Thread #2154626
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Why are tier 1 skeleniggas so expensive to raise in this shit game
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>>2154626
Super early game skellies aren't great, but once you have a basic souls economy rolling they become pretty spammable. The only limits are huw much mana you've got for upkeep and how many souls you want to save up for lategame shenanigans. But the best thing about skelies is how you can replenish them on the go without needing to waste time and mana on summoning spells. Once you get some good enchants on them (like Mighty Meek) they become quite good troops. And most likely the skellies you raise are not going to be of your own race because you're raising enemy corpses, so if you're going for a full skelly spam build that means you can pretty much ignore transformations until you get Wightborn.
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>>2154626
didn't like at all
the fact they tried to implement that stupid faggot gay ass gender thingie and make it functional over THE KARMA SYSTEM, which is not working at all, is proof of their hate towards what the previous titles and the game itself
they also destroyed the concept of race and relationships, instead of making one race, lets say elves, and only making them to have a path of accession or transformation into an unique higher race for them, they did it for everyone. making transformation pretty much just another bland spell... SOULLESS
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A better question is why does this triangle head bitch make me wanna give her a dongle?
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>>2156660
Because your human feebleness cries out for the superior elven cunny.
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>>2168284
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Anybody got good Mods?
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I am miffed that some mods are only on the paradox plaza, because of Steam bullshit and some mods are only on the Steam Workshop because of people being lazy.
How do I manage with shit like that?
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>>2156524
I'd say the system in AoW4 is more SOVL because it enables you to do a lot of RP stuff. Its only gay and stupid when you are dealing with min/maxers who take whatever tomes and transformations are the most powerful or busted.
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>>2255205
People just make a thread when they want to bitch or there's new content coming
The real general if anything, I'd say is on /civ4x/ on /vg/. I noticed the AoW4 posting there increased a fair bit once the actually active thread on /vst/ died
The free weekend was probably also a reason
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>>2257676
In general, two things you do in this game are acquire resources to get bigger/better units to acquire more resources.
So at the start of the game you want your starting army with your faction leader to go fight those little independent armies sitting on top of resource points. This gives you lebensraum, your leader experience, and your city an injection of whatever resource that point represented. You want to reinforce your starting army with units recruited from your city or summoned, a lot of tier 1 tomes start you off with a summon able unit. Ideally, you take fight after fight with either few losses, or enough healing in between so that there's no downtime, you're constantly beating up independents and collecting more stuff.
You'll get to recruit a second hero like 10 turns in. Make sure to give them an army too and go kill more independents.
Pay attention to the what province improvements are 'boosters' for city buildings, which cut the construction time and cost in half. The game wants you to have a 'balance' of provinces, but you can change these later. Being able to construct buildings quickly is another part of the snowball.
You start the game with only 1 city, but a city cap of 3. You should try to settle your next 2 cities as soon as you can, your second hero can help with that. More cities = more resources to feed your army.
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>>2258217
I would say feudal and barbarian are the most newbie friendly cultures. Oathsworn aren't exactly complicated but they require you to play in certain ways to maximize their bonus' which can be quite limiting when you are exploring the game.
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>>2258217
Any of the base game cultures should work just fine, honestly. Personally I learned the game with Mystics. The DLC cultures all have some quirks which make them not ideal for learning.
The more important thing IMO would be to pick one affinity and go all in on that. The base game tomes for each individual affinity are generally designed to synergize with each other and make a well rounded build, and having a lot of one affinity means you'll be able to reach the good nodes on the empire tree faster and gives you a good chance of succeeding affinity checks.
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>>2262880
Answering my own question, yes it does.
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>>2156660
because it reminds you of a superior character
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>>2272472
Dragon claws and eldritch orbs are pretty rare, so the item forge is your best way to upgrade your dragon or ES. Also applies if you want a specific kind of normal weapon like a greatsword or a magelock. Sometimes you also just get shit rolls for loot and you have like ten bows and zero ranged heroes. With the item forge being moved down to requiring only the tower base, you could also potentially give your ruler a tier IV weapon super early on in the game, though it requires you to have found some high level shit to disenchant. Otherwise, you can craft trinkets with useful effects without having to rely on finding them, like umbral malady immunity on umbral abyss maps, or siege master for your main siege armies.
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>>2258747
nah i get it man
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>>2156524
OG Triumph development team left after the Paradox acquisition while Planetfall was half done, which is why that game feels off.
4 is almost exclusively new devices or shitter interns now in higher positions despite having a severe lack of knowledge of the Creator Engine, which is why features and functions from previous games are straight up depreciated, because they don't even know how to do it.
Topping it all off, they are quoted saying that they do not focus on the strategic aspect of the game, instead ai.ing for casual approachability, aka barby dressup.
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happy new year fags
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>AoW1 orcs have kewl red dragons
>AoW2 orcs have Jabba the Hutt
Wtf were they thinking.
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Is there something lewd in AoW4?
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>>2313082
Well, the red dragons are draconian-supreme tier critters, so the orcs needed something different.
Why it had to be jabba the hut, no idea, but they're surprisingly strong when they insta-gobble enemy units.
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>>2315027
My guess is that they thought that dragonmen were more awesome than lizardmen, and in-universe then said that Nimue killed all the lizards because she's a fickle bitch.
But now thanks to AoW 4, you can have multidimensional lizards back.
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Is there a way to make my games slower paced? I feel like my gripe with strategy games is that the optimal way to play is just rushing to the endgame asap but that's boring and I want a comfy map painting experience with elves and giants and shit.
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AoW 1 finally clicked after trying several times to get into the series only to get filtered.
I had to stop playing because I kept ending up going to bed at 5 AM when I had to work shifts starting at 9 AM the same morning but it was great.
I kinda hate myself for cheesing AI with walls though, in 2 turns I turn every city into something I'll never lose.
Played half the campaign with the default Cult of Storms protag until I learned they're not a real character in the story and that creating your own character is more fun, re-rolled with some broken Death/ Air crap and my dude can solo most stuff after mission 3.
Music is great, atmosphere is great, writing is pretty neat and from what I've seen AoW2 seems to be better in every way sans plot.
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>>2317496
You could turn down the research and income rates I guess, but really unless you're playing online or on very hard you can play super slowly and suboptimally and still win games just fine, especially if you disable score victory. Low tier units are also in a really good place right now in general.
It's easy to look at the in-game player rankings and feel like you're being outpaced by the AI and that you can't keep up, but in reality those rankings are completely arbitrary and meaningless.
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What difficulty do you guys plan on? I'm dipping my toes into Brutal, and I admit I'm getting filtered. Just got my throne city to T2, meanwhile nearby infestations and resource nodes are already sending out T4 and T5 units.
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>>2320964
They are back though
It just took all this fucking time until the 4th game to do so
It's not much of an accomplishment since it's trying to fulfill every fantasy trope you wanna do
But it was still cool that lizardmen ended up being 3rd most played race for the 2yr anniversary mark, so clear faves that the devs catered and listened to
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>>2322781
I like them as melee units. I've never liked melee heroes much because I feel like it's too easy to get focused down if you overextend even slightly, but the built in self heal helps a lot. Getting the self heal+ strengthened with only two points invested is also really good, the other melee classes take a lot of skill point invest to get anything really meaningful, I feel.
I'm not as fond of them as a support unit. I feel like it takes too long to generate fervor for the support side of the tree.
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>>2323510
I don't really like using heroes to tank since they're already high priority targets and they're expensive to replace unless you can get resurgence on them, but you could probably pull it off pretty well if you can kit them out well. Mainly I just use them as a more survivable warrior.
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>>2324274
Sometimes it feels like infestations prefer to attack you over AI players that are closer, but it could just feel that way because you don't receive an alert or have any reason to notice when infestations attack AI players, which they definitely do.
I know AI players also like to build outposts right on the edge of your domain to try to box you in, but I've never really paid attention to whether they do it to others too.
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>>2322781
only reason i use one is because an ascended hero has that ascension trait that triggers regen on the entire battle with every support ability and battlesaint has a lot of instant cast support abilities
i don't think there's any reason to use a battlesaint as it is, a pure class devoted to whatever it is you're doing is going to do it better
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>>2326512
Not only that, imo their selection of T4s is pretty weak. Mirror mimics in particular are downright pathetic, the game even considers 2 of them with backup to be bronze ancient wonder material.
I do think that's exactly it though. Astral gets a lot of good stuff in their tomes and they have arguably the best empire tree with unarguably the best capstone, so the lack of strong high tier units isn't really a significant problem.
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>>2326533
>>2326512
especially since nothing forces you to play pure astral
>>2326610
spellblade for breath+physical attack spam or warrior for killing momentum, either way go full chaos for your dragon upgrades since it has the most critical hit increases, start with tail swipe and then get other shit, your goal is to do a lot of damage
load up your race with damage bonuses since the dragon will inherit them
you can go either reclaimer and equipment hoarder for big economy bonuses, or you can replace one of those two with vision of ruin
if you make it until late game your strongest spell will be call forth avatar of chaos, in the tier 5 chaos tome, all it does is summon your leader into a battle, but that means that in the late game you can win a battle which is theoretically something like two tier 1 units on your side and 18 tier 3+ units on the other
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https://www.youtube.com/watch?v=LHWAVZVRxWA
>Paradox 2025 highlights.
>AoW4 mentioned 7 minutes in as a "newly established franchise" with growing player numbers.
>They hope to continue support for a long time, typically 10 or more years.
How do we feel about 10 more years of Paradox DLC?
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>>2330285
I used to get visual glitches in the title boxes of certain windows in the strategic map, but that seems to have been fixed. I do get really bad flickering in the launcher though. Temps seem normal for running a videogame.
>>2330466
I like the game and all, but 10 years of DLC seems pretty excessive. I think the way Triumph handles the DLC, with free updates being released alongside them, is pretty good, but potential newcomers just see a giant wall of DLC that costs 5x as much as the game itself and get put off by it.
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>>2332974
Obviously but that's the problem, since ONLY your ruler can do those things now. It doesn't matter how many armies you have roaming the map, you can only lay siege to one city at a time and ancient wonders can only be cleared if your ruler is personally there to do it. Summoned units, as well, can only be summoned around cities or heroes, which means you can't reinforce a heroless army out in the field with a summon unless your ruler happens to be nearby.
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Are vampires any decent or is their DLC still a skip?
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>>2334580
If you like undead, this and Archon prophecies is a must have. Otherwise, nah. Season 2 and 3 have been less hype than the Season 1 dlcs. Desert niggas and Spellforce city isn't as cool as Dragons and tanks
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>>2339658
I like the rabbits, but at the same time I'm getting a bit tired of them just adding more and more animal people. I get that they're limited in their design space by needing humanoid bodies for the animations and shit to work, but I'd rather see more stuff like the Ogres and Syrons than yet another furry race.
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>>2339658
>they're actually adding rabbits
Nice. I've wanted rabbits since the very beginning but I never thought they'd actually do it, especially after they said they didn't want to do any more furries in Archon Prophecy.
>>2339784
The problem is always that furries are simply really easy to design as fantasy races, both in appearance and personality. AoW4 also has a unique situation in that the other most common type of fantasy race, the "human, but", is either largely covered by transformations or already represented in the game. The oni style ogres are cool, but things like that are generally a lot harder to come up with than "animal person".
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>No culture rework
Kinda expected it but I'd really like the remaining cultures that haven't been reworked to get something. Mechanically high/barbarian are good but kinda bland.
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>>2339936
The cultures most in need of a rework right now (at least balance-wise) are Reavers and Primal IMO. I'd argue Primal is currently the worst culture in the game. They those are both DLC cultures, so I'm not sure if they're even on the list at the moment. You're right that Barbarian and High could still use a rework in terms of flavor and mechanical depth (and so could Industrious for that matter), but at least they're not as overtly lame as pre-rework Feudal and Dark.
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>>2339658
>bunnies
>jackalope horns even
Probably the one furry race I'd make more than one faction of. Every other fucking furry other than molemen I hate. Tiger men get a pass since they were previously in the lore at least
If I can't make convincing Mimiga I'll just settle to make Big Chunguses
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>>2340339
Looking at the Beta patch notes, Primal did actually get some pretty substantial buffs it seems
>Quest reward buffs you whole army instead of just your Avatar
>Everybody gets a free terrain shifting spell at start of game now
>Primal Communion works on Mythic Units (all cultures get this)
>Only need three stacks to trigger Primal Fury instead of 5
>Shield guy gets a straight Heal 30 ability not tied to Primal Fury
>disengaging shot can go over obstacles, lol
>Charger gets a move buff and gains two stacks per attack
>Animist is finally unfucked, summon doesn't require Fury and starts with a one turn cooldown, heal now consumes fury instead of granting it but has a shorter cooldown
Is it enough? I don't know, but it's a good start.
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>>2340905
Earthshape should've always been a thing for primal. Those primal temples are too rng.
Blowgun unit still sucks. It needs a status effect on attack like marked, weaken or sundered defense so it could be a good combo unit with the rest of the army.
Protector heal for some reason doesn't have a cooldown or limited, so guess I'd have to playtest it to see what the catch is. Animist is okay, once per battle for the summon is a bit disappointing since it also still vanishes after 3 turns.
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>>2340905
Though that said, it's overshadowed by the huge defense/resist overhaul in this patch, which basically qualifies all attacks as either physical or magic and then directs them to the appropriate defense stat to check against.
On paper this is probably a nerf to mixed damage channels like Primal Fury since you're not going to bypass defense with the elemental damage. But it impacts so many other things across the game that it's hard to gauge how it will shake out.
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>>2340943
Yeah Blowguns have always been ass after like the first 15 turns because their damage sucks too hard for them to scale and they offer no unique utility.
> Animist is okay, once per battle for the summon is a bit disappointing since it also still vanishes after 3 turns.
Yeah it's kinda lame but it's still a powerful ability that you no longer have to cheese to get any utility out of. One summon for every priest on the field is nice, especially in early game battles.
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Also, thank goodness for xp rework. Evolve builds are very feast or famine if you don't get your battles, especially on High world threat and brutal Ai midgame empires. There's value in holding up your pets in the garrison till they evolve. Also, Aow3 exalted ranks are back! Lets fucking go!
Chaos reworks to push Magma Spirit and Balor down a tome tier are necessary. No reason a t3 unit should be at a t4 tome.
Defense and Resistance rework is fine. The latter is no longer the king stat in endgame.
I had a hankering for Ash sabertooth primal Chaos/Materium Fire playthrough again, so this beta is a kino time to play it.
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>all units now have the same map speed
Ech. I get the their reasoning for this since it does make slower units more attractive, but it also sounds like dumbing down the game and removing mechanical flavor for questionable balance reasons.
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>>2340943
>Protector heal for some reason doesn't have a cooldown or limited, so guess I'd have to playtest it
Just tried it, you can use it every turn, so yeah it's overpowered and likely not making it to live without a cooldown
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>>2340896
I can elaborate more
I forgot about frogs since I didn't count them, scalie or whatever? Same with lizards. I did make a fun frog civ once and would again. Everquest opened the idea up to me as a kid. Lizardmen cruise by with a free pass since they were one of my favorites in AoW1 and thus pre-established.
The molemen in 4 just looked goofy to me, silly enough I made a challenge run based on that stupid ass Adult Swim show Saul of the Molemen I was also exposed to as a kid. Creating the most alien society of molemen I could come up with, amoral deep Dark dwellers, I created a wizard king named Saul to act as a moral man and educate them to greatness
I think I ended up making them wightborn and gave them something like Faetouched so they ended up looking really fucking spooky with glowing eyes in those skull faces
Now I'm thinking to myself a single line I will eventually make a faction around, Frogloks with Magelocks
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>>2347887
Dwarf leaders and heroes start with 1 extra damage, Cave Crawling and Mountaineering skills which together cost 20 skill points (2 whole levels) while Halflings get nothing extra over them. They have mostly the same race relations too. So why pick Halfling?
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Thoughts on the new content?
Nomads sound interesting, but I do wonder how well having to pack up and move every so often will work for them, since between free cities and other empires it already feels like you don't have a lot of elbow room sometimes. Also I feel like actually depleting resources in a game where resources don't normally deplete is likely to make them public enemy number one in every game.
The Astral Barrens sounds like a special layer of hell designed specifically for mystic culture enjoyers.
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>I do wonder how well having to pack up and move every so often will work for them, since between free cities and other empires it already feels like you don't have a lot of elbow room sometimes.
like seemingly every other faction trait, this again depends on your map gen settings
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>>2352741
So nomads are fantasy quiarians where everyone will shoot on sight if they get near their planets
>deplete resources
>move to someone who still has them
>steal/deplete their resources too
>"why does everyone hate us?"
Yeah they would be one of the new culture that would be more benefital to kill on sight before they damage your own economy
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>>2352741
>but I do wonder how well having to pack up and move every so often will work for them, since between free cities and other empires it already feels like you don't have a lot of elbow room sometimes. Also I feel like actually depleting resources in a game where resources don't normally deplete is likely to make them public enemy number one in every game.
is there a game where this isn't a dumb gimmick. You are wasting turns on moving around instead of expanding your cities. Endless Legend tried this same nomad faction gimmick and it sucked and so did Ogres in TWW3
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>>2353931
Putting aside the question of how well it'll work in practice, I think it's a neat idea at least. Supposedly they're designed to work with less and smaller cities so there'll be less pressure to expand in the traditional way.