[suggestion] Please leave the tiles for the random beasties and things after they have been raided

I am hoping we could keep the tile artwork for the various random monsters and quests after they have been raided.  

 

Since the mouse-over displays are working well it is very easy to see if the tile in question is vacant or not.  The artwork is nice and helps immersion, why not keep it around after we tackle it?  Many hours have gone into those, and many more will invariably be created by modders.  As the game progresses why have the map get plainer, or less interesting.  

I really like how the color symbols over the tiles are working out, so good job on those.  I rarely desire to go to the cloth map now, although sometimes I do cause I just like it...

 

 

8,399 views 8 replies
Reply #1 Top

Well, it costs performance for every object rendered... it might make the game run smoother in the late game when there are hundreds of units on the game if they remove the features ASAP.

 

That being said... I think that leaving them would be cool, as long as you can build over the remains. 

Reply #2 Top

I think it would be a much better game if quests/monsters spawned over the game so that we never had an empty map and didn't need filler tiles.

Reply #3 Top

I assume there might be some performance issues, but hoped that the trade off with how cities are changing would more then offset it.

 

I also thought it would be cool if stuff could keep spawning in these places, but wasn't sure if suggesting it would be pushing my luck.  Maybe there could be a raze button when we conquer one, so if we would like to completely destroy it we have the option.  For those times when you have a large nasty elemental right next to a good city spot or the like.

Reply #4 Top

Quoting Stupidity10, reply 2
I think it would be a much better game if quests/monsters spawned over the game so that we never had an empty map and didn't need filler tiles.
End of Stupidity10's quote

Something of this ilk.

At least in the empty wastes.

--------------

 

Obviously pre-placed should be the dominant force within the first 50 seasons or so, but after that I think lairs should start spawning where humans are not ;)

 

(and perhaps new rare/medium quests to start spawning as others become completed)

Reply #5 Top


Actually, i suggest the tiles stay about the same, although i think the lootable treasures might be too good - i end up having more loot than heroes to use it. A for the lack of monsters. Why don't the dev's take advantage of the wild badlands they have created and have them spawn something to run around the world - think of it as an incentive for people to go into the wild lands and shut them down for good.

 so in short, i think the ingredients are already there, just got spawn from the badlands as well as the lairs.

 

Reply #6 Top

There's not that many lairs around, I think it would be neat to have them around after. Give some character to the conquered land. No need to leave treasure chests, but a fortress or a rock formation might stay.

Reply #7 Top

Even better would be to have separate tile art for looted lairs.

Reply #8 Top


Yes, it's nice way to level up your hero if no desire to war with other faction but again performance  are importian, I don't want lag and turn me off if it lag the game in late... but still maybe few, not too many as first start of game. If one faction killed, more spawn enemies to make up lose, if option there, just in case if lag to some people. I understand, I hate lag and slow turn, that's why I gave up on war of magic. It's was good early then late game I most lost and not in mood those painful lag turn and crash to desktop sometime or few time, whatever that case.