[quote who="Gwenio1" reply="1" id="2795679"]Even when you are meant to carry stuff over (like in the HoMM3 campaign), it is easy to get too much and become over powered.[/quote] That's why a straight port of items or units is unlikely to work. Like a high level MMO raider romping around a newbie zone. That's no game. If at all, then these should be items that scale with the progress in the current game . Only then would the items be worth keeping in a persi
Gazz_
The only "general issue" I have is one of forum layout. Please move the "Go To Last Read Reply" button to the LEFT of the thread subject... A copy of the button / function would work just as well, provided it's close to the subject and not way off screen somewhere to the right. The "post type" icon looks like a good spot for that. It doesn't seem to do anything useful anyway. It jus
Right now, every single game of WOM lives in it's own universe and there is no connection whatsoever. What if one sovereign could progress through say, 10 games in a row, gaining XP and getting a little stronger for it? Warlords Battlecry had such a system, IIRC. The technical issues couldn't be so tough. Every game needs a unique identifier, much like the Metaverse games. When you end such a game (even by giving up), you'd get some XP and your sovereign could
[quote who="mentalinstra" reply="15" id="2795542"]What do you mean by "what Blizzard did to Starcraft II"??[/quote]They tuned SC2 to be a multiplayer-only game. That's fine when playing multi but... most of the campaign is about twitch play and getting rushed to achieve an objective before X happens so a lot of missions leave me with a "yuck, finally done with that one" feeling. SC1 just has more replay value there. I replayed the SC1 campaings many times but I
Yes, of course. After 1.1 hits the road. =P Global mana regen and upkeep is one of big changes. Right now it would be kinda silly because a single buff spell would reduce your caster's mana regen to 0. Permanently.
Don't think it's Diablo 3 and even if so, I'm not preordering. Not after what Blizzard did to Starcraft 2. =P Other than that I dunno of any releases that would register on the Richter scale.
[quote who="cpl_rk" reply="88" id="2795493"]And btw, how is one level four building with a food, gold, ant material resource going to be better than 4 "outposts" collectively collecting 2 gold, 2food, 2 materials, one metal, and one crystal?[/quote] Easy when the lvl 4 city can build multiple irrigation buildings, banks, money changers, great mills... "Very special" resources like crystal will always require a minig camp of sorts but that's not the same as build
It's not just these 3 spells. There are no stacking rules whatsoever so any and all buffs or debuffs can be stacked infinitely. Call it issue, call it bug... as long as the magic system has no such rules - which would be am entirely new feature - this isn't going away.
[quote who="Frogboy" reply="53" id="2795014"]d. Multiple technology paths that result in game winning results with no counter enabling easy force projection. [/quote] For military tech that mostly depends on the rules in the actual tactical battles. Right now there are no rules so the tech that "adds the most points" is automatically and always the best. Without more rules for tac battles, the tech tree cannot do anything but vertical progression. Some techs a
You mean the one with the mechs?
Hmm. Warlords Battlecry. There you could "level up" your main character and keep those levels / points / whatver throughout several "skirmish" games. And it wouldn't even be hard. If there was a score system, you'd get character XP for played / won games. Simply gaining more trait pick points to buy more stuff or buy off disadvantages... You'd end up with a sov with 60 or more trait points... Everyone likes to get hooked. Aren't we just begging to swal
[quote who="Cryptomancer" reply="29" id="2794709"]But instead of a slider "from low to high", I would like to have a slider associated to specific numbers : it would allow more precise control, depending on what style of game one wishes to experience, and depending on the number of players involved.[/quote] Of course there should be numbers but I can hardly make up any specific numbers without even knowing what kind of scale would "work". =P Maybe increments of 1 or more are need
Cost is only a useful balancing factor in simple wargames like Starcraft. There you have units with pretty much fixed stats and you will take losses so the cost has a meaning. In WOM you have magic, extreme surviveability from huge stacks, and heavy armor. You can often avoid complete losses. You buy the super heavy unit once and it can heal to full 30 times, multiplying it's effectivity by that. There's no way to balance the cost around that.
double post
[quote who="ElanaAhova" reply="5" id="2794567"]I feel strongly that unit types need to have strengths AND weakness. This creates opportunities for choices: tactics, strategy, best use of resources, etc. [/quote] We can all see what the absence of choice did to the current tactical battles. Say no more. =P I have been musing about this and that ... With the current system,
[quote who="Frogboy" reply="12" id="2794602"] Ive been thinking of requiring food to construct an outpost. Thoughts?[/quote] Well, with 1 food and the current caravan system that wouldn't change much. However, if the first outpost would cost 0 food, the 2nd 1 food, the 3rd 2 food... It's a completely arbitrary limitation that doesn't make any sense in game (*) but it would create a "dimnishing returns" scenario where you would eventually have to de
I don't think the enthusiasm hasn't even started , yet. So far, modders only have the most superficial access to the game so there's only a few things that can be tried. A couple new models and tiles, a few new buildings that all have to use the same resource system. No new spells or altered magic systems. Many connections just cannot be made, yet, such as having a building that permanently increases the quality of the troops that are built there. Such functi
The building limitation is going to use a completely different system for 1.1 so *shrug*.
The creation of clay takes millions of years of lieing around in one place. Not gonna happen in a game full of crazy diggers.
Speaking of CurrentHealth... what about MaxHealth? AFAIK that isn't even accessible with spells. That would be a critical item for creating heal spells that work . I mean technically the current heal spell works but healing a 1200 HP unit for 12 HP per spell gets old really fast. So heal spells should heal ( x% of MaxHealth ) + (fixed amount as it does now)
And TC has the "TM" mini carriers for people to get a taste of this for a pretty trivial sum. =)
Well, there is . It's not pretty (quite literally) but it works. Of course, I would prefer proper 2D "coast" graphics that would let me identify beach / cliff / land-submerged borders at a glance. Some kind of... line, I guess... that goes from the center of one coast square to the next. Colour and shape of the line would signify the type of coast. Right now the coastline (
Well, actually they are working on a game "that has to do with space". If they somehow acquired a Mattel license, it could be a Barbie Space Suit Designer.
Probably not a critical item but if you're going for the MoM look... https://forums.elementalgame.com/398250
No, the mountains / hills do change. Zoom in to the 3D map and then watch the spell "in action". Just like IRL, there is no clear distinction between flat and hill terrain.