You had your melee unit, your ranged unit, and one pretty unusual racial unit. (It's also worth noting that there wasn't a huge amount of racial diversity in the originals either, at least in terms of low level units. It basically turns AoWIII into a very excellent fantasy tribal warfare simulator - since a really good way to earn a race's approval is to migrate cities to that race, which naturally annoys the snot out of the migrated. The per-race happiness and racial command deal help a lot here too, since your elves get more elfy as you do nice things for them. Age of Wonders: Planetfall - Update V1.404 'Triceratops 2' DireDave Hello Commanders, Over the last few months, we have seen many new Empires arise and flourish. Dwarves have gotten tougher, orcs do even more damage, halflings are intensely annoying to fight, etc. ![]() Hope the new races have more interesting units than the others.I felt like that at release too, but they've really stepped up the emphasis on racial diversity with the last couple patches. Early on, you can't afford to build a lot of settlers, because a they cost a lot of. Secondly, I'll second the point about fortresses. If you want to roll in coin, play master Grey Guard Tigran Warlord, for example. ![]() They probably did it out of "balance", but meh. Firstly: some race/class combos have a much easier time with the economy than others. I don't have the exact stats on hand, but I recall Shadow Magic having much more variance than that. with the races making minimal changes at best. Second tier is always pikemen, cavalry, support caster, etc. First tier is always melee, ranged, skirmisher. My pet peeve with III, as opposed to, say, Shadow Magic, was that the units were all too similar to each other throughout the races.
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