It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
Vitek: Halflings, Day 51

Not too interesting stuff happened today. A lot of building, a lot of moving. No fighting. We met no one new and we somewhere lost one of Azrac Yakas. If someone knows his whereabout, please let us know. He likes to pet, can sit on his hind legs and wears nice blue hat. For more information send e(agle)-mail to following address: Mr. Jerk, Jerk City, Jerk Ave. 16.

Turn sent.
We want to adopt him. He's probably frightened, scared and alone. :(

Dwarves, Day 51


We may have found the missing avatar as there are three of them accompanying the Azrac leader and headed right towards us. We have defeated them in a few battles and now have their full attention.

turn sent
Humans, day 52

We took a deep blow and expect to take even more. The agressive frostlings seem to intent to destroy us. Their eyes full of hatred. Their envy of our glorious and beautifully designed towns grows bigger by every turn. Their cold indifference has turned them into cold hearted animals. We did not want to do it but this calls for drastic measures.

Turn sent.
avatar
Senteria: Humans, day 52

We took a deep blow and expect to take even more. The agressive frostlings seem to intent to destroy us. Their eyes full of hatred. Their envy of our glorious and beautifully designed towns grows bigger by every turn. Their cold indifference has turned them into cold hearted animals. We did not want to do it but this calls for drastic measures.

Turn sent.
Hahaha, such fact-twisting and propagandising. Let it be clear those 'drastic measures' taken by the Humans are targeted at the remnants of my forces, who are defending an uncomfortably small and tightening area (in a radius of 2 to 4 turns from our capital).

We continue fearlessly as the Frostlings still possess an iron will and have grown accustomed to clenching cold steel against our unrelenting foes, our enemies may very well slip on black ice as they continue their march. We, however, wish we had engaged more successfully in establishing peaceful, supportive relationships (such as our relationship with the Halflings).

Perhaps the Half- and Goblings can start to build diplomatic relations, it may be their only chance to stop this Alliance possessed by Bloodlust from steam-rolling over the entire map.
Goblins, Day 52

Ho hum. Nothing to report. Not much happening in my realm which is good since I'm still redecorating the palace and picking a first warrior.

TS
Frostlings, Day 52

Ah, a Human water-walking Yaka (is sent to aid the Dwarves with their southern offensive?). For reasons yet unknown the Dwarves have abandoned our 2hex city. We retook it.

My foes, masters of suspense, continue to press forward on all fronts other than the main theatre. Or... do they plan to attack the Halflings at their 2hex city? Effectively establishing a beachhead from which they can launch attacks on both the Halflings and the Frostlings.

Turn sent.
Halflings, Day 52

We hate Lizards.

Turn sent.

Dwarves, Day 52


When will I learn. Lizards and Highmen don't mix. On the bright side, there was enough turtle soup to feed everyone.

turn sent
http://www.ageofwonders.com/aow3live/topic/question-about-the-multiple-units-per-hexagon/#5603
Oeee, speculation ;).

I don't understand the fuss about increased lifespan and other stats, other units will (probably) have increased stats as well; it's all relative as you base your decisions on the stats per unit relative to the stats of others units. It thus does not matter if units are represented by single chess-pieces, bananas, hundreds of bananas, blobs, blocks, or penguins (although I hope these will return in some shape or form).

There appear to be differences that I am less fond of, I am, for instance, less enthused with the use of magic in this game. A great many skills and spells are inherent to the characters in AoW1, the game also allows for an extra turn of tactical manoeuvring at the beginning of each battle. This, in my opinion, is great as you can effectively measure your army to the army of the opposition and calculate your odds. In AoW2 you start fights at a shorter distance so it is likely you won't manoeuvre as much and won't use most of the map; there is also a (new) focus on expanding one's magical domain (in which you can use spells). I like the strategical aspects of this game a lot as I find it less rigid/restricted, it has, however, too great a focus on gold (with which you can hurry the production of units and construction of buildings (both within cities as on the map)). The first thing I disliked in the gameplay video of AoW3 is that very powerful spells affected all units in the battle; magic appeared to decide the outcome of the match more so than the type of units and positioning of units.

Haha, although it will increase the odds fighting a Frost Drake ;). So, much good may come from it as well. (Although it may severely overpower heroes and leaders.) This may diverge the focus of the game as mana would inevitably become as important as gold. It may also prevent players from putting together stacks that are (near to) impossible to defeat. And, as you may need to develop spells against certain enemies, it becomes more important to establish and maintain diplomatic relations as it may become necessary to communicate with allies as regards strategic and tactical manoeuvring.

To be honest, I really dislike to see 24 or more enemy units move individually each turn in a battle. It consumes time and it is extremely boring. I do, however, enjoy the positioning of units whichever way I prefer. So I receive these 'insights' and speculations with mixed feelings. Perhaps they could have improved the speed of the game without decreasing the manoeuvrability and possibility to position units in the manner you prefer. For instance by moving all (or groups of) non-attacking units at the same time.
Post edited May 08, 2013 by NicktheNoob
Out of Character

We thank Senteria for a most appreciated, fun and creative gift; or rather: gifts. I am sure more than some quality hours will be spent (elaborating) on them.

As we unwittingly stalled the progress of the game, for which we are slightly apologetic, we allow for a glimpse in the inner-workings of Senteria the rebellious planner, who, in true sportsmanship and wickedness, gave me a first taste of victory over him.
Attachments:
Humans, Day 53

We took a 2 hex lizard town from the frostlings in the caverns. We are aware of current troop whereabouts and have come to the conclusion that our 3 hex highmen town can not be kept for now. We have made quite a few mistakes in the past turns, letting a lizard boat attack our yaka avatar. We crushed it and did the halflings a favour. The ice altar of the frostlings was an eye sore so we destroyed it and attacked the troops spawning out of it. Unfortunately they did not want to be dominated and the already wounded yaka avatar had to retreat.

Turn sent.

Edit: Turn restart due to obvious reason.
Post edited May 09, 2013 by Senteria
Goblins, Day 53

We remain rudderless. Who knows where the currents will take us. As long as we remain on an even keel...

TS
Frostlings, Day 53

Haha, we have spotted the Humans' Yaka, and can report it is in mint condition.

We retook a 3hex city, had 6 units (released by the destruction of our altar) join our forces, rejected the Humans' offer of peace since we know what such a relationship would imply (and cannot comply to unconditional surrender), and now brace ourselves for the coming storm.

Turn sent.
Halflings, Day 53

We played our turn but we were somewhat confused. I was just running around without direction. I think you could say I was rudderless.
It's first time I heard this word. Interesting one.
If mr. Goblin is lost, we could give him few pointers.

Turn sent.