i have a feeling people will be looking back thousands of years from now discussing spock the same way we look back and discuss poseidon. and that has to be one of the greatest things ive ever seen RND. ty
cardinaldirection
[quote who="a0152570" reply="6" id="3524987"] Quoting mqpiffle, reply 5 I agree with HF here. For instance, defense isn't even presented in the tactical battle cards. I mean, I realize it's not like defense is fecking relevant to almost every single decision made in tactical combat.. &
[quote who="NaytchSG" reply="34" id="3523936"] Even if they just made it visually a smaller gatehouse/bailey to wrest control of. Heck that could be a new victory condition for the attacker, if you get a unit on the magic square that represents the raising gate/portcullis mechanism, they take the city. Especially perilous for the player with those pesky darklings. [/quote] ..interesting idea^
just a note: enchanters ueye works on both fe and lh
[quote who="mrtrevorcooper" reply="4" id="3520294"] My point is that the settlement's defenders should be behind its ramparts, rather than in front of them. The implementation of this doesn't necessarily have to be as visually sumptuous as AoW3 (although it would be well on its way to being the perfect fantasy 4X game if it was). Heroes of Might & Magic has managed this since at least HOMM2, in 1996, please see below. <img src="http://cdn4.spong.com/scr
[quote who="HenriHakl" reply="1" id="3519282"] I was wondering if the strategic depth of the game (and perhaps strategy games in general) could be increased with creature perks tied to locations. What I mean by that is that, for example, a swordsman might get a particular ability (that others don't get) while in or within 1-tile of a friendly city. Archers may get a stealth ability in forested regions. Certain locations could be made to have strategic presence by the unit-perks they
[e digicons]:yes:[/e] Great ideas Tsathoggua, they would make excellent DLC's!
[quote quoting="post"] [/quote] <
haha, zing!
i agree with you 100% weller
We’ve got questions for the beta team: and weve got answers.. Some people have said that Sorcerer King looks a lot like Legendary Heroes. What do you think people mean by this and what would be the most effective way to make sure the two games are visually distinct? the cartoon look - it looks wonderful, just add detail. the ui layout is
[quote who="BlackSmokeDMax" reply="4" id="3511544"] There was a thread a few weeks ago where Frogboy posted a link to a custom .exe for us to test. IIRC it was to test combat changes, but random maps were in it as well. Overall it was a bit unstable on my computer though. No complaint on that unstability though, it obviously didn't go through the QC channel. [/quote] im sorry i missed it. although ive played a bit, ive actually been waiting for the r
[quote who="BlackSmokeDMax" reply="2" id="3511507"] Plus they were in one of his custom .exe releases a few weeks ago, and it seemed in decent shape then. [/quote] ??
https://sites.google.com/site/heroes3hd/ just sayin
[quote who="abob101" reply="316" id="3510532"] Quests would be another cool way to use it, some quest options could reduce/increase Faith or Devotion... that kind of thing. You could have mechanics where if you choose enough "evil" quest options a bunch of witch hunters come after you. One of the things I'd like to do is write a unique quest or two for each religion, I think that'd be cool too. [/quote] great ideas!++ </p
..i think this might get me to pick up the new dlc and give the ol' lady another spin.. great work mate! after reading through your wiki im quite impressed with just how much youve enhanced the game in some of the most effective ways - ways the game needed. some good stuff in here for sorcerer king sd. i actually had a personal modification for fe that was somewhat similar, albeit less fleshed out. one thing i did differently, just a fun idea i thou
I was supporting your suggestion thimon2k, and agreeing with Heavenfall - that directly manipulating the doomsday counter is dull vs. doing so via second hand methods (like restoring or creating a shard); then piggybacking to comment on the consequential immersion break, exemplified by the Reduce Doomsday spell as it is currently in game. Addition: and again we agree - flavor text, and titles, definitions, etc. are extremely important; especially concerning immersion.
[quote who="Heavenfall" reply="18" id="3508715"] Quoting thimon2k, reply 17 Just wanted to mention it here. A favor could restore a destroyed shard, giving you a possible resource, reducing the SK's power hence reducing the Dooms day counter. This is so much interesting th
i noticed in one of the recent updates we got "number owned:" on the forge pages.. can we please get this delineated to "number in inventory:", and "number equipped:"? ty
[quote]I definitely think agree that a world conquered by the SK SHOULD look more war torn and beat up. [/quote] [e digicons]k1[/e]
fun idea
[quote]I borrowed the start straight from it, you're asked lots of hypothetical questions like "A messenger from god appears to you. What form does the messenger take?” With each of the answers shaping your starting army and stats to give you a personalised feel to the game.[/quote] i absolutely love [e digicons] <p style="margin-bot
agree about the castles. each faction should have a unique look; and capital cities should have some distinguishing feature (forge of the overlord?)
i use rockpapershotguns mumble server to host a weekly rpg, im sure they wouldnt mind at all if we used an "extreme geek zone" channel every once in a while to talk about extremely geeky video game zones.. i also have a private voip server that a few good gaming buddies and i use to chat... we're using teamspeak at the moment, but i think mumble is a better application. &n
[quote who="ditoLoco" reply="37" id="3494612"] But the screen with the sovereign was somewhat disappointing, very few options visible. Here is the idea - which I do not know why has not been implemented before. For the sovs and heroes we have: tree skill, linear development, or pick one of three random skills showing up. How if we have the web? Webs are used already for some games for the technology trees, why not use one for the heroes. Example of a goo