I dislike how spells are tied to almost entirely to shards. Meaning the "free" amount you get is generally never very good, and you need many shards to make the spell potent. It ties too close the size of your empire is the strength of your spellcasters. On top of that, there appear to be two game creation options which affect spells. One being the obvious, choice to affect how strong magic is, but then the "Resources" option, if it affects amoun
nkraptor
Fire is probably the easiest class of spells to become immune to, so I don't throw much weight on the power of fire. I've gotten to the point the only good spells in my opinion are buffs and debuffs. Physical "spells", such as sweep, maul, double strike, etc., always seem to out perform their real spell counterpart. Another thing with fireball, I believe it has a channel time correct? They also felt it wise to give every champi
You bring a caster just for the heck of it. Question is, you have a stack of doom right, imagine 2 stacks of doom fighting each other. Normally I use a physical hero, the traits I go for are obvious ones, but then specifically things like move, initiative, impatient is a biggy +10 first turn. Reason for this is because of the move sweep, the one that lets you do damage around you. I also use a pike on my main hero for the defense reduction. With
Has anybody else been curious how the game would play if the army mechanics were along the lines of Heroes of Might and Magic? What I mean by this is regular units require a leader to group up and move out of cities, but you can only have 1 leader per army. Leaving of course, your leader to be in the actual battle and not say HoMM3. Every game I have played so far, even on medium map size, I have gotten to the gildar per turn point that I can just have eno
Since its about spells I'm going to just go ahead and throw my thoughts in this thread and hope they get read. Right now my biggest problem with spell mechanics is that is entirely based on the size of your empire/kingdom. What makes a spellcaster better? 1. Shard control 2. Total mana regen 3. Leveling up? Sort of? The first two are obvious, almost every spell has a (+# per shard!) on it. As well as you can have TOO many spellcasters, leadi
I've yet to see an AI cast a spell at me, this really needs to be improved. A few spells from a caster AI would probably kill your hero no matter its attack and defense. Which brings up the next problem of how melee champions have HP that is too low to ever live through a caster champions spells...
I feel like i must be failing with search keywords not being able to find a topic about this, but is there any way to reveal the whole map? I was experimenting with higher difficulty setting AI's, and I just had a game where on turn 21 the kingdom report said my neighbor had a net income of 50.4 . Which is pretty crazy to have by turn 21. Wondering if the map just spawned him next to 10 gold mines, or if higher difficulty just gives over the top bonuses to computers.
Diplomacy seems to be focused for games with many factions. Having played a few games with only 2 or 3 total players, it honestly offers very little. Add to this if the game is a 1 on 1 with real players, they probably will have no intention of having relations, since they know who they have to kill to win. Outside of a very few technologies, it basically lowers the game down to just 4 tech branches. I don't know if small games (2 or 3 players) just isn't a big
Since everybody is using the same mechanics, it's not an advantage to any player. That being said, I enjoy both grids, and am I get to play both based on what games choose. I would be as unhappy if all games changed to hex as I would be if all games changed to squares. As for the strategy games like Fire Emblem and such, I think most that I've played have used squares, instead of hexes. However, off the top of my head I also think most of those only le
They seem to go beyond being a "minor" race by giving them some of these abilities. If a city can rebel after capture, just stationing troops there shouldn't permanently lock it down. They should still actually rebel randomly, and a fight happens, and if your troops there quell it so be it. Instead of static equipment so you know what to prepare for, it could also be based on the wealth of your cities. If you've got tons of money, metal, tools, or weapons floating ar
I as well have been bugged by the spellbook, but was never quiet sure if it was just a personal peeve thing and not an issue for others. If they are seriously in love with their current layout, they could leave as is but maybe set it as the default or "basic" layout, and allow users a more streamlined format. These are my personal problems, and maybe a few suggestions, with the spellbook. A few of these are tiny gripes that won't make me rag