Those increase your pop are slow and tanky.I wonder where the inspiration comes from.but at least they have an attack and can be ridden by gobelins (which then trade speed for HPs). One thing the Beasts have going for them is they don't make houses to increase their pop but rather produce bisons from a special building. The beastmen are the equivalent of swordmen but a bit thougher, gobelins are elven archers equivalent, witches are similar to priests (priest have an auto-heal and a castable buff, witches have an auto-buff and a castable heal). But once you look at a second faction you start to see AoEx has forgotten to take an important lesson from SC: unit asymmetry. They are more successful at differenciating their units from each other because the models vary a lot more. The Beasts are an alliance of humanoid beast men, saurian people, goblins and demons. Gnomes are only visible in 1 unit (the catapult) and they drive the flying machines (where they can't be seen) but at least their voice line feel adequately different from humans. Worse, the latter get a speed upgrade that makes them faster than elves! The units models are also too similar (the archers wear a hood so you know they're elves.). Elven archers for example have the same base speed and human footmen. This could have lead to a much more diverse unit design but unfortunately this isn't the case. The "Old Alliance" is revived in their campaign and Elves and Gnomes join the humans to fight evil. The one original thing about them is their roster isn't made only of humans. ![]() They have soldiers, archers, priests and mages. The Empire is your classic medieval human army. the building on bottom right is the equivalent of a refinery that gives gems, the tech resource (I hate that it's poorly contextualized: swordmen require only gold but knights require gems, why can't you just give them more gold?, and it's even worse for the other factions) This is a human TC, the gold piles surrounding it look familiar. It can be pretty frustrating if your buildings aren't synced and if you want to make different units types at the same time. One key press of the swordman hotkey is enough to queue 1 of them in all our barracks for example. Maybe it's also due to the fact that you don't press keys to make every single unit. Maybe it's the bias of a decent (master league in SC2) RTS player. AoEx's slower unit training time and mbs only makes me less involved in macroing. I'm currently replaying the campaigns of SC1 and I enjoy macro much more in that game. The game features MBS but I would say it doesn't benefit from it. Keeping your units alive is also not a realistic goal when mid to late tech units and spells are out.it's much more efficient to produce new cannon fodder. Even in SP, you're clearly expected to play most missions on 2 or 3 bases with like 5-10 production buildings. The reality is AoEx is a much more macro oriented game though. ![]() Humans with magic fighting orcish beastmen and necromancers. ![]() Of course the big reason of the wc3 comparison is the setting. Macro cycles are comparable to Protoss in BW, even though you'll max way sooner and your max armies of 200 pop will look smaller due to a lot units being 4 or more supplies. ![]() Units are produced and die at a speed much closer to the SC rhythm. Heroes are present in campaign but not that powerful and are absent from skirmish. If you read about the game online you'll find many comparisons with wc3.and I can see why but I can only say it's wrong, the game feels way more like SC:BW. I think it's worth a discussion to see how a game trying to emulate the Blizzard RTS formula can fail. I would not say it's great but it has some neat ideas. Armies of Exigo is quite a forgotten RTS, in the state of abandonware today (it was a 2004 EA RTS).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |