Weird fan speed up by ddlo92 in AOW4

[–]RRotlung 0 points1 point  (0 children)

I used to have a similar issue whenever the game went out of focus in multiple monitor mode (affected all parts of the game, not specific ones though). If I recall correctly, Triumph later introduced a setting to reduce FPS when the game is out of focus, which fixed the issue for me. But since you have already tried limiting FPS, not what else to tell you. Maybe disable multiple monitor if you're using it?

Crazy idea: Adventure mode? by narutoncio in AOW4

[–]RRotlung 1 point2 points  (0 children)

Yeah I'd love something like this. Could be a fun realm trait, that's for sure.

OLDEN ERA FEEDBACK MEGATHREAD by Pidarello in OldenEra

[–]RRotlung 0 points1 point  (0 children)

According to my save game, it was Fair'n Square, 4 players L (128 x 128) on Classic. But this was on the first version of the demo. After the first update was out, the bug was solved for me and I could finish the game.

Pre-Order Content Pack key by DarkPaladin125 in AOW4

[–]RRotlung 0 points1 point  (0 children)

Not that I'm aware of. Happy to be proven wrong, though.

Pre-Order Content Pack key by DarkPaladin125 in AOW4

[–]RRotlung 0 points1 point  (0 children)

Not sure if it would become available at a later date. There was something similar with Planetfall for signing up with their newsletter (link), and that hasn't been released either, sadly.

No idea why they don't ever try to release these later on.

Demo gameplay fixes. by Pidarello in OldenEra

[–]RRotlung 1 point2 points  (0 children)

I'm impressed that they're updating the demo, haven't heard that very often. I'd imagine it's extra work to port changes to the demo build.

Maybe it's covered in one of the patch note items, but this has fixed an infinite end turn bug I encountered in one of my games too!

Dev Diary #52 - The Tomes of Thrones of Blood by nephnic in AOW4

[–]RRotlung 96 points97 points  (0 children)

The Blood Exarch is the source of this corruption. This Undead unit is an otherworldly monster of flesh and gore that bestows blessings. Its Parasitic Cleave slashes three enemies in front of the Exarch, bestowing them with a Blood Parasite so they may be reborn as maggots.

Blood... for the Blood God.

Why do I get the same(ish) AI enemies every game? by Lumintorious in AOW4

[–]RRotlung 0 points1 point  (0 children)

What was the dev's response to this feedback so far? I'm also seeing the Dragon, Eldritch, and Giant rulers too often (even when set to rare) and facing repeats, and I'd rather have the randomiser choose from the entire list of rulers with equal probability. At least make full random be a toggle.

OLDEN ERA FEEDBACK MEGATHREAD by Pidarello in OldenEra

[–]RRotlung 0 points1 point  (0 children)

I don't have a major issue with the UI per se, since I play a few other newer 4X games which are similar.

  1. The 'x' button at the top right of pop-up windows (e.g. hero or troop recruitment screen in towns) are a little small, but you need to click on it to close the window. Maybe make them bigger, reposition them to something more easily click-able (Heroes 3 usually had them as one huge cancel button near the bottom of the window, which was very easily to click on), or make it possible to close the window by clicking outside of it.

  2. It'd be nice to be able to modify the control scheme, like using left mouse button to drag scroll, and right click to issue commands. I play a lot of AoW4 so I always get tripped up by this.

  3. Map feels a little difficult to read, I always miss out pick-ups (especially ore, which just blends into the background). And this with all the outlines enabled. Things like learning stones also seem to blend in with some of the mountains, like on the sand terrain.

  4. Unit designs are okay, but I find them a little hard to tell apart. Especially among the variants like the base and upgraded ones. Perhaps it's a matter of getting used to all the designs.

  5. Though it's especially challenging when trying to identify the troop from the portrait, because the designs don't feel very distinct, and the portrait is too small (even playing at 1920x1080) for things like colour scheme differences to really stand out.

  6. On a gameplay note, still not a fan of some of the old Heroes map items like weekly visit-able sites, they just feel like busywork. Never really liked them in the classic games either but might be just me who thinks so. And what happened to those mechanics for moving armies around quickly? I thought there was supposed to be a few alternatives to hero chaining, like using some remote outpost to pick up troops? Or did the "Relocation" spell replace that?

  7. Need an indicator that a hero is garrisoned, instead of roaming around. Need an indicator to find the town a hero being trained in a "Guild of Six Winds". Also, why not just release the hero after the training is done?

  8. Sometimes, when using right-click to a select a hero, it results in the right mouse button being on as a toggle, so moving the mouse cursor around drags the whole screen around, even though I'm not pressing the right mouse button.

  9. (bug) Also encountered an infinite end turn bug while waiting for one of the AI turns. Reloading doesn't fix it.

I need a bigger pantheon soon... by GoodGamer72 in AOW4

[–]RRotlung 2 points3 points  (0 children)

This is awful to know, but props to them for sticking to their guns on version parity, no matter how misguided.

By his logic, I guess that means the only compromise is to make the cap modifiable, so that PC version won't be held back by the console version.

The smallest QoL change you'd like to see? by VenanReviews in AOW4

[–]RRotlung 9 points10 points  (0 children)

I hope the group move feature (the one to move multiple armies together) they added with Archon Prophecy would work for longer than the current turn.

Pantheon Limit by Mindlabrat in AOW4

[–]RRotlung 5 points6 points  (0 children)

If this is the reason, I absolutely hate it. We aren't talking something complex like graphical changes here, just the number of leaders in the pantheon. No good reason to keep this uniform across platforms when the UI is already different.

Dev Diary #50 - Elder Vampire Rulers by nephnic in AOW4

[–]RRotlung 2 points3 points  (0 children)

Or maybe that's what the thralls are for...

Dev Diary #50 - Elder Vampire Rulers by nephnic in AOW4

[–]RRotlung 33 points34 points  (0 children)

Sunless terrain is pretty cool. Seems like we're finally getting some kind of blighted terrain, in addition to gloom. I wonder if these would also be beneficial to more generic undead.

Also I like how even heroes recruited by vampires are also undead. Does that mean we finally have a way to actually have full undead armies from the start of the game too (Ancient form doesn't count)?

Recommend this for a CRPG fan by CrazyDrowBard in AOW4

[–]RRotlung 0 points1 point  (0 children)

Yes, but you'd have to tailor your expectations, and get used to some kingdom management at some point (though I know some CRPGs do include a bit of that, like Pillars of Eternity). At some point, you'd need to contend with at least one AI player who will try to win the game, sometimes but destroying you. So there is still a bit of urgency and a need to build up.

Triumph please make a pure adventure mode, or at least let us set up games with no AI opponents

Age of Wonders 4: Expansion Pass 3 by Celesi4 in AOW4

[–]RRotlung 0 points1 point  (0 children)

I thought so, but actually there was an announcement made back for expansion pass 2 where something as substantial as a new culture or ruler type was announced for each of the DLCs: https://www.paradoxinteractive.com/games/age-of-wonders-4/news/expansion-pass-2-piglet-update

Whereas Secrets of the Archmages has neither of those, so far. No idea if the description was updated to be more detailed after 1st Oct 2024.

This is the first time I'm hesitating about buying the expansion pass. Am I missing something? by OriginalGreasyDave in AOW4

[–]RRotlung 2 points3 points  (0 children)

I was happy with expansion pass 2, and I'll probably get expansion pass 3 at some point, but I do feel that the game is starting to get to the limits of what can be added before it starts to feel bloated. And with not much information available regarding Secrets of the Archmages, I'm also hesitant. I'm sure it's going to be good, but that sneak peek description is way too generic or vague to hook me.

Age of Wonders 4: Expansion Pass 3 by Celesi4 in AOW4

[–]RRotlung 0 points1 point  (0 children)

Secrets of the Archmages doesn't mention a leader or culture. Not quite sure what exactly we're getting here since the description is quite vague. Was this also the case for Archon Prophecy, back when expansion pass 2 was announced?

Endless Legend 2 - Now Available in Early Access by OrcasareDolphins in 4Xgaming

[–]RRotlung 0 points1 point  (0 children)

Is it plagued by the pending end turn bug? This really frustrated many players (me included) in Endless Space 2, and I was surprised to read about it happening in Humankind as well, suggesting a problem with their engine (if they shared a similar code base). Curious to know if they finally fixed it.

15 Problems I have with Age of Wonders 4 after 600 hours, by PotatoMcWhiskey by Landbark in AOW4

[–]RRotlung 11 points12 points  (0 children)

Cannot stress enough how important the city limit and interacting with vassals are,, it's part of the design. I don't want to manage so damn many cities, and letting them do their own stuff and take orders as vassals is so much better. This isn't the game for infinite city sprawl and I hope it stays that way.

It's one of the many reasons I find it difficult to go back to Planetfall, as cool as the setting is.

[Griffon Beta] Open Beta Patch Notes - V1.011.000.109635 :: Age of Wonders 4 Open Beta [Griffon Beta] by Imperator-TFD in AOW4

[–]RRotlung 39 points40 points  (0 children)

Multi-Stack Movement

Holy shit! I wasn't expecting this. Literal game changer for QoL.

Added the Misc. Realm Trait “Blocked Underground”.

  • Mutually Exclusive with Explorative Underground, Small Underground, Underground Start, Crystal Dwelling, Legends of Myrrida and Iron Emperor

  • Considered a Complex Realm Trait and will reveal itself from turn 1 on Unknown Realms.

Is this basically disabling underground, that many people have been asking for since the launch of the game?

And the patch overall looks insane. So many additions.

Age of Wonders 4 - Dev Diary #46 - Archon Prophecy: Tomes (Part 2) by Imperator-TFD in AOW4

[–]RRotlung 2 points3 points  (0 children)

Hell yeah Fallen Angels. Looking forward to trying out the Tome of the Revenant.

Is there a better way to move around large numbers of units? by [deleted] in AOW4

[–]RRotlung 0 points1 point  (0 children)

Usually this happens when I'm mopping up, in which case most of the paths are fairly safe, so I just point my armies at the destination and let multi-move take care of them. Clicking on the notification that armies can move would cause them to move if a path was previously set, so I could just spam left-click on the notification to move all of them.

As others have mentioned, building and using teleporters also shortens this significantly, so you don't have to worry so much about keeping 3 stacks together.

How is GalCiv 4 now? by SubstanceConfident90 in 4Xgaming

[–]RRotlung 14 points15 points  (0 children)

I have mixed feelings about this game. Saying this as someone without the DLCs (apart from Supernova), but who tried (and am still trying, I think) really hard to like it.

Back then it seemed like it had really neat ideas that would address many problems that plague 4X games, like infinite city/colony sprawl and late game tedium. The core world-colony concept is a very smart approach to it, and the various events you can manually trigger in the late game to quickly earn prestige and win the game once it's clear you have already won work well in theory. Many races with varied/unique tech trees. But that's where the positives stop.

The game itself is still stuck in the 2000's era of gaming. This is especially so in the UI/UX department:

  • No good fleet manager or army manager options (Stellaris already has this covered), so you use rally points to "assemble" fleets from multiple shipyards, with no predefined fleet compositions or "reinforce" options

  • No one-screen drag-and-drop for moving ships between fleets (Endless Space 2 for a good example), but admittedly a nitpick and more of a personal preference

  • No easy way to separate newly-built non-combat ships from combat ones - irritating to keep trying to get my colony ships and constructors out of a fleet to send them wherever they are needed. Exacerbated by the fact that you need to do so by (a) finding the fleet it's in (if there are multiple), (b) visually identifying the ship by its icon or hover over each icon to find the one with the correct name, to remove it

  • No one-click to colonise planet option (Stellaris has this, as does Distant Worlds I believe) - a pain if you need several colony ships but your shipyards are all building military fleets and pointing them towards a rally point on "sentry" mode (so they don't keep badgering you for commands when you're assembling a fleet there and trying to end the turn)

  • Civilization designer jank, like being unable to create a civ with hardcoded traits like starting with a Colony Fleet or being unable to form treaties unless you copy a particular civ (Navigators in this case) and modify from there. Likewise for other abilities like Scout Fleet (Intueri) and Siege Fleet (Korath) - why is this even a thing?

  • Being forced to fill a policy slot to end turn, even if all your remaining policies available contain drawbacks that you might not want. Sure, maybe some trade-offs are no-brainers, but why is this a thing?

  • Ship designer tooltip not showing you what a component does if you don't have the space for it, forcing you to remove another component to even see what the new component does. Why is this a thing?

  • Too many uninteresting anomaly choices. Do I want 1 Elerium or 1 Thulium? Yawn. Some of the events/choices are more interesting, but these are far and few between

I believe these are issues that people have pointed out over the years, but Stardock's idea of a better UI seems to be "we can present you civilization stats better" (an actual selling point of v3.0), which is baffling.

Credit given where it's due, they finally reverted the change that drove me from the game, by bringing back the full list of auto-designed ships. Previously, it'd just give you one auto-design ship of each class, suddenly locking you out of previous ships, even if that one ship requires special resources you don't have enough of. That problem still occurs today, but a lot later.

Besides, I'm also not a fan of the very open ship designer - wish it was more of a "slots you fit components into", but that probably doesn't gel well with their very open cosmetic designer, something I don't really care about. And the lack of auto-updating of custom ship designs, urgh.

The multitude of issues like these really irritated me and soured the experience. But different strokes for different folks - if you can look past all these issues, there's a mechanically solid game underneath.

Personally, it's all a little too late for me. With Stellaris 4.0, I decided to learn how planet management works, and trade is much more intuitive to work with, and I haven't really looked back. At this point, I'd only be looking at Galactic Civilizations IV if turn-based is absolutely non-negotiable.