Gazz_

Gazz_

Joined Member # 1066013
49 Posts 677 Replies 20,364 Reputation

Indeed. If there's a CGI rendered Superman picture on the box but there's only a plastic action figure inside, that's such a total ripoff. Seriously - when has box art ever been more than loosely related to the game inside? Even 8 bit computer/console titles often had mockup pictures on the box...

56 Replies 34,622 Views

Oh, I do agree that all spellbooks should be able to do damage. Just the life book should pretty much suck at that compared to death and fire... I want to see an earth elemental that grows every turn. Gets stronger ... (and I know just the sound effect for that spell) Earth may not be the fastest element but if you give it time to pick up momentum, it would hit like a well... ton of

27 Replies 21,466 Views

No need for artificial bumping. Just organise the info in separate posts. It's a lot easier to manage and read, too. Like the bullet list in the first post here. I had expected to make at least one post for each to avoid the inevitable wall of text. Noone reads those. Easier to add to as well if you get the categories right. The first post should really just an overview with links to the actual content posts.

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[quote who="Frogboy" reply="41" id="2782949"]For 1.09, I am lobbying to have something put in that goes way back to an original concept that got lost and that is, using your citizens as a resource (population is still a resource, it's just not used for anything). This way, we could begin migrating back to the original concept tha tyou can build multiple buildings in a given city as long as you have the resource (available citizens) to make use of it. [/quote] That's

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You mean if they had listened they might have made it a priority to squash the crash bugs or fix the worst of the broken features, sometimes even releasing more than one patch per week? Yeah, that would've been cool.

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[quote who="BoogieBac" reply="45" id="2783041"]I would, however, like to get in a 'snap-back' option (I put one into GC2) where you could pan around, but once done the camera would re-orient you to your default view (one of the reasons devs limit such things).[/quote] I would like that a lot but the zoom level / orientation with the city build menu open should be saved separately. Usually I find that it zoom in too far so I have to zoom back out every time I want to build something.</

68 Replies 146,730 Views

*shrug* Make it random as a quick fix. Either side should have an equal chance to get wiped out without a chance to strike back. =P

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[quote who="Frogboy" reply="47" id="2782965"]What is needed is a way to respond to an attack (ala Magic the Gathering instants). This is something we're looking at and we think would add to the fun.[/quote] Exactly. I was thinking about those but it's kinda messy with sequential turns as with the current system. The focus can ping pong back and forth several times during "your turn" as each spell is interrupted, the interrupt counter-interrupted, and anti-counter-inter

93 Replies 34,163 Views

You can't resurrect MoM. It's been alive for the last 15 years because there hasn't been a MoM-killer game, yet. WoM is the first game I believe has a chance to finish it off once it's completed. =P Same reason why Diablo 2 is still out and about. There have been... let's say more than a few attempts to release "the Diablo 2 killer" but not a single one succeeded. They had HiRes, HyperRes, TrueColour, BetterThanLifeColour... bzzzzt. Fail. Fail. Fail. And the grap

130 Replies 68,462 Views

[quote who="Stuie_acs" reply="43" id="2782846"]Even simpler than that would be: Defender moves first; attacker better be ready for whatever they are gonna throw at you (or else you shouldn't have attacked).[/quote] That only reverses the problem of instant annihilation in the first round. It's neither fun nor "tactical" if a defending stack becomes unattackable. Instant win for the defender is not preferrable to instant win for the attacker. *shrug*

93 Replies 34,163 Views

Yah, that's why I suggested multi-turn spells. For smaller spells there would be no direct counter beyond magic resistance. There doesn't need to be one. You don't get to "counter" arrows, either. Besides, this is not MTG where everything is about magic. This here is only part of the combat system. Interrupting combat to decide if you wanted to "counter" every stupid little spell would very much break up the rhythm of the game. After all, there wo

27 Replies 21,466 Views

Well, yeah. A mage shouldn't be buzzing around the map at top speed while casting a multi-turn spell. But the movement speed is just details. The important bit is that big spells do not finish instantly and therefore give the opponent an opportunity to do something about it.

93 Replies 34,163 Views

HoMM argueably. Nice and coulourful but not very deep for a tactical game. Starcraft yeah, could well be. Starcraft 2 definitely not . That one has been designed as a twitch game, not a tactical game. The scale - especially how many figures are displayed in a unit - is largely meaningless for the "fun" part. When you can trick the enemy and roll up his left flank with a glorious cavalry charge from a hidden gulley - now that's epic. =) Shadow of the

420 Replies 1,128,723 Views

[quote quoting="post"]New Tactical Battle System (removal of action points, combat speed determines initiative and how many times a unit gets to perform an action in a given tactical turn) Tutorial[/quote] There is a painfully simple fix for the issue of "Instant AOE spell annihilation in the first combat round". Casting time. Chain lightning or comparable large scale spells would require more than 1 turn to cast them. That gives the opponent an

93 Replies 34,163 Views

[quote who="Terraziel" reply="1" id="2781700"]Basically, Counter spells and spells that can be cast during the opponents turn.[/quote] Messing up the turn structure may not be such a great idea but there is a far simpler... and intuitive... approach. Casting time. Oh, you can easily cast that Fireball in your turn but for big juju like Chain Lightning you would require more than 1 turn . So when the opponent starts chanting, you know that something nasty is g

27 Replies 21,466 Views

[quote who="Belmont35" reply="15" id="2782729"]Wow, that UI does look really good. And the world is so pretty and full of contrast... and there are no tiny buttons! [/quote] Chant with me! Kill tiny buttons, kill them all, kill tiny buttons... The trees are only marginally better than the current 3D map trees. If there is only one tree, will there be only 20% of the tree-square defense bonus? Can you only 20% not build city tiles on that s

38 Replies 28,638 Views

[quote quoting="post"]but the defender can at least move and take any defensive actions before the onslaught starts.[/quote] Defensive actions such as...? I can't think of a way to protect an army from the spells and bow attacks that are to follow. Without larger maps and LOS / sight range rules, the attacker inevitably gets the first strike and can hit everything on the whole map. The defender may be able to spread out the units so "fewer" get hit with

38 Replies 25,582 Views

Cross school spells would just be harder to research "intentionally" since you couldn't just skip to them by researching Earth 3 and Fire 5, then researching the Magma Rain. Doing that just feels wrong . Is this magic or a spreadsheet? Of course, with more knowledge about which spell was which level you could do this more effectively by only researching the minimum required spells. But you would still be researching magical spells , not some ar

27 Replies 21,466 Views

Spell research shouldn't be so... anonymous. You research "lvl 3" and you get immediate (if research) access to the spells of all 4 (or more?) books. This whole "I research level 3" is so... stupid and artificial. Spell levels are nice and dandy but the research system does not need to show it like that. In fact, something like "you know level 3 of magic" should not be shown anywhere. This is strictly an internal and very artificial value. First, all spell s

27 Replies 21,466 Views

[quote who="hannahb" reply="36" id="2781970"]At least allow us to mod the cost ourselves.[/quote] The game already does. The XML is not compressed in any way and you can even search for "Teleport". It doesn't attempt to hide the values in any way.

62 Replies 165,283 Views

The drawback of the cloth map is that impassable tiles are barely visible. On the 3D map you can see the very faint grid outline and usually deduct if this is a "real square" or not. Forests and resources on the CM are very good but hills/mountains are very bad. You mostly just guess what's a hill and what isn't. The 3D map is basically for the pretty pictures and screenshots but actually play on it? How would that work? I have tried once to find

1 Replies 3,508 Views

The max power of Life/Death enchantments could be tied to the number of apropriate temples you built. Kinda like shards but tied to level 3+ cities. The max power of a water enchantment would obviously be limited by the number of your water shards. (add Dodge to your water effects = ) Working out a solid system for multi-element enchantments that make sense would be a lot of work because there's a minimum of 30 combinations with only 2 elements. 120 with 3.</p

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So far it's only been in Heavenfall's Bugfix mod. There are quite a few of such spell bugs and typos, though...

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@ Ishantil I saw the headers and brief descriptions there. You are still writing the actual document? I agree that the square AE spell area is just a lame hack. If it were simply "range x from target square" then it would automatically cut off the corners and gravitate towards a circle. Cone and beam shape are missing. Probably not even lazy but... unimaginative. The spellbook thread has considerable material but concentrates on the actual

27 Replies 21,466 Views