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r/AOWPlanetFall
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The Community Subreddit for Triumph Studios' Age of Wonders: Planetfall, a Sci-Fi 4X Game with Turn-Based Tactical Combat.
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Age of Wonders 3 is a fantastic game eagerly anticipated. As the game comes closer to launch we'll be sharing previews, videos, beta impressions and more. After launch feel free to share strategies, let's plays, and any other AOW3 content the community will enjoy. Also feel free to connect with other players to plan epic 4v4 matches or co-op groups as well.
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4X Strategy: Just...One...More...Turn. eXplore, eXpand, eXploit, and eXterminate your way to victory in these strategy games.
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A place to share content, ask questions and/or talk about Paradox Interactive games and of the company proper. Some franchises and games of note: Stellaris, Europa Universalis, Imperator: Rome, Crusader Kings, Hearts of Iron, Victoria and Cities: Skylines.
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•Posted by2 years ago
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•Posted by1 year ago

Hello, and long time no see!

Sorry that it has been a while since I posted to this forum. I have been quite busy over the past 5 months. Hopefully I will be able to get back into the swing of creating more content like this again.

Satonir joined me for this video on how the Xenoplague parasitic infection points are used to spawn in and evolve Xenoplague units. Here is a link to the video:

https://youtu.be/BN0uhO08oVQ

If you would prefer to read the guide, here are my notes that I used for this video:


General thoughts on infecting units:

You need at least ten infection points to either spawn in or evolve a unit**.**

you gain 1 point per unit tier killed

+ you get more points if u kill infected units twice in battle like syndicate runner

Cannot infect mechanic, ethereal, or mineral units

You don't always spawn or evolve exactly at 10 pts threshold

It's kinda random but you don't lose any pts

The spawned pustule gets the movement of the infected unit after battle so sometimes it starts with 32 then back to 40 nxt turn


Satonir's Recommendations:

Those who played against a good tempo xenoplague often say it is goddamn broken and nothing can be done to counter it

Those people are right

But I would never put xenoplague is the best secret tech

xenoplague will give you strong units for free

but for that you have to exterminate all biological and cibernetic life on your way

Its good if you start on a map where dwellings are Growth or those mutants

but if the map gave you Psyfish and Autonom, hard times are coming. Off course, nothing catastrophic, as you can always go into using racial units, using xenoplague mechanics as supportive, but in this case you are not about to dream of a good tempo

also in order to push the tempo you strongly have to sharpen xenoplague like a knife.

This is the only algorithm I can recommend:

1. pick amazons

2. Star union scholar, Energy cache, APC, Decadent/Party animal

3. when the game starts take the first quest and if the target is well-placed, go complete it. If not or once you finished the quest, immediately wage war upon a biological/ciborg dwelling that has its armies near your capital.

4. manual every fight on first turns in order to get as many pustules as possible.

5. Once you have two stacks and a second hero split your forces and continue devouring all what is living with double speed

6. Put most resources you get into cityspamming when game starts - a good economy is the only thing that will protect us from spending all energy we find somewhere on maintaining numbers of our gigantic army of plague.


https://i.redd.it/9zn74f94g9q71.png

this is our military tech tree. The main branch of it is off course the secret tech, in which we do our best to reach plague lords asap

weapons branch is for making our lords unstoppable machines of death

they do not need any defensive mods unless you are in very special cases. That's why we just give them 3 biochemical mods and watch them burn it all

researching amazon units in this tech tree is the lowest priority. The main reason I usually do that is that harrier is the best mount for :amazons: hero

all things not pointed on the picture are totally situational


https://i.redd.it/s9gtreuzf9q71.png

society tree is needed for all about applying 3 doctrines that will make us unstoppable: Ecological warfare, Biomatter preparation training, Advanced Wildlife Militarization. All else is completely situational. Biomatter preparation training gets better with the more heroes are in a single stack.

This is what you are about to have on turn 30-40 (standard settings) when you are lucky and you did everything right:

https://i.redd.it/pe32jsntf9q71.png


Winslaya's Recommendations:

Starting with the xenoplague close combat equipment loadout allows you to start applying infection on turn 1.

Star Union Scholar is a must, as you will need to almost exclusively focus your military research into your ST if you are using this strategy. The good news is that Xenoplague has a lot of fun mechanics and tricks

Biomatter Preparation Training = 30% less points needed for evolution and spawning

Ecological Warfare = applies poison on melee and bio ranged attacks, making it easier to apply infection

Advanced Wildlife Militarization = boost to xenoplague units as they are also animals

Hero Skill: Animal Discipline

Parasitic Infection

Saving the organic stacks for when you can easily apply infection with operation and/or your other units pays off fairly quickly (around turn 7?) That is, using mods to apply infection

In the meantime it is good to do some scouting, so that you can make a general plan for where to send your stacks

While I was told that the game always prioritizes evolutions over spawning in pustules, I had a couple times where a destroyer didn’t evolve and I got a new pustule

Sleeper xenomones gives a whole stack infection. I prefer skipping sleeper pheromones and going for Hyper Accelerated Evolution, which turns a pustule into a destroyer (and uses a fair bit of operational points)

Parasitic strike is a solid source of infection

Plague pods can apply infection from a couple hexes away (instead of on melee), and can be useful for healing xenoplague units too!

Melee mod greatly increases melee damage output, but is fairly redundant on xenoplague units (pustule, destroyer + lord). I tend to put on t2 melee units. I know ninjew like putting them on aspirants (works well with against all odds)

Waging wars can be a good way to get xenoplague points (Most colony militias tend to have a lot of easy to beat organic units; kirko and amazon only have organic militia units)

When a pustule or destroyers evolves, they lose their experience.

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•Posted by2 years ago

https://store.steampowered.com/app/718850/Age_of_Wonders_Planetfall/

I have started driving lessons recently. Done five so far. Five hours. I am experiencing a lot of stress tho. I keep forgetting stuff that I know. Out of stress. Like the fact I should go back to gear one when I am starting from a stop at an intersection. And other such things. Switching gears is a pain. Why do I have to do it so often, my god. just let me drive in a straight line forever.

I also don't seem to be great at telling where the front of my car starts, so I can stop at the stop line, instead of like half a meter in front of it or whatever.

We're in the future, why do I even have to learn to drive manual, bruh.

Anyway.

Give me some brilliant driving advice (can be serious, can be a joke) and I will select a winner maybe tomorrow or maybe sooner.

Thanks for participating and have a wonderful day.

EDIT: Game given to S3RG1_T. Thank you all very much. :)

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•Posted by2 years ago

Greetings fellow space commanders. This is not a ranting or biased discussion am starting but rather what I feel is breaking the fun and roleplaying aspect unlike the previous aow3 had. Without wasting time, I will list the bad and the good things I noticed after some hours of gameplay.

  1. Race vs Class: The class in aow Planetfall feels very unnecessary or a subclass of the race unlike aow3 where the class was like the main element while the race was a subclass. What I mean is that most of the time, you research the class tree just to get one or two mods and spells without the need for the units. I just literally spammed tier one units every playthrough and tier 4 for my hero unit and they were all from the race. In aow3, 90% of what you use is your class and trait making every play different.

  2. Npc Rivalry: Spacer gives me a quest to kill 5 psi-fish but then growth gets mad for completing it. Growth and Psi-fish aren't even related. The same goes from all the Npc factions. Ok I start with the spacer next to my base then I say great let me plan a strong relationship with them, moves South with my scout and then I meet another Npc faction. What this means is that after doing 2 quest for each, they warn me not to help the other faction. No boundary warning of the Npc factions. Now I have to ignore the remaining quests of the Npc factions to prevent unnecessary early aggression.

  3. Happy-happy behavior: My hero is psy class and I want to be evil. The Npc factions don't like it, no other player wants to be evil, the other players get free casus belli on me and my faction support is unhappy because I declared war on a high rating opponent. What happened to roleplay personality. No you meet a psy class opponent and his behavior says he wants friends. Aow3, you pick evil trait and your people get happy for being evil.

  4. Hazards immunity: why doesn't hazards affect the neutral enemies. I can understand those spawned with the hazard like abyssal tear enemies. A world event hazard that removes the shield of all units (that's what it wrote) and yet it was only my squad getting hit.

  5. Unit combo: There is hardly any reason to pick some units and it's not because they are bad but they don't have a role to really play. Ok aow3 has engineer who reduce reload cooldown and repair machines, spear charges against mounted units, assassin's focus on flanking. In Planetfall, it's mainly the kirko that has uniqueness. Other factions either affect armor, accuracy, damage or state of unit so in battle, all you need is avoid being flanked and do those four abilities.

Now the good features which I enjoy in Planetfall

  1. Mod galore: let's face it. The mods give awesome buffs and debuffs with the promise of adaptation in every encounter. It helps to create crazy builds for each unit.

  2. Tactical Ai: The Ai seems ok as it tries to flank, stagger, and debuffs your units while also relying on covers and eliminating weak or important units first. I feel for a strategic game Ai, it's very good.

  3. Rich landscape: both the strategic and tactical map looks very good. The addition of alot of obstacles in the tactical map which can be used in both the enemy and your advantage. The method to acquire strategic defense systems seems nice as well.

  4. Garrison: sectors required protection and I feel thats where the Garrison idea came in. It's a good design as it fixes the Ai issue of only having one unit defend a base like in aow3. The upkeep is similar to making the units but would have love it if I could mod them.

I might be wrong and some will say, "get good" or "it's not the same as aow3". Can't deny that but at least that's my experience so far.

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Crossposted by2 years ago
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