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You have to login, when you want use this functions!Overview PBEM Player Pool | PBEM | (Free slots)
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Two articles have been published recently:
- Interview of Fistandantilus - final phase of the 2015 PBEM Duel Tournament
-PBEM and Single Player Balance Mod v1.21 released on its beta branch (this article includes the changelog of v1.21)
Remember you can comment these articles ("Write comment" button at the top or "Give your opinion by commenting" at the bottom).
A new poll has been launched to understand better the potential difficulties of everyone when playing Necromancer: What are your difficulties when playing Necromancer?
You can cast your vote there.
For all our new players (but also for our veterans who may have forgotten), please have a look at this article which describes also the functionalities of the Battlefield and will help you benefit more from what it has to offer.
One of the most useful function is its chat, which you can access through the link "Chat with xx players" in the bottom left corner, or through this link: https://www.the-battlefield.c... You can have private chat with other players and you have a dedicated chat box for your team (if you are in one). Chat messages are saved for 72 hours so it can also act as a kind of forum.
And finally the results of two previous polls:
- What direction should the Balance Mod take in the coming months?
The table shows the % of voters that are registered users who voted for each option, the ranking among BF users (#1 has the most votes, #17 the least), the % of general voters (BF users or not), the ranking among general voters, and then the final ranking that I made based on these results. It means that our priorities for the near future for the balance mod will be: 1/ Make all heroes and their abilities more interesting (e.g. boost Dreadnought’s late game abilities) - we made great progress on this already (see associated post on the official forum), 2/ Make currently rarely used units more useful (e.g. non-cavalry units produced at War Halls) - discussion will start soon, and then 3/ Balance Racial Governance (make all choices interesting and races more equal).
- Do you think the mod that removes rapids (blocked water) from the Random Map Generator should be used for tournament games to help classes/races that cannot cross these rapids?
52% yes, 43% no and 4% no opinion (not 100% because of rounding issues), 23 voters. Conclusion for the Duel Tournament: we keep rapids because there is no strong majority to change the status quo.
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I didn't get a chance to turn on my pc these 2 days due to the 8. march event - please halt games with timers, where I am participating until today evening!
I remember last time you wanted to test Daeneris and didn't manage to join? btw, will she playable as a fraction?Â
P.S. In my opinion, more camps with even higher number of roaming (perhaps faster spamming)units would be even cooler, as it would presure the player on that side very much.
But guess other players might have different idea.
@Imperium: I was talking about the discussion launched to prepare the poll: http://aow.triumph.net/forums... Obviously the poll does not list that option because as I said, nobody mentioned that option when we prepared the poll! But we'll have the option for the next similar poll (in a long, long time).
Best mods for AoW3 and other poll results (best class, worst starting class)
The article links to a new video published to present the balance mod, I spent a lot of efforts doing it, it's much better than the previous videos I released, so I hope you'll enjoy it:
Feel free to like it and comment it!
ANNOUNCEMENT: please note that there has been a change to the way team messages work on game blogs on the Battlefield. To avoid people wrongly sending key strategic intel to their enemies, the box "Viewable only for team members" is now checked by default for all team games! So if you want to post information for everyone, please uncheck it! You'll see if a message is sent only to your allies or to everyone by its background color: team messages are very visible in light yellow background.
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@Imperium: I kind of agree with xlnt but I also feel some EQ just help the winner to win even more and they should certainly be improved or some could be removed. However, nobody raised that topic when I asked for balance direction for the poll What direction should the Balance Mod take in the coming months? so I'm afraid we'll have to wait before tackling this topic!
@AlX: yes I'm interested to play a Westeros game! However, I'll have to wait probably about 4 months before being able to start one as I limit my number of active games.
I've just remembered that there was a long break in the Westeros map games
Anyone would be interested in playing one more round?
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It looks like the pursuit of some of these quests is a strategy, but it feels quite unfair to me that a player can gain a significant advantage over his adversary just because he could finish an empire quest one turn before. Any thoughts on that topic ?
- Empire Building Mods 3v3 a team game opened by SeeR, with several mods enriching the game (especially the Empire Building one)
- I think the Elysian FFA game still need 1 player to be full: https://www.the-battlefield.com/aow3/index.php?page=actgames&actid=512#actgamesdetails1 One of the original player hasn't joined. Post on their game blog if interested, it's a 4 players FFA
A new poll was launched. It is very important for the future of the balance mod so please all take 1 minute to vote, by choosing all the items you think deserve attention from the mod: What direction should the Balance Mod take in the coming months?
I'm also happy to announce I compiled some of the advice given by cbower (and marcuspers) in his Academy game in a guide in the Wiki: http://age-of-wonders-3.wikia... />It deals with strategy and tactics in AoW3 and I'll update it with more info, illustrative videos, etc. as more info become available. It'd be nice if more true Academy games were launched, with similar broad tips given to all the participants of the Academy game. I myself plan to launch one but that won't be before several months.
General
T4 all have Mind Control Immunity
Dungeon's battle enchantment is Suffocating Sadism. Every turn, one enemy unit is hit by 15 physical damage, Undead, Machine, Elemental and Incorporeal are immune. Every time an enemy dies, all defenders of the Dungeon get +100 Morale and +1 melee strength.
Healing is once per battle (was cooldown 3). Shamans (on Elite) and Evangelists get Combat Healing in addition to their Healing ability. Combat Healing starts fights with an initial 4 turns cooldown, it heal 20 HP and it can be used once per battle. Combat Healing has no effect on the strategic map (but Healing still works on the strategic map). Order of Healing gives Healing and Combat Healing to Theocrat's Supports
Transform Mana Node can target any Mana Node (was can target only basic - i.e. non elemental - Mana Node)
Rogue
Lesser Charm and Charm have strength 6 (was 7) and 8 (was 9) respectively
Theocrat
Lesser Convert and Convert have strength 8 (was 9) and 10 (was 11) respectively
Frostling
Frostling Apprentices, Shamans and Evangelists are female (were male) and can thus be protected by Frostling Royal Guards
Partisan
Guerilla Tactics apply to all units (was only Infantry and Irregular)
Hide Out is renamed Cloaked in Shadows and gives: all units in target friendly army gain Invisibility until end of turn (was All friendly units in enchanted city's domain are invisible). Cloaked in Shadow costs 60 CP, 120 RP and is tier II.
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).
Earth
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
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.
Air Master gets Heavy Winds instead of Wind Ward. Heavy Winds is a strategic spell which gives -2 vision range to all Flying enemy units (on the strategic map) and prevent them from Flying in tactical combat. It costs 800 RP and 150 CP, is tier V, its disjunction cost is 170 CP and its upkeep 60 mana/turn.
Fire
Domain of the Sun gives +1 fire damage to allied units in the enchanted city’s domain.
Creation
Domain of Life gives Fast Healing (stackable) and +20% Spirit protection to allied units in the enchanted city’s domain.
Destruction
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.
Wild Magic
Pandemonium gives two 60% weakness to two random damage channels to hostile units (was one 100% weakness) (other effects of Pandemonium are unchanged)
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There is less than 1 week left to vote on the latest poll: What classes of hero do you generally refuse if they are proposed on turn 1? (because they are the worst heroes to start with) so please have a look at it and vote if you haven't yet.
Darkrider have shown interest but has not joined in game.
Both settings and password for the game can be found on the game blog here, so feel free to join. I guess Elysian agrees with me...
To Hiliadan