HenriHakl

HenriHakl

Joined Member # 4490566
27 Posts 167 Replies 1,087 Reputation

@Heavenfall - it is a matter of information density. Some things are suitable to get small blurbs on stat summaries and the like. And some things should be explained in noob-friendly, long detail. The later is the domain of the right-click. For example, clicking on the mana types, say death, would give a complete breakdown of the benefits gained at 1 pick, all the way through to 11 picks. 1 - 3 common spells in spellbook 2 - 5 common spells in spellbook 3 - 6 common,

7 Replies 14,808 Views

Logical falacy - the gaming industry has overtaken Hollywood as a moneymaker. They cannot afford to save the economy by shutting it down ;)

8 Replies 17,002 Views

I just spend 20 consecutive repeats looking at the little fog video; and I'm quite fond of it. I haven't seen/played EWoM, so the whole art style is novel to me - but it is really well chosen and implemented. Kudos to the engine programmers and artists. The fog itself doesn't scream anything at me - which is a good, there is nothing glaring at me as wrong or ill implemented. What did bite at me, though, was the tree-flip.

41 Replies 89,054 Views

I, for one, will be a newcomer to Elemental - so I'm not too pre-conditioned on it - and I'm willing to put my gaming dollar on Fallen Enchantress. I haven't been exposed to good strategy titles in a long while (I kinda lost interest when the RTSs took over) but recently I've tried out Fall from Heaven 2; to find out what Derek had achieved. And I'm well impressed. As it stands, I'm very hopeful for Fallen Enchantress.

8 Replies 17,002 Views

I'm fine if it is say 50% as effective without special effort; and then having a few traits, technologies, magics, and/or other special things that can make it at least 80% as effective.

20 Replies 19,948 Views

[quote who="unacomn" reply="17" id="2999334"]Four seasons are overrated. Down here we've also got mock-summer, almost-autumn, pseudo-winter and "YE ELDER GODS HELP US WE'LL FREEZE TO DEATH IN THE NEW ICEAGE". A good TBS beta would be nice during that last one, so would some woolly mammoths to hunt .[/quote] This is a cue to the animators to show off something!

54 Replies 63,983 Views

I'm disappointed. Fall ended months ago for me. Greetings from the southern hemisphere by the way :D

54 Replies 63,983 Views

I think it is a hard lesson to learn: strategy games like AoW, MoM, Civ and the like are not for the mainstream - and I think a lot of executive board decisions are made to try to appeal to a broader target market by being simpler and more accessible. In the process you are invariably shooting yourself in the foot. There are some German strategy games that are all numbers; and I guess that appeals to a certain turn of mind. But those are not what we want. The game of

13 Replies 22,854 Views

[quote who="HarbingerLeo" reply="10" id="2998855"]In deference to leeboy26 , if you like the randomness, that's fine. I personally edited the game to balance out many of the random factors. MoM was and is very detailed game. (Thankfully it always had in game help to walk you through 99% of everything. If one could be bothered to read it.) That's what I like about. The Age of Wonder series probably is the closest mirror to Master of Magic, but they don't have half the detail. Game

13 Replies 22,854 Views

A potential way in which this suggestion could be handled is having a special unit trait (applicable say to rogues, scouts, highwaymen etc) that has the following effect: if the unit is inside neutral terrain, it may act as if it had "hidden nationality". Additionally the trait acts as if giving a small neutral area of influence that is so weak that it doesn't show up if inside borders of a nation, but along the border it is strong enough to create a small buffer area of "neutral" territo

27 Replies 29,646 Views

Maybe it could be balanced by either having ICBM level spells too broad (thus killing your friendlies too) - so only tactical spells are allowed. Or have a trait in your heroes that allows them to channel some magic of the main wizard through them onto the battlefield. The trait would be part of a set, with each level giving a greater degree of mana that can be channeled through. So "Remote Channel I" allows 10 mana, "Remote Channel II" allows 25 mana. Etc. This would require a hero-u

13 Replies 22,854 Views

Well... Derek did say that attacks can have spells attached; in principle that means some very elaborate "unarmed" attacks are possible.

20 Replies 19,948 Views

As a second thought: perhaps spells should also benefit from the "trait" system; so it is possible to assign traits to a spell semi-randomly. "Overkill" would be a rare spell trait, and a spell like Fireball would be guaranteed to have this trait. Unresistable (spell trait) - only applies half the applicable resistance score when cast on units Death drain (spell trait) - when a spell with this trait deals enough damage to kill a unit, the caster regains the mana expen

1 Replies 6,866 Views

Derek mentioned the random elements in the technology trees. I think the same principles could also be applied to magic: spells can deviate slightly in effect, costs, duration, etc based on the deviation a spell could be classed of a higher or lower power level; perhaps changing the Fireball III to a Fireball IV spell; thus making the spell more potent, but harder to reach through research similar to the tech tree the spell research available would be visibl

1 Replies 6,866 Views

Maybe I'm 10 years too late, but I'd like to add the suggestion that Empire sovereigns can get Life magic, and Kingdom sovereigns can get Death magic. Not for free, of course, but by buying an expensive trait at creation or some other mechanism that makes it unattractive, but possible.

0 Replies 6,085 Views

I wouldn't quite go that far. Fighting isn't just about two opponents standing across each other and wailing away with weapons and absorbing hits with armor. A fast mobile unit with a good ranged attack can easily stay out of the way of a plate-wearing greatsword wielding slugger that cannot keep up. I've noted in one of Derek's posts that plate armor has particularly high defense against blunt-damage, for example, which is somewhat inaccurate. Historically speaking bl

20 Replies 19,948 Views

New suggestion: how about having "culture" affect growth rates. Not just your own cities - but opponent cities as well. No change in borders, but if my culture is really awesome, then more people will come to my cities, and less go to the enemy cities.

27 Replies 29,646 Views