Age of Wonders III

Age of Wonders III

Variants Arsenal
Ross Feratu  [developer] 16 Sep, 2015 @ 10:23pm
Impressions and Opinions
This is for non-critical concerns and thoughts with regards to how fun the mod is. If you really like an ability, let me know. If you don't like an ability, let me know. I will give any feedback fair consideration. I am also more than willing to change visuals if something doesn't have aesthetic appeal. I am not an artist, so I'll trust the judgment of other players if something seems off.
< >
Showing 1-15 of 20 comments
The Speaker 20 Sep, 2015 @ 12:46am 
I really like the ideas you've had with a lot of these units. Really adds something extra to the classes. Some of the units resemble their original counterparts a bit too much but I'm sure once the icons are on their way it'll help a bit. Did you say you are working on icons and descriptions in the future?
Last edited by The Speaker; 20 Sep, 2015 @ 12:48am
Ross Feratu  [developer] 20 Sep, 2015 @ 12:58am 
New descriptions are coming eventually. Icons are...well, maybe? atm I'm updating all the units to use the Produce [unit] icon in the skillbook, which looks different enough for it to stand out at least. I'm no artist, so I might just modify the icons to show some kind of special symbol while using the base icon. It's in the pipeline but I haven't come to a decision yet.
cbower 22 Sep, 2015 @ 6:02am 
thanks for the work, these are fun.
Ross Feratu  [developer] 26 Sep, 2015 @ 2:36pm 
Unfortunately not. I'm keeping an eye on the unit for the time being, and may expand its summon list down the road. That said, in its current state its actually pretty strong in siege scenarios and when used in mixed tactics. Keep in mind the lightning sprites apply shock vulnerability and hit an AoE, so they can be chained and will do more damage with each wave than a regular apprentice.

Anyways, if things don't work out well I'll look into some alternate abilities to unlock at bronze and gold if needed.
Twiggymc 26 Sep, 2015 @ 2:49pm 
That legionary is cool, really missed the archon Infantry with there spear throw from AoW SM, nice to see it back really great idea, and fits the warlord perfectly,

That locksheilds passive is really cool thematically
Last edited by Twiggymc; 26 Sep, 2015 @ 2:51pm
alf978 26 Sep, 2015 @ 3:11pm 
I noticed you've changed the in-game model for the Legonary and the Cataphract.
Personally, I liked the MH model better for the Ctaphract, since it looks more fully amored that way; which I thought ought to be appropriate for a heavy cavalry unit?

Also, the 28mp on the Legionare seems a bit unusal for WL class units. It's fine due the range attack which really helps in tactical combat, but strategically I'm finding, that I am leaving them behind to keep more mobility on the overland map. Especially in my hero led stacks. The exception so far has been dwarves, because they mesh real well with FB's, due to the same movement rate. (And on the subject of the dwarven unit it's a bit confusing having the Lock shields ability shares the same icon as the defensive strike icon. I kept misclicking all the time before I got used to it. Lol. Just a heads up)

Just hypothetically, consider if you were to switch Legonary and Cataphract in Tiers, I think a 28mp T2 infantry unit would have a better chance to shine earlier in the game when you're still relying on T1's. Rather than as a slow T3 unit, when fliers and higher tier cavalry start becoming more common place. I get that they would compete then more with the Beserkers, but since they fill entirely different roles, in theory, it shouldn't feel too redundant. That's just my personal impression though...

Have you considered giving the Pilum strike a proc chance against defense, maybe with a movement penality at failure? If you mass them it seems a bit abusive to have a guranteed armor inflict chance, which compounds.

Lastly, I was curious if you're stll considering giving the Cataphract guard breaker on charge? :)

I hope none this sounds too critical, I really enjoy all the hard work you've been putting in this mod!!
Ross Feratu  [developer] 26 Sep, 2015 @ 3:38pm 
I'll switch the cataphract visual back, and bump the legionary movement back to 32. I thought about putting an armor proc on the ranged attack, but in many ways that seems odd because it means that each hit increases the chance to shred on the next hit. I opted out of it since that just makes them rip through lower tier units and be garbage against high tier units, which makes no sense.

I'm still waiting on more feedback on how the cataphract handles in mp before I decide to add guard breaker to it.
Twiggymc 26 Sep, 2015 @ 5:02pm 
Honestly i was thinking for the legionary give it pin down on the pilum throw like the frostling harpoons get could stay t3, and it would help keep mobs off of your more squishy units,
Ross Feratu  [developer] 26 Sep, 2015 @ 5:29pm 
The intention of them isn't to offer CC, but to use the pilum to soften up targets before engaging(like actual legionaries historically.)
Ross Feratu  [developer] 26 Sep, 2015 @ 6:43pm 
Alf, I looked into guard breaking charge, and it doesn't look like there's a way to make guard break available on a charge. It would have to be some sort of active ability for it to work. I'll investigate other ways to get the same effect, but I'm not sure of any simple way to implement that sort of mechanic. Still, if it turns out it needs a little something else I'm looking into some possibilities...
alf978 27 Sep, 2015 @ 5:51pm 
Thanks for trying though Garresh!!
It would have been something that would have kept the unit relevant in long SP games, and Im sure it would have given it a good/uniqufe tactical option in MP as well.

The thing that jogged the whole deal for me was that the Cataphract kept the same level up rewards as Mounted Archers, but I thought some variation to suit it's new role wouldn't go amiss. :)
Something at Veteran and perhaps a different elite trait other than projectile resistance...

I still like Predator to signify their high skill level of engaging other targets, Martials Arts for the attack and Predator for making it too costly to disengage for the opponent.

But you are way more creative than I am,.. so I am sure you'll have something cool up your sleeve.

And a big THANKS for changing the model, it seems more intiutive to me to have a T2 model for a T2 variatnt. Plus I thought it fits thematically, and I also like it aesthetically. :)
PsychoticSoul 29 Sep, 2015 @ 3:40am 
Its a shame overload's stun chance checks per shot instead of per turn... else it would be perfect for rocket launchers.

I've used it in one siege so far and have only managed 2 shots w/overload at best

If u ever get all 3 hits off with overload though... crazy... now how to boost that def stat to minimize the stun chance....
Ross Feratu  [developer] 29 Sep, 2015 @ 3:46am 
Ahaha yeah that's the only thing keeping it balanced. Firing a 3 shot 20 damage AoE attack is absurd. The guaranteed stun chance si what it keeps it from just breaking all the things.
Furin 29 Sep, 2015 @ 2:48pm 
Hello Garresh,

I am trying out your mod. I just started a goblin necromancer campaign today. What I have seen so far is very nicely done, always with balancing in mind. I like that very much. The new units are also interesting and enable a different playstyle to what one is used to after playing AOW for so long as I have. So my opinion of the mod is very high, it is almost a shame that there are so many unit mods out now, so hard to choose which one to play, as I try to avoid mixing mods.

Please keep up the good work, your video on Youtube about how to mod units was also very informative and nicely done.
Ross Feratu  [developer] 29 Sep, 2015 @ 3:57pm 
I appreciate the support! I try very hard to keep the units balanced, but if you spot something that seems out of line let me know. I've had to tweak and change units based on feedback and I intend to continue that trend.
< >
Showing 1-15 of 20 comments
Per page: 1530 50