[quote who="ddd888" reply="15" id="2760160"] you dont invent a new MMORPG ignoring what WOW did, it would be just stupid[/quote] Well, I would say it more like: There were people in the past who had to design very similar systems. Ignoring what they did is highly arrogant. There is nothing wrong with re-using accumulated expert knowledge. One of my major concerns is marginal spells. It is much preferab
yaromir
[quote who="Raven X" reply="29" id="2759223"] I've seen Frogboy mention a "pooled mana source" and I'm not sure how I'd like that but I'm waiting for him to give more details on it before I make any judgments on it. I think it could damage the worth of individual champions though. The value of some champions is that they have a high INT or you gave them a lot of Essence as they leveled up, thus they have more mana and are more valuable. If all the champions are drawing from One mana pool
I thought I'd put together a list which made other TBS tactical combat interesting. Targeting rules. Flying units can't be attacked by melee units Non-Corporeal units can't be attacked by regular weapons Varied terrain bonuses AND maluses which are clumped in a meaningful way. Meaningful Unit special abilities (i.e. First Strike, Armor Piercing...etc) Un
People, what is the point of "I told you so" and "why didn't you xyz". What does it matter now? I for one would prefer more productive discussions along the lines of "what now?". For example, I want extensive modding through python, including being able to change GUI and make new screens. Including changing the way Heroes level. Mods add serious value. Look at EU3 and plethora of Mods which
Very good. This addresses many of my concerns as far as the gameplay
Mr. Wardell you are truly a class act. I have never seen such openness and forthcoming. Setting release and gameplay comments aside (and I have a ton!) The spiritual predecessors of E:WM were MoM and MOO1/2. All those games had glaring problems at release. All of them were much better after patching. Anybody who played v1.0 of MoM knows what I am talking about. You were essentially s
First, let me say that the release is a pretty good one (and I am one of those who has single digit FPS over cities) A brand new engine, a brand new game, and overall it went smoother than say HOI3 (yes a Paradox fan too). Here is my condensed list: 1. Create rollovers everywhere. If I hover over a weapon in research menu, I want to see its stats. 2. Show resources with income. i.e. 10(+2)
Yep, that definitely helped a lot. Great find. Still far from perfect, performance-wise
Same issues for me Core i7 Q720 Mobility Radeon HD 4870 4GB Ram Tweaking settings doesn't change anything. Tactical combat has no issues. Cloth map has no issues.
Well, I have this issue on scrolling, zooming or viewing unit movement on strategic map. Tactical map works beautifully! Switching to lower resolution, scaling things down and turning things off didn't work. Core i7 Q720 ATI Mobility Radeon HD 4670 4GB Ram
WINNER. TAKE. ALL -------- I definitely don't like this line of reasoning. For starters, why turn N? What if at turn N the attacker nearly decimated the defender? Seco
By the way, there is a new promising fan-site for Master of Magic with lots of goodies. DragonSword.com
-Randomize quantitative effects of techs within a reasonable range. -Have later techs affect earlier techs (like in MOO2) What I didn't like about research systems is that you need to learn a tech tree, and subsequent games you plow on auto-pilot.