![]() Your "Domain" is also handled much differently from AoW 3, as it radiates directly from your Wizard rather than your Cities. (Syrons and Shadow Demons) with Wizard Spells that can negate penalties for your units that are in there (called Shadow Sickness) or even lock movement completely, stopping people in your domain from travelling to/from the layer. ![]() There's two races that have a high chance of starting here, too. The Shadow World acts like a highway for speedy movement between shadow gates, where units move twice as fast and twice as far. ![]() There's also three map layers - Surface, Underground and Shadow World. Unlike in AoW3, where "Flying" only translates to movement and isn't nearly as much as a factor in combat. Flying units can only be targeted by certain abilities and spells, and other flying units or ranged attacks, as they're ALWAYS flying. Unit stacks also go up to 8, whilst in AoW 3 they go up to 6. No Swimming or Water Walking means no crossing water without a transport ship to carry your forces. Unit movement is more restrictive - No mountaineering means no crossing mountains without Floating or Flying. Your army positions on the Overworld map translates much more accurately to the TC map than in AoW3, so when you siege a city - you can have a force of units come from both sides. The Defender's army is central on the TC Map, whilst in AoW3 the defenders are just on "the other side" and the map center is empty. Combat maps are also laid out much differently. Combat is dice-roll based, using your unit stats to compare dice-rolls for things like determining hit chance (ATT vs. The main differences between SM and 3 are three things -Ĭombat is still turn-based, taking place on TC (Tactical Combat) maps, but there's several important differences.
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