The Chosen Of Hashut Occupies His First Seal! | Age Of Wonders 4
ฝัง
- เผยแพร่เมื่อ 12 ก.ค. 2024
- The war is going well, and all it took was sacrificing my capital's provinces.
Difficulty: Brutal
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Mods: Age Of Colors, Banner Bonanza, Culture Based Tome Units, and Wondrous Item Pack, Expanded Cultural Units, Dwarf Dragoon Beards
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0:00 Intro
1:25 An Audience
9:54 Denouncing Won't Stop Me
14:50 A Weapon Of Legend
21:25 A Beard & A Bug
29:44 To War
31:20 New Tier 2 Tome
38:40 Call To Chaos Value
40:57 A Shield Of Legend
47:39 Exalted Vs. First Protector
1:01:02 Aggression Is The Best Defense
1:04:16 A Great Grudge
1:09:36 Liberation & Conquest
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Hello everyone and welcome back to Age of Wonders 4! Today, the Chosen of Hashut finds himself in a curious position between a mountain, a friend, and two of Blint's cities. The good news is that the absolute heresy that was the beardless Dragoons has been rectified with a new mod called Dwarf Dragoon Beards, which you can kind of see at 21:13. War is declared close to home when Blint finally decides that enough is enough at 29:44, but Drazhoath is nothing if not crafty and catches the lord of the Deep out of position at 47:39. Lastly, a masterful turn (totally calculated btw) at 1:09:37 sees the Legion of Azgorh obtain both reclamation and conquest. All it took was allowing Zharr-Nagrund to be pillaged, but I'm sure they don't mind. Thanks for watching!
sim turns can also help with long end turn timers. As a long time classic turns player it was hard to stomach at first but now I just think of it as letting the AI go first.
My impression of simultaneous turns was always that it's for multiplayer, but I'll consider it if things start getting too out of hand -- thanks!
As I heard in Reaver guide video, it's good to keep at least one enemy alive Free City/Empire, so you can fight them to get War Spoils.
Beating Blint and leaving him with one city, constantly raiding and killing his armies, sounds like a great idea.
Ahhh, that makes a lot of sense, and a cruel fate for Blinty boi. I like it! :D
If only his capital wasn't in such an inconvenient location... I'll see what I can do.
Hashut watches with gleeful laughter 😈
Also Blint is always a pain the the hiney no matter the realm Huh? 😑
He lives up to his memetastic position. XD
@@Fableheim worthy of the pantheon 😑👍
Seals are a mother trucker to protect! Blint Condition could be a Frosty shake flavor
They always have been a bit of a pain, but that's what makes the campaign extra spicy! :D
10:40 as they say: "all roads lead to Zharr-Naggrund"
True, and soon all roads will Advanced Logistically lead to Zharr-Naggrund. :D
It's currently 1:43 but i need to watch this and i have a shit ton of other videos to watch good thing I'm a bit of a night owl
That escalated quickly.
And they don't stop coming, and they don't stop coming, and they don't stop coming~
Love these so much!
Thanks for becoming a Member, I'm glad you're enjoying the series! (:
35:55 I literally LOL 😆
21:26 W I D E D A W I Z H A R R *song for denis start playing*
one thing, at 53:50 the mercenary could have used drive back to move the stone spirit so as to let the magelock shoot
and thanks for the content
I think the spot behind where I would be pushing needs to open in order for it to actually work but I should have tried it anyway -- a good catch!
You ignore overchannel in all your fights, better cast a spell twice than never :)
I *usually* forget it exists unless I have a certain spell I want to use that reminds me it exists. I don't have any of those quite yet but I'll try to remember. I think I use it next episode by mistake. XD
So the ai still needs work always settling too close and mostly the neutrals tend to still ignore everything in favour of the player and the maps too this looks medium tbh also give me no underground option, This is getting spicy.
I think the AI will always and forever need new work, but it's come a long way. Despite what 1:09:53 would have you believe...
I think it's the nature of Pangea that's made everything feel *too* close. The map is decently large, but the fact that it's surrounded by oceans makes it feel a lot more constrained. I think that it'd feel better if 2 or 3 more characters had an Underground start.
You need Tier 1 Fire tome, chaos Dwarfs have flaming weapons, plus burning and fire damage will help against all that 🛡Defence🛡
Ahh, that's very true! I want too many Tomes but I'll try to get Pyromancy going ASAP. (:
About your Tome units being Invisible, that is from Culture Based Tome Units, this mode replaces all tome units with different model, but Reavers don't have one, I remember in mod's comments on Steam page, someone complaining that Mod created faction has invisible tome units.
Maybe, Culture Based Tome Units is save mode to remove mid game, it may fix some issues.
Expanded Cultural Units, probably is in dangerous to remove category, it may break the game.
OHHHH, I blamed the wrong mod. I'll try disabling it and running the campaign, but it might break everything.
Expanded Cultural Units would 100% break something at this point. I even have one of those units in my army atm. XD
@@Fableheim both mods are causing problems, many had problem with mounts underground and removing Expanded Cultural Units fixed it, while Culture Based Tome Units affects all Racial Tome units, it's usual thing with mods and game updates.
I found this issues in faction creation stage.
@@Erligan Ahhh welp, I'll just enjoy my underground bugs for this playthrough then.