I thought in AoW your wizard respawned? I only played the second one which seemed to respawn.
landisaurus
If the president became a life-long supporter of stardock and elemental.... well, I'd be pretty happy! My biggest fear with our new president is that in the past he has rallied on the side of anti-gamers. Someday...
well, what exactly is a "race" ? Human? in the original Master of Magic there were like three human races, High men, barbarians, and nomads. Now consider the idea that this game might bunch creatures of good into 1 race... so you have elves, dwarves, halflings, happy-kin, and bobble-heads as 1 race devided into 6 factions (yes bobble-heads are a good faction) then an "evil race" of orcs, beastmen, klacken (or whatever bug race), liz
for the record, my PC is completely 64-bit ready but I have had no reason to upgrade my OS yet. This would give me the reason to do it (if 64-bit is a go) and I would actually be greatful I think.
I say 3 or 5. 4 isn't bad per se, but 5 is better and 3 is probebly the best of the classic set (I say 3 is better than 4, but some features in 4 are kinda neat)
Woah, I should have been in here since the 5th. I preordered that game the moment it was available! (well, the day after' but that isn't the point) sorry for the slow update
That is one reason why I lean on the side not random anything. Good calculation can create something you can become "good" at. on the other hand, random lets casual players still play in the same game without being totally creamed.
In Master of Magic and cave wars it wasn't an option because you could move between worlds/layers at pretty much any time if you hade the right spells /equipment. In games with just an underground options like AoW and HoMM it was an option because you had certain locations that let you change. I cannot even think of any other series that have multiple layer, so I wouldn't say 'most' but more like half. (though, the first 2 series died right away so didn't
[quote who="DrNight" reply="4" id="1935645"]BEAR CAVALRY! Well armed and armored rangers riding their grizzly mounts into battle. Requirements would be foundries and stables imbued with nature magic near heavy woodlands. [/quote] Man! that would be awesome! Why didn't I think of that. Especially after the movie "The Golden Compass" didn't deliver me enough war bear action (it had plenty but I want MOOOAAAARRR ) <p
Fatigue usually frustrated me. It makes sense, but in some of them I would get angry because my guys always seemed to get fatigued quickly, and really the only way to slow it down was to wait as long as possible to charge. This made combat slow for me and made me only want to use archers because they never had a reason to run anywhere(maybe thats how generals in real life feel too for the same reason, but that isn't the point).
I imagine this game will have diag movement just like MoM so that slow units aren't hampered too much. Again, I also imagine the regular foot troops have a move of 1 like MoM. (I really hope many of the 'sub-core mechanics' like that are like that of MoM)
@Lord Reliant - most of the HoMM stuff can be reached by simply clicking the castle (all except 1 I think). But your point stands. In Master of Magic it showed the stuff, but the build window was seperate from the rest of everything. Placing buildings being left to a governer or optionally be done manually would make another + for the governors feature.
I like Lord R's Idea. This also gives that totally customizable UI that I think just about everybody wants. The only flaw I can see is maybe steep system requirements (I imagine this to be the case for seperate windows over the desktop, but I might be wrong)
I agree with having easy simple spells that might stop or weaken its effects. Something like "floating landmass" you might be able to cast on your few big cities, but you wouldn't be able to save everything (without spending a redicously high amount of resources) unless you had plenty of time to prepare. The caster could prepare, and probebly even boost his naval forces in ready. Those not paying close attention would be crushed (or at least drowned). This would
I figrue because of the fertile land system, we would have to somehow grow our own "wilderness" to populate. I suspect that also means that the density of the towns directly relates to what kind of channeler you are.
I personally am a fan of the industrial revolution fantasy. Where there are hot air balloons and gimmicy flying machines. They possibly even have early steam engines and bizzar mechanical contraptions. I always related wizards to having bizzar non-sensical technology.
I'm a much bigger fan of keeping movement speeds low 1-2 speed like in the original MoM. Infantry = 1, Calvery = 2, super fast units and flying units = 3, ships = 4 or 5 alternativily, we could have a "speed" option on the map selection that lets you scall. slow > base 1 / fast > base 2 or 3 / Super fast > base 4 or 5
Ratmen mercinaries Function: Mercenary group that isn't built by anybody, but occationally will come to channelers who are famous for being particularly wealthy (and in need of warriors) Alchemists Function: ranged magic users that specilize in demolition and potions. They can throw exploding vials of liquids that damage several spaces of the battle field and/or leave burning oils for several turns. OUtside of battle they can assist the
Great wasting : entire world starts to convert to wasteland. wasteland space provides no food and reduces wealth that doesn't directly come from mined ore. It has a chance to destroy game life. Death and Decay : Rots a large segmant of land (similar to great wasting, but more specific to a particular radius) Oceanic destruction: The seas boil away leaving the entire map as land. forest burn, and volcanos erupt. terra submersion: The oceans
I really like the templates Tamren has come up with. to Add more thought we could have a build order for a custom governor, like I always built > builders hall > granary > smithy > market > farmers market .... no matter what that start would be the same. From there I would change depending on what I needed (focus on research vs. focus on military) and I would want a governor to then prompt me "build Queue template is done, where from here?" and I could te
I can see governers taking something like the grand vizer did in MoM. Just an AI that manages your building. Nothing more, and that would be fine.
It looks pretty turn based to me. I suspect that real-time might apply to something else, like how it relates to the world around it. I know in games such as HoMM, battles are a pain because they are seperate from regular turns and slow down large player games. Maybe its more "real time" in that it relates to real time rather than turns. I'm not sure really at what I'm grasping here, but I imagine a real-time turn based structure where turns go by in real-time to ensur
ah, but I did post an alternative too. "alternative to the split screen support Another option would be to display the other worlds in a semi-transparent overlay. Like if you pick to plane shift (setup a cross-dimentional drill, prepare to slash with the subtle knife, or whatever would be appropriate) a bubble could appear around the character (drill, tower, or whatever). Everybody supports an alpha layer these d
optional contect feature creep may not be good for the developers if done without proper consideration, but some features are worth the extra step. optional content should have a reward vs. cost applied to it. I think in the random/blind research thread, it is a little different. That requires a lot time put into balancing and planning different research systems, much more than duel-moniter support. With one research system in place, there really is
@vandenburg - Why do rock, paper, scissor systems suck? I think suspension of disbalief in a war of magic game isn't going to be harmed by a simple combat system. You touch bases on how not to over-burden new players with too much data via tool-tip, so thats good. But I don't think we should thumb our noses at a rock, paper, scissor system. Maybe not limited to 3 types, since that is a very small and limited