hits GOG pretty soon. The frame rate drops when you select an army are kind of obnoxious.
 

styl3s

Member
This is my first Age of Wonders game and while I'm still green, only played about 6 hours, I'm loving. I absolutely love seeing a 4X game with a decent combat mode. AoW3 combat feels like a better version of Fallen Enchantress Legendary Heroes. Also, It is great there are no dice rolls for attacks and I can flank for maximum. Plus it is fun to set up flanking attacks pre battle with the positioning of your troops. I'll be putting a lot more time into this game for the weekend and beyond.

Total Biscuit put up a WTF video today and he seems to like it quite a bit to the point of gushing:

https://www.youtube.com/watch?v=DJdvh0iOD7g
Yeah he went on and on about it on the coop podcast and it makes me super interested.

The only thing stopping me is that i felt the same with CIV5 and i bought it and the game just wouldn't click with me. I feel like i need a video that explains the mechanics like i am a 5 year old because i didn't have the patience for the overly long tutorial and i played a CIV5 game for like 2-3 hours and i felt like i was making 0 progress.
 

Danny Dudekisser

I paid good money for this Dynex!
Isn't it by the guy that made the original Deus Ex soundtrack?

I believe so, yes. Good to know he's still got it, cuz DE had an incredible soundtrack, too.


Yeah he went on and on about it on the coop podcast and it makes me super interested.

The only thing stopping me is that i felt the same with CIV5 and i bought it and the game just wouldn't click with me. I feel like i need a video that explains the mechanics like i am a 5 year old because i didn't have the patience for the overly long tutorial and i played a CIV5 game for like 2-3 hours and i felt like i was making 0 progress.

Yeah, being someone who's never played a game like this before, it did take a few hours for everything to click. And it doesn't help that there's no real tutorial here. Fortunately, I got past that initial learning curve, and now I'm really enjoying the hell out of the game. I'd say it's worth the effort.
 

Noaloha

Member
One of the beta testers recently uploaded this playlist of tutorials covering a wide array of topics for a newcomer, from basics through to specific builds. Might help ease people through the common acclimatisation hump that these games can be hindered by.

I've also enjoyed watching Quill18's pre-release look at Elven Court campaign #1 and his ongoing Dwarven Theocrats playthrough. Marbozir (excellent Civ player) also couples a nice, in-depth look at the systems and menus during his Orc Sorceror game.
 
Looking for a game to scratch my strategy itch. Age of Wonders worth it for $40? Looks great. Is the game complete or in early access?
 

mavs

Member
Kinda disappointed that you can't hit your own units if they're blocking line of sight on a ranged attack. One of the little things that made the tactics in AOW feel meaningful.

Looking for a game to scratch my strategy itch. Age of Wonders worth it for $40? Looks great. Is the game complete or in early access?

Game is complete, above and beyond the standard set by the other games in the series IMO.
 
Looking for a game to scratch my strategy itch. Age of Wonders worth it for $40? Looks great. Is the game complete or in early access?

Age of Wonders 3 is a complete game that's well worth $40.

If you need more information about the game, just give a look at this thread's two(!) opening posts.
 

elyetis

Member
Kinda disappointed that you can't hit your own units if they're blocking line of sight on a ranged attack. One of the little things that made the tactics in AOW feel meaningful.
Agreed, thought the smaller scale of the combat ( at least when it comes to city ) probably made it a necessity.
 
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