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LAN 2017


Fest Gebucht, bitte kommt!

2017-02-14 14:15:43| Posted by myl_supporter

Liebe MP Freunde,

die LAN 2017 steht nun! Wir haben also unser Haus gefunden.
-> http://www.muehle-regenbogen.de/
Das Haus ist zwischen 29.9 (Fr) und 03.10 (Di) gebucht

Normalerweise buchen wir immer 3 Tage, aber diesmal haben wir 4 Tage gebucht.
Für alle, die 3 Tage da sind, ändert sich der Preis nicht (100 Euro), falls ihr aber von Anfang bis Ende bucht, wird sie diesmal 120 Euro kosten (Ein Tage länger sind auch mehr Grundkosten).  Falls es sich nicht bewährt mit 4 Tage, gehen wir auf zukünftige LANs wieder auf 3 Tage zurück.

Die Plätze sind diesmal auf 15 begrenzt!
Ihr seid erst dann dabei, wenn auch überwiesen worden ist (mündliche Zusage reicht nicht).

Bitte überweist an folgendes Konto
the-battlefield.com eV
IBAN DE15670505050038540548(BIC MANSDE66XXX)
Wichtig: Nick und welches Spiel zb. LAN 2017, Markymark, AOW3

Nach der Buchung, könnt ihr euch noch hier eintragen:
(werde ich evtl. selbst editieren, so kein Zwang)
Für AOW3 -> https://www.the-battlefield.com/aow3/index.php?page=bfmgames&listid=488
FÜR CIV6 (oder generell CIV) -> https://www.the-battlefield.com/civ6liga/index.php?page=bfmgames&listid=1
oder bei uns im Forum -> https://www.civforum.de/showthread.php?102861-Einladung-zur-CIVLAN-2017-29-09-2017-(Fr)-03-10-2017(Di)

Ich denke, alles wird wie bei den anderen LANs auch sein, wir brauchen einige Helfer, um das Equipment zu stellen!
Jeder sollte mind. ein PC mit Bildschirm oder Notebook, Bettwäsche, LAN Kabel und Stromkabel mitbringen!





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Properly introducing the Shadow Elves, the new race of the Shadow Realm community-made expansion


What happened to Meandor and the troops that followed him through the Shadow Gates? What is the nature of the threat lurking in the Shadow Realm? How will the Shadow Elves be played? This first article on the gameplay of Shadow Elves presents their lore and the broad lines of their gameplay, together with some screenshots from their line-up.

2017-01-31 17:25:20| Posted by Hiliadan

As explained in the three previous articles about the Shadow Realm community expansion (A glimpse of the new race and Initial progresses on the expansion and the first article announcing the expansion), a team of volunteers is currently working on a new expansion for AoW3 which will bring 1 new layer, the Shadow Realm beyond the Shadow Gates, full of dangers and high rewards, 1 new race, the Shadow Elves, and 2 new Dwellings, the (living) Archons, secluded in the Shadow Realm, and the Dark Elves, fierce warriors concealing themselves deep underground. In recent weeks, there was a lot of progress thanks to the hard work of: vfxrob on models for the Shadow Elves, Draxynnic, Gloweye and Hiliadan on the line-up of the race, Dr_K on the Archons and the preparations for the new race, as well as Charlatan – who left the project -, HousePet and others. The project is thus moving at a good pace toward completion, even if significant work is still required to integrate the Shadow Realm layer into the Random Map Generator (RMG) and fill it with sites, roaming units, etc.

Who are the Shadow Elves?
Before presenting how their gameplay specificities, let’s introduce their story, masterfully written by Draxynnic (the text may evolve before release).


The Sealing of the Shadow Gate
(Much of this introductory section is a summary of relevant background lore that has previously been published by Triumph: see http://aow.triumph.net/lore-galore-age-of-wonders-world-timeline/ for more details)

The defeat of the All-Devourer in the year 382 of Queen Julia’s Rule (236 years before the start of Age of Wonders 3) precipitated an exodus of armies from Athla into the Shadow World. First to leave, having no claim on Athla itself, were the Archons (who had formally relinquished their claim on Athla during the final battle against the All-Devourer) and the Syrons. Shortly afterwards, delegations from this initial wave returned to Athla, requesting assistance from Athla’s wizards in claiming other worlds that had been discovered in the Shadow World. Many of the wizards responded to the call, including Meandor.

While those who know the truth have not spoken on it, it is clear that something went wrong. Within fifty years, as viewed from Athla, and possibly over a thousand from the perspective of those in the Shadow World, most of the wizards that had entered the Shadow World had been lost. A century after the founding of the Commonwealth, a delegation of Archons arrived seeking reinforcements, but were largely ignored by the Commonwealth Synod, and left with few additional recruits. Thirty years afterwards, Meandor returned.

Having remained distrustful of humans, Meandor refused to divulge his news to the Commonwealth, speaking only to Merlin and Julia. Nevertheless, a rumour spread that a new power had been found in the Shadow World, sparking a second exodus into the Shadow World by wizards seeking to claim it. Whatever the reason for Meandor’s return, it was evidently enough to spark drastic action.

While Julia stockpiled supplies to tide Athla through the cataclysms to come, Meandor gathered a large army and used it to destroy Sunbirth Citadel, the city which had been built close to the last remaining Shadow Gate on Athla. He drove the population of the area away before directing his army through the Gate. Before anyone else could react, Merlin enacted his ritual to seal the Gate, protecting the people of Athla from whatever might have been happening beyond the Gate… but leaving those who had already passed through stranded.


(Here ends the summary of official Age of Wonders lore. What follows is extrapolation from official lore for the purpose of the mod, and may vary from the direction Triumph takes in future instalments.)

The reinforcements from Athla, led by Meandor, made the difference. Whatever dire threat to Athla had prompted such drastic action was held off for long enough for the gate to be sealed, and with the sealing of the Gate, efforts to seize Athla through the gate slackened, the attacker or attackers instead seeking to influence agents within Athla to reopen the Gate from Athla’s side.


The Shadow Elves
In order to gather an army quickly without attracting the notice of the Commonwealth, Meandor could afford to recruit only those that he trusted implicitly. Dead men tell no tales, and in a twist of irony, the army that Meandor led to reinforce the Archons in the Shadow World included the largest gathering of undead seen in Athla between Julia’s coronation and the resurrection of Melenis. However, despite having been absent from Athla for over a century, Meandor retained allies among the living as well, and the most numerous of those were the Dark Elves he had once ruled. Many of the eastern Dark Elf fortresses were emptied, their garrisons departing to march hundreds of miles through the caverns beneath the earth, emerging into the light only after they had gathered at the rallying point close to Sunbirth Citadel.

The majority of the Shadow Elves were part of this army, or are descendants of those that were (time passes strangely in the Shadow Realm). Some Wood Elves that were also part of the army have been assimilated into the fold, and other Shadow Elven groups are survivors of previous expeditions into the Shadow Realm by Serena, Arachne, and even Meandor’s initial forays.

While elves have traditionally preferred to dwell in forests, they are capable of adapting to life in a new environment within a matter of decades – a talent that allowed the Dark Elves to adapt to living underground after the fall of Inioch’s court. This gave the Dark Elves a head start in adapting to the Shadow World – some, in fact, had already learned to exchange their physical bodies with the essence of shadow, and arrived in the Shadow World already immune to the nausea and disorientation that strikes most mortals on arrival to that plane. While forfeiting their natural form was too much of a sacrifice for most, the Elves that were now stranded in the Shadow Realm devised a ritual to infuse themselves with enough shadow essence to inoculate themselves against the debilitating effects of the Shadow World.

This ritual, applied to Wood Elves and Dark Elves alike, served as a kind of mirror to the Mending, although at the time this symmetry passed unnoticed on both sides of the Gate. Since the reopening of the Shadow Gate, some have claimed that the development of this ritual occurred too close to the timing of the Mending to be coincidence, although the difficulty of accurately tracking the passing of time in the Shadow Realm makes such claims difficult to verify. However, while the High Elves of Athla clearly resemble the Wood Elves more than the Dark Elves, in the Shadow World it is the other way around: in part because the ritual is derived from Dark Elven magic, and in part simply because the majority of Shadow Elves were Dark Elves to begin with. Nevertheless, while many similarities remain, the Shadow Elves remain very distinct from what they were: their wounded souls have been healed (some would say by filling the void inside them with shadow), the spider cults of Arachne have been eradicated from most of their holdings, and they are no longer as motivated by old hatreds as they once were. Instead, their society has been shaped by the needs of survival in the Shadow Realm, and by the need to retain control of their side of the Shadow Gate should it ever reopen...
as it did after Melenis’ defeat.


Almost complete Shadow Elf Rogue racial units by vfxrob, work in progress


While the Shadow Elves have stood watch over Athla since the sealing of the Shadow Gate, this does not mean they necessarily welcome the lords and representatives of Athla within their realms. Some remember the direction in which the Commonwealth was heading when they left, and word of the exile of the Elves after they left and of the fighting between the Commonwealth and the Court will only confirm their prejudices. Others are suspicious – and rightly so – that whoever opened the Shadow Gate is likely in league with their enemies, and are wary of being attacked from both sides. Still others tire of a life of constant conflict in the Shadow Realm, and may seek to desert their posts and seek safety in Athla, taking new holdings by force if need be. While Meandor and the Torchbearers seek to keep such incidents to a minimum, the potential for misunderstanding and conflict remains high… and the Shadowborn would like nothing more than to spark another war that will leave Athla ripe for the taking.



Shadow Elf Rogue units (Scoundrels, Assassins, Succubus, Bards) by vfxrob, work in progress



How will the Shadow Elves be played?
The Shadow Elves, Dark Elves and High Elves will be played very differently, even if they of course share similarities. Shadow Elves have developed natural talents to exploit magic forces and either strengthen them or tame them. They excel in the Shadow Realm, where they do not suffer from Shadow Sickness, unlike all races from Athla but the Draconians. Far from their home, the Shadow Realm, they will quickly become demoralised and their home-advantage gone, they may be defeated by Athla’s races.
Dark Elves by contrast will excel in the depth of Athla, moving furtively in its undergrounds, concealed from enemy eyes but seeing everything. Dark Elves are fierce warriors, devastating when they attack, leaving them sometimes critically exposed if their enemy survive their first attacks.

Common characteristics of all the Shadow Elf units (subject to changes before release)
Shadow Elves use Physical, Shock and Frost damage, which represent the “Shadow” damage. The more a unit is intertwined with the Shadows, the more it uses Frost damage. Shadow Elves have new ability to strengthen magic and use Shadow forces: battle summon, area of effect ranged attack blinding enemy units, magical buffs, etc. They can also weaken the magic of their opponents most notably by feeding from their enemies’ enchantments to increase their shock damage. Some Shadow Elf units, more infused by Shadow energy, can mark their enemies with Shadow, increasing the damage other units cause to these enemies, creating synergies between units.
Dark Elves use Physical and Blight damage, and rarely Shock damage. They resist Blight and Shock and are vulnerable to Spirit. They count Spider Matriarch and Bladedancers in their ranks.
Shadow Elves should thus be interesting counters to armies focusing on non-fire elemental damage and battle enchantments. They will provide unseen strategies during tactical battles with their synergies and battle summon. Their weakness to fire will make them especially vulnerable when facing Draconians and Dwarves, among others.

The mount used by Shadow Elves, by vfxrob, work in progress

Future articles will provide more details on the racial and class units of the Shadow Elves. The team working on the expansion also hopes to be able to present more the Shadow Realm layer itself. You can see a third structure that will appear in the Shadow Realm below.


Example of structures that players will encounter in the Shadow Realm, the Ravens Home, by Charlatan, made as a tribute for Ravenholme – several of the structures that will be included in the Shadow Realm were first made in tribute to players who helped Charlatan in his work, and are now included in the Decodence mod






MP Mod version 1.2 is out!


With racial governance overhaul (or something).

2017-01-06 20:03:55| Posted by Griffith

Not to be confused with PBEM mod (although the version number seems oddly similar). MP Mod is mainly aimed for live MP players, in case some here didn't know. Not that it's forbidden to use in other modes too.

Latest MP Mod update is rather large, and in addition to several other balance changes, it also changes racial governance economy bonuses quite a bit:

- halfling economic RG1: store house is 50 gold cheaper (was 35)
- halfling economic RG2: gives 5 gold, and 50 population (was 75 population)
- halfling necro economic RG2: gives 50 population and 5 mana (was 50 population)
- orc economic RG2: builders (watchtower etc) constructions 40% cheaper (replaces the old bonus)
- orc economic RG4: rushing costs 40% less gold (replaces the old bonus)
- orc necro economic RG4: rushing costs 20% less gold and population (replaces the old bonus)
- human economic RG1: gives 15% settler discount (was 25%)
- human economic RG4: production buildings gain 10 extra production (was 15)
- dwarf economic RG1: gives 5 production and 50 happiness (was 75 happiness)
- dwarf economic RG3: magma forges give 10 additional production and 5 gold (replaces the old bonus)
- draconian economic RG1: mana nodes give +3 mana (replaces the old bonus)
- frostling economic RG2: heroes and leaders gain +5CP (replaces the old bonus)
- high elf economic RG1: public baths give additional +50 happiness, +25 growth (replaces old bonus)
- high elf necro economic RG1: gives 40 discount on cathedral of bones and embalmers guild (replaces old bonus)
- high elf economic RG2: forest hexes give additional +2 happiness and +1 growth (replaces old bonus)
- high elf necro economic RG2: forest hexes gives +2 dead population (replaces old bonus)
- goblin economic RG4: class buildings are 50 gold cheaper (was 20)
- tigran economic RG1: gives 15% settler discount (was 25%)

Most decent players agree that humans and tigrans own too much, and needed to be neutered a bit. Other races have many less useful governance upgrades, which were changed a bit (to hopefully something bit more useful). Full list of changes, and the mod itself can be found at: http://steamcommunity.com/sha... />
Have fun!






PBEM and Single Player Balance Mod v1.2 about to be released


With more than 8 months of experience of use for Single Player, casual PBEM and competitive PBEM, the PBEM and Single Player Balance Mod has reached maturity. A new major step is about to be achieved with its future v1.2 and v1.21 release which will bring significant new improvements to ensure choices before the game (race, class and specialisations) provide equal chances to enjoy the game (and win!) and make choices during the game matter more, as well as to increase fun and diversity in an already very rich game! v1.2 should be released in January in the beta branch of the balance mod http://steamcommunity.com/sharedfiles/filedetails/?id=758212846 and will be released on the main balance mod http://steamcommunity.com/sharedfiles/filedetails/?id=661597466 only after several days/weeks of tests. Focuses of v1.2 are: specialisations, high-level sites, mind-control, Necromancer, healing and polishing previous balance efforts.

2016-12-24 15:00:57| Posted by Hiliadan

More than three months after the previous release of the PBEM and Single Player Balance Mod, v1.18 (see article), a new step in the refinement and balancing of AoW3 is on its way: v1.2. The change of first digit (v1.1 to v1.2) indicates some significant changes which will bring more depth to strategic decisions and tactical fights and will also strengthen and make more exciting some specialisations which are currently lacklustre.

Key improvements:
- weak and unexciting specialisations (Earth, Wild Magic, Water Master, etc.) get boosted by small incremental changes (e.g. cost reduction or addition of effects such as +1 defence to units in domain for Domain of and Empire of spells) and more radical additions of penultimate spells (e.g. a "Dark Storm"-like spell for Air Master which would reduce vision range for enemy units).


Results of a poll conducted on the Battlefield.com in May 2016 to spot weaker specialisations: What specialisations do you use most of the time? (multiple choice)

- risks and rewards are balanced for high-level sites: battle enchantments are added where they were lacking for the most difficult, i.e. Legendary and Mythical, sites so that these sites are not easier than lesser, Epic, sites such as Tombs or Lost Libraries. Rewards of Legendary and Mythical sites are re-adjusted in accordance with their high risks so that weak items are no longer proposed as rewards.

- key balance efforts from previous versions of the mod are polished based on experience gathered over several months using the mod: several loopholes linked to mind control are closed, tactical combat exploits linked to Necromancer are limited, Death March is further balanced, Halflings are boosted a little more...

- a few other highlights: Healing becomes once per battle (first for heroes in v1.2, then for all units in v1.21, though Theocrat's units are compensated), mind-controlled units cost more in upkeep to create a strategic trade-off for mind control strategies, Rogue heroes are boosted to make guerilla tactics more viable (stack concealment is cheaper and a new movement boost leadership ability is added).

Several of these changes are not present in v1.2 in its initial release, but should be released shortly after in v1.21 and following releases.

The aim is to release v1.2 on the beta branch of the mod as soon as possible so that it is then released quickly on the main branch of the mod and is available for the 2017 PBEM Duel Tournament which is planned to start on 30 January (delayed from an initial start date of 15 January).
v1.21 should be released 1-2 months after v1.2 on the beta branch.

Please note that the PBEM and Single Player Balance Mod needs help with modding! If you're a modder and you're interested to help improve AoW3, please contact Hiliadan.

What's next?
The balance mod is made by and for the community so its development team (Zaskow and Hiliadan) will be listening to the community for its evolution in the coming weeks/months. Changes proposed in the past (for instance regarding Dreadnought and Halflings) will be re-assessed and a convergence with the live multiplayer balance mod will be considered.
Authors of great graphical and "ease of play" mods will be contacted to consider merging their content into the balance mod to make life easier for users (e.g. instead of having to load the Racial Unit Reskin mod + the balance mod, the content of the former could be included in the latter, and users would have to load only one mod).
Upgrades from the Racial Governance system, Empire Quests (see discussion about Multiculture and the more general issue of the weaknesses of multi-races strategies) and strategic spells (currently too expensive to be interesting compared to summons in most cases) would be obvious candidates for rebalancing but such balancing will be conducted only if the community is interested in them.

Changelog of v1.2 (see full changelog of the balance mod)
General changes
- The Healing ability of heroes and leaders (Theocrat and Archdruid upgrade and item’s ability) can be used only Once per battle (was 2 turns cooldown)
- Converted units cost more in upkeep:+25% gold / turn
- Units acquired during a fight (mind-controlled or ghouled) start with 0 MP on the strategic map
- Skilled Adventurer’s Slingshot (Common) has Slingshot and Animal Slayer (was Slingshot and Befriend Animal)
Siren’s Musical Box is Epic-rarity and has Siren’s Vail (was Strong rarity and had Seduce)
Ashes of the Reaper (Epic) has Turn Undead, Undead Slayer and Energy Drain (was Control Undead)
Karissa’s Perfume (Legendary) has Cause Berserk (Medium Range, cast Berserk on target enemy unit) (was Seduce)
Divine Sceptre of the Theologian (Mythical) has Weaken and, once per battle, can give Instant Wrath to target touched unit (was Convert + Weaken)
Meandor’s Autobiography (Mythical) has High Elf Slayer + Human Slayer + Black Bolts + Invoke Death (was High Elf Slayer + Human Slayer + Black Bolts + Inflict Ghoul Curse)
- Items produced in the Arcane Item Forge can add the following abilities: Lesser Charm, Lesser Befriend Animal, Lesser Control Undead, Lesser Seduce (was Charm, Befriend Animal, Control Undead, Seduce)
Lesser Seduce has spirit strength 10
- Items produced in the Arcane Item Forge which gives mind-control abilities, immobilization abilities (Entangling Touch, Freezing Touch, Petrifying Touch, Stunning Touch, Webbing Touch) or Healing are associated to Weapon items (were associated to Use items)

Arch Druid
- Frostling Shaman and Draconian Shaman cost 130 gold and 30 mana (was 140 gold and 30 mana for the Frostlind and 130 gold and 40 mana for the Draconian)
- Orc Hunters get Inflict Crippling Wound on Veteran
- Goblin Hunters get Blight Concealment

Dreadnought
- Juggernauts produced in Halfling and Elf cities do not have Tree Crusher
- Juggernauts produced in Halfling and Elf cities have Forestry

Necromancer
- Lesser Reanimate Undead and Greater Reanimate Undead give Undying to their target. These abilities can target only Undead and Ghoul units and cannot target corpses (was reanimate it at 50% and 75% HP respectively)
- Ghouling Strike has strength 10 (was 11)
- Raise Corpse reanimate cadavers with 75% HP (was 100%), Greater Reanimate Undead reanimate units with 50% HP (was 75%)
- Raise Corpse reanimate units without any medal
- Whispers of the Fallen cannot appear in the Research Book or be already researched at the beginning of the game
- Inflict Curse costs 5 (was 4)

Rogue
- Rogue heroes and leaders can now choose Scouting: all units in the stack gets +4 MP – cost 10, available at level 13
- Assassins of King costs 5 (was 6), available at level 9 (was 11)
- Urban Stealth Commander costs 5 (was 6), available at level 7 (was 9)
- Stealth Commander costs 4 (was 5)

Warlord
- Death March costs 60 CP to cast (was 40)

Halfling
- Halfling T1 have Lesser Mighty Meek (+1 defense, +1 damage for each tier level difference with the defender)
- Halfling military RG2 also gives +1 ranged damage to Hunters (was only to Adventurer, Martyr, Scoundrel and Bard)


For information, please also find below the changes confirmed for v1.21 so far and keep in mind that the list is incomplete and will be edited in the coming days/weeks!

Changelog of v1.21 (to be completed)
General
- Transform Mana Node can target any Mana Node (was can target only basic - i.e. non elemental - Mana Node)

Partisan (specialisation)
- Guerilla Tactics apply to all units (was only Infantry and Irregular)
- War Anthem costs 20 CP to cast (was 30 CP). If it fails, the unit suffer -100 morale instead (was no effect if it failed).


Have you ever thought this spell is very very situational and cannot be used in most cases? Well, not anymore with the changes that will be brought by the balance mod (see below)

Earth (specialisation)
- Domain of Earth gives +1 defense to allied units in the enchanted city’s domain.
- Slow costs 9 CP and 300 RP (was 10 CP and 350 RP)
- City Quake costs 90 CP (was 100 CP)

Air (specialisation)
- Domain of Winter gives +1 ranged damage to allied units in the enchanted city’s domain.
- Artic Empire gives Inflict Chilling and Inflict Frostbite to units in your domain.

Fire (specialisation)
- Domain of the Sun gives +1 fire damage to allied units in the enchanted city’s domain.

Destruction (specialisation)
- Domain of Corruption gives +1 Blight damage to allied units in the enchanted city’s domain.
- Blight Empire gives Inflict Curse to allied units in your domain.


Special thanks to the core team working on balance: marcusers, Jean de Metz, Hellbrick, mauvebutterfly and to all the others: Skuns453Lirik902, xlnt, Shakey, Tussell, gladis, Eskild, rrrrookie, Dementrophobic, Jolly Joker, Lightform, Gilafron, AlXStormrage, Fistandantilus, cbower, DreadReapr, Evgendil, Starfleck, gabthegab, jabst, BBB, Jonny Thunder, Lykus, Domino25, Ifoso, The Mentat.





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FarCry (PC) - PBEM 4v4 Tournament: Sign up now!


Let's go! Sign up now to get a chance at winning great prizes. Further information at https://my-league.com/games/298...

2016-12-20 03:06:52| Posted by deltree

Dear PC Players,

heads up! You can now sign up for PBEM 4v4 Tournament (PC) - PBEM 4v4 Tournament!
There are lots of great prizes https://my-league.com/games/2... just waiting for you to win 'em!
Participation is for free, you are only required to have a (free) account or get one
HERE ( https://my-league.com/games/2... ) .
A summary of information about this event can be found at https://my-league.com/games/2... , e.g. News https://my-league.com/games/2... or Rules https://my-league.com/games/2... !
Questions or suggestions? Want to create your own tournament or league? Please contact us at ( https://www.my-league.com/ind... ) , we are eager to help!
You my-league.com - Team





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A glimpse of the new race in the future Shadow Realm community-made expansion


Who are the current inhabitants of the Shadow Realm? It is time to discover the Shadow Elves and to get to know (a little) more about the structures in their mysterious and dangerous world. Their distant cousins, the Dark Elves, who stayed in Athla, also reveal themselves a bit more in this article.

2016-12-11 15:44:21| Posted by Hiliadan

Almost three months have passed again since the last article regarding the Shadow Realm expansion and the team of volunteers working on the project have some nice pictures to share with you to report on the progress of the expansion!

The previous article stayed silent on the new race that would inhabit the Shadow Realm, it is time to provide a few details!
The Shadow Elves are Elves who followed Meandor in the Shadow Realm and stayed there. Through contacts with local races and acclimation, they developed their own, very distinct culture.

Shadow Elf unit by vfxrob, work in progress


Another Shadow Elf unit by vfxrob, work in progress

The Shadow Realm will host several exclusive sites to visit, and players should have the opportunity to encounter new creatures in some of them. The previous news article revealed one such structure, the Sword of the Ashen Rose. This time, we unveil the Ghrauth Flames!


Example of structures that players will encounter in the Shadow Realm, the Ghrauth Flames, by Charlatan, made as a tribute for Kranford – several of the structures that will be included in the Shadow Realm were first made in tribute to players who helped Charlatan in his work, and are now included in the Decodence mod

The Dark Elf Executionner and Sharpshooter presented in the previous two articles are part of the Dark Elf Dwelling. This Dwelling can only be found in the Underground where Dark Elves have hidden ever since they refused to attend the Mending, and isolated themselves from the rest of the world, led by Hester. Dark Elves worship the Cult of Storms and compensate their low numbers by very powerful combat skills. They live in Dwellings far in the depth of Athla.


The Dark Elf Dwelling, by Charlatan

Reminder: the team working on the expansion is looking for someone with skills in using the software Maya to weight paint the 3D models. The project would also welcome very warmly any person with other graphical skills (icons, 3D models).

Future news may provide more information on the gameplay aspects of the new Dwelling, Race and layer.






Unser Ladder


Unsere Statistiken und Ränge

2016-12-02 13:42:13| Posted by myl_supporter


In userer Liga könnt ihr folgende Ränge erreichen:
*Einsteiger (noch keine 1000 Punkte erreicht)
** Erfahrener (hat die 1000 Punkte erreicht)
*** Elite (Beste 30% der erfahrenen Spieler)
**** Meister (Beste 10% der erfahrene Spieler)

Die Punkte werden nach einem ausgewogenen ELO System ermittelt. Siehe hier die weiterführenden Erklärungen. Somit führt vor allem der Skill zu einem höheren Elo Wert und nicht die hohe Anzahl der Spiele.

Hier geht es zum Ranking ==> https://www.the-battlefield.c... />
Weiter kann in der Liga jeder Spieler nach Skill und Fairness beurteilt werden, sodass auch Spieler unabhängig vom Ranking bewertbar sind. Dadurch könnt ihr selbst eure Meinung über jemanden bekanntgeben.

Wir bitten euch jedes Spiel, welches ihr beendet, zu reporten (auch wenn es vielleicht nicht über die Liga gespielt wurde), damit wir ein möglichst aussagekräftiges Ranking und umfassende Metastatiken bekommen.

So fördert man den Zuwachs an Spielern die mitmachen möchten, sodass der Spaß Faktor höher wird und auch die Community ins Rollen kommt. Wenn z. B. Turniere ausgespielt werden, können mittels den Metastatistiken
und dem Ranking das Turnier ausgewogener gemacht werden.

Wir bitten allen Spielern ihre Spiele zu bewerten, um auch Toplisten darüber zu bekommen welche Spiele besonderes interessant waren. Zu jedem Report kann auch ein Savegame und Screenshots angehängt werden. So kann man eine gute Erinnerung an besondere Spiele verewigen.

Durch die Metastatiken ist es auch möglich spezielle Rankings für PBEM / Live Multiplayer / Teams / 1on1 / 2on2 und Toplisten für die beliebtesten Leader zu erstellen. Hier geht es zu den Metastatistiken

Je mehr mitmachen, umso mehr macht sowas Sinn und Spaß.
Erzählt es weiter und ladet Freunde ein.





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Interview of Sjow - final phase of the 2015 PBEM Duel Tournament


Interested in getting some insights into the strategies of some of the best players of AoW3? Want to know what they think are the best combos and units? This is the first of a serie of 4 interviews with the players who qualified for the final phase of the 2015 PBEM Duel Tournament.

2016-11-27 09:38:22| Posted by Hiliadan

Sjow is currently ranked #24 with 998 points on the Battlefield. He has not played a match for a long time and due to real life constraints, he dropped from the 2015 PBEM Duel Tournament after having earned his participation to the final phase of the tournament after beating Skuns453Lirik902 and winning one of the 8-players sub-tournaments. He is however clearly a very talented player who gained all his matches in the tournament by big margins, except his first one where he had an early loss against independents.
The three other players qualified for the final phase all answered (or are about to answer) the same questions which the Battlefield team asked them and their answers will be released as soon as they are defeated in the tournament. After this interview of Sjow, you will thus be able to read the answers of Fistandantilus, gabthegab and Skuns453Lirik902 (who replaced Sjow after its exit from the tournament).


Sjow's latest results (victories in PBEM, except against gabthegab, and several defeats in live MP)

Before reading Sjow's answers, please note that a new PBEM Duel Tournament is currently open for registrations and should start around 15 January. Several new and relatively inexperienced already joined it so everyone is welcome to join it, and non-veteran players have a chance to go through several rounds and have fun: register here.



1/ First a little background on your IRL (if it’s not secret!): where are you from and how old are you?
Sjow: I'm 26 years old, from the Netherlands.



2/ When did you start playing AoW and AoW3?
Sjow: Started playing AoW online around 2 years ago.



3/ Do you usually play AoW3 in single player, PBEM or multiplayer?
Sjow: I played live MP mostly, at the start of the PBEM tourney I started playing PBEM. I played just one game outside of the tourney (interesting loss against gab). Right now [in October 2016] I'm playing AoW every now and then, great game but it can be a little time consuming.



4/ How did you choose your combos during the tournament?
Sjow: I played what I thought was strong in PBEM, in my opinion PBEM is a completely different game compared to live, classes without convert options are no option. I picked Arch Druid (AD) and Theocrat because they convert/heal well. Necro is probably best but at the time of the tourney I felt like it's too much of a drain on your economy (probably wrong though).
[see more stats on the top combos in the meta statistics of the Battlefield]


5/ What is your favourite class/race and why? With what specialisations?
Sjow: Favourite class/race in LMP is human warlord with Expander + Grey Guard master, I like their irregular and the production bonus. In PBEM it's Dwarf AD, I like leveling tier 4 serpents and the quality dwarf starting units/heroes. In my experience specializations are negligible in PBEM, I only ever cared about rolling skin of oil and Beast mastery as AD.

6/ In your opinion, what are some of the best units by tier?
Sjow: For LMP:
- T1: Civic guard/Dwarf axeman
- T2: Tigran berserker/Draconian apprentice
- T3: Human Knight/Halfling Eagle riders
- T4: (Tigran) Manticore/Horned god

PBEM:
- Units with regrowth, fast units, units with convert options



7/ What was the hardest match you played in this tournament?
Sjow: The hardest game was against Skuns453Lirik902 [Dwarf AD vs Tigran AD, reported here]



8/ What results do you expect for the 3 players in the final phase?
Sjow: I expect gabthegab to win. He is undefeated I believe and has a lot of experience


Roster of the final phase of the 2015 PBEM Duel Tournament

9/ Any advice for players who would like to improve?
Sjow: in PBEM:
- Take your time on your turns and in battle, there is no turn timer so there's no excuse for hasty mistakes
- Maximize your creeping efficiency, this means utilizing all the movement on your creeping stacks and avoiding corners of the map
- Priortize conversion heroes, both in buying heroes and leveling them

In LMP:
- Enter the game with a clear strategy
- Scout well and adjust based on the information you get
- Don't be overly concerned with upkeep. usually you can find a use for any unit, be it scouting or helping out your creeping stacks (as sacrificial fodder from the side). 



If you're interested by more information about competitive plays, please check this piece of news: videos of competitive games






LAN 2016


Wieder mal Spaß gemacht

2016-11-22 17:23:53| Posted by myl_supporter

Dieses Jahr fand die LAN wieder in Homberg/EFZE in der Nähe von Kassel statt.
Es kamen 12 Leute aus dem deutschsprachigen Raum (sogar von Österreich), 8 spielten CIV 3/4/6, 4 spielten AOW3.
Eine kleine Gruppe probierte auch Civilization als Brettspiel aus, was eine willkommene Abwechslung zum PC CIV war.
Die CIV6 Spiele liefen stabil und forderten die Konzentration unserer CIV Freunde, jedenfalls haben die Spiele
unter den Teilnehmer große Freude bereitet.

Nach 3 Tagen Dauer Spielen mit mehr oder weniger schlafen und Stärkungen mit Pizza/Döner und vor allem Bier, wurden
auch folgende Sieger benannt:

Civ 3 ein Spiel, Sieger Lanzelot
Civ 4 ein Spiel, Sieger Aristobulus -> Pokal Civ IV Sieger
Civ 6 drei oder 4 Spiele,
Pokal "Builderking" an BananaJoe,
Pokal "Sieger" an Captain,
Pokal "Warmonger" an Wig





Danke an alle die mitmachten. Glückwunsch an die Sieger!
Und die nächste LAN wird zwischen dem 30. September und dem 3. Oktober (Tag der deutschen Einheit stattfinden).
Bitte hier euch eintragen





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LAN 2016


An experience report

2016-11-21 12:01:53| Posted by myl_supporter


As every year we met us in the LAN, this time (again) in Homburg / Efze, Germany.
Altogether we were 12 players, 8 in CIV and 4 in AOW, unfortunately we got some cancellations.

In AOW3 we played a total of 5 games, with 2 team games and a FFA game.
The other two games was a great game against 4 AI and a very fast game with three players.

Unfortunately, there were permanent problems with the Internet connection in AOW,
we hope for the next succession.
With next games from truimph is better solved (hopefully),
so that no internet access for LAN games is needed.

The next LAN will take place in 2017 on September 30th and continues until Tuesday to the day of German Unity. The places are limited to 15 and everyone is allowed to join, the place is confirmed only if a deposit Of 25 euros has been paid.

Interest - Then carry on -> here

Our LAN Winner is EARL1893



Thank to all aow players : blackcat, gladis, earl and mark
With lan income, the payment for the server is save 2017!

Match overview
Team1
Team2
FFA

Your BF Organisations Team






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