As some people pointed out: Number of polygons: If two games do the same thing, but one has more polygons (and assuming the artists are just as good), the other will have a dated look. Art style: I personally loved the old 2D graphics. 2D games at 1999 managed to beat graphic-wise the 3D games of 2005 in terms of how good they look. Nowadays, the old 3D games look terrible, and 2D still just looks outdated. Complexity of objects: If a battleship used to look toward the
Raledon
[quote who="DsRaider" reply="57" id="3463418"] Quoting tetleytea, reply 36Therein lies the reality for you when writing a fantasy game: you have to flesh out all the ramifications on the world you're making when you introduce fantastic elements into the equation. If your battlefield is dominated by missiles of lightning flying all around, do you expect your troops to be wearing chainmail and plate? Exactly. When magic is taken to the extreme, like a lot of fantasy
Comparing the games to chess is not entirely a good correlation. While in a sense it's true that in a game you got more options (build 1 of 10 buildings on 1 of 10 colonize-able locations and move to 1 of 10 locations instead of which of the 8 peons to move, and 1 or 2 moves for the first turn), you can also mop them a lot better- out of the 10 buildings, only 3 actually worth building. from the 10 locations, 2 are different and better than the rest in all respects, and out of the
The main question is what level of magic do we use. We separate them to 3 very rough categories: Low level: part of your toolbox, usually affecting one creature, used all the time Medium level: rarer, A weak world enchantment, affecting a city or a a few units, used occasionally and affects the tide of battle High level: a strong world enchantment, decides a battle MoM has a wide variety of spells from all 3 levels, from a simple Haste sp
I haven't played too much, but these are my main concerns about the game: 1) Lack of diversity: Everything feels the same. I do not find myself trying new things, because either I have no reason (see below) or because it's not different. The one main difference between games are if your sovereign is a caster or a melee. Caster is for endgame where you can throw mana around, melee is for early game. Beyond choosing that, I play my race and tech tree the same way
I personally don't like the DLC system, but that's only me. What I am really interested at after seeing the post: Frogboy, could you elaborate about the reasons a DLC with c++ coding is viewed as an expansion pack? Is it a Stardock decision to view this way, or a general market view?
I think that the two options of "WoM" or "not-MoM" are bad. I believe you should go for a new MoM game, do it well, and then expend it to include the WoM features. There haven't been a true game following MoM lead. (AoM is closer to Heros of might and magic than to MoM in some regards) Below is a wall of text of what I believe to be the problem with WoM/FE, and it can easily be solved by expanding a game, instead of creating it too big. I would love to see a new MoM coming
Is it possible to change the damage math from the normal attack^2/attack+defense? I considered attempting to rebalance the game around a different attack damage math base, such as as MoM's. MoM math: For each attack, the unit has accuracy chance to deal 1 damage. For each defense, the unit has dodge chance to avoid 1 damage. Damage=total attack damage dealt-total defense damage avoided. I'm currently stuck with 2 fine points: I need to either ran
Another issue that I noticed in another game, is the balance between the races unique active abilities. While Tarth double strike is very strong, the other caster races' abilities to deal damage based on levels and such is quite weak, due to costing a high amount of mana. I didn't check all of them, but abilities that do not scale over time (up to 20 damage or 10 lifesteal at most for units) and cost mana, is quite weak compared to double strike (especially if the unit was trained wit
Just from these 4 posts we see how problematic this system has become.
I assume he just means buying loads of potions off the shop and use them. The idea being, if the unit deals 5 damage and you heal for 8 out of 20, you should be able to eventually kill it, with enough potions. Boatman, I understand the idea of roaming with champions in armies. The issue is that only works later in the game when your units worth a damn. An alternative is that you player on a lower difficulty than I did (quite possible), thus the weak units coupled with t
[quote who="Frogboy"] The Legendary Heroes In Fallen Enchantress, your ability to acquire champions (which led to your victory or defeat often times) was dependent on how the map placed the champions at the start of the game. You literally would find them camping out in the wilds. This had the tendency of making victory less about how powerful your civilization was and more about amassing champions. In fact, some players were able to win the game without
It has bugged me for quite some time- What is the role of champions in Fallen Enchantress? Early game, you need your whole army and sovereign in order to beat the monsters around you. If you group the champions with the sovereign, you reduce the xp the sovereign gains. If you try to group them with another army, it will most likely be squashed, as you already cleared all the easy camps. This means that until the later stages, when you have multiple strong armies roamin
I have downloaded the expansion on Steam. First of all, thumbs up for moving to this platform! (Though I'm aware some dislike it) From all the preview in the Journal, I couldn't agree more on anything done so far. These are all the issues I have encountered in LH so far: 1) The title in the entry screen- the Legendary Heroes is too close to the "New Game" button, looks bad. 2) It's unclear where the Tarth gets their special bows from. 3) Mul
3 Things I'd like to see in the coming modding upgrades: 1) Formulas, such as If X do Y. This will allow modders, and most likely Stardock, to create some great many things. 2) Data pulling for everything. Last I tried, I couldn't pull the amount of gilder from the game, and so unable to interact with it. This will allow a greater variety of effects, such as "Reduce unrest by 5% of your gilder", instead of just "5 times your shards". 3) Allow introduction and c
A few possibilities: Make buildings that grant non-conventional bonuses. For example, a level 5 conclave upgrade that gives mana equal to amount of prestige the faction has. A fortress building that forces the population to work harder, granting 0.1 production per person. A town building that lets you build the armory path (all the +armor when trained buildings). Buildings that grant resources based on shards, such as +2 Metal per Earth Shard, or +0.5 grain per
Thumbs up Stardock! I agree with all the changes and new designs, I feel that game-wise it will do a lot of good to the game. The mountains looks much better, I remember having problems understanding at the start where can I walk and where I can't. A couple of suggestions that might help make the expansion even better: adding commands to the XML, such as the "If" command. This will also allow you to create a large amount of content easily. Also, whil
Not entirely sure how to work with city specific resources yet, Heavenfall might know. When thinking about it, not even sure if it's currently possible, as in general pulling most of the data from the player don't work, so doubt if the city does.
Is it possible to make a building that applies an enchantment on units? If so, it might work that way. Another option is to try and make a trait that checks for the a background stat. If your building increase that stat by 10, then the unit will restore extra 10% health. If both don't work, I have no idea.
Check if you can edit the over-weight minuses, I think I encountered them around. If you find it, you might be able to affect the stats you wanted, thus the more overburdened your champion, the worse caster he is.
I have no idea if this will work, but try to put a code to pull the units max health and multiply it by 0.1. Pretty straight forward, and it entirely depends on the logic of the original programmers, but it might work.
While custom maps do not speak to me too much, the boat XML does (once it works for everyone). Could you release the XML for boats and such to the modding community? And yes, I'm aware that with current maps the boats are useless.
you are welcome
The original code had a part where I originally multiplied by 0... Thats a bit confusing indeed. I've changed the math a bit. UnitStat_MaxTroops - I expect this to be the amount of max troops the unit can have. If this doesn't work, you should create a stat and assign it based on group size. It might need to be changed to UnitOwner, I'm not sure. UnitOwner_GetTroopCount - Current amount of troops. The math assume that the unit gains 2 arbitra
It's possible. If you say that UnitDamage=((TroopCount*TroopDamage)/(MaxTroopCount/TroopCount))*TroopCountDmgChng (do note that the first part is the original formule) the unit will always cause max damage. The second part is, if we want that the unit will deal less damage- we use the ability to change units stats if they are below certain health (old kraxx talent that gives extra defense/attack), and give it TroopCountDmgChng=(TroopCount/MaxTroopCount)*N. If N=2 a