Age of Wonders III

Age of Wonders III

Legendary Units
 This topic has been pinned, so it's probably important
Lord Cameron  [developer] 5 Sep, 2016 @ 11:41am
Global Assualt
Global Assualt is an intersting ultimate in conjunction with this mod as it guarentees cheap and easy T4 units. I believe that this is something to be discussed. But first I believe there exists key concepts we must acknowledge. To start with:

1. If I do change it it will be as a seperate mod, for I am personally against changing people's game against their will, but if they feel it improves their experience, I want to provide it. So if any change is made it will be a compatability mod for Legendary Units.

2. There is an arguement to be made that if ultimate's are able to be cast, that person has won anyway, so it doesn't matter what the ability does. However, this has been discussed many times on the official forums, and some have found, especially in larger SP games, that many players may gain their Ultimate.

3. The Warlord special is unique in that even after it is dispelled it still has an effect as all the units remain gold level, this uniqueness, the deemphasis on mana and casting points, is something I'd like to maintain if possible.

4. We must remember that the evolution does not occur until 1 battle has been fought, so it is slightly less extreme than it may first appear (Though not much)

Now onto ideas.

A. a huge discount on buying units. The warlords already get that anyways if they cast the spell, for knights are essentially reduced to the cost of horsemen due to evolution, and draconian units all cost pennies if you don't care what you get.

B. I think that regardless of the change, the first strike and charge should remain, as it is not the problem.

C. If possible, perhaps the ultimate could grant every unit a permanent ability or abilites, such as granting martial arts to every unit even after Global Assualt is dispelled. (Although seeing as Warlords can already grant Martial Arts this particular ability would be a poor choice.)

D. Thematically, Warlords specialize in strong units and cheap production, as well as large, specialized armies.

E. When you are a Warlord what matters most is being in position and getting there, because you can baiscally win all the fights.

F. Perhaps a way to see the entire map, or to move faster?


Keep addiing suggestings and spitballing thoughts below.
Last edited by Lord Cameron; 20 Jan, 2023 @ 1:44pm
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Showing 1-15 of 18 comments
alexej 5 Sep, 2016 @ 9:30pm 
Lets summarize :
Arch druid - Floating and Strong Will
Dreadnaught - +2 phys.dmg defense resistance for machines and +8 movement for musketeers and engineers too
Necro - Age of death 35% for undead from fallen units
Rogue - Age of Deception - all units +1 poison dmg invisible and huge -400 hit to enemies empire happiness
Sorcerer - Age of Magic +50cp and 1/2 cost for all spells
Theocrat - Armageddon +80% holy weakness and no regen for enemies
Warlord - Charge, first strike and gold medal for all

I think that Charge, first strike should stay with maybe +4 move +1vision range +1 resistance ? If you could make it permanent but not stackable (if dispelled and casted again only unbuffed units should get that)
Lets keep entire map revealed for explorer. I think movement is better way as suggested. Or regeneration that could be used with forced march effectively. Will think about this further
Lord Cameron  [developer] 6 Sep, 2016 @ 9:19am 
Good catch on the stackableness. I think that is possible to do. (Similar to that ability that makes you unkillable). Hopefully anyway, I'll give it a shot at somepoint just to see what the limits are.

The idea of giving regen to everyone really caught my eye, even without forced march it keeps the army fighting fresh constantly. My only concern is if that is too Theocraty or not. And I'd have to be sure that the theo ultimate didn't overirde it, which I think it might.

Your reminder is a good idea. We can break it down into the central theme, and then possibly keep to the theme

Arch druid - Maintain momentum
Dreadnaught - Get into position faster
Necro - Be joined by the dead
Rogue - Become unpredictable and destabalize opponents
Sorcerer - Boost spell casting
Theocrat - Weaken opponents and make it impossible for them to recover
Warlord - Make units stronger

This makes me throw the idea of making Warlords better with roads in some way out the window because that's Dreadnaught turf. By the same measure perhaps we shouldn't boost their speed.

Good stuff, keep it coming.

Last minute thought here, what if it incorperated the legendary units somehow?
alexej 6 Sep, 2016 @ 6:38pm 
You are right regeneration is bit similar to theocrats prayer of the hurt +6hp/turn regen and it could be overriden by Armageddon. I was thinking about roads too but that dreadnaught movement buff dissuaded me, and Archdruids Long Strider. What about something like :
irregulars +2 vision range, backstab
infantry, pikeman sprint
archer +2 ranged damage
monster demolisher x2
cavalry devastating charge

I am not content with this idea either just nothing better strikes me for now xD
Lord Cameron  [developer] 6 Sep, 2016 @ 7:42pm 
Something different for each unit class is interesting though. You know, when you normally go to gold rank you gain two speciall abilites and a couple buffs. So I think you are on the right track, but actually underpowered.
alexej 7 Sep, 2016 @ 9:03am 
I wanted those on top of charge and first strike because you meant to keep those, Sprint might be not enough for Infantry and pikeman maybe
Lord Cameron  [developer] 7 Sep, 2016 @ 9:35am 
Defensive strike perhaps? Not amazing for something like a longsword, but devestating for the Phalanx
Lord Cameron  [developer] 7 Sep, 2016 @ 9:36am 
Or maybe, all infantry gain tireless. The warlord already has a spell that does that, but now they would be able to save the mana occasionally.
alexej 7 Sep, 2016 @ 5:54pm 
Its called global assault so we want aggressive not defensive skills/abilities. Inflict bleeding maybe on top of sprint? Less valuable for tigrans though. Maybe even killing spree for monster
Last edited by alexej; 7 Sep, 2016 @ 5:57pm
Lord Cameron  [developer] 22 Nov, 2016 @ 6:25pm 
Hmmm, what about improved wall climbing for everyone? that's a decent ultimate.
alexej 23 Nov, 2016 @ 9:49am 
Avoiding walls is already archdruids power, while it is certainly usefull and helps warlords conquering we should invent something that helps equally on open field and in besieging cities
Lord Cameron  [developer] 23 Nov, 2016 @ 12:35pm 
What about keep it mostly the same, but instead of gold it is +2 levels? That way champions become amazing, but you don't get legendaries instantly. And maybe throw in something to make up for the fact that you can't get cheap knights or hatchlings
alexej 23 Nov, 2016 @ 6:39pm 
It is good idea indeed still I am more inclined towards different bonuses for every class of troops
Lord Cameron  [developer] 23 Nov, 2016 @ 7:27pm 
+1 level
+1 physical damage
+4 movement
+1 def
+1 res

Hmmmm... I wrote it out to see how it looked, but it's far weaker than auto gold. Warlords have quite an ultimate. Maybe the +2 levels and that?
The every class of troop thing is an intersting idea, but there are so many units with different abilities some would never get benifits. (Like knights and devastating charge).
alexej 23 Nov, 2016 @ 7:37pm 
I`d say keep +1 level keep also charge and first strike that global assault already has and maybe add demolisher to boost against dreadnaught and help breach city walls/gates
Lord Cameron  [developer] 23 Nov, 2016 @ 8:58pm 
demolisher for everyone or just monsters? I'm thinking everyone.

Edit: Haha, +1 level and the warlord could dispell and recast the spell over and over again. Hmmm....
Last edited by Lord Cameron; 23 Nov, 2016 @ 8:59pm
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