Things not looking like you expected? Note that there was an error with the first Let's Play so there was a newer "Episode 1" published. All the settings are the same, but obviously a different randomly generated map. Explanation here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-JCTB7JKqQ6k.html And the "correct" episode 1 is here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-VOj7Y5EMW3M.html
Anyone else have this bad habit of not firing the old bad heroes when champions become available because you've grown so attached to having them on your team?
I just started playing and one thing i learned is that the danger levels of the lairs around are insanely random, it'd say many nagas and when i enter there's like 6 giant water elementals along with them. Escaping would cost half my army, so it's either do or die lol, hella brutal
As a comment from the sidelines: I think they gave the bowmen a buff and so they do 3 ranged instead of 1. Also they have 6 figures per unit so this sums up to a 18 ranged attack with things getting better at higher veterancy and remember they fly so they are mostly untouchable for other attackers. They seem to be not completely garbage now and can even support your hellhounds in clearing out stuff. With the ghouls...in vanilla they got a poison attack. In caster they seem to get a ranged magic attack which makes them slightly more dangerous. The saints very much look like the shaman unit from vanilla.
Its so cool to see this game being played again. I played to death in the early 90's with a special system disk to get enough memory ;) . You bought games based on the weight of the box and the number of disks it had ;) I wonder if you played the magic candle microprose game ? a classic world rpg
Not sure if you'll get the spell, but flameblade + anything dark elf is a fun little combo to give you some surprisingly hitty ranged units early on. At Veteran levels, even swordsmen are pretty good with their attacks being boosted by Flameblade (or Focus Magic from Sorcery, though it's a bit pricier).
this game is essentially the forerunner of age of wonders, though that game isn't nearly as complex on a macro level. that said, age of wonders can be played without reading an encyclopedia on myrran and arcanus race-relationships, economics and magical systems. which is a plus.
What kills AoW for me is they don't have the system of damage reducing the effectiveness of units that pretty much every other 4X game has. In AoW 3 the little figures on a unit are all visual. No matter how many figures are left they attack at full strength.
I think you've cut yourself off from farming that fire node forever with that latest city placement...right? Or can cities reach nodes outside of their fat cross? Not sure how nodes work in this game, just going off of my Age of Wonders knowledge.
I'm thinking it more had to do with the fact that death magic summons basically had no range units until very late. So to keep them somewhat on par with all of the other books they gave ghouls range.