Well, Pariden = Amurites in my mind :P
esvath
+1 to wildland tiles having more than 9 points of resources.
+1 on this!
I never have a plot with 4 grains, or 3 essence, moreso a 4/3/3 one. Does this is my bad luck, or do I have to spam restart?
Wow, this is great! [e digicons]
My ipad 2 last approx 10 hours if being used continuously (for movies, or games), and more than 10 hours if I let it sleeps between use. I found that reading in ipad is less exhausting than reading in laptop. I like the sephia theme in iBook too :D
+1 for gender equity!
I think it will be better if the +3 hp is per hit, not per kill. Thus wraith units can replenish their puny health whenever hitting enemies. Consider them sucking the life energy out of the enemies :) ALSO, make Hallowed Rite +mana per hit. If +5 is too much, make it +1 or +2.
Heroes VI's initial release is buggy as hell, and still is, up to now -_____-
I can not see the picture (and the picture when founding first city). These screens showed the text, but no pictures :( I don't know if this is a problem with my graphic card or else, but other visual is okay.
[quote who="Frogboy" reply="20" id="3272412"]Should almost do a poll on this: Would you be willing to give up player designed units to have a greater visual variety in the races? Basically, the limitation is that each body type / skeleton requires its own set of clothing, armor, etc. [/quote] No need to sacrifice customization for variety. You can just take the other route: instead of visual variety, make it skills/abiliti
I think the main reason why all the factions felt bland / almost the same are : Too little units and buildings differentiation provided by Stardock. For the example, generic Mage can be differentiated to Necromancer (access to Summon Skeleton spell), Druid (access to Entangle / Charm Animal), Warlock (bonus on elemental dmg) etc. The customization processs still provide too little differentiation for each faction, imho. Once you get the same techs, you
[quote who="Kestral2040" reply="15" id="3272238"] I wanted to do this as an appendix at the end but I ran out of time... was a lot of work I apologize[/quote] It's okay, just if you have spare time and decided to add the description, please do so. I think a lot of us will be very grateful (even more grateful than now :lol:). Thank you again for your hard work!
Lovely! Now, if only you can provide monster manual in pdf... ;) Edit : ninjaed! XD New request here : how about adding a litlle explanation on each monster's skills? (Maul, etc)
AFAIK, it means Pariden units will have their unique effect without casting animation in the beginning of each battle.
I already reviewed this game with a 9 as its score. I think it is fair for those who like this game to provide their insights and scores, just as we can't forbid those who hate this game to provide their opinions and score of 1s or 2s. What I think unfair is : spamming low score, even before the game was launched. Granted, this game is not perfect. I still think that Fall from Heaven is better game than this. But, this game is good, and I appreciate Stardock's attentio
[quote who="Ben Yeoh" reply="13" id="3270902"] Yes. But also instead of generic units like Spearmen and Mages for all factions, have faction-specific unique units that fill those roles. For example, Altar could have Foot soldiers and Spellswords instead. Yithril could have Berzerkers and War-mages. Tarth might have Rangers as equivalent frontline units adept in stealth, melee and range attacks but then lack a magic-type unit for the faction. And even after customiz
I think we should have the opportunity to increase 3-soldiers troop into 4-soldiers troop or more. Make the gildar cost higher with the troop's level, if you will, but please make this possible.
I got this bug too if the unit with Sculla Mace start as the first in a combat. But if it skip a turn, then the battle can progress normally.
What is the benefit of building road early, instead of waiting for auto-road by techs? Does road increase gildar etc?
More important implication about the lack of UI on hostile enchantment is, players might do not realize that their cities have negative enchantment. It happened to me in my last game :( I don't understand how long my cities had been cursed, I just noticed the fact a few turns before completing the game. The more annoying thing is, I was able to dispel/bless those said cities X(
I think Mages should have at least one spell, unique to the faction. Then, players designing Mages can create Mage that can cast one spell available to the Sovereign (maybe limit this to lv 1-2 spells). This will make playing experience varied greatly.
That is disappointing. I can't make Wraith henchmen then :(