Zamieszczono: 4 marca
The game before this one(AOW:SM) is the greatest fantasy turn based strategy game ever.
This one does not hold up, it has some of the same bugs and they changed the rules to make it less playable.
I was able to beat it like the last one, but I belong to the cult of the random map(check my achievments) and played it 12 players all king at king level with everything on fast and I was able to find a good place to fester(more about that) just like in the last one but there are major differences.
Now there are some very good things about this game as well.
Also I played a draconian earth specialist drednaut.
The lack of carriers.
I mean units that can carry other units like the airships in AOW:SM, or the steam tank.
It was very handy to use carriers to put a city in a hard to reach place by transporting a settler.
Now it has to be a place that you can get to normally,
BTW anyone know of a way to have a hero give its unit lava walking?
I was unable to and just gave up,.
The magic item creation system using points.
This just makes no sense, I mean why limit the total number of magic items you can create?
It just takes away from the fun of the game.
That was half the fun, once you got a bunch of items and figured out how you wanted them on your heros you will fill in the holes with stuff you would make yourself.
It wasnt as powerful as the stuff you would find but that was ok, magic items are magic items.
That champion levels are unlimited.
I am normally not against things being unlimited, but this really can unbalence the game.
Infact its how I won the game, in the old game I would use dragons or dread reapers all magiced and veteraned up as machines of destruction, nothing could stand in their way. I might lose one in a really tough battle but I always had one to replace it.
But there was a limit, once you got 255 experience points on a unit it was maxed out.
Now I have had units at champion level 60+, mostly earth elementals.
they start having hundreds of hit points and the only way to get rid of them is banish them and that doesnt always work.
Now this is against the ai, but its a perfect way to make a very sharp stick, take 18 earth elementals, march them past a city or two and take a city a little bit behind the lines.
replace any loses and leave them in a triangle formation in the city(3x6) and just wait.
It wont take long and the AI will start attacking it with everything its got, keep replacing loses and getting more and more experience points. Once they are above champion level 10 I would be surprised if you had replace one.
Also always do autocombat, the ai never seems to use banish during autocombat.
And when you get one above level 40-50 you can do something like station it with a bunch of nubes at a tunnel enterance and not worry about holding it.
And a unit of 6 high level(over 40) earth elementals can hold a city no matter what, I have seen them be surrounded by 36 units and most of them were juggernauts and not lose a single unit, not even have a unit with any real damage.
I would just use cities like that as farms to raise really high level earth elementals which I then used to win the game with.
If I had figured out about earth elementals earlier it wouldnt have taken me like 1300 turns.
I have my last save game before I won if anyone wants it.
That you can only cast one spell per turn including your heros.
I admit that it does slow down the play some and I am not 100% agianst it, but I miss being able to cast a spell and have a hero follow it up with one of their own.
The same bugs, save game, takes forever with too many units. game will start to crash alot after turn 1000 on a huge map.
I swear this game has some of the same bugs as the last one, its like they reused the same code for alot of things.
Sometimes if you run the game for a really long time it loses the ability to write to the disk properly.
if when you go to save a game and you dont see an autosave even if its turned on then thats sign thats are messed up.
There is a work around, save to the cloud which works fine, exit and restart and load the game from the cloud.
Also even on a powerful machine when its on a huge map with lots of players and with lots of armies, each turn can take almost 10 minutes sometimes .
Plus after turn 1000 the game starts crashing, and I usally have to go back to the autosave and I am fine. After awhile its crashes like every turn or so. I have a save game I can send you if you want to see.
I like the class system, the new units, extra hero level, how the new heros work, alot of the new game play and the graphics.
The graphics are really nice.
I wish someone would make a mod for AOW3 that addresed these problems, it probably would be the best fantasy turn-based strategy game around.
festering, is the process of finding a good defensible position using it as a base to eventually start regaining terrority.
In AOW:SM it was underground or even better an island in the shadow lands.
The only way to reach them is be directly above it and do a shadow shift.
In this one I was able to fester in a nice cave underground that had two narrow entrances.
I build a tower just inside the enterance, and then a city behind that.
So an invading army could only bring in 6 units to attack my 18-24 units.
They wouln't even try, well after I created a trap city nearby.
Thats a city with nothing in it, so the AI would immediatley take it, but its close by enough for me to use forge blast many times a turn till they are weak enough that I can send my heros to mop up.
Just keep your base safe while you farm high level units to eventually take the whole board.
My yes to recommend this game is only because its possible to fix these issues and the game looks really good.