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This one map defies all logic in that it is probably the most rewarding exploration map of the game and then force you into a mad conquest rush or lose scenario.
As for your other gripes, I kind of disagree for various reasons. Story telling has been great throughout (Not AoW 1 Journal great, but still). The tooltips for certain items could stand to be more descriptive, but all concepts are explained in the Tome of Wonders. If you see regeneration, you can look up that term and it will clearly tell you it's a turn counter thing.
Still, I'm sorry you're not finding it to be your cup of tea. You might want to grab AoW 2: SM, as it's a better game right now. AoW3 is still new, and has no expansions yet, but the potential is clearly there for me.
My strategy for that map is send my first full stack up as soon as I can and grab as many neutral cities(early on most of the board is neutral) as I can and have multiple saves to make sure I come in under the time limit. I've beaten it several times but I've missed some by a turn or two and that really blows.
I agree with the OP for the most part. The game is also very short. Definately not an epic campaign like the old Age of Wonders. The campaign comes to an abrupt end after completing Burn the Shadow scenario, so in that sense, the story telling just fizzles out. The story is great up until that last scenario when suddenly its just all over. I thought i was in for an epic long story with multiple scenarios and campaigns, but no... After completing the game my first thought was "is this still in early access?" because it is just so short... Its shorter than fallout 3 for stoyline (and Fallout 3 only takes 10 hours to complete the main story - the gameplay in AoW can take forever if you turtle it, but the story itself is actually quite short)...
The time limit map was huge, and you needed a little luck on your side to finish it. The final map is also quite large, i never fully explored it, although it wasnt limited to time, the longer you take the harder it gets so it felt rushed. You just cant build up a SINGLE city before they are sending full stacks of giants and dragons (i ended up abandoning all but 2 cities just so i could focus my attacks - i think i won it in under 50 turns and only because the leaders i needed attacked me, so i ambushed them and mailed the special item to the hero that needed it). So you have to hunt the 2 down pretty quick, and more or less avoid the other 5 opponents... but it was fun and challenging. Just dissapointed that the story ends there, when it feels like there needs to be more, much more...
There is definately potential in the game. But that in itself is sad. Every game you buy these days always has 'potential'. They will release DLC and an expansion or two and then, the game will finally be a full game (like every game these days, they release it in installments so they can get more money).
But thats to be expected...
The game is still enjoyable and plays great. It is just really short...
One of the reasons I adore Turn Based Games is because I do not want to be rushed and like to take my TIME...
I agree, that's a great selling point for a turn based game. And ItsToBeXpected, this game indeed has potential but like you said, most games these day's will give you that feeling.
And I will look into part 2 Phoenixon, I am just resisting the temptation to play this game. It is addicted, but I know I won't like it.
Mavrin Azureblade that is sadly the problem of the game, if you rush it, you have a cake walk. This map is designed to be a rush map, like map 3 with the goblins and dwarfs.
I played a bit of the campaign, to ease me into the game, dont plan on finishing it. Ill start by creating a custom hero then making a bigass map with a smattering of NPC factions and go to town on it.
Thus far i like what i see, despite obvious dumbing down of some systems. Combat is like FE only its not so dry as to make me just auto fight like i did in FE after a few fights.
But yeah time limits on the campaign...obviously they wanted to throw a curve ball and test you or whatever...its the campaign cant expect it all to be the same exact thing with a different reason i guess...might be interesting to do a mission on a time bases tbh...
Fun, no, not with the ai immediately able to use what makes the autofight a win to know what is the easiest target, even baiting them the same way, (seriously, put the same units, same vet amount in two spaced cities, place one unit outside, and it targets that city everytime even if the other is weaker) its just the same old stacks of doom fight of civ 3, Civ 3! Its not fun, its boring, the $20 bucks on the steam sale may be giving this game too much credit for its cost. Its sad that I've found more fun in c&c 4 and civ 5 than this. And im utterly horrible with the former. I love the turn based strategy games, but this just falls short on so many fronts.
Homm, not my cup of tea, manages to get it right, why cant this game? It has the potential, its just failed to do so.
If I understand you correctly, you liked Civ 5 better than this, but you didn't like Civ 5, is that about right? Then you mention Homm as not being your cup of tea, but still say that Homm got it right? Got what right? What exactly is it about the game that bothers you? It sounds like you're saying you think the game is too difficult, that the AI's army is too powerful? If so your opinion is pretty much the exact opposite of general concensus that the AI is too easy to beat, even on King difficulty. 6 units per stack is hardly a doom stack, and rarely will the AI attack with more than 2 of these -if that.
Regarding autofight, this will put your army in the hands of the same AI that the enemy uses, and if you doubt the result, or find it strange, you can always click "Replay" to see exactly what happened to clear up your confusion.
Aside from this, you're going to have to be more specific as to what exactly you disliked, and what you wanted to be different.
On the second try things went better, though we spent most of the game at a stalemate over the pass into the dwarf's surface domain. Eventually though I built enough palaces that with the spirit resist global nerf active I could just nuke tiles. Though this did bring up the question of how the flame tank, dreadnaught, and mech are immune to spirit damage when they are supposed to have an opperator or more that could be effected you'd think.
Not to mention it sort of doesn't make sense as since were no longer in the age of Wizard Kings leaders seem alot more replacable (even the pc hero/leader is hanging out with a group of other leaders playing hero) so you've only solved your problems for a short while.