I like the idea of adding special abilities, too. :)
camomilk
It seems that sovereigns don't have enough stat points to be of much use in the late game, but if we give them more stat points then they become too powerful in the early game. So here's my suggestion: tiered leveling. At tier 1, levels 1-3, sovereigns earn 1 stat point to spend on their skills, just like the current system. At tier 2, levels 4-6, they earn 2 stat points. At levels 7-10, they earn 3 stat points. And so on.
OK, I tried copying the entire previous tech tree, and just adding the line " ManaRegen_Amarian " under the Magic category. The tech still isn't showing up when I play the game.
I added two files in the mods folder. One of them contains: [code="xml"] Meditation Teaches our channelers to meditate, granting +1 mana regeneration. Sovereign_Altar.png 182,7,3 255,48,0 100
Great, looking forward to checking out the new patch. :) I like the idea of 75-125 essence range for children. And I second the motion to somehow speed up animations in tactical combat.
After further review, the issue I was thinking of in my original post is definitely still happening in tactical battles.
I'd like to see enchantments that affect all your cities on a single cast. Or enchantments that affect a whole stack of units (perhaps an enchantment on a hero that gives a bonus to each unit in its army).
I just wanted to post and say that despite some flaws, I am quite enjoying Elemental. I went on a 5,000 mile road trip with a friend, and Elemental was our activity of choice while in the passenger seat. We especially appreciated the cloth map mode, which allowed us to play without overloading the A/C power adapter.
I think I just was confused and got it wrong how the units are moving. Either that or it changed in 1.07.
A few things about managing units: When I have many units traveling around my empire, it becomes hard to keep track of which ones have move orders. When I press TAB to switch to the next available unit, it will choose units that already have move orders but haven't spent their movement yet. So I'd like to make a dual request: 1. Make TAB switching ignore units that already are moving somewhere 2. Make it easy to tell if a selected unit has a move order. And fin
A request. It may be moot, I haven't updated to 1.07 yet, this is from 1.06: I want move orders for units to be completed at the end of the turn, rather than the beginning. For both tactical and strategic move orders. Currently, if I have a unit moving to a square, I end my turn, things happen in the world, my unit makes his move, and then I get to do my next turn. This literally TAKES AWAY CONTROL of that unit from me: in between those turns something may have
I would be interested in contributing to a fan site, although I can't promise a large time commitment, so as long as you're OK with sporadic contributions then I'm on board. I can do programming (I don't have much experience in web programming), but I'd be more interested in content.
I've only played HoMM 3 and 5. Both are quite good, but I think HoMM 3 is better. It is more polished, runs faster, is easier to pick up and play, and has far more maps. I've been playing HoMM 5 recently because they've added some cool things and the battle system is arguably better, but I've had the most fun with 3 and in my mind it is the definitive version. Keep in mind that I primarily play multiplayer.
Thanks for the update BoogieBac, that sounds awesome!
So what do we know about multiplayer? Is the persistent multiplayer like the GalCiv2 metaverse, or actual "true" multiplayer? Will there be support for simultaneous turns?