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Age of Wonders 3

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thesheeep

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And the bad thing is that I would not hesitate a second.

I mean, halflings are the closest thing you will ever get to sheep! They are small, hairy, and mostly cute.
Except for minotaurs in Warlords Battlecry 3, where you could build sheep directly. To feed the minotaurs. What would have been awesome if it was not a microing hell.
 

Malakal

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Wow so much halfling love. REALLY? Those guys are one of the least interesting fantasy races ever conceived.
 

Raghar

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Just playing AoW 2 and I kinda wonder how did you solved Life 1 map.
 

Raghar

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I asked because each map has been designed to allow different and interesting strategies. On the other hand majority of them could be finished with an overflooding opponent with knight stacks. Or dragon stacks.

For example: Fire 1
is best finished with massive early scouting and hiring all mercenaries, and dare to go through that portal and not missing the road. And also by rebuilding these two cities up
Fire 2
A simple diplomacy and making cities fast and on correct place, and not missing the hero for hire is enough. Alternatively moving builders to these city ruing under protection of your ally would create two big cities fast
Water 1
You should get an advice from Marcus relax do harassing from water and build crack Halfling force which would surprisingly obliterate enemy from a double ship naval assault. And two eagles for harass, or full eagle army or use guess what.
Actually you can do two things. 1. get army on land conquer few cities and continue with momentum, and if beaten up retreat to islands and recover.
2. stay, or retreat, on islands, build economy. Creating few cities on another islands is really helpful. Then when you'd have the money, you need about 4000, pay Nimue to decleare war on Mab, build powerful units, and hit the stronger form these two before one of them wins. It's probably the most fun way as long as you properly harass with eagles, and summons.
 

Space Satan

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One thing I hated the most about AoW2 is that you had no need for mixed army of archers, spearman, clerics and others. All you required is 7 uberunits. 7 haldling eagles, 7 Reapers, 7 air galleys. It'll require a lot of gold but would smash any number of armies AI will throw at you. So generally every map was: grab gold mines, fend off AI attacks and build your doomstack and them roll oer AI and hunt his 300 1 unit armies.
 

Raghar

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Talking about AOW2, I started to replay it and actually make a walkthrough for it to publish on the internerds. Its a bit aspie at the moment, so I may have to tone it down. I have until Water 1 walkthroughed so far.

If you think Life 1 is hard, wait 'til Death 1 hhohohoohohohoho
It wasn't exactly hard, it's just at the first try you don't know exactly surrounding, and if you will not do what someone with strategy feeling would do, you might miss that one turn opportunity which would make things much easier. Also I didn't hide hero behind wall of archers, and was forced to learn resurrect first. I was just curious if it was possible to fend off attacks from the North, and do problems in the East. Also Serena took my mines.
 

octavius

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One thing I hated the most about AoW2 is that you had no need for mixed army of archers, spearman, clerics and others. All you required is 7 uberunits. 7 haldling eagles, 7 Reapers, 7 air galleys. It'll require a lot of gold but would smash any number of armies AI will throw at you. So generally every map was: grab gold mines, fend off AI attacks and build your doomstack and them roll oer AI and hunt his 300 1 unit armies.

But what's the fun in that?
Better to aim for victory ASAP, and attack with what you've got. Too bad the AoW games don't reward you for completing maps ASAP HoMM style, since it encourages this rather OCD playing style.
 

MrBuzzKill

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I just realized the game looks a lot like Warlock: Master of the Arcane. It doesn't help that both games are deeply rooted in Master of Magic. That's what you get when you go full-3d, hard to get a distinct visual style...
 

fastjack

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One thing I hated the most about AoW2 is that you had no need for mixed army of archers, spearman, clerics and others. All you required is 7 uberunits. 7 haldling eagles, 7 Reapers, 7 air galleys. It'll require a lot of gold but would smash any number of armies AI will throw at you. So generally every map was: grab gold mines, fend off AI attacks and build your doomstack and them roll oer AI and hunt his 300 1 unit armies.

This was always an issue with MoM as well (imo of course). The small stack sizes seem like a primary culprit, though in AoW2 you can bring more than one stack into a battle. The huge gulf between good units and trash units obsoletes the trash so badly that they aren't even worth having to suck up hits or such.
 

whatevername

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This was always an issue with MoM as well (imo of course). The small stack sizes seem like a primary culprit, though in AoW2 you can bring more than one stack into a battle. The huge gulf between good units and trash units obsoletes the trash so badly that they aren't even worth having to suck up hits or such.
Trash units are far from obsolete. They can block gates which is extremely useful, absorb enemy counterattacks so your superior units won't get hit. 20 trash units vs a 20 attack/ 20 defense hero = potentially dead hero. You can also use trash units as a distraction, which can totally reverse the outcome of SOME battles (dumb AI lol).

One thing I hated the most about AoW2 is that you had no need for mixed army of archers, spearman, clerics and others. All you required is 7 uberunits. 7 haldling eagles, 7 Reapers, 7 air galleys. It'll require a lot of gold but would smash any number of armies AI will throw at you. So generally every map was: grab gold mines, fend off AI attacks and build your doomstack and them roll oer AI and hunt his 300 1 unit armies.
Dunno about AoW2, try this map for AoW:SM http://aow2.heavengames.com/downloads/showfile.php?fileid=1118&f=&st=0&ci= Play it on the highest difficulty against evil and if 1 of your allies dies you must restart. Yes, the evil players get some free units on that map.
 

Space Satan

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Happy New Year! Here is a small New Year’s update outlining what you can expect from us in the coming months towards the release of Age of Wonders III. The closed beta has kicked off with a first circle of dedicated testers. Feedback so far has been very useful and tremendously encouraging for the team. After the initial glut of bugs have been squashed we’ll be extending our invites.



Keep a close watch on our website, we’ll be adding lots of new pages to the website including new Leader Class pages and new Development Journals loaded with information.

We’re looking forward to bringing you this long awaited game. Age of Wonders III is now targeted for a release date late March, with Pre-orders starting sometime before that. Thanks for all your support thus far. In the meantime, please register and share your thoughts on our forums - who knows, you might be selected for the beta
icon_biggrin.gif
 

Space Satan

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DWARVEN SUCCUBI
SUCCUBI WITH BEARDS
DWARVEN SUCCUBI WITH BEARDS
DWARVEN SUCCUBI WITH BEARDS
DWARVEN SUCCUBI WITH BEARDS
DWARVEN SUCCUBI WITH BEARDS

190.jpg
 

Space Satan

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Among all the beta madness, we found some time to prepare a new development journal. One of the things we’re tweaking in this beta phase is the Random Map Generator (RMG). In this journal, programmer Lascha Lagidse will tell you how the RMG is constructed and what considerations have been made.



The Quick Start Settings in the Front End

Our Goals with the RMG Hi! Random Maps Generation has always been a much wished for feature, yet in the Age of Wonders series the RMG wasn’t added until the stand-alone expansion Shadow Magic was released. For Age of Wonders III we wanted to add the RMG while the main game was still in development, so we could take the random generation process into account when developing the game and spend enough time on it. On and off, the RMG was written over a period of 18 months! Our goals for the RMG are:

  • Give you the sensations of truly exploring and conquering varied uncharted worlds; both in single player and in multi-player.
  • Support for multiple, vastly different, Map Types; Land based maps, Island Maps, Underground Maps, etc. In the previous game you could sort of predict the lay of the land once you generated a bunch of levels. Now we wanted to add more variation at the core.
  • Good flow and balance; e.g. ensuring that player’s don’t start right next to hostile high level structures like a Dragon’s Peak with raiding dragons.
  • Support for randomly selected AI players, so you don’t know who you’ll be encountering.
  • A Quick start Option allowing tweaking of the core settings, like size, # players and starting power.
  • Advanced options with filters allowing experienced players to tweak every detail like the abundance of forest or the exclusion of a particular race and the flow of the map.
  • And last but not least, the lands should look natural, with locations fitting in their natural surroundings. Rivers flowing into seas, etc approaching the look of a hand crafted map


The Starting Area for an Archdruid player as Generated by the RMG

The Generation Process Central to the generation process is tool that allows us to define generation passes. Each generation pass has the responsibility of generating a part of the world. While a generation pass is being generated it must meet a special set of generation rules which are configured by us. For example, here are some rules for a generation pass for Shrine of the Fickle Mermaid waterstructure: – It should always be generated in the water. – It should not be generated too near to the shores, unless there’s no better place. – It should not be generated near other shrines of the same type, unless there’s no better place. – It should never be placed within a 10-hex distance from a player starting point. – It should never be placed within a 6-hex distance from the map borders. After creating the rules, we made sure it had sufficient randomness in the values of the rules. This is important; otherwise the maps will become too predictable! But also don’t allow it to have too much randomness, or it won’t be fair! Tweaking these values is extremely important for finding a balance between fairness and randomness. When the configuration of the generation pass was finished, we added the whole thing to a generation group. At the moment there is a generation group for each map type, namely Land, Continents and Islands. And there is another generation group for Underground. Either of these groups can be given to the generator and the generator will return a randomly generated map by processing each generation pass in the group in order.

One of the Advanced Setting tabs in the Front End.

Generation Pass Types We have many types of generation passes and each type has its own specialized way of changing the world. The most important ones are:
- Object Generation Pass: Can generate objects such as structure, pickups, unit stacks and props.
- Area Generation Pass: Can generate terrain area of a given theme and/or clime.
- Continent Generation Pass: Same as Area Generation Pass, but is more shaped like continents and scales better with different map sizes.
- Cluster Generation Pass: A generation pass that can contain a sub-group of generation passes. This recursive generation pass is very powerful. I’ll leave it to you to imagine the possibilities.
- Path Generation Pass: Can create paths from an object to another object. This pass can be used to create road paths, or to simply break down mountains in order to create a passage.
- Player Spawn Generation Pass: Responsible for finding player spawn positions while making sure the distribution is fair.
- River Generation Pass: Responsible for generating random rivers (can also be used for lava rivers!).
- Layer Connector Pass: Makes sure that objects such as cave entrances/exits are placed correctly. This allows units to travel from the surface map to underground map.

First Prototype
We wanted fair random generated maps, but this way of generation was completely new to us; we could not find another strategy game that used a similar approach. Would this approach even work? I had a strong feeling it would, but no guarantee. The initial implementation of the RMG (prototype) was actually way too complex that it became difficulty to work with. At one point I decided to rewrite it, but keep the good parts. The result was a new prototype application (2D) of which a screenshot can be seen below. The left contains the resource objects, such as generation passes. The currently selected generation pass is [Mountains], for which the rules can be configured in the center panel. I would have to write a book to explain each of the values in the center panel, so I’ll leave that explanation out. On the right side is a random generated level based on my currently configured values. So in short, this prototype application allowed me to test faster; I had a simpler overview of the map but most importantly I did not have to wait for the whole game to launch (takes precious time). When I felt that the generator was stable enough I converted all the code to the Age of Wonders 3 codebase. And this is when the rest of the developers were also able to generate random maps for themselves.

The Random Map in the Game
And here are some results of the game. As you can see there’s quite some variety in geography. At this points we’re tweaking the results and adding some beatufication passes like smart prop placement. (flowers and butterflies around Sylvan Court’s for example)

An Overview showing a Land style map. Note features like rivers and lakes segmenting the world.



A Continent Style Map. All Players have about the same size expansion area.



Underground Layer, Note the rivers of water and lava.



An Isles Map. All Players start with a Harbor. Seafaring is essential in this map.



Another in-game shot. Note the cluster of resources and an Indie town placed in a bottleneck. This creates an area of heightened strategic interest.
 

octavius

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Anyway is the AI gonna be as shitty as AOW:SM?

To me that is the most fundamental question, too.
I really hope the AI will be able to use all those sites generated by the RMG. In SM the AI was crippled when it could not use Quest Stones or recruitment sites, so for single player only scripted, assymetric maps provided any challenge.
 

KoolNoodles

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Thanks for the link, now all I need is google voice translator.
 

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