Age of Wonders III
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Sexie




Posts: 316

PostPosted: Wed, 2nd Apr 2014 14:15    Post subject:
Really liking it too.


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fearwhatnow




Posts: 3451

PostPosted: Wed, 2nd Apr 2014 15:12    Post subject:
Przepraszam wrote:
Well shit. I was thinking about buying this but I guess It's ISODemo for me.
I will check it out later.

And WTF at those replay? PLAY AT LOWER RESOLUTION.


It's the automated derp answer to all valid complaints when it comes to UI Scaling and Small Fonts Size. If someone brings up these 2 problems in any thread the first 2 answers/solutions are always: "Lower the resolution" and "Go to an opthalmology for an eye test".
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Areius




Posts: 14853

PostPosted: Wed, 2nd Apr 2014 16:56    Post subject:
Pff, inpatient people.

http://ageofwonders.com/launch-reception-and-first-update-plans/

Quote:

For the first update/patch, which will go live in the coming days we are looking at the following items:

Likely fixes:

WQHD / QHD (up to 2560 x 1440 / 2560 *1600) native resolution display support (the Black & White boxes and blurry text should disappear)


PC: Yes. Console: No.
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Smikis.




Posts: 1994

PostPosted: Wed, 2nd Apr 2014 17:19    Post subject:
anyone else have issue that video settings or any config files will ever save, and on each launch will revert to default suggested? Tried both gog and reloaded version
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Overlord123




Posts: 2335

PostPosted: Wed, 2nd Apr 2014 17:26    Post subject:
Smikis. wrote:
anyone else have issue that video settings or any config files will ever save, and on each launch will revert to default suggested? Tried both gog and reloaded version

Read the link in the previous post (patch notes).

Quote:
Saving profile – e.g. graphics settings – fixed for the ‘Guest’ account.
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Auran13




Posts: 385

PostPosted: Thu, 3rd Apr 2014 13:38    Post subject:
I really like this game but the fact that side-heroes lose you the campaign on death is stupid and makes them useless.

Quite often i'll have a far superior force and theyll just zerg rush my heroes, its compunded by the fact that most units have some form of archery and flanking is so easy to exploit.
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Axeleration




Posts: 814

PostPosted: Thu, 3rd Apr 2014 15:49    Post subject:
Only thing which annoys me gameplay wise is that units do full damage even with low hp.
So you'll basically have concentrate on killing off 1 unit all the time.

This game would have been more tactical with each unit in the group having their own hp and damage.
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Mister_s




Posts: 19863

PostPosted: Thu, 3rd Apr 2014 20:12    Post subject:
The 'group' is one unit, they just visually represent it as a group. That way, they can show a sense of scale.
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Doh!




Posts: 1361
Location: Wellhigh DK
PostPosted: Fri, 4th Apr 2014 04:09    Post subject:
Axeleration wrote:
Only thing which annoys me gameplay wise is that units do full damage even with low hp.
So you'll basically have concentrate on killing off 1 unit all the time.

This game would have been more tactical with each unit in the group having their own hp and damage.


I agree fully. Each strike that deals X % of total unit health should be able to inflict wounds (like that crippling strike modifier etc). I wouldnt like a 1to1 system like Fallen Enchantress had, that made injured units something that would be shuffled in the back because they where close to worthless.

And in general I think either units health should go up or lower attacks, because its a slaughter most of the time and the AI will beeline through countless defenders (with free strikes) to get to strike some support unit in the back.
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Stormwolf




Posts: 23687
Location: Norway
PostPosted: Fri, 4th Apr 2014 04:34    Post subject:
Axeleration wrote:
Only thing which annoys me gameplay wise is that units do full damage even with low hp.
So you'll basically have concentrate on killing off 1 unit all the time.

This game would have been more tactical with each unit in the group having their own hp and damage.


Only played a little, but i was pretty annoyed by the same thing. An enemy unit had like 1 person standing and i though "what on earth can this guy do alone?!" and he did pretty good damage and i was shocked to say the least.
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Prandur




Posts: 2685

PostPosted: Fri, 4th Apr 2014 09:42    Post subject:
So what's better... going for the campaign or playing a random map game? Does the hero carry over from one campaign map to the next?
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 4th Apr 2014 12:38    Post subject:
Only started second mission/map of the elven campaign.The heroes carried over. But all the research had to be done from scratch again.
But have not looked at the level of the heroes
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JBeckman
VIP Member



Posts: 34974
Location: Sweden
PostPosted: Tue, 8th Apr 2014 15:48    Post subject:
http://steamcommunity.com/app/226840/discussions/0/540738050997444420/

Quote:

v1.08 Beta Patch Test Branch
Hi everybody,



The team has been hard at work with the feedback we've got since release. Before we roll out the first patch officially next week, we have decided to release a beta preview patch. This optional update is placed in a separate branch on Steam and will be available officially next week on both Steam and GoG. This allows users to check whether system incompatibly issues have been fixed for them, as well as getting gameflow feedback from the grognards on an experimental balance pass. If this patch doesn’t work for you, or if you want to start multi-player with friends not having the v1.08 beta patch, you can easily revert to the current official build. First we’ll list the fixes, then we’ll describe on how to switch to this v1.08 Test Branch in the Steam Client.

If this patch resolves the issues you have, then please let us know in this topic. If you find any new critical issues in the patch, please let us know about that too.

Some of the balance changes - especially those slowing down research and obtaining large stacks of end game unit - are experimental. We'd love to know what you think of these changes, so we can make adjustments.

If all this switching and test code is not for you, you can stick to the current build - i.e. change noting - and wait for the official patch to auto-update later.


How to Switch to the v1.08 beta Patch in the Steam Client

We'll deliver the Beta of this patch to you in a branch on Steam, before making it available to everyone. If you are experiencing one of the issues noted below, this is how you can move over to that branch.

1. Right Click 'Age of Wonders 3' in your Steam Library and select 'Properties' from the menu that appears.
2. Select the 'BETAS' tab in the 'Properties' window.
3. Set the top most combobox to 'patch_v1.08_beta - Patch test build'.
4. Close the 'Properties' window.

To move back to the official version of the game, repeat these steps but switch to 'NONE - Opt out of all beta programs' on step 3. Please note that if you wish to play a multiplayer match, everyone needs to have the same version.

Change Log

Fixes

WQHD / QHD - up to 2560x1440, 2560x1600 - native resolution display support. The black & white boxes and blurry text should disappear. Fix has been verified to work up to and including a resolution of 2560x1660.
Fixed an issue for people using Intel HD Graphics - specifically for HD4000 and Surface 2 Pro - in combination with certain driver version, that caused a crash when opening interface screens - e.g. starting the game, opening options menu, skill book, etc.

Performance

Fixed frame drop when armies were selected.
Fixed decreasing frame rate occurring during extended play, particularly in longer battles.
Fixed a memory leak when Windows was locked.
Optimized a feature effecting maps with water, which should now show increased framerate.

AI Improvements

Fixed some cases where the tactical AI would come out from behind the walls of cities and fortresses too soon.
Stopped the AI spamming disjunction, so players can now use global magic more easily.
Fixed an issue where the tactical AI would cast a resurrection spell on an invalid target.
Made 'squire' AI easier to beat.
AI settings for players were changed to compensate for this change, to keep the same level of challenge on normal difficulty.
Using the 'restart' option in a campaign map now returns the player to the briefing, allowing map difficulty to be changed.

Scenario & Campaign

Campaign: Heroes being mind controlled no longer causes you to instantly lose a campaign map if you rescue them by the end of combat.
Campaign: Heroes which are protected by the 'resurgence' effect - e.g. the theocrat's 'rebirth' spell - can now die in tactical combat without causing you to lose the campaign map, as long as you win the battle that they die in.
Blightmouth Crater: Closed a gap in impassable mountains.
Blightmouth Crater: Removed two superfluous hearts of the blight.
Blightmouth Crater: Fixed the behavior of independent armies.
Elven Resurgence: Player 6 now starts with more gold mines, making the starting positions more balanced.
4th Elven Court map: Independents no longer interfere with one of the starting quests.
4th Commonwealth map: Fixed a message that missed an icon under specific circumstances.
5th Commonwealth map: A 'defeat leader' quest no longer reveals that leader's position.
5th Commonwealth map: Fixed a story message that had overlapping lines of text.
6th Elven Court & Commonwealth maps: Prevented story characters from dying when you are victorious.
6th Elven Court and Commonwealth maps: Added a few building upgrades to starting cities to give the player a better starting situation and more options.

Other Fixes

Fixed settings - e.g. graphics settings - not being saved when using the 'guest' profile.
Fixed the stack confirm movement button being disabled in some situations when a stack was auto-moving.
Fixed a rare crash caused by a player razing a city with a heart of blight, tropics, etc in its domain
Fixed an issue where a backstab bonus wasn't being correctly applied. This led to situations where a unit could backstab a target without flanking it.
Fixed a crash triggered by clicking on a "You lost your throne city!" event.
Fixed a crash triggered by selecting a 'Egg has hatched' after loading the save game.
Fixed the 'Remove army from event list' shortcut key function so armies are properly removed from the list.
Fixed an issue where the 'Protect your leader and throne city' quest failed to complete on victory.
The game now ignores controller input, to prevent camera drift when a controller is plugged in.
'Spring of life' now rewards units when explored.
When creating a new custom leader, the field for setting a name is now left empty by default.

Balance

'Shrine of smiting' is no longer 'Devout', nerfing 'Shrine of smiting' doom stacks which relied on stacking 'Devout' bonuses for the 'Smiting prayer bolts'.
'Shadow stalker' now does cold damage. This fixes an issue where rogues had limited options vs. blight immune troops.
Increased the research costs of skills to slow down progression through the skill tree.
Increased cost of racial tier 3 unit building to 300 gold and 100 mana.
Decreased the base production of cities.
Fixed issue with 'Libraries' and 'Observatories' generating too much knowledge.

Features:

We added buttons on either side of the city name that cycle through cities owned by the player.
We added a quick save option, bound under CTRL+S by default.
We added extra text to the preview popup when attacking a city wall. Players can now see the hit points the wall have remaining as they plan their attack.


We hope we'll this patch resolves some of the issues you might have encountered. We plan to roll this patch out to all our players early next week and we're already working on the next patch, so please bear with us if you issue did not make it into patch.

Thank you for all of you feedback. With your input we'll make the game even better!



The Team @ Triumph Studios.
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Przepraszam
VIP Member



Posts: 14488
Location: Poland. New York.
PostPosted: Tue, 8th Apr 2014 15:51    Post subject:
yay for resolution fix!


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Mister_s




Posts: 19863

PostPosted: Tue, 8th Apr 2014 16:01    Post subject:
Well let's see if the GoG version gets updated Very Happy
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Megahoover




Posts: 710
Location: Sweden
PostPosted: Wed, 9th Apr 2014 11:57    Post subject:
Nice beta patch..

Bought it, and it is great.

Only complain is that units hit full strenght, even if only one guy left in that stack.. Sad
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JBeckman
VIP Member



Posts: 34974
Location: Sweden
PostPosted: Wed, 9th Apr 2014 12:17    Post subject:
Hmm if not from a official patch then maybe modding could be used to set a system that reduces statistics every X percentage of health lost? Perhaps matching health loss to the various deaths in the simulated unit "stack" or how to say so it looks like a loss of units is reducing overall stats of that group.
(Some script or other unit behavior change, I haven't really looked into modding much with the game so I do not know what might be possible.)
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Areius




Posts: 14853

PostPosted: Wed, 9th Apr 2014 13:23    Post subject:
Megahoover wrote:
Nice beta patch..

Bought it, and it is great.

Only complain is that units hit full strenght, even if only one guy left in that stack.. Sad

Yeah, this is my main problem with the game too. If the unit is only one guy and he has only 50% left and still does 100% damage, fine. But when you have 6 units and 3 are dead I'd expect a damage reduction of 50%.


PC: Yes. Console: No.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Wed, 9th Apr 2014 18:04    Post subject:
Areius wrote:
Megahoover wrote:
Nice beta patch..

Bought it, and it is great.

Only complain is that units hit full strenght, even if only one guy left in that stack.. Sad

Yeah, this is my main problem with the game too. If the unit is only one guy and he has only 50% left and still does 100% damage, fine. But when you have 6 units and 3 are dead I'd expect a damage reduction of 50%.


told you it was a stupid decision..


intel ultra 7 265k, 64gb ram, 3070
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Megahoover




Posts: 710
Location: Sweden
PostPosted: Wed, 9th Apr 2014 18:11    Post subject:
Areius wrote:
Megahoover wrote:
Nice beta patch..

Bought it, and it is great.

Only complain is that units hit full strenght, even if only one guy left in that stack.. Sad

Yeah, this is my main problem with the game too. If the unit is only one guy and he has only 50% left and still does 100% damage, fine. But when you have 6 units and 3 are dead I'd expect a damage reduction of 50%.


Yepp,,

I have to think that all units are just one, if that makes sense.
Hope you are right JB, that someone can mod it.. but if else I can live with it.. Razz
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scaramonga




Posts: 9800

PostPosted: Thu, 10th Apr 2014 12:02    Post subject:
Mister_s wrote:
Well let's see if the GoG version gets updated Very Happy


Code:
3DMGAME-Age.of.Wonders.III.v1.09.GOG.Update-3DM


Code:
3DMGAME-Age.of.Wonders.III.v1.09.DLC.Unlocker-3DM
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Areius




Posts: 14853

PostPosted: Thu, 10th Apr 2014 12:15    Post subject:
crossmr wrote:
Areius wrote:
Megahoover wrote:
Nice beta patch..

Bought it, and it is great.

Only complain is that units hit full strenght, even if only one guy left in that stack.. Sad

Yeah, this is my main problem with the game too. If the unit is only one guy and he has only 50% left and still does 100% damage, fine. But when you have 6 units and 3 are dead I'd expect a damage reduction of 50%.


told you it was a stupid decision..

Not really, it has always been like this in AoW. Except you only had 1 unit before instead of multiple units. This makes it look weird. It's something that bothers me but the game is great nonetheless. I regret nothing Smile


PC: Yes. Console: No.
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Thu, 10th Apr 2014 14:02    Post subject:
Patch 1.09 is out, no place to get it from Sad


ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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scaramonga




Posts: 9800

PostPosted: Thu, 10th Apr 2014 16:00    Post subject:
Vikerness wrote:
Patch 1.09 is out, no place to get it from Sad


Yes there is, the usual Russian store Wink Very Happy
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Thu, 10th Apr 2014 16:54    Post subject:
aw.. found it. ty vm
edit: performance way better now


ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Fri, 11th Apr 2014 00:59    Post subject:
scaramonga wrote:
Mister_s wrote:
Well let's see if the GoG version gets updated Very Happy


Code:
3DMGAME-Age.of.Wonders.III.v1.09.GOG.Update-3DM


Code:
3DMGAME-Age.of.Wonders.III.v1.09.DLC.Unlocker-3DM


The gog version isn't updating itself?


intel ultra 7 265k, 64gb ram, 3070
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comp2k




Posts: 43

PostPosted: Sun, 13th Apr 2014 19:19    Post subject:
is it possible to play Reloadeds release on local LAN?
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 24th Jun 2014 17:56    Post subject:
Quote:
299230/config/oslist: windows
299230/dlcappid: 299230
299230/name: Halfling DLC (299230) Depot

http://steamdb.info/app/226840/history/
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Areius




Posts: 14853

PostPosted: Tue, 24th Jun 2014 18:38    Post subject:
Pfff, I'm only ~10% in the campaign and already 30 hours played. No need for DLC yet Very Happy


PC: Yes. Console: No.
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Reg67




Posts: 5432

PostPosted: Tue, 24th Jun 2014 18:57    Post subject:
I am thinking of buying this, and thought about the deluxe edition. Am I right in thinking apart from a new scenario (Dragon’s Throne Stand-Alone Scenario) it's just the soundtrack? In other words is it worth it? Not really played the game at all to be honest, but loking for something to get my teeth into.

The game and or deluxe editon are still stupidly expensive on Steam and other sites.

edit: must be fate, it's just dropped to £14.99 in the Steam sale. Very Happy
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