I've just got Age of Mythology after being a massive Age of Empires fan, and was just wondering how my thoughts on the game compared with you guys. Has anyone got the game yet? Any opinions?
Mmmm...100% of the vote for AoM - Saddam Style. I haven't got it, but I'm a bit of an AoK vet. My computer won't run it - just fansites for me.
I want AoM too, but after burning out on AoK, and RTS games in general, I won't get it. I have been looking forward to it for a year and a half now, though. Maybe my loaded Bro-in-law will buy it, get tired of it, and let me keep it for a while. (He did with Morrowind, it could happen)
Not really, as the point is to get people who do like RTS games to vote. If you don't like them, just don't vote! :smile:
I love aom, btw how many scn's does it have, I finished no.30 and it wasn't over (haven't started the next one) so I guess there are some more. Also what difficulty do you play it on, I played it on easy to find out the plot, some of the levels on easy are a bit silly though. For example, on "tug-of-war" you just cast both your god powers on the cart at the begginning and you've basically won, or in lvl 30 just get loads of dwarves a few villages, loads of ulfsarks, four layers of walls on each pass and you can't lose!!!
Hmmm.... I'm afraid to say I'm really disappointed with Age of Mythology, even more than I was with Warcraft III. Both have changed from being epic, absorbing games to being small scale multiplayer-focused skirmishes - with ugly, 'weightless' 3-D units. AoM is also missing some features that just defy reason. No game speed option Who on earth decided that this was something to be left out of an RTS game?!? Can anyone remember one that doesn't have one? Everyone has a preference of how fast they want things to progress - from the click-fest wizards to the slow build up types, so why have they just ignored those players? You often need to speed things up during the initial build-up, and may want to slow things down when the action starts, but you're stuck with just one constant speed with this game. It seems that multiplayer fascism has struck again. You can't choose your player colour. No biggie really, but this is a fifth-generation RTS - surely this should be a standard feature? Only two map sizes. No Tiny, Small, Huge or Gigantic. Just Medium and Large. Anything more than three players on a Large map is almost constant action. Again, fine for a quick lunchtime game, but where are the maps that actually make you feel as though you are invading another country, rather than just the guy next door? Much bigger maps needed! Horrible 3-D units. As with Warcraft III, the scenery looks wonderful (even better in AoM, actually), but the units are just plain ugly. An improvement on Empire Earth, but they are still unrealistically weightless, as they appear to just glide across the ground. And they just seem so unsatisfying and indefinite to select and move compared with 2-D sprites. Towers,walls and fortresses are too weak. Some may say that this is an improvement over AoK to prevent turtling, but this is now another style of play removed. No more epic, six-hour games with great cities and fortifications. :sad: You can only build a Town Centre on Settlements already placed on the map. This is plain frustrating! No more surviving with just a couple of villagers, running off to a corner and hoping to remain hidden long enough to build up again. You have to come back to a pre-set point and build there. But as none of the maps is big enough to hide in anyway, it's rather academic. This is another attempt at countering an AoK tactic - the 'Town Centre crawl' - that has just limited player options to a ridiculous extent. Unit stance icons have to be activated EVERY TIME! If you have a group that you want to set on stand ground, you have to first click the icon to open the stance options, then select stand ground. If you then do something else and come back to the group to change formation, the icons have gone, and you have to open them again! This is almost on a par with not having a game speed option - why the huge step backwards?!? Villager AI is worse. If you set some villager to hunt deer, they will kill the first one, but once they've gathered all the meat, they stand there doing nothing until you tell them to do something, instead of just moving on to the next animal automatically! A backward step again! No healing when garrisoned. This is just plain daft. Why was this removed? There are no equivalents to the monks of AoK, and only one or two high-level options for very selective healing, so most of your units just won't survive. No time to nurture units, just a constant production of suicidal troops. This practically encourages rushing and another quick, uninvolving game. I've only had the game a few days, so I may discover other things that make up for all these negatives, but I'm not very hopeful. I know this is going to sound really pathetic, but I almost felt like crying when I saw what they've done to my two favourite games. Does everyone have the attention span of a flea nowadays, and does everyone always play multiplayer?!? Oh, well.... rant over. :cry:
Surely this can be patched? Do you think? You're right, no biggie. Not in my mind anyway. Now this would suck major boo-tay. The reason I would hate this, is I don't like immediate action in an RTS. (Also the reason why I suck at them.) I'm the guy that likes to build through 3 ages, building massive towers, castles, walls, and armies before attacking. Like I said, I usually fall victim to human players employing the "RUSH" or "FLUSH" strategies. Computer is the only "person" I can beat, and only then by mass manpower. I worried about this from seeing the screenshots. Yes, the scenery did look wonderful, the units? well, I thought they were kinda fugly, too. Again, another reason I wouldn't enjoy the game. Like I already said, I believe the people that "turtle" are the weaker players, however, it does seem AOM would appeal only to those good at employing "rushing" strategies, which, IMHO, are hard to do effectively, and annoying as SHIT to counter. Again, sounds like another easy-to-fix patching issue. GOOD GOOD GOOD GOOD. Myself, I hated it when villagers started killing deer again. It always worked like this. I herd 6 deer closer to my village, assigned 8 villagers to ONE deer (thus eliminating waste). Well, I would always forget to re-assign the 8 villagers to another deer, so 2 villies would chase one deer, killing it, 3 villies on another, 2 more villies on yet another, and then one stupid villager to chase one stupid deer all the way into enemy territory before he kills it, and starts to harvest. However, I'm sure, if complained about enough, this can be and would be patched. That is stupid as all get out. Dumber than a bag of hammers. I am positive this will be patched. Sounds like just a game shortener, to me. In ending, it seems that AoM was designed for the rushers and flushers and crushers and mushers. I'm not one of them. I like big cities, well defended areas, massive battles.. I also think I remember someone from Ensemble Studios saying they wanted to kinda get away from the the whole rushing thing. Seems they did the exact opposite from what you have posted. However, I'd still like to play it, and I'm sure you'll get more into it as it goes along, Reg. My $.02.
Yet again, retard, you have failed to live up to your name and have hit the nail squarely on the noggin. :smile: "it seems that AoM was designed for the rushers and flushers." Exactly. And yes, I'll keep playing as there's enough (for the moment) to entertain me. But for how long in the game's current state?
Actually, I think Star Craft is still the best strategy game around. It is old, and not the best, but I like it more then most of the new stuff.
I think this is to speed up game starting With more players, the map size gets larger. The reason is that you'd need so many different map sizes for each type of game so they just made to sizes. This is because there are effectively infinite resources, meaning that a player with a third of the map would be as powerful as the player with the rest of the map, however having tc's increases your pop limit so the player with al larger base is at a big advantage. (In other words, it encourages players to expand) Annoying, yes, but you can set a default unit stance or use a hotkey. Alt a is aggressive Alt d is defensive Alt s is stand ground. Shift attack the deer No it encourages you to pick gods that can heal your units or picking ones with better abilities. I don't have the attention span of a flea. Anyway loads of people don't play multiplayer, which is why the single player ai is so good as is as far as I've got in the campaign.