When everyone knows the values (classes / races, leaders) of others or at the end of the game, the values can be updated on this page, which will feed the meta statistics (please avoid revealing your or other player’s values when it may provide strategic information to your opponents).
Hiho,Â Ever wondered what would the game be like if the simple rush wouldn't decide the game outcome? want to have a long game, where you are able to fight with multiple armies at several fronts, have enemies in layer below and layer above you?Â Well, here is something fun to try out Â I have been playing with some mods lately and got some ideas for epic strategy game, game will be hosted soon, here are the map settings. Map = Large & 8-layer UG Continents map (yep, 7-layer UG + the top mapÂ )Â with Water reduced to about 20% , UG walls both reduced to 20%Â Defender Strength = Very StrongÂ Village Start , weak start units.Â Far start distance , few roads , few city , Avg Dwellings. Rest Avg settings.Â Advanced Settings - Hero Resurgence off , Max heros = Leader + 5 max level 30Â Â Cosmic Events HardÂ Start Skills = FewÂ Start Resource = HardÂ Game pace = something below the average (will think bit later about it) Mods included 1. Dark Elf DwellingÂ 2. Old Man & SeaÂ 3. Beastman DwellingÂ 4. Gloweyes Compatablity PatchÂ 5. Storm DragonÂ 6. Storm GiantÂ 7. Bone & Obsidian Dragons in PeakÂ 8. Mystical Dwelling UpgradesÂ 9. Black DwarvesÂ 10. Structure Reward VarietyÂ 11. PBEM balance modÂ 12. Racial Heritage modÂ 13. Racial WatchtowersÂ 14. V-mod Custom HerosÂ 15. Extended Settings ModÂ 16.Â Empire Building ModÂ 17. Super Dynamic Structure GenerationÂ 18. Extra Support UnitsÂ 19. Epic Hero Levels ( scaled version ) 20. 8 Layers modÂ 21. Attirition, Forage and Supply v2Â I've tested the game settings on my pc, should work out (went up to day 61 in single game).Â If you have interest, we can make teams in the game, though I think roaming alone would be much more fun Hope you'll find it just as fun as I do and we'll have a great game P.S. The game should be pretty long, additionally I won't put turn timer, but expect the turns to be made at least once a week.
Max. amount of players
Well, for my part, I have so few units, I can play my turns very quickly... ;-) I'm getting my butt handed to me this game, but I"m still having fun. There was one turn where one of my best stacks got obliterated during the random units turn when two huge undead stacks came out of nowhere & completely obliterated me. :-)
I do have two armies roaming around now that can handle most things, but I'm quite sure I'm faaaaar behind most of you. Which again is fine with me; I'm having fun in this weirdly mapped world full of dangers.
I am really impressed how fast everyone plays his/her turns.
Even with the T3 units I can produce since several turns every fight is still very difficult and exhausting. I need much time to do my turns and when I am not 100% concentrated it means I'll lose a lot of units. Just lost 4 elite T3 against 4 gluttons and other naga units so my main offense is not an offense any more.
I am wondering why everyone plays that fast. Don't you fight every turn or do you already have several T4 units and therefore are able to use the auto-combat-function?
@Seer, yeah, we still play this one out, somehow
well, you're free to host, though I'm having a masochistic tendencies, so I'd prefer super-mega-ultra-strong defenders (like now). It kinda makes you consider every battle and the consequences. On a side note - I've noticed that the Arsenal mod doesn't work with empire building mod properly (e.g. there are no units appearing after you incorporate in city domain some structures that should otherwise open path to new unit)
Yeah, Lobo, that indeed seems to be the case.
Well, glad you guys are getting back on track - at least, there's still a chance of big layer vs layer fights
has anyone noticed some bugs? I think there are some. Nearly 50% of the sites on the water are undefended. I don't know if the defenders were missing from the beginning or if they disappeard somehow through mod updates. I remember this issue when the beta branch was updated some month ago.
2nd one is that my leader didn't get an upgrade which was offered through another ability. I don't know if his level is too low and I get the upgrade later or if it's abug.
Anyways, my game starts rolling now. May a litttttttttttttttttttttttttttttttttle bit too late but better late than never...
Yes, I did reach race tier 3, but I'm actually against the beacon victory
again this is up to you if you wish to continue with current setup, or we can do a remake
Lost my leader last turn:-(
How is it going? AIX, I think it was you reaching dwarv champion RG? Does it make sense to continue if you are that far ahead? I can only speak for me but I never really recovered from the turn where I lost 80% of my starting army. I can produce t3 units since 3 turns but I have no gold to build them...
@Moridin, Personian,what say you? we're missing your voice here.
Also, from what I understand Badger is the Nemesis_Zero?
Well, the mods were tested by me in the solo game (and I reached quite some turns there.)
The settings may look draconian, but this is to prevent players from farming early on and then steamrolling others with the doom-stacks.
The name "Global Strategy" implies you have to think strategically, which includes the situation your troops will be after battle (if your unit survived the battle with very little hp, most likely you won't see him next turn), planning for the indie spawns, etc. One more effect which I tried to achieve - is to force you guys use more than a single stack to clear sites. Every cleared mine should feel like a Mythical site cleared, so that small boost of +10 gold would actually mean something.
That said even if I remake this game, settings won't change (unless I think of the better "tough" mod )
I'm not against alliances, however when the indies spawn - they'll do so in multiple locations, so helping the teammate may not be in your best interests
So vote until now:
So the current vote look like this:
Up for restart:
Fine with playing the current round:
I would be in for a restart , but you would need to post all the settings here so we know what we are getting into , unlike the first go.
Would also suggest toning down your abuse of the extended settings mod , and i really don't know that this forge and attrition mod is a good thing along with all the others and difficult game settings , perhaps it should be tested out first on more normal settings before you toss it into the mix with all the others , like a molotov cocktail ingredient.
The concept for this game is a good one , but i also feel then when players are on a team they take more interest , and enjoy the teamwork aspect of AoW3 , its good fun to help and support your teammates , and with this difficulty level , perhaps a 4v4 or 3v3 would work better , that way when the boneyard spawns on turn 30 , players will not get wiped out by it perhaps if they have some ally supporting their city defense.
just some thoughts , but by all means continue this as it is , what turn did you guys reach anyways ?