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so that means that once a player starts combat all the other players can't do anything like in the previous games?
i mean if it would be at least possible to do stuff on the overworld map without starting a fight or in the town. but being locked out completely is kinda a bummer.
You can inspect/view but you are unable to give any actions yes. Everything you do is a sequential action, even when playing simultaneous turns. Until the combat action is completed the sequence is stopped/on pause. Changing the way those actions get handled is changing how the very core of the engine functions, even if we'd only partially lock the world.
This is a bit more of a nuanced/loaded question, but how is the independent faction handled during simultaneous turns in AoW4? Is it the same as previous games? (Meaning it will constantly interrupt/back-queue player inputs with random marauder move orders.)
The main reason I'm asking is: I've been introducing a friend to the series, and they've expressed a lot of confusion and frustration at the "lag"/"unresponsiveness" of multiplayer while I've been trying to explain things to them.
Any chance we might get an _option_ down the road to give the Independents their own 'turn' AFTER all players have moved? It might help alleviate some of the confusion of the input-queue(and prevent some of the scouting/movement cheese you can get away with during simul turns).
The sense of Lag/Unresponsiveness won't completely disappear though as AI Ruler Actions will still cause a delay but if you're only playing with Humans then interruptions are less likely to be experienced.
Excellent; thanks for the reply and the clarifications.
I thought it worked that way in Planetfall, but it's been a hot minute since I've run simul turns in that game and wasn't certain. (My friend and I are still chewing on AoW3 first because it's easier to digest from a tabletop starting point for him.)
the lag you are feeling is all the actions of other AI's being processed, so if you decrease the amount of AI's it should be better. I also think in planetfall it was better because it was - in my opinion - better optimized in that regard.
in AoW3 i sometimes switched to classic turns because of the lag but ultimately switched back tu simul turns but waited the first 3 seconds of a round till all the AI were kinda processed (was looking at stuff and such . you only feel some lag when moving armies).
Oh yeah, I get it. It was just an issue I noticed as we were playing together. The compounding problem is all the marauders and free cities that we added to the games to help him explore the fun of the RPG side of the game(doing quests, clearing out monster lairs, leveling up, and getting cool loot).
It probably doesn't help that I'm really old school/set in my ways and have generally always preferred to play AoW on Classic turns. Simultaneous Turns are definitely the way to go for multiplayer with modern internet connections though.
Edit(tangent): Starting without a city or settler is probably one of the coolest starting options available in AoW3. it really creates a rags-to-riches story where you start out as nameless band of warriors who have to find a nearby city to befriend/conquer and then start a whole empire from scratch. You can theoretically even play a whole game without ever actually owning a city and depend entirely on vassals to supply your units and resources.
i also liked the question aspect of AoW:SM more ... the ones of AoW3 were ok but kinda lighthearted. if you look at one of the dev diaries of AoW4 with narrative events it seems that quests are much more indepth / elaborate and more interesting with high production value animated windows and such. i think playing the rpg part might be the strongest in the new entry.
for me fantasy 4x games are also the coupling of classical 4x games with rpg's in a fantasy setting. so having more rpg elements in it is good in my book.