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Call of War
Ein Multiplayer Browser-Aufbauspiel im Zeichen des 2. Weltkriegs

2018-08-14 13:12:02| Posted by myl_supporter

Wir beginnen hier mit den Aufbau einer BF-Community für das Browserspiel "Call of War".

Übernimm die Kontrolle einer mächtigen Nation in der Zeit des 2. Weltkriegs. Erobere Provinzen, schmiede Bündnisse und baue deine Wirtschaft auf.
Leite eine Koalition oder schließe dich einer an.

Bei Interesse organisieren wir Turniere, bauen eine Liga auf oder veranstalten Szenarien.





Related Links

Forum | Download

Call of War
Ein Multiplayer Browser-Aufbauspiel im Zeichen des 2. Weltkriegs

2018-08-14 13:05:21| Posted by myl_supporter

Wir beginnen hier mit den Aufbau einer BF-Community für das Browserspiel "Call of War".

Übernimm die Kontrolle einer mächtigen Nation in der Zeit des 2. Weltkriegs. Erobere Provinzen, schmiede Bündnisse und baue deine Wirtschaft auf.
Leite eine Koalition oder schließe dich einer an.

Bei Interesse organisieren wir Turniere, bauen eine Liga auf oder veranstalten Szenarien.





Related Links

Forum | Download

CIV6 Tournament
Every civ player is welcome!

2018-08-14 12:32:19| Posted by myl_supporter



We invite all CIVLers to our MP Tournament 2018!

Played in PBEM mode (live multiplayer possible as desired).
In order to play in the tournament you need an account on BF and in the civforum!

If interested post accordingly in the thread of civforums.
There are all information!




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CIV6 Turnier
Jeder CIVler ist willkommen

2018-08-14 12:30:02| Posted by myl_supporter




Wir laden alle CIVLer zu unseren MP Turnier 2018 ein!

Gespielt wird im PBEM Modus (Live Multiplayer möglich nach Wunsch).
Um bei dem Turnier mitzuspielen wird ein Account auf BF und im civforum benötigt!

Bei Interesse postet entsprechend im Thread des civforums.
Dort stehen alle Informationen!
 




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Einladung zum MP Turnier 2018
Bitte tragt euch ein

2018-08-14 12:28:29| Posted by myl_supporter



Wir laden alle CIVLer zu unseren MP Turnier 2018 ein!

Gespielt wird im PBEM Modus (Live Multiplayer möglich nach Wunsch).
Um bei dem Turnier mitzuspielen wird ein Account auf BF und im civforum benötigt!

Bei Interesse postet entsprechend im Thread des civforums.
Dort stehen alle Informationen!




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AoW: Planetfall collected knowledge - updated 19 July
This article puts all that we know about AoW: Planetfall in one place! It's long but it contains all you want to know. It will be updated regularly to include the latest published information.

2018-08-13 23:04:36| Posted by Hiliadan

Introduction by iHunterKiller
I was only a young child the first time I played a game in the Age of Wonders series. The famed AoWII demo disk from a popular UK gaming magazine that featured a map with Yaka and his tigrans facing off against Meandor and Julias respective elven factions.  

I ended up playing the AoW games everyday after school which helped to spark the inner TBS gamer within me. Fast forward many years and I was overjoyed to be involved in the first wave of beta testing for AoWIII.

All of this backstory is simply to say that I hold the series near to my heart, and so as you can imagine, I was very skeptical of the announcement for the new game. A sci-fi game.. using the Age of Wonders prefix? Thats.. Blasphemy! Did your new parent company force you into this decision!!? My mind started racing to very nefarious places during that initial live stream.

However, while we don't have a whole lot of information yet, I have spent a fair amount of time gathering up everything we do have and suffice it to say, I am intrigued and cant help but find myself feeling positive for the future of the series.

Let me tell you why.


  • First of all, we don't know whether or not the sci-fi and fantasy universes are one and the same, but either way, it doesn't really matter, because this doesn't mean we have seen the end of the fantasy games. The developers are simply taking a break as they have been working on fantasy since the company's inception!.

  • Secondly, the game is using the same mechanics we associate with AoW. The world map and combat systems return, even the amazing campaigns and modding tools are all a heavy focus of the devs. We are basically looking at a beefier AoWs game given a sci-fi spin. And I don't know about you, but as Im still immensely enjoying AoWIII, I am so happy to have a different type of game to enjoy alongside its fantasy counterpart.

  • Finally, the game has the same team behind it that worked on all of the previous Age of Wonders games. The same nerds who designed the mechanics, who wrote the story and who composed the score. They are passionate about sci-fi in the same way they are passionate about fantasy and at its very heart, that is something to be looking forward to!



Ok! So the future is bright - but what about the game!? Well, it's sounding like the natural evolution of the AoWIII formula, with each featured beefed up to the max.

What we have come to expect remains:

  • The “race & class” combo returns with a few changes. Now its “faction & technology” and your choice of race will be much more important than it was in AoWIII.

  • However, entirely new species have been created just for this game and while some of them share similar traits and characteristics compared to the classics such as dwarves, they all have something that separates them from their fantasy counterparts.

  • The world map and expansion system makes its return too, with a few improvements. The entire map is now broken into sectors, each one specialising in something different. One of them may allow you to establish a new settlement, while another can be bolted onto a previous settlements domain, unlocking new features. The idea is fascinating and should help to both speed up the game, while making empire management both more engaging and entertaining.



A human looking settlement with a human guardian & new artwork throughout the image! Checkout all those lovely looking sectors around the place too, oozing with loreful names.


  • The game engine has received a massive overhaul as now everything is much more focused around long range combat. This has changed the flow of the game and new mechanics have been introduced that keep things interesting. Including the return of flying units!


More critical decisions have been added to the games world map, to counterbalance the already amazing combat side of the series:

  • Colony management is more involved, with a population points system that can be moved around within a sector to specialise in certain areas increasing productivity where needed.

  • An enhanced diplomacy system is woven into more areas of the game and further increases the fun factor on the world map.

  • A new unit blueprint system has been introduced, unlocking the ability to create multiple versions of the same base unit - using different loadouts. For example a marine with a anti-infantry or anti-heavy weapon.



The game isnt even in an alpha state yet and I am already falling all over it with joy at the information that has leaked out over the past few weeks. So far so good. There are still many areas of the game we know so little about, but if you want to find a run down on all the information we do know, keep reading for a full list.


Check the 6 different logos painted on the walls. Perhaps these represent something... a form of Easter Egg perhaps of the 6 races logos? Who knows

Publishing features

  • Main Website

  • Announcement Trailer

  • Release Date: Circa 2019

  • Platforms: PC, Mac & Console

  • Sound Designer: Michiel Van Den Bos

  • Story Designer: Ray Bingham

  • Blurbs

    • eXploreUncover the history of the fallen galactic empire as you explore lush landscapes. Encounter NPC factions and rival houses, and discover hidden technologies that can strengthen your society.

    • eXpandCreate your own unique House, and build prosperous colonies through economic specializations of planetary sectors and governing doctrines.

    • eXploitAchieve your end goals through conquest, diplomacy or doomsday technologies. Engrossing options with NPC factions and rival Houses won’t make the decisions easy!

    • eXterminatePerfect your combat strategy in intense turn-based battles that offer tactical challenges, a large cast of races, units with customizable weapons, and destructible environments.






The dead skeleton from the trailer video, does that flower mean something? Who knows!

Thematic Info

  • It's still an Age of Wonders game, however technology replaces most magical abilities. There are also psychic races that help to represent magical abilities.

  • The game is using a custom mythological science-fiction setting, based around a long forgotten fallen empire called the Star Union. It is unknown whether or not it is set within the same universe, however, the races are certainly unique to this game.

  • Consider the setting a blend of Alpha Centauri & Fallout on a vastly increased scale, featuring multiple worlds all secreting away old technology among various other mysteries of the Star Union.



Core gameplay features

  • 6 Major Races

  • 4-6 Dwelling Races (an expanded independent factions system which is akin to Dwellings of AoW3 or the Spirits of AoW2)

  • A secret/ancient technology system in place of the class system from AoW3

  • A sector system that covers the world, defining what you can encounter, connected to the Random Map Generator system

  • Procedural generation – both in skirmish and campaign modes

  • Considerably larger world & battle maps, compared to previous editions of AoW

  • A module & blueprint system allowing you to customize units, keeping low-tier units competitive throughout the game

  • New resource systems that make empire building and management more engaging

  • A new system to manage the amount of high-tier units that can be fielded at any one time was briefly mentioned, but little documentation exists at this time.

  • A revamped diplomacy to incorporate various new systems of the game

  • Hero & Leader Units with an expanded mount system

  • A strong focus on ranged combat and tactical elevation

  • The return of adjacent hex rule (to bring multiple armies into battle) and of a maximum stack size of 6 units

  • All of the usual multiplayer modes we have come to expect from the AoW series, with a max player count of 12

  • Terraforming both the world and battle map



Combat



  • 6 different damage types exist: Kinetic/Explosive/Laser/Biochemical/Psionic/Arc


    • The racial weapon techs (primary researched weapon tech types, but not necessarily the only damage type a faction will deal) follows this matrix:


      • Vanguard: Kinetic/Laser

      • Dvar: Kinetic/Explosive

      • Kir'Ko: Psionic/Biochemical

      • Amazon: Laser/?? (probably Laser/Biochemical)

      • Assembly: Kinetic/?? (probably Kinetic/Arc)

      • Syndicate: ?? / ?? (probably Psionic/Arc)


    • No faction at release uses Laser/Arc, because "The lack of flexibility the race would face might be problematic."

    • Compared to previous AoW, the following comparisons can be made:


      • Kinetic is roughly Physical damage

      • Explosive is (likely) a split between Physical/Fire (Thermal)

      • Laser is roughly Fire (Thermal) damage

      • Biochemical is roughly Acid/Poison damage

      • Psionic is roughly Spirit damage


        • Psionic damage ignores armour rating, and is only reduced by shield rating and Psionic resistance.


      • Arc is roughly Lightning/Shock damage


    • Currently, no unit uses multi-channel damage abilities.




  • There is no deployment phase, however the battlefields are now considerably larger, containing interactive objects that can be used for cover and even be destroyed under sustained heavy fire.

  • With larger battlefields, a stronger focus is placed on ranged combat than ever before. This has allowed permanently air born units (who can't be hit by land melee units) to make a return to the game.





  • You can also use large vehicles or even summoned interactables such as a drop pod as cover, gaining a boost to your defenses.

  • Technology replaces magic: Now called “Operations”, You can call in off-screen assistance in the form of; artillery and orbital bombardments, marine drop pods, napalm style attacks, and much much more.

  • Natural Terrain & Tactical Elevation: Citadels, Biodomes, Terraces and more. While nothing has yet been set in stone, raised and lowered elements of terrain is planned and should affect cover, hit chances, movement, the value of flying units, etc.

  • Sieges: The siege system has been redesigned. We know maps are much larger now and that elevation now plays an effect. Attacking from building terraces was discussed.




Combat between some form of stout looking mechanized species and some other type of biological race. Could these be the space dwarves and could those be some form of goblin? Who knows!


  • Defense Mode: Provides a 25% reduction in hit chance against the unit.

  • Ranged Overwatch:


    • Uses your remaining action points to enter overwatch and aim a cone of fire in a given direction.

    • The unit will fire upon any enemies which enter said cone of fire, a number of times equal to the amount of action points it had remaining.

    • Primarily available to 'rifleman' and 'sniper' styled units, although generally defensive units may qualify for it as well.


  • Melee Overwatch:


    • Melee units go into a melee range overwatch at the end of their turn, even if they took an action that turn.

    • Provides a free attack against any unit which attempts to move past them or fire at them in melee.

    • It is not confirmed if this drains their action points, but it likely will.


  • Stagger:


    • Impact attacks can stagger units and break their Overwatch stance.

    • High impact attacks break Overwatch of Light units.

    • Massive impact attacks are needed to break the Overwatch of Heavy units.







  • Action Points: A similar system to that of AoW3, however draining action points works a little different now that ranged combat reigns supreme.

    • Certain attacks and abilities can stagger an opponent which knocks them out of stances like overwatch or guard mode and also drains them of their action points too.








  • Hit Chance: “Controlled randomness” A combination of AoW2s hit chance and AoW3s Action Points has resulted in the chance to


    • Hit for full damage

    • Graze for half damage (up to 25% chance)

    • Miss for no damage

    • These will likely result in much more countering and careful advances than previously with an increased focus on ranged units that should make this quite an interesting and fun addition.

    • Accuracy:


      • Default, unmodified, accuracy of basic rifle like the Vanguard T1's rifle will likely be 90%

      • Long range attacks have lower accuracy

      • Targeting units under cover also lowers accuracy; smokescreens can be deployed to create cover

      • Shooting at units at lower height than oneself increases accuracy

      • It is not entirely confirmed, but it is at least implied that successive shots, and possibly Overwatch in general, experience accuracy penalties


    • Example: for an accuracy of 80%, the hit chance is 80%, the graze chance is 20% and the miss chance is 0%. For an accuracy of 40%: hit 40%, graze 25% and miss 35%.







  • Damage calculation


    • Each additional resistance point reduces damage by 10% compared to the damage without this extra point, so additional resistance has diminishing returns.

    • The formula is D = I x 0.9^R with I = Incoming damage D = Actual damage taken R = Damage resistance (sum of shields, armour and elemental resistance)


      • The shield value is ignored by melee attacks.

      • Armour and shield values can be reduced, but not into the negatives. Elemental weaknesses are the only way to use the damage formula as a damage amplifier.


    • The first few points of resistance reduce damage by roughly 10% each, but as more is stacked, this decreases rapidly. The difference between 10 and 11 resistance is only 4% for instance of the incoming damage.

    • Flanking


      • Deals +20% damage

      • Also triggers damage bonus (e.g. Exposed Flank or Flanker abilities)



  • Ranges (hexes)


    • Short: 3

    • Medium: 5

    • Long: 7

    • Extreme: 9


  • Insta-death abilities


    • Some abilities can instantly kill enemy units (like Invoke Death in AoW3). For instance the Plasma Disintegrator Module is an end game module for laser weaponry, allowing attacks to strip armour and giving a chance to insta-kill tier 1 and 2 units.






Races (6)

  • Each race is designed around its own unique set of mechanics and at least 2 of these are psychic based, 1 of which is the Kir’ko.

  • Each race will provide 12 stock units.



The Vanguard

  • Are an old expeditionary task force that were sent out to claim new worlds on the frontier of the Union. The Vanguard are hardened pioneers and marines with few ties to the old world; the effects of time dilation matter little to them.  When they arrived at their destination and emerged from cryo-stasis, the Vanguard found out the Nexus had gone black, and they had no way to return. In the time they had been traveling, the empire they were sworn to protect had fallen. Because of this delay, the Vanguard resemble imperial forces from before the fall.

  • The Vanguard specialize in drones and autonomous robots.

  • Their faction leader is called Jack Gelder, his city is called Fort Gelder.

  • Favoured terrain: Arcadian

  • Known Units:


    • T1


      • Marine

      • Liberator









    • T2


      • Assault Bike


        • A high speed vehicle designed to engage enemy units at medium to close range, it mounts powerful, high impact laser weaponry but sacrifices armor along its flanks to make up for it

        • Exposed Flanks: loses two points of armour when flanked

        • Focused Laser Array: medium range, single target attack, moderate amount of thermal damage; High Impact attack which knocks Light Units into an adjacent hex

        • Wild Laser Array: fire over the 7 hexes directly in front of it; stagger enemy unit it hits

        • Stagger Resistant (originates from Heavy Unit): can only be staggered by Massive Impact attacks










    • Tank

    • Mech Walker

    • Their engineer unit can deploy a turret

    • Their T4 specializes in launching various types of drones in combat to provide defensive and offensive support.





Humans, and some weird tiny units in the background (look over the guy in the coats right shoulder!).

The Amazons (Name is TBC)

  • Are a brutal race of warrior women who biologically enhanced themselves as well as savage alien races to use as their tools, in an effort to better crush their foes.

  • They have been described as an all female nation of MMA fighters, riding brutal dinosaurs into battle.

  • A parallel has been drawn between them and elves. (Though I assume very dark, evil elves)

  • Favoured terrain: Arcadian

  • Known units


    • T2





The Dvar


  • Are a faction of planetary miners who entered the most hostile places in space using their powerful suits to shield themselves from radiation, heat, etc. during the Star Unions reign.

  • Now, nobody knows exactly what they look like, as they live within their suits, and you never see their faces. It's like... do Dwarven women exist – AoWP style!

  • Even when you customize their appearance, you’re customizing the eye holes, adding an exhaust or an extra tube, etc.

  • Their methods are based around explosives, tectonic shifts, etc. and so their battlefield mechanics are themed around area of effects and staggering opponents.

  • Known units:


    • Bulwark


      • Unlimited Overwatch: allows a full three shots against all targets that enter their cone of fire when in Ranged Overwatch, regardless of the remaining action points.




The Assembly

  • Represent both a brutish orclike race, as well as a skittish goblinoid people. They have also been heavily modified and many of their body parts have been replaced with mechanical legs or even tentacles.

  • One of their units can take apart corpses and rebuild them into spider bomb robots.



The Kir’ko

  • Are a race of rational, sapient and psionic insectoids that were once enslaved by the Star Union, giving them a bad predisposition towards human houses

  • Inherent traits:


    • Swarm Shield: gains a non-stacking bonus of +2 shields when adjacent to other Kir'Ko units

    • Rapid Regeneration: heals +6 bonus HP per strategic turn on the world map

    • Favoured terrain: Fungal


  • Known Units:


    • T2


      • Hidden:


        • One of the descendents of the Kir’ko queens, who were wiped out by the Star Union. Bred as guerilla fighters, the Hidden championed the cause of Kir’ko rebellion from the shadows. As with all Kir’ko females, the Hidden have powerful psionic abilities, which they use to both attack and elude their foes.

        • Defense Mode: Evasion: provides a further 25% reduction on top of normal Defense Mode, for a total of -50% chance to be hit.

        • Universal Camouflage: grants concealment on all terrain types.

        • Shrouded Step: ability similar to Shadow Step in AoW3: teleports the unit at short range and also creates an accuracy-reducing smoke cloud in the target and all adjacent hexes upon arrival.

        • Psi-Rifle: uses all the action points.

        • Psi-Rifle Snap Shot: can be used after moving.

        • Improved Overwatch: gets an accuracy bonus for overwatch shots.










    • The Kierco equivalent of the Vanguard Marine is called a Frenzied, who gain a bonus for each attach they make.

    • The Kierco equivalent of the Vanguard Tank is called a Ravenous. Mechanically similar to the Harvester from AoW:SM, they can eat units whole and then lay eggs to spawn new units of their own.




A unknown race

  • Very little is known about them other than they are currently using an eastern architecture design and is themed around slavery.


Secret Technology “Classes”

  • You choose a type of secret technology that you start the game with.

  • This determines your research and “class” based abilities and units.

  • Every class will provide a race with around 4 additional unique racial units.

  • You can unlock additional secret technologies from “old tech black sites” scattered throughout the maps.

  • Promethean Technology – Designed to destroy enemy of the Star Union from within or without.


    • The Promethean specialize in weapons that leave areas of the battlefield on fire, providing area denial abilities. They can also mod their units to be immune to this fire, or even gain buffs from it, allowing them to reshape the battlefield to their advantage.







  • Xenoplague Technology – Unknown! We need more info.



Planetary “NPC” Natives
Wildlife Independents

  • These are the mindless and disorganized units that you will be encountering throughout the maps, that do not belong to an empire.

  • The confirmed units so far are Giant killer insects and the Quartzinites: A varied race of creatures made from types of stone.



NPC Factions (aka Dwellings)




  • The independent faction system from AoW3 has been fleshed out and are planned to have a more important role within the game.

  • They are intended to represent the people that survived the fall of the Star Union, but are not powerful enough to amass system or even planet wide control.



  • Paragons


    • The Union’s privileged citizens and praetorian military. Named after the Paragon Augmentations company that provided them with the extensive bionic implants that unnaturally extended their lives.


  • Known examples of these include:

    • Undead Cyborgs

    • Mutated Plants

    • Space Jellyfish





Unit characteristics

  • Units are classified as Biological or Mechanical. This influences the module they can use.


    • Mechanical Units automatically have 4 Psionic Resistance and 2 Arc Weakness, similar to Machines having Spirit protection (immunity) and Shock/Fire Weakness in AoW3. Biomechanical attacks have been stated to include such effects as armour-shredding acid, being designed as a counter to the generally highly-armoured Mechanical units.


  • Some units are classified with the 'Core' trait.


    • While unconfirmed, it is noted that of the revealed units, only T1 units so far have been Core, and one can extrapolate that 'Core' units are likely the units available to be produced by a faction without requiring further research.


  • Different sizes:


    • Light Unit

    • Heavy Unit


      • Standard property given to most vehicles and larger units.

      • Gives Stagger resistance (staggered only by Massive impact attacks).

      • The unit will not turn to face its attacker when shot at.


    • An undetermined title, but at least one larger size

    • So far, this primarily appears to relate to Impact/Stagger effects, with Heavy Units having Stagger Resistance which counters High Impact, but not Massive Impact strikes. Also, Heavy units do not turn to react to flanking strikes.

    • A 'Large Target' trait also exists. It is presumed to relate to the fact that you can now aim at units later in a line, and have a chance to hit any of the targets, with a multi-shot attack. Large Target in this case, would likely make the given unit more likely to be struck, making it an effective blocker unit.


  • Unit Blueprint & Module system:

    • A fairly unique system whereby you research “modules” based on your race and/or secret technologies – each of which can only be applied to specific unit types.

    • Units can have up to 3 modules.

    • In order to build units using those modules, you need to design a blueprint or template which you can name, and then build its “prototype”.

      • Each new unit of that type built after the prototype will use the set design and previously built units can be also be upgraded to that design too.



    • This lets you develop and field various versions of the same stock unit, each specialized to counter a specific threat. This also means that through micromanagement, you can choose to field low tier units and keep them competitive throughout the game, instead of relying on high tier units as soon as they become available.

    • It's worth noting that some races modules can be used by multiple races, while others are locked to only a themselves. Such as Amazons using Vanguard guns, while only the Kir’ko can use their organic weapons.



  • Experience and ranks


    • Currently, unit rank ups are primarily set to increase health and accuracy values, with the unit module system designed to provide extra abilities to units. The devs have looked into providing enhanced modifiers towards a unit's core trait purpose, though, at higher ranks. Bonus towards a Bulwark's Overwatch, or a Lancer's flanking effectiveness, for example.


  • Unit icons updated on the go: a snapshot renderer will update units' icons based on the modules they use, etc. It will also save icon creation time for modders.






Strategic (world) map


  • Your settlements now spawn their own set of defenders, meaning you no longer need to place a world map army on the side to have a garrisoned force during tactical combat.


    • You can increase the levels of protection through buildings, such as city-wide shields.


  • Sector System:

    • The entire map is now broken up into named sectors (a similar game mechanics to the Mystical City Upgrades from AoW3), and a single sector can be as large as an AoW3 cities domain.

    • Different sector types:


      • Wilderness Sectors follow natural boundaries and reflect their terrain. They contain one biome and a number of natural terrain features - these define the sector's base resource yield. Players can expand their colonies into Wildernesses and develop them.

      • Coastal Waters: similar to Wilderness Sectors.

      • Landmark Sectors contain high value, large Imperial ruins providing unique benefits. Landmarks “occupy” the sector. This means they can be annexed by your colonies, but you can’t found a new colony on them. Some examples:




        • Elysium Park: lets you recruit Las Vegas style entertainment industry androids.

        • Xenolife Institute


      • Dwelling Sectors: Contain the bases and cities of NPC Natives. Smaller spawner-like camps you can clear through diplomacy or force. Larger habitats work like landmarks in the sense they they occupy a sector.


    • Sectors may provide unique story content, such as quests and side missions.

    • Additional Structures and Effects: Next to sector occupying Landmark and bases, there is a collection of secondary structures to be found. They include resource nodes, pickups and visit sites. Then there are defenses and hazards that work as status effects for the entire sector.

    • Colonies are expanded by adding sectors to them, these sectors can subsequently be specialized in one of the main resource types and further upgraded. Landmark Sectors provide unique benefits to the colonies. Higher level landmarks unlock new city upgrades, or unlock new Doctrines.

    • The number of sectors a colony can annex is dependent on population level, as well as research allowing you to settle certain types.

    • Players may lay claim to lands by building Forward Bases in sectors. Sectors can also be captured and traded individually.


      • Forward basis cost rather than yield resources.


    • A Sector Analysis screen will detail information related to each sector: structures, incomes, and unlockable Doctrines (primarily for Landmark Sectors), etc.






The Sector Analysis panel on the right


  • Terraforming on the world map makes a return, including the ability to lower and raise terrain and likely even erecting new mountains altogether.

  • The world map is based around a single planet, though the campaign will span an entire system or even galaxy.

  • Various map layers, such as underground, shadow realm, atmosphere and orbit are in a concept phase at the moment and may not make it into the game at all. *sad face*

  • The world map is still square, but it now loops around on the west-east axis. Letting you continue marching in one of those directions without stopping.

  • There are five main land biomes + oceans. Planets are thus made of frozen wastes, lush jungles, and deserts, with their own alien flora and fauna.

  • The different biomes have varied resource yields to be exploited through research.

  • Planets can be created from templates or the player can adjust settings (including the amount of Star Union Ruins for instance).

  • All procedural generated planets get a name and are plotted on the Star Union’s galaxy map.

  • Movement and healing


    • Standard move speed values are 24/32/40.

    • Being within Friendly Territory causes a unit to recover +6 HP per strategic game turn. It has been implied, but not outright confirmed, this may be the only way for units to normally regain health, applying a form of attrition to the game. It is notable that this healing also applies for units tagged as Mechanical.




Economy


  • Colony Management & Resources:

    • Excess production and research points will overflow so as to not go wasted.

    • Roads are now automatically built between your settlements / sectors.

    • Sectors yield special resources and the terrain or biome a sector is based on determines the types of bonuses available.

    • What these resources do exactly is unknown, but they will provide some form of benefit based on the settlement its attached to. This makes it vital to snake your empire across a map, to soak up these resources into your sector chain, effecting each settlement within.

    • A new system has been introduced that allows you to designate what your Colonists (population) are working on, to better exploit these resources.

      • A new settlement will start off with a few Colonists. Colonists from all sectors are pooled together and can be assigned to specific tasks. Such as:

        • Working towards increasing the food stores which helps with settlement growth.

        • Sending your workers to the factories will increase production speed.





    • This seems like an an improved version of the old settlement build queues, seemingly allowing you to work on multiple things at once by moving people around to speed up certain outputs.

    • Colonist assignment is fairly straightforward and can be fully automated. Colonists act as wiggle room in the economy (on top of flat income sources). Colonists are assigned per resource channel (and not per sector or per tile).








  • Command Point & High Tier Unit System:


    • Command points are assumed to work like casting points, without drawing from a pool of mana.






      • They let you use special abilities during combat or on the world map and reset upon the beginning of each new turn.





Victory conditions


  • Super Weapons:

    • Little is known, but these are presumed win conditions for a Skirmish game and a campaigns end goal, such as the shadow gates.

      • There are at least a few different versions of these “super weapons” around and they are supposed to be so powerful that they could have wiped out the entirety of the Star Union.

      • Converting to a hive mind was hinted at as the level of power to be expected by these super weapons.

      • Another was the Genoplague (which may be a simple high tier “spell”), which lets you mutate soldiers or even an entire colony with a virus that rewrites their DNA.

        • Rewriting colonist DNA could change how they deal with the environment they live in,

        • Rewriting soldiers DNA could result in them becoming freakish monsters, able to stab enemies with their sharp but fleshy appendages.










Diplomacy




  • Happiness & Alignment & Diplomacy Mechanics:


    • These are all now interwoven, being either revamped or entirely rebranded versions of previous systems.

    • Happiness should work “better than in AoW3” on both the tactical and world maps, while alignment is heavily woven back into the diplomacy system.




  • Threats, costing Influence, can be added to diplomatic requests. Declining can give the opponent casus belli.

  • Available diplomatic requests include:


    • Open Borders (unlimited or for a fixed duration)

    • Truce (unlimited or for a fixed duration)





Character customization

  • Your leader unit in both the campaign and skirmish maps are referred to as a Commander, instead of a Wizard, Leader, Rogue, Dreadnought, etc.

  • Campaign leaders can be visually customized.

  • AoW:SM style perks are back for Commanders.

  • House System:

    • Create your own “house” and play under its banner. How this affects the game is completely unknown at this point.

    • Though Triumph Studios have stated that they are unhappy with it and as with everything else at this point, is subject to change.





Campaign

  • The Random Map Generator is hooked into all areas of the game, including the campaign for maximum levels of replayability. Core sectors will remain the same for plot reasons, but what you find in between may be different every time you restart the map. What is loaded into these sectors is likely dependent on your difficulty settings.

  • Each campaign has you resettle a single world, which is procedural generated according to your inputs.” <source>

  • Similar to previous AoW campaigns, you can choose which of the factions you want to play as at set points within the campaign.

  • In an interview we are perhaps given the indication that you can choose which type of map you want to deploy on next, through your choices and the use of the Random Map Generator:

    • ‘The Star Union was was so big that there are thousands of worlds to chose from.’

    • However it is possible that this is simply referring to a lore reasoning behind skirmish maps.





Modding & Mapping

  • Though its not confirmed yet, the devs are pushing to have the Randomly Generated Maps savable for future editing and personal use as scenarios. The hope is that you could take a campaign map and designate which sectors are randomly setup.

  • The games uses a 64 bit engine, allowing for a huge array of items to be added to the game, making it easier to mod in new units and even entire races.

  • We will be able to craft new tactical combat maps, and partially randomize them too. For example, we can make a fort map and then randomize the locations of the trees and rocks around it, in any area we specify. You can then assign an array of maps to an encounter site and one will be picked at random.



  • Modding in new damage channels is not currently supported, and is unlikely at release.

  • Both Modding & Mapping tools will be available on launch day.



Story Information

  • The thousands of worlds of the Star Union were connected through a network of wormholes, called the Nexus. This allowed faster than light travel and fast communication between the worlds.

  • As the Star Union grew from dozens to thousands of worlds, the Union deployed a governance system at the heart of the Nexus called CORE (short for Conscientious Omnipresent Regency Engine), which gathered and processed data from across the Union. At the start of their term, Emperors and Planetary Governors would be connected to CORE, opening their minds to the immense interstellar dataflow.

  • Terratech is a biotech company which did the Empire’s Terraforming and ran scary genetics programs. They left guarded black sites on various worlds where they experimented on people. These have become treasure sites within the game and could contain Secret Technology. Terratech is also embedded in the origins of various post-collapse factions through the enslavement and forceful augmentation they forced upon sentient races, such as the Kir’ko, through painful genetic modification.

  • After the Collapse clusters of stars at the heart of the Union ominously disappeared and gravitational storms made travel through the Nexus impossible.

  • The story begins rather grim and dark as you emerge from your homeworld to find the Star Union empire you once knew, loooong gone. The game soon evolves into a more mythological sci-fi setting when events unfold and the campaigns will give you the option to create a new Age of Wonders, or plunge the galaxy back into darkness.

  • The various races, factions and houses of the game were once close with each other before the fall of the Star Union, but after so many years of isolation, they no longer recognize each other.

  • The game begins not long after the hyperspace lanes reopened as the races dash towards the heart of the once burgeoning Star Union space empire.






  • The game will feature a fully fledged map of the galaxy, and every campaign and skirmish map has been placed on the Star Map, showing exactly where that map is located.

  • The AoW fantasy world of Athla is potentially connected to the AoWP universe and placed on the Star Map, based on an interview with Lennart Sas at PDXCon2018.

  • These maps all have emergent story lines providing hints of past events. The overarching story comes in the form of the Campaign mode.



Technical specifications

  • 64 bits

  • Improved renderer:


    • Full anti-aliasing support

    • Soft shadow support

    • Optimized for high res-displays (4K) – Interface scaling

    • DirectX 11 (AoW3 uses DirectX9)

    • Improved multi core support





The Creator Engine 4.0 uses modified Physical Based Rendering (PBR) to render beautiful visuals!



Gains in visuals between AoW3 and Planetfall


Disclaimer

  • Everything in this article is conjecture and picked up from forum threads, convention attendees, press sites and dev diaries. The game is a long way off and this article is not a clear representation of what the final product will be like.







Call of War
Ein Multiplayer Browser-Aufbauspiel im Zeichen des 2. Weltkriegs

2018-08-13 18:55:45| Posted by MuffinMan

Wir beginnen hier mit den Aufbau einer BF-Community für das Browserspiel "Call of War".

Übernimm die Kontrolle einer mächtigen Nation in der Zeit des 2. Weltkriegs. Erobere Provinzen, schmiede Bündnisse und baue deine Wirtschaft auf. 
Leite eine Koalition oder schließe dich einer an. 

Bei Interesse organisieren wir Turniere, bauen eine Liga auf oder veranstalten Szenarien.





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Interview of Jean de Metz & Melciar - 3rd of the 2016 2vs2 PBEM Tournament (part 1)
Interested in getting some insights into the strategies of some of the best players of AoW3? Want to know what they think are the best combos and units? This is the first of a series of 3 interviews with the players who qualified for the final phase of the 2016 PBEM 2vs2 Team Tournament, which involved 16 teams.

2018-06-17 00:23:51| Posted by Hiliadan

Jean de Metz and Melciar formed "The green elephant" team for the 2016 PBEM 2vs2 Team Tournament. Outside the tournament, Jean is a member of the team King Serpents (ranked #2 of the team ranking), while Melciar is without team, but both have known each other for many years and used to play in the same community during the AoW2 and AoW2:SM era. Jean is one of the three "Masters" of AoW3 in the individual ranking and arguably one of the best PBEM AoW3 player ever. Melciar is a Veteran player, currently ranked #15, partially thanks to his team victories with Jean.
Both players speak Russian (Melciar is from Belarus), which definitely help them to play together, despite a huge skill imbalance and different personalities.


Melciar's stats: a respectable 68% win ratio, with a number of victories playing in team with Jean

Four interviews had been published for the 2015 PBEM Duel Tournament, you can find them here (check out their answers about the best units by tier, the answers are funnily always different):
- Sjow (4th)
- Fistandantilus (3rd)
- Skuns453Lirik902 (finalist)
- gabthegab (winner)

This is the first part of the interview, the second part will be released later as we were lucky to get a lot of content in the answers of Jean and Melciar!


1/ First a little background on your IRL (if it’s not secret!): where are you from and how old are you?

Melciar: I was born 400 years ago in the mountains of Scotland and I'm still alive...
Well, it's a joke. I'm from Belarus and I'm 33 years old.

Jean: My name is Vadim, I'm from Moscow and I'm 27 years old.
 
2/ When did you start playing AoW and AoW3?

Melciar: I started to play Age of Wonders 2 in 2004. Later I tried the first title of the Age of Wonders series. I have to tell you about a wonderful site, aow2.clan.su. Once it was a place where Age of Wonders 2 Russian fans used to gather and play with each other (now it is ancient ruins where archon undead units live). That solid online community appeared at the end of 2007 and games were held at least several times per week. Only online games. More players began to join us and soon we started to play tournaments. We had some foreign players too: Griffith and his brother Munatauras from Finland and Jeronimo from Argentina. Hellbrick and Jean came to play too. The former created MP Evolution mod which was pretty popular and was used even by foreign online players. The last tournament of this community was held just before the release of Age of Wonders 3. It was a good time, I would say.
Jean: It's a long story and I'm willing to tell it When I was 10 years old my mother found out that a native German had just moved to our apartment block. He was a teacher of German language and he married a Russian lady. As he lived in the same house it was really convenient for me to go to his apartment once a week and study German. He was a good teacher, it was me who didn't study well =) I have to say I was more interested in sport events, books, friends and table games at this age than in studying German. I was really stupid. He later moved to another district of Moscow and I forgot everything he taught me.
His name was Oliver and he liked strategy games a lot. While waiting for his pupils to visit him, he played several turns in Heroes of Might and Magic 2. One day I came and saw him playing a very strange game. When I asked what its name was he looked at me seriously and replied: "Age of Wonders!" He didn't show it to me because we began to study and soon I completely forgot about it. Several years later I was passing by a PC games store (there was no Steam at that time and kids had to buy games in stores) and I decided to come in. I wasn't really interested in buying anything; I just loved to watch all those disks standing on the shelves. Suddenly I saw a game and it clicked in my mind: I remembered the name! It was Age of Wonders 2. The game was brand new, I bought it and soon it became my favorite game and stayed so for many years. Later I bought the Shadow Magic expansion. Of course, I tried the first part of the series - the game my teacher played. I liked it too, especially the soundtrack. I was very happy to hear it once again, now in Age of Wonders 3.
I played Age of Wonders: Shadow Magic online for many years. We had a hamachi network where we used to gather. There was a forum of Russian fans where I met Melciar, Hellbrick and many other good players. You should read Melciar's answer to find more about it.
I started to play Age of Wonders 3 when it was released in 2013. Unfortunately, I soon ran out of free time and made a long break. Now I'm playing PBEM and I'm a real fan of it.
 
3/ Do you usually play AoW3 in single player, PBEM or multiplayer?

Melciar: I'm not interested in single player. At all. When I had more free time, I used to play online a lot. Now - only PBEM, with rare exceptions.

Jean: I play only PBEM. Online games take too long to play. One day I will play the campaign because I haven't played any of its scenarios at all.


Jean's impressive strings of victories, leading him to a 88% win ratio!
 
4/ How did you choose your combos during the tournament?
Melciar: My best combo - to team with Jean, haha. In fact, all my combos for this tournament failed to show good results. Maybe because I still consider myself to be an online player and I haven't got accustomed to PBEM yet.

Jean: Soon after I started to play in team with Melciar I found out how unprepared he was for this tournament. I had to show my best in almost every match in order to win it. Just to make sure: Melciar is a good teammate and a nice guy But he has the same problems as many other new players: once he loses an army or a town he becomes upset, demoralized and makes more mistakes. He loses interest in a match very easily so you have to be nearby and tell him everything is okay and nothing bad has happened I took strong combinations in every match and got rewarded so far. Let's see if I manage to win my next match.
 
5/ What is your favourite class/race and why? With what specialisations?
Melciar: My favorite class - Theocrat. Favorite race - Goblins. Specialization - Shadowborn. I consider its tier-4 units (Fallen Angels) to be epic and cool.

Jean: My favourite classes are Sorcerer and Dreadnought. Sorcerer has everything I like: Floating/ Flying invisible armies which give you an opportunity to outplay your opponents in maneuvers; perfect global spells (Glyphs of Warding, Dread Omen, Dome of Protection, Age of Magic, etc.) and really interesting battle spells. I like to play with Grey Guard as Essence Harvest gives you more casting points and its economic bonuses are really useful (you can't rely only on summons). You can also take Destruction in order to get Scorched Earth or Hasty Plunder. Sorcerer uses both spells very often since it is a very aggressive class.
As for Dreadnought, it became one of my favorite classes in online games. There you have to play a decisive tactical battle with your opponent on manual so Cannons, Flame Tanks and other class units are incredibly strong. In general, I like the variety of different tactical scenarios provided by Dreadnought. For example, it's very easy to take different mythical sites with units like Trolls, Shadow Stalkers, trained Spiders, etc. But imagine you don't have them. You have only several different Machines and Engineers to repair them. And every dangerous fight in a mythical site becomes a true challenge.
I like Human and Halfling Dreadnoughts. I'm currently playing a 3-3 game where I'm testing Tigran Dread and I believe it to be pretty good. Since Dreadnought has many different Empire Upgrades I recommend to take a specialization with no Empire Upgrades at all. Then you won't run the risk of getting wrong upgrades in the research book pools.
I often feel disappointed when I see players trying to avoid using Dreadnought class units at any cost. They build cavalry, support units or even try to level up elementals Yes, it shows how many strategies can be played by dreadnought class. But don't ignore these wonderful Machines. At least, they deserve a test.
 
6/ In your opinion, what are some of the best units by tier?
Melciar: Best units? I prefer mobile units which you can get very fast at the beginning of the game. I also like Draconian Flyers.

Jean: It is a tough question. Let's start with some tier 1 units. You can find a Hunter Spider Baby guarding different objects at the beginning of the game. It is a very dangerous unit and many new players don't know how to deal with it. Imagine: you don't have any casting points or damage spells, you have to approach the defenders and you need to do it very carefully because one of the Spiders can teleport and Web your unit. It can ruin your whole strategy. Two minutes ago you felt safe and self-confident but now your hero is webbed and an Ogre is approaching it...
Another special unit for me is Dwarf Axeman. Very strong in defense, can approach Archers with physical damage and block them with Defensive Strike. Let's also name the Frostling Ice Scaper. It is probably the only tier 1 unit which can remove an enemy out of combat for several turns. Ah, yes, also the Farmer The Halfling Farmer. I know that Hiliadan loves it too.
If we take tier 2 units, I'd name the Phantasm Warrior, the Banshee and the Human Priest. The latter is a perfect unit to tackle Undead and protect your creatures from mind control. If you have a stack of them you can easily take the Lich's Castle.
I have to say that I like almost all tier 3-4 units. My favorite ones are: Warbreed, Frostling Ice Queen and Shrine of Smiting (it is incredibly strong; sanctums guarded by it are the most difficult ones in my opinion).


If you're interested by competitive plays, please check this video library gathering most competitive PBEM and live MP videos.






Tourney won by Player petracke !!
A great tourney eventually found his earned end!

2018-06-13 17:22:40| Posted by DreadReapr

A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer DreadReapr!
The following matches were played:

<a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=655" >Round 1: Game#1 Stephen122334 beat Larks </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=649" >Round 1: Game#2 Ratguard beat Rivandere </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=657" >Round 1: Game#3 SpellCaster beat suXXes </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=639" >Round 1: Game#4 Satonir beat bodziowolf </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=641" >Round 1: Game#5 petracke beat lolek </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=643" >Round 1: Game#6 Zytozid beat MARKYMARK</a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=645" >Round 1: Game#7 El_Lobo beat Travastila </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=651" >Round 1: Game#8 mahimka beat Melciar</a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=662" >Round 2: Game#9 Ratguard beat Stephen122334 </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=664" >Round 2: Game#10 Satonir beat SpellCaster </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=680" >Round 2: Game#11 petracke beat Zytozid </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=659" >Round 2: Game#12 mahimka beat El_Lobo </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=688" >Round 2: Game#13 Larks beat Rivandere </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=692" >Round 2: Game#14 suXXes beat bodziowolf </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=668" >Round 2: Game#15 MARKYMARK beat lolek</a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=690" >Round 2: Game#16 Travastila beat Melciar </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=694" >Round 3: Game#17 Ratguard beat Satonir </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=699" >Round 3: Game#18 petracke beat mahimka </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=727" >Round 3: Game#19 MARKYMARK beat Stephen122334 </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=720" >Round 3: Game#20 lolek beat El_Lobo </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=705" >Round 3: Game#21 Zytozid beat MARKYMARK </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=697" >Round 3: Game#22 Travastila beat El_Lobo </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=743" >Round 4: Game#23 lolek beat MARKYMARK </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=730" >Round 4: Game#24 Travastila beat Zytozid </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=769" >Round 5: Game#25 petracke beat Ratguard </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=782" >Round 5: Game#26 MARKYMARK beat lolek </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=755" >Round 5: Game#27 Travastila beat mahimka </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=785" >Round 6: Game#28 Travastila beat MARKYMARK </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=794" >Round 7: Game#29 Travastila beat Ratguard </a><br><a href="http://www.the-battlefield.com/games/273/index.php?page=resultinfo&gamenumber=796" >Round 8: Game#30 petracke beat Travastila </a><br>

And the winner was petracke.
He will get an extra place in our Hall of Fame!

Good luck and have fun in the next tourneys!




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Shadow Realm Community Expansion: closed beta launched!
Following seven months of design, development and tests, the Shadow Realm Community Expansion is moving out of alpha phase and entering a more mature “closed beta” phase! The team grew further and now all areas are covered, from sound to icons to particle (FX) effects. If you can’t wait for the release any more, you can apply to join the closed beta right now!

2018-06-10 23:55:45| Posted by Hiliadan

About 100 bugs and issues corrected, 3 alpha test PBEM games with the development team, 1 development journal with about 30 short log entries revealing bits of the expansion, the alpha phase has seen a lot of progress! Most of the content designed for the expansion is now implemented and working. The custom campaign is already on good tracks: the 1st of 3 scenarios is completed and the story for the other two has been broadly drafted.


The Shadow Demons are coming!

Goal of the closed beta:
– finish the last bits that need to be designed or polished
– improve balance
– test the compatibility of the expansion with other mods and adjust things to increase compatibility when possible and easy to achieve

If you’d be interested to test the expansion before anyone else and help us achieve the goals above, please contact Hiliadan, comment this article or post on the forum.
Let’s seize the opportunity of this article to acknowledge the huge contribution of Gladis to the alpha phase (hours of systematic testing!) and thank many times all the other testers: Marcuspers, BBB and Markymark!

A manual of the expansion is available online on a dedicated page on the AoW3 Wikia. The fantastic team behind the expansion is listed, as well as all the content and concepts from the expansion! Speaking about content, the team of volunteers working on the expansion decided to drop the Dark Elves. They remain playable as a separate mod but won’t be integrated in the broader content.


The Mentat is contributing brillantly to the Community Expansion by designing sorely missed icons for new abilities!

The plan is to move to open beta in a few months, and then release the expansion on the Steam workshop a few additional months after.






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