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Aktuelles Spiel Wasteland Expansion Beta PBEM game (Organisator Refineus) - PBEM Spiel

Durch die Eintragung der Werte von Spielern (Leader, Zivilisation, Klassen), werden nach Beendigung des Spiels durch den Report die Meta-Statistiken ergänzt.

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user
Veröffentlicht am Tue, 25 May 2021 19:00:30 +0200

A new game has been hosted.

The mod uses the latest Wasteland mod v.8.2 from steam workshop.

Strong Reward mod has been enabled to balance treasury rewards further.


Since this is a beta test, the PBEM balance mod might cause an unfair advantage of the Nomads since this mod is not built around the Pbem balance mod originally.

With around 40 custom abilities in the mod, it's not likely that PBEM mod would bring the right testing environment apart from the rewards.


Thank you. The mod is online on the server with Wasteland + Strong rewards.


user
Veröffentlicht am Sat, 22 May 2021 21:13:12 +0200

I have come through a new update.

A lot of changes has been implemented quite lately.


Oil has been introduced to the Nomad race adding changes that apply physical damage and a small portion of elemental fire. If successful with an "oil impact", it will apply weakness against oil that will hit harder damage with fire as it makes the target unit weaker against fire. The design is to strengthen the Physical theme that originally was a thing for the Nomads of Age of Wonders Shadow Magic while adding some fire.

The oil comes in various form and is applied as a throw, bolts 3x, and area effect while keeping some machine open for a leaking oil aura in the future. 

The Martial Arts Nomad apprentice has been replaced with some new abilities thematically more fitting like magic lamp brings forth random ranged effects when applied while Conjuring Regen is another form of Mend Magical Being but as regen set on a turn timer for balance reasons.



Nomad Chieftain the fastest support in AoW 3 history has been toned down little. Also, the Elemental fire is gone, making them the second almost "Halfling" physical support except for a bit of oil and fire.



I was not too satisfied with the design of Spearman originally. They gain Armored to be more design-wise and synergies-wise with warlord and dreadnought for example.



Then there are several others changes and fixes to more distinguish the Nomads further. They are by no means easy to play with it, but they are very specialized. 

The inflict morale break has gained a new morale effect that can target undead. They lower their morale by -200 with "Morally Decayment



Then there is more changes and new pfx added to distinguish the abilities little.

From left Morale Break, Oil Bomb and Life Regen.


Im going to set up a new game tomorrow and either in the same setup or in other ways.


user
Veröffentlicht am Thu, 06 May 2021 23:05:45 +0200

SDNR mod should be considered, because the rewards of high level sites are way to good without it. Got offered an item and 500 gold or sell it for 400 gold and stuff like this.

user
Veröffentlicht am Thu, 06 May 2021 21:21:10 +0200

Yeah more mods tend to break things after a while. It's possible to combine mods to some extent.


Mods with 7 underground layers or even 14 layers I really don't understand the thrill to play this games as its gets annoying after awhile if one player would hide on the absolute bottom layer and stay there. Makes no fun.


1 extra underground might be okey, more than that makes it tedious. A shadow realm layer adds at least something different. I figure if a new underground layer would be made it should be "Depths" featuring some underground layer where its always harder sites, no dirt walls, no water, less vision and where all races hates the climate etc that would be something better then just a cloned underground's. 


Regarding a new wasteland game I'm on. Im still updating alot of content at the moment and steam version will receive a new patch somewhere this weekend. 

Some class units had little or none synergies. Reanimators with scorched heat and no fire damage or the Sorcerer Apprentice with martial arts and no combat abilities for example.

So there is a few new things and changes and as soon as also campaign is affected by the mod also has to update this part of content. 

The strong part of the new patch that the Nomad spearmen will get a new look and several abilities like morale strike don't use "weakened" pfx but instead customized. Same with life regen and among other. I will also incorporate some of new abilities to be adjusted against the arcane force so they can be used there as well. 


Next plan after that is probably to get more items that are desert related. I have not seen that many mods adding items except for dwiggs mod and a bunch of steam mods adding OP items. This one adds Storm Wyvern mounts and its eggs. Like any other Fire or Cold Wyvern but with Shock protection instead. 




user
Veröffentlicht am Thu, 06 May 2021 08:41:08 +0200

sure, i love this mod:-)
And only or two mods selected is okay for me:-)

Count me in.

Not like others game with 20 mods:-)



user
Veröffentlicht am Thu, 06 May 2021 00:13:56 +0200

Finally I am out. A lot of things were said about the nomads so no need to repeat it at this point. Regarding the game I was a bit uncautious around turn 10 leaving a city undefended and lost it for some turns against a nasty crow from Blad. After that I need to take care of Refineus. He missed his (good) chance to attack me at my realm cause my troops were too far away to defend my throne in the south-west. For some reason he retreated and so I came back through the center of the map, vassalised some dragons and wiped him out with all the nice units I got from dungeons and other high level sites on my way. Since this was "his" game I spared his life and let him recover with 2 cities and a vasall.

After that the fun with the Dr. began. On my way back to the south-east I took 2 large cities from him. I think one was the former throne of the AI, right? I think at this point of the game I have had the strongest army but facing an undead and a rogue is nasty for nomads in due to a lot of frost damage. Anyways I made my way entered Dr.'s realm. At turn 50 I found a big city guarded by Dr. and Blad. I couldn't resist and was curious to see the outcome even if the game says very likely loss. Result was already posted here... *shame* In a "normal" game I wouldn't have attacked but in a testing game it was worth a try.

I couldn't recover from this hard loss even if I was able to build some nice mounted archers with 3 damage channels. Anyways I knew it was to late because I havn't met Blad at this stage of the game and was pretty sure he was controlling a large area in the north and maybe the UG. Not much more to say because as I expected Blad was grown too strong having several stalkers dealing massive damage to all nomad unit in due to their frost weakness.

Wasteland 3 as 2vs2 or if Mark want's to take part in as FFA again? :-)


Veröffentlicht am Wed, 05 May 2021 20:58:36 +0200

After MARKYMARK left I had too much space. It was nice to evolve 5 shadow stalkers and help with El_lobo attack, but it take me way to long with all space in the world =).

user
Veröffentlicht am Wed, 05 May 2021 20:46:05 +0200

Thanks for the best wishes Refineus =P

user
Veröffentlicht am Wed, 05 May 2021 20:43:56 +0200

I guess I'm butchered in my own mod. Blad is way too strong. I think I was like a quarter of his strength. When I found the right cave entrance below I cleared some bandit camp and blad came from that one south. I guess its El lobo against some doom shadow stalkers.

Should taken dreadnought, then I could at least have blast then with engineers having Flamethrowers. 


Had strong early game, but considered my initial starting position as pre determined war with el lobo. It was like a evil brother stealing lego if you wander off too far from your buildings and getting punished if you come too close to his buildings.

Lizardmen dwellings did not appear this round either so no come back there and a merciful truth between two nomads seemed to not help that much. Then rouge is probably my worst class after arch druid. 


Kudos hopefully El lobo has some luck to base trade with Dr light or something 


user
Veröffentlicht am Tue, 27 Apr 2021 22:36:50 +0200

The philosophy of the Nomad design are in general, "hit hard before you take any hits because its lethal..."

Then the amount of lore has some impaired impacts like 15% negative gold value which results in a total gold loss in all domain sites. Why so many of the economical RG gives many discounts, recuced MCU prices and extra reward when finding treasuries. 


The Nomad racial line up has quite some tools at disposal. The pikemen has a ranged throw, the infantry Barbarian had a extra strike that's function the same as Tigran sun spear but in melee instead. Make a free hit and do another three strikes for example. 

Then the small hidden elements of fire bonus in charge bonus for Roc and guard breaker for Elephant by stomping. 

The Roc is in general a viable unit, with racial governance making it a half support by granting magic strike to a unit. Random elemental damage for 6 either it be poison or something. Still it's pretty much on toe with Halfling Eagle rider but without wing beat. 

However, apart from the fact that the beta test has learned me a few things that support unit been the strongest point of the race. Mounted support and elemental fire damage. Even with several nerfs like moving life regen to gold rank, removal of inspiring aura, reducing health, its still one the strongest support around 

I'm leaning towards incoperating a new ranged ability by adding physical 3x of oil bolts. The inspiration come from skin of oil. Oil would then serve as the new layer of synergies for the race itself where class units will apply the fire to trigger the power of oil effects. 


But, I also thinking to define the Chieftains role little differently by perhaps making the unit a better melee fighter and make  ranged secondary in a lore spectrum. But that would break down the meta a little.

Thematically fire bolts fits the race very good, so does magic bolts. 

I will see when I update the game I'm working on optimizing alot of the content by reducing size on textures and stuff at the moment, making more pfx and new icons for abilities.

Also tinkering with an idea of a Cosmos specialization for a stand alone mod at a later stage. 



user
Veröffentlicht am Tue, 27 Apr 2021 19:09:17 +0200

He have had just one stack but my allys troops joined the fight because the stack stood directly next to the city. Expensive lesson! ;-) :p


The nomad MH aren't that strong. Frostlings are nice because they have a second damage channel and can inflict immobilisation. Draconian, goblin and halfling MH have also a second damage channel what makes they way more useful.


user
Veröffentlicht am Mon, 26 Apr 2021 22:10:52 +0200

The monster hunters throw swords. They are not particularly stronger unless... You boost their melee damage with something.

As throw swords actually is empowered by base damage, they do then get stronger by warlord leader adding base damage on melee commands. 


Then the 1+ damage of racial is kind of nice too. 


Then I'm not sure if El lobo reach RG5 military replacing physical damage alot with fire. 


user
Veröffentlicht am Mon, 26 Apr 2021 21:57:57 +0200

oh, come on, what's the deal with your super MH???? I need to watch that battle,... I had 6 T3 units!


Blad, FINISH HIM! (Mortal Kombat voice).... lol


user
Veröffentlicht am Mon, 26 Apr 2021 20:56:21 +0200

And again Dr. I can do that hundred times more!




user
Veröffentlicht am Mon, 19 Apr 2021 17:15:28 +0200

Hi I suffer from Internet issues at the moment.


There some dchp issues with the Internet provider at home and I have no estimated time when I will be available again as I need some technician to fix something in the residential apartments. 


user
Veröffentlicht am Thu, 15 Apr 2021 19:42:43 +0200

I killed the tomb guardian and the reanimatoir first and yes, these two units would have made the difference! ;-)

user
Veröffentlicht am Wed, 14 Apr 2021 21:23:32 +0200

Oh shit, I made the terrible mistake of splitting my reanimator and tomb guardian, maybe they could've provided that little extra that I needed... I misclicked and moved 1 of my stacks one step further =(.... 

user
Veröffentlicht am Wed, 14 Apr 2021 21:16:25 +0200

Good show. <smiletext0>

Seems like a lot of sword throwers in that fight. I will see if I can nab that stalker. 


I suffer quite much still from those early game drawbacks and my strategy to discover a lizardmen dwelling has yet not come. :-P




user
Veröffentlicht am Wed, 14 Apr 2021 19:22:26 +0200

As I told you Dr. I am not dead! :-)



Obviously I am (nearly) dead now. Additionally I just spotted the concealed elite-stalker stack near my dragon vasall. Shame on you trying to enter my realm through the backdoor, Blad! I guess the game won't last more than 10 turns...



user
Veröffentlicht am Fri, 02 Apr 2021 18:05:45 +0200

I will be on vacation until 7 April due to Easter.

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