edpfister

edpfister

Joined Member # 1105244
66 Posts 272 Replies 521 Reputation

I'm sure I will have more feedback later but after a few battles one thing really jumped out at me. Combat speed is too powerful. My sovereign on a horse can attack 3 times or attack and then retreat. She can also cast 3 spells in a single turn. This is way too powerful and will end up making things unfun once someone gets a strong unit you are unprepared for. Really need to decouple movement speed and number of attacks.

0 Replies 520 Views

In tactical combate we are starting pratically on top of each other. We need some room to manuever and use our speed or range advantages so we should start further apart. How far depends on range and speed range of units. Basically fast units should be able to get into combat in about 2 turns probably. Slow units 3-5 turns for melee range.

0 Replies 438 Views

I had setup a path to move on a goodie hut or quest. The ended up intersecting an NPC and the computer had me fight him automatically (and it was just autoresolve for some reason, no option for tactical). This was not my intention, movement should stop or a warning dialog should appear before the battle happens. Nice touch on the response to this though. I like how I was labeled a murder and was now looked at with fear by the people.

0 Replies 474 Views

For the horse quest the first option is to leave and the second is to fight. Should be the other way around. All quests should have the top option as the equivilent of "yes" do the quest, the second as "no" don't do it where appropriate.

0 Replies 441 Views

A witches hut appeared at the time I landed on a quest inn. It was the new quest I think with Blurb or something that says he sees you are trying to start up a civilization and then he threatens you. Not sure if the hut was directly linked or if it just appeared at around the same time. I assumed it was from the quest so I marched over there but was told I wasn't a high enough level. The hut had no indication what level it was.

0 Replies 454 Views

Right now the spellbook is a confusing thing. One thing that would help a lot is if the spellbook would open to the page that is most appropriate based on how you got there. If you clicked on the spell research button then you should be looking at the spells that are available to learn and the ones you are currently learning. Don't show me the spells I already know. If I get here because I pressed on the spellbook of my sovereign then I am probably getting ready to cas

0 Replies 579 Views

It is unclear how some spells are different or what they do exactly. The spellbook description should make this very clear. What is the difference between fireball and firebolt for instance, they have the same description and cost the same? Should tell us damage potential, range (if applicable), etc. Another example is protect. Description tells us that it protects against spells. To what degree does it protect though? Is the unit now immune to spells

0 Replies 501 Views

I had a tactical combat at a quest location fighting some bandits (bandit and a wolf actually). After I won I was immediately placed back into combat with same bandit and wolf who were at 100% health. I was not though, my mana and hp's were at the same state as they were after the first battle.

6 Replies 1,460 Views

Not sure why but the game crashed shortly after ending my turn. Here is the link to the debug.err file (renamed to debug2.err as I have another one there that I'm not sure if I should delete or not). http://dl.dropbox.com/u/8962259/debug2.err

5 Replies 2,519 Views

Yeah, I brought this up in other topics a couple of time but never heard anything. I would guess at this late date that it's not going to be here for release which is sad. I used to play with the enchanment perk (whatever it was called) in MOM all the time so I could make super heroes. Maybe it wasn't the best strategy but it was a lot of fun.

18 Replies 4,023 Views

[quote]3.5 is the version that got watered down.. 4.0 distilled it. OMG!!! LMAO!!! At least I wasn't drinking anything when I read this...[/quote] I never tried 4.0 as I didn't like what I heard about it so can't really talk about which system is better (pretty sure it 3.5 for me though). Regardless of whether you like the system or not it nevers hurts to look at the spells for inspiration which was the original posters point. There are m

127 Replies 358,026 Views

[quote]Have a ton of spells that are all useful and well-balanced. Have a random draw each time just like the research (and spells in MOM), with rare, uncommon, common spells, and some spells only developed by quests. Limit the number of spells you can learn for each level and book. If you can only have four first level spells, which would you choose? It would greatly shape your strategy for that particular game. Random elements such as this make replayabil

127 Replies 358,026 Views

[quote]Magic is especially problematic right now. But am I the only person who thinks that more spells is NOT the answer? There are already a ton of spells available and the magic system and interface makes choosing and using them extremely micromanagement heavy; its easily the most complex single piece of the game. You have to figure out what each spell does, you have to remember what each icon stands for, you have to choose new spells on a regular basis (or be very confident queuing them),

127 Replies 358,026 Views

[quote]If Tactical Battles slow MP to crawl, there's no point in having them in the initial MP mode. Of course a on/off choice when creating games would be ideal.[/quote] I'm not someone likely to play MP much so this won't effect me but we already have that threshold feature. Why take anything out? Leave it up to the players if they want it or not. Set the threshold to 99999 if you don't want them, simple enough. Taking it out while a more MP friendly version

127 Replies 358,026 Views

[quote]Can we have the fog of war removed once an area has been explored like HOMM? At the very least, leave it clear and visible in the last state we saw it in like Civ. [/quote] Please don't do that (remove it completely I mean). I can see having both as an option like some other games do but I hate knowing about things I shouldn't know about. Having the last known state shown though might be a good idea as long as it is clear it is old information and might not be valid

9 Replies 7,626 Views

[quote]However, they are taking that out of the game (in that you do it before you start playing a game). Now it's going to be more of a "mod" thing, from how I'm reading Frogboy's post, including - and this is significant- custom tech trees. If I am able to completely control all this stuff, then there is either a toggle for multiplayer-compatible or not (which has limits and stuff), or you cannot use these custom factions in multiplayer. The reason for this is because nothing stops a player

42 Replies 96,096 Views

[quote]Strongest memory is Heroes of Might & Magic III. The bigger your stack, the more units dies from the other and thus less retaliation. Got disappointed in the Heroes system in Armageddons Blade where 284 Minotaur Kings with Luck (double damage), killed my entire 80 Minotaur King stack. Now he got 284 Minotaur Kings and I got none....slippery slope....[/quote] This is just a problem with the systems and not epic battles. If this was properly modeled than all these units

104 Replies 276,076 Views