hntr101

hntr101

Joined Member # 2486333
24 Posts 73 Replies 364 Reputation

I like the game modifier for flanked. To add to this, I would like to see the tactical map play a bigger part in battle. I think if a unit attacks at an elevation higher then defender there should be a bonus to the attack and defense. Also there needs to be a clear line of sight for distance attacks. Archers and magic attacks should not go over hills or through obstructions. The distance between an attacking archer and defending units should have more effect on attack.

46 Replies 29,128 Views

I really like the quest editor feature. I hope it gets added.

33 Replies 61,802 Views

I realize that most post focus on the negetives so I would like to say some positive things. Some of the cool stuff that I really like is when the earth elemental or grave elemental come out of the ground. I know it's trival but I like that kind of stuff. The other cool thing I ran into is summoning a fire elemental in the tactical battle. The area becomes dark red as it is casted. This is really cool. I don't get a ton of time to

8 Replies 40,165 Views

I agree with the last post. The end of game can be frustrating killing the same guys over and over. If the battle was close then I got to recover my army and by the time I attack another city it becomes even harder to take over. If after killing a champion 3 to 5 times I think the champion should die or make them much weaker by making them a level 1 or making their total constitution much lower or both. As far as the bugs go,

32 Replies 72,010 Views

Looks like some really cool stuff. I can't wait for the download for .915. I would like some more interesting quests with some special items.

1,118 Replies 2,453,470 Views

Quests -I like the quests and having the option of taking money or a special item. I wish that there is more quests. In the game a couple of versions ago there seemed to be a lot more than there are now. It also seems a little wierd that the chain in the quests are so close together. I understand the logic but it plays wierd. Champions - I like the leveling of champions and that they can cast spells. Again, I wish there was more of this. Spec

27 Replies 103,543 Views

I am not sure how Heroes played taverns so I can't comment on that but what I am trying to say is that a great game should not have to be restarted. What I mean by this is if a game is started and by circumstances out of the players control the game goes sour, like I had a game that I could only recruit two heroes and to be frank, they both sucked. Their casting ability was very limited if any. It made for a pain staking but short game. All that I&#3

8 Replies 6,351 Views

I don't like the pioneer spamming but if it's going to be part of the game then there should be a way to counteract this. There should be a way to raze cities and outpost without causing war. If there can be a way to influence a thief to attack an outpost or by creating a unit that has a high percentage chance of attacking an outpost without creating a war, kinda like a spy.

83 Replies 235,597 Views

I like all the ideas. I think the items in the quests need to be special enough to make worth doing them. Maybe a special spell that is rare. I had one quest that had a flaming bow. I really liked that one.

53 Replies 220,809 Views

I like the idea. I hope something like that gets into the game. I also thought the locations where the champions are located could be a building with 3 different champions in them costing different amounts of gildar and/or acheivements. I was also thinking that the factions hero level might have to be as high as the champion being recruited in some cases.

8 Replies 6,351 Views

I agree. The game gets into fighting factions way too early. The game is missing the adventure element that it once had.

83 Replies 235,597 Views

I think the beginning of the game needs more low level monsters near the city that the player built to get the champions to level up. I also feel that one advantage the gamer has is that they can see what is in a city from far away. This gives them an advantage of knowing what is in the city before spending several turns to get there. I suggest that only scouts can see in cities and that they have to be either one or two tiles away.

6 Replies 4,028 Views

I have to say I agree with the posts about how long is takes to level up. I feel like the game has lost the fun factor and repeat playability. I felt three main factors for fun game play is being lost. They are: leveling up characters; doing quests; and exploring the world. It now takes so long to level up to each level that I feel forced to select a certain trait or the game is doomed. This make the game feel stale. A character should be able

180 Replies 699,891 Views

I voted good but I think the potential is to be great. I didn't get to play a whole lot. With that being said, I like where the quest aspect is going. I hope in the future there will be more clarity on what is need to be done on some of the quests(example: It looked like I needed to go through a gate to kill something but the gate wasn't open and I wasn't sure how it opens.) The hud doesn't clarify it enough for me. I like being aske

323 Replies 256,015 Views

Would be nice to show the level of the champion when on the trade screen. It would help on trading equipment that requires a certain level.

0 Replies 4,189 Views

I like the idea of the champions having the possibility to die. It would make the decision of attacking a bigger decision to make. Maybe you can leave it the way it is but have the equipment the champion had given to the victor as a reward. This could lead to a revenge element in the game.

2 Replies 3,003 Views

Just a suggestion. In the game I was playing I had at least 10 caravans. It would be nice if the caravans were listed under it's own catagory and not the units catagory. Then they can be minimized when not dealing with them. Right now it clogs up the unit catagory and it makes it hard to find the fighting units.

28 Replies 29,159 Views