I imagine it would be like an English speaker communicating with a French, Italian, Portuguese or Spanish person (incidentally, not a single one of those last 4 nations in in the World Cup. WTF happened?). Different enough to be obvious, close enough to be understandable, challenging enough to require some learning, but eminently solvable communication issues.All the languages are probably derived from the common language of the star union-translation should be a solvable problem without translator mcguffins.
The screenshot below shows how the Kir’Ko Frenzied is posed in one of our Tools, along with an actual shot of it taken in-game.
Wait, is this something players can change whilst playing a game or is this something they set through the editor? Based on the big screenshot, I think the latter no?
BTW, Army of Eva has 40 mp? OVERPOWERED!!!!!!!
Can you request of Tombles that he discuss (any/all of) the following when he does the next dev diary:
- Will there be a difference between combat movement and strategic map movement, like how athletics worked for Tigrans?
- is there anything like death march?
- Will terrain in the combat map affect movement? For example, units requiring more mp when going up a hill in combat?
- Will there be impassable terrain in combat, e.g. stretches of river? If so, will there be units/abilities that bypass this?
- How will elevation work?
- Will there be the possibility to burn battlefields down, effectively creating fire barriers, e.g. by burning down a wheatfield.
- Will damage caused to the environment in tactical combat be reflected on the strategic map (e.g. if I destroy half the walls and retreat, then come back a turn later) or vice versa (if I bombard an area, then move in, will it reflect this?)
- is there combat concealment or is it abstracted so, for example, a unit in a wheatfield ("cover") gets extra defence?
- How big are the tactical maps? is there a variation on size (in the preceding games every combat map was the same size iirc.) i got the impression at PDXCON that the maps were bigger.
- Will units maintain 3 actions if they have full movement, or will the system be more granular/fiddly, e.g. shooting requires 5 mp, so "faster" (with more mp) units get to shoot more?
- What methods are there to neutralise fliers, or rather, the flying ability (things like double gravity?)
- Will there be automated defences on any of the maps (like city defence in AoW3) and if so, will there be deployable defences, and leading on from that, defence systems that allow bombarding of nearby tiles?
- is it still defender gets to move first, attacker gets to retreat?
- What are you doing about the issue of a single, fast, defending unit flying around and avoiding damage, forcing a draw (ymmv, some people think it's fine, and I think it's better than the alternative of never ending combat. The 5 turns no damage = a draw is a decent enough system imho?)
- Is it still the adjacent hex rule, in the same way or has it been modified at all? We know that armies are limited to 6 units still, but we also know we have production overflow, so strategiclaly there is now room for a Goblin type strategy (many, cheaper and lesser quality units) so it'#d be nice if that could be refleted in the combat map itself, e.g. by having an extended range adjacent hex rule. AHR + 1. That alone would make for enormous battles towards the end of a game.
- What ranges are you using? I.e. are you staying with short/medium/long/extra long or are you going for more individually tailored ranges, like shotgun = 2 hexes, sniper rifle = 15 hexes? The former (current) system is more readable, the latter is more flexible, and allows for more unit mods.
- What formula will be used to calculate damage? I heard it's changed from the current attack value+ 10) -(derf value + 10) +/- 5%, minum 1 attack. Similarly, what resistances/special attacks will there be? we've seen flechette rounds, which are armour piercing(?) so what else is there?
- Some examples of unit mods please, i.e. screenshots of them in action, or even video?
- Are there any inst-death abilities, like disintegrate in AoW3? Some people hated them, I thought it was a useful spell with considerable trade-offs)
- How will heroes work? In AoW3 you could build some very powerful heroes with the item forge. I lost a game to Ariga because of that. I had more and better armies, more cities etc. he had 6 heroes in a stack with variations of freeze/burn/stun etc armour, seeker, first strike, ranged elemental damage. granted I let him build it in the first place but that army was a wrecking ball.
- Not strictly a combat question BUT...I was jsut playing a bit of AoW3, and I had to defend a town against 3 or 4 waves of Lost souls. It occurred to me, not for the first time, that a last stand mode would be incredible in this game. You have your 6 heroes/units etc, and have to face off against ever more difficult attacking armies. Similar, an arena mode, where you can set up a tactical fight quickly (would also work wonders for testingt unit efficiency.)
- How does auto combat work? It may be challenging to program/not worth it, but I honestly think a scripting system like in Dominions would work wonders here. Simple commands like (hold/attack nearest/middle/rear/ranged/use ranged) (and (use spell x- ability in planetfall) would be great to allow some degree of customisation in how AC plays out. Bonus points if map makers/modders can set these, so a mod can be made to make autocombat "smarter."
- Can we choose our unit formation (*not* deployment) before combat, i.e. affect where units spawn, so my Archers don't spawn in front so much?
- (edited in) Will we be able to set the starting camera angle? In AoW3 the camera angle I like isn't the one combat starts with, so I sometimes have to adjust the camera before fighting. It's a minor minor thing.
Is this a radar tower?
We intent to have modding support at launch!

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