BastWorshiper

BastWorshiper

Joined Member # 2870383
0 Posts 10 Replies 78 Reputation

EviliroN, if you choose the same things everytime, it is no surprise that you don't see much variability from game to game. Actually, I don't have the mod for MoM. I'm playing with Microprose's last patch (1.3-something). I have learned that there are different kinds of gamers. You seem to be one of those that just wants to get to the end as quickly and efficiently as possible. Your goal is simply to win in the most complete and crushing way pos

104 Replies 378,169 Views

Exactly. It wasn't the AI or the balance that makes MoM such a great game. Those things aren't what makes the game challenging, either. I realize that, if you survive the first 20 or so turns, it is nearly impossible to lose. That's not a problem. It is the world(s) that creates the challenge and maintains the interest -- the battles for the nodes and ruins and towers, the wizards, the races, the units, the schools of magic and the

104 Replies 378,169 Views

You already have a "resource" that could be used to determine how many and what quality of heroes offer services to you, assuming heroes are removed from the map: diplomatic capital. Heroes shouldn't be sitting around on the map waiting for someone to hire them. I also find that by the time I am able to recruit high level heroes from the map, most have already been killed by the opposing faction. I have to find parts of the map that haven't been explored b

17 Replies 9,618 Views

I disagree completely. I think the rarity of traits should not be visible at all. Like you, I find myself often picking traits based on their rarity. I think we should have to play the game a few times to figure out how rare each trait is. I think this would affect two things: 1. I would pick traits based on current need or perceived utility. 2. Over time, I would realize that there are some traits I should pick whenever I see them, beca

6 Replies 5,198 Views

I agree with many of the suggestions here and see how they could be incorporated with other aspects of the game. The suggestion of espionage can be linked with the hero/champion system. I think there is already an "Assassin" hero type. "Spy" could be added, as well. These characters would then be able to travel undetected, unless an opponent army moves next to them. This would give them the ability to travel through opponents territories without the non-ag

79 Replies 186,485 Views

[quote who="AM_Shark" reply="127" id="2826149"]"Greater Alchemy- settlement gets +3 gildar" I'm assuming this is a typo and should say "+1 Arcane" since all the others +'s in that new beginning book are +1 [/quote] Alchemy gets +1, Greater Alchemy gets +3 You get gold, rather than arcane, presumably because alchemy was known for its attempts to turn base metals into gold.

261 Replies 144,247 Views

[quote who="Tridus" reply="123" id="2826135"] Quoting FatNonFree, reply 120 Can you make so you can marry one of your heros? I'm at war with my neighbors and no one want to marry my kids! You can in 1.0.9, but if you're a male sovereign you need to find a female hero. There aren't nearly as many of those. If you're playing as a female sovereign, you can marry Janusk almost immediately if you want to. Look for the wedding ring button in t

261 Replies 144,247 Views

The main problem, now, is that there isn't any strategic depth to really any economic decisions. I think a lot of this will be alleviated by the addition of a maintenance cost for most buildings. As it stands, with no maintenance costs, you just build every building available in every city, and the only times you have to make a strategic choice is where to build the one-per-faction or one-per-gameworld buildings. I think I would like to see local resources and the need to

278 Replies 548,055 Views

I'm a little late to this party, and I've had the game for less than two weeks. Regardless, I could go either way on this debate. I would be content with a global resources, HoMM-style system with markets being used to exchange basic resources one for another (i.e., gildars for materials, materials for mounts, etc.). In HoMM3 (I think), the exchange rates were based on the number of markets you had built. In HoMM4 (which while not critically popular, was my favorite

278 Replies 548,055 Views