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Sorry, been spending too much time on discord lately, forgot to check steam in a while. :-)
Yeah the fearsome can be pretty powerful ability, comparable to frost aura or static shield. But generally only tier 4 units have it, and there are several ways to counter it (like break control and iron heart), so I dont find it necessarily overpowered. And the success rate depends on the resistance and spirit protection of the unit, so if you have high values its more unlikely to succeed.
Also the rate at wich its fear ability hits is far FAR to likely!! seams like 75% or more atleast!!!
Sorry for the late response. I'm not certain if you need the DLCs or not actually, havent been able to test it myself. I guess it should work, but if you find otherwise, let me know.. :-)
Will this mod override any gameplay mods I might already have installed?
I am not interested in mutiplayer for AoE3, but I am in fixing any balancing issues the devs might have left unfixed.
Generally shouldn't leave these things to RNG. Not only that, but it doesn't unsummon units, even if all the original unsummoned units are dead. Atm I'd consider it broken.
- Dark pact costs 3800 RP (was 4000). >>>>>with 8 cities this upgrade take like 20-25 turns, so u have stakers turn 35 +20 = 50 turn. The game is long decided by then.
All over the rougue and stakers need a buff not a nerf.
You need to activate it on user content tab, on the aow3 startup window. If it doesn't show there, try clicking the update button. The mod itself is small, so it wont take long to download.
Other option would be to add more racial units to the game, so countering certain classes wouldnt be so "roll of the die", so to speak. But can use other mods for that, or perhaps make a new one.
If youre looking for reliable players, you could check out our steam group http://steamcommunity.com/groups/AoW3NQ
We host games often, and most members are pretty friendly :-)
And aow games are at their best in MP imho (although can take time).
Which spell, mighty meek? I'm not quite sure of that mighty meek change either, could maybe reverse that one. But nerf on mass stasis at least was necessary.
@spock
yeah could try giving storm sisters the weaker insfict stun at gold medal.
Those tigran and halfling changes are under testing, need to see how they play out. But many people seem to think tigran WL pounce is op, and halflings are kinda weak normally.. And I agree, so hence these changes. I suppose it's possible to put the pounce on bronze medal if you think it's better. (abed suggested silver though)
Those single shot ranged attack upgrades was cause it seemed to me single shot attacks should get more bonus with medals than 3-shot or AoE attacks (to even the damage potential a bit).
Mighty meek was changed via bbq's suggestion. Mighty meek normally applies the damage bonus to all channels simultaneously, allowing massive damage if given to low level multichannel unit. He liked to abuse that, but seems it's getting old for him. Dunno if this solution is very good though, but couldnt figure how to direct the bonus to main damage channel instead.
Interesting decision.
>>- Tigran berserker and manticore lose pounce at start, but gain it at silver medal.
Too radical. Effective killing of tigran warlord.
>>- Halflings now have 10% physical weakness (instead of 20%).
You'll frustrate so much yourself playing against these guys, because this buffs halfling enourmously with current luck level (I suppose you don't know where it could be changed).
>>- Trebuchet gains 1 additional ranged strength per 2 medals.
- Frostling javelineer 1 additional ranged strength per 2 medals.
- Dwarf crossbowman 1 additional ranged strength per 2 medals.
Nice try to buff mediocre archers.
>>Storm sister gains inflict shocking at gold, instead of inflict stun.
So heavy nerf. :( I know, why you did this (overlap with sorc stun), but...
Now comments...
>>All engineers gain +8 hp and build roads at bronze medal.
I think engies need something useful from beginning. Their leveling is pretty difficult, because even with hp-buff they're weak t1 units with low stats and attack. It's easier just buy builder for 60 gold for roads.
>>All single-shot bards gain +1 ranged damage per 2 medals.
Well, bards will be much less effective as attacking support comparing with racials even with this buff.
>>- School of enchantment: costs 600RP (down from 800), and gives sorcerers inflict stun instead, which has 7 strength (instead of 8).
School spam problem remains, maybe at lesser level, but still.
>>Mighty meek: affects physical channel only (was all channels).
Why?
in my personal oppinion:
Warlord: Tigran berserker and manticore lose pounce at start, but gain it at BRONZE medal.
- Storm sister gains inflict shocking at gold, instead of inflict stun. - bad idea.