Age of Wonders III

Age of Wonders III

Adventurers (WIP) V0.9
reliankru 14 Mar, 2016 @ 11:43am
Comments on WIP V0.9
Note that these comments are my opinion and are provided for you to do with as you please. I appreciate the effort put into this mod and find it very interesting. While many of these comments are criticisms of the current construction, I hope you will find something of value when deciding how to advance the concept.

Maybe you were never intending for someone to play the game using almost exclusively the evolving units, as I have tried to do. If that is the case, then many of the comments in this are not valid.

While this is an interesting design, I find it hard to use the concept of evolving units from T1 to T2 to T3 as a pure game mechanic. It takes way too many battles to upgrade a unit to an upgraded T3 unit. Note, the Fast Learning provided to goblin and halfling T1 units significantly modifies this. I would recommend adding this feature to many T1 units.

I have tried multiple games ignoring the common units and trying to concentrate on just using evolving units with little to no success. The upshot of my testing is that it is far faster to get to the point of being able to spam T4 units than it is to evolve units in this system to T3 units capable of dealing with T4 units.

In a short to mid-length game, T1 units will barely evolve to T2 units, assuming that they survive long enough. The only T3 units available will be the ones that start at the beginning of the game or evolve from T2 units that start at the beginning of the game.

Units cannot be replaced except with more T1 units that need to be evolved again, where T4 units can be summoned or recruited in a short time. If you reach the point in the game of fighting T4 spam with these units, you will be at a severe disadvantage .

The population cost of building these units is harsh, and will set city development back, meaning that the real cost of a unit isn't just the money and mana you spend on it, but the opportunity lost from income of a larger city. This ♥♥♥♥♥♥♥ your overall development significantly. I know that you are using this as a mechanism to make these units cost more than standard T1 units, as they should. I would recommend you review this cost and significantly cut it or change to a more direct price for the units.

Many of the units have no type. I recommend that all units have a unit type, support, infantry, cavalry, etc. Otherwise, buildings already in the game serve no purpose.

These units will only be competative with themselves due to issues I pointed out above. Therefore, if you want to have this sort of development in the game, the standard developed units needs to be stripped out. Either that, or these evolving units need to be significantly cheaper.

I don't know if it is possible, but if your plan is to go with this type of game, I recommend T3 units be restricted from starting armies in the beginning of the game.

I hope these comments will give you some ideas and will help you in your efforts. I have enjoyed playing this mod and look forward to seeing what you do with it.
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Neverr  [developer] 14 Mar, 2016 @ 10:36pm 
This is a great thread and actually hits up on a lot of the issues I have also experienced and things that I already have intended to modify and change!

Originally the idea of this mod was to complement the base racial and army units and mix it all up but as the mod grew and evolved it became clear very quickly that the sheer amount of new units and especially a lot of them being unique kind of overtake a lot of the racial and class lower tier units. With that in mind I had moved forward to develop a system to make building nothing but them viable (but at the same time (with lots of balancing) not too overpowered to the point where going classic is no longer viable). I'll lay out what I have planned out real quick!

I am scrapping the idea of ONLY being able to build t1 units and having them evolve (however that is an option, and it will be more viable if you build your city in that direciton).

I am making a very vast guild structure tree where you actually (for all gaming purposes) build your own guild hall that you can customize your own style of adventurer, to explain:

Building the City Of Adventurers (The Biggest Version of the Adventurers Guild Hall) does cost a bit of money initially, but grants you access to these templates:

-4 "Small" Room Templates non stackable Building
-5 "Small" room templates stackable Building
-4 Medium Room templates Building
-2 Large Room Templates Building
-1 Hall of heroes Template building

At First this doesn't sound like a lot of customizing but what's built into these buildings are a fairly large range of selections for EACH building template. Example:

The 4 Non Stackable Small room buildings you have access to 10 or 11 different types of rooms that each give different bonuses. Some give movement speed in own domain, some grant adventurer units extra medals, some grant special unique abilites like Reaction instincts and others are more utility like gold and casting points. This is a very basic example as each template grows in size so do the uniqueness of the bonuses. Without Spoiling too much it's possible to completely modify how the meta would work in AoW simply by building your buildings to specialize your units towards a specific direction.

Hall of heroes takes this a step further and redefines (without breaking or making untis overpowered) how to play the game. For Example:

Age Of Piratism - This is built by outfitting a Hall of heroes and grants over 15 different status effects and abilities to make your units hate fighting on land but love fighting in the water, with special abilities designed to make them feel like pirate units.

As you reach larger template sizes you can build buildings to build higher Tier units as well, but the drawback is if you purchase these buildings you lose out on room slots needed to modify and strengthen your army, So you have to make the choice between building a specialized army and having access to your strongest unit to build.

Due to this however I think unless popular demand says otherwise I will keep the requisites for the adventurers seperate (aka not being able to use dungeons and other tiles) to keep the base units viable and still unique in their own way. (Don't worry, the buildings you'll have access to build will more than make up for this I truly believe)

This isn't a far off future concept for development either. I am 90% done with all of this, I should have this up and done by the end of the week. Hopefully you stick with the mod and let me know how it feels once it goes live!
reliankru 15 Mar, 2016 @ 7:34am 
Very interesting. I look forward to seeing what you are putting together.

Thanks again for your efferts.
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