HoMM - tribe sof the east is the best : it take the best options from 3 and 4. With a real new faction (the orcs that don't have magic but blood rage). Everything that people liked about the 3 are in the 5. It's stand alone, and you can finf the two first campaigns on the net. So you can play each campaign with all the improvements of "Tribes of the east". The only drawback of 5 is the comp you need to run it with smoothness.
vieuxchat
Yes that would let some kind of tight window to attack me. But in the medium and long run it can be really really powerful. But hopefully it can be balanced with how many xp you get from your heroes or the cost on enligntening your heroes :)
The trailer is just ... wow .. O_O About the interview I have a question : First they said you can imbue power to you rheroes. Second they say you earn a fraction of the experience earned by your heroes. SO ... won't be the "I split my power between lots of heroes" be the alph an domega of strategy? Because you'll become immensely powerfull really quickly. For instance you have 4 heroes, then you e
[quote who="Spartan" reply="18" id="1934211"] Quoting Frogboy, reply 15The beta testers will be making the final call on this. But my opinion is that if they die, that's it. Whoa! Can you feel the power brothers and sisters? [/quote] Yes. I need to be a beta tester [e digicons]:borg:[/e]
For sure gameplay is more important than realism. But the light/medium/heavy armor type is just ... not so good. the plate armor isn't the alpha and omega of armors. It has huge drawbacks, and only very well trained warriors could use it effectively. First : armor HAS to slow the wearer. The heaier, the slower the unit becomes. Second : special abilites. Maces were created to bypass shields. Halberds were a swiss knife : one part to make the cavalry fall, the one part to make
I thought about something else : the world would slightly change in favor of the element used the most. So each spell cast would have real impact on the world.
In multi the battles will be automatic I think.
Exactly. You'll have some ressources and YOu have to balance your army. And I think an USODRD (uber swordsmen of doom riding dragon TM) won't be in huge numbers cause you'll need lots of things to create such a unit. So it balance itself. No, when I say you will have to balance your army, I think that you'll have to create the units you need. And if you don't create usefull unit then you'll probably lose ;) Of course, if the map has 3454326546524654 ressources of adamantine, ridable d
Don't forget the dark school of magic.
Frogboy, are you aware that, because of your damn game, you'll just kill the 32bit OS? Hum. Who would have a 32bit OS when they can play A game of Elemental for 4 years because of the huge huge huge map? June is so far away ... [e digicons]:hugme:[/e]
Nope. In TI3 there's an option called "Age of Empire" : Every victory condition is seen from the strat. but you can't succeed in a stage 2 victory condition until the turn 4. TI3 is a VERY rewarding game when played with enough people. Did I say very rewarding? No, it's even more than that. You just don't see time passing. You're always playing, even with 6 players you don't really wait for your turn, there's always something to do. And I played with people who were living 2H from me
So what do we have? Light and dark Air and earth? water and fire? Anything else? I was thinking about the dark sun campaign from d&d. Each time a wizard cast a spell it burns a part of the world. Wouldn't it be great to have some elemental bars that would fill up each time a spell is cast. When the bar is full a portion of the world transform into an element. If a water bar is filled up then an area is flooded (and why not an area cho
I just hope it won't be as hard to use as the bethesda editor for the elder scrolls stories or the editor for supreme commander.
Excellent. And will we just have to click one time on the "paladin" button we created before? Or will we have to first ask for horses, then plate mail, then long swords. And what about the goods if I take an enemy town? Will there be some way to burn our resources if we see an invioncible army coming our way (that was the scroched land tactic used during WW2 in Russia)?
And imagine if some places would change of name! Imagine you have a hero called "Bob". And after a big fight in a forest the new forest name is "Bob" forest" os something like that. Wouldn't it be awesome?
All enchanted? MoM had some buildings that would give basic magic swords to units. And that was good. If everything magic is only on the hands of hero and avatr.. it would a bit sad, no?
I think it will be handled with what you lteach to your men. you can create scouts by just giving them a club and teaching them how to move fast and stealthy. Thaht wouldn't cost you much. But you could also create an uber scout with great armor, magical weapons, uber fast move, night vision and so on. But it would take loooong before completion ;) So the game won't balance it for you. YOU will have to balance what units you create ;)
[quote who="Sammual" reply="13" id="1931560"] Quoting vieuxchat, reply 12It would add the randomness you want and the controlability (does this word exist?) I want Ahh, but it wouldn't add to the Randomness I want. I want to make the game as replayable as possible. Giving the player a different set of tools to play with each game makes each game different as they have to make different decisions each game. The research method you suggested would all
For the imbue item : the good ones could link their spirit with it, not extract their soul. If you limit the imbue item to bad people then what advantage have the good people? In a gameplay point of view it needs some balancing.
And why not a "cannibal" fog of war until you research good cartography : when you send a unit to an area you see that area. When the unit leave you stil lsee the ground but not units. It's the fog of war. But if the units hasn't the cartography skill then after 10 turns you forget what was there. You lose track of the ground.
Yep armies often used captured tech or stuff. Maybe a boost in the appropriate tech when you put hands on something useful. And why not an alliegance system not with faction but with gender. Like you captured a lizard city then each turn you relationship with them will evolve (for the better of you build structures they like in their town)
Morale should go with fatigue or any system that simulates a unit cohesion. In ancient warfare an army would go retreat with about 10% or 15% of casualties. But in most games retreating is never a good thing because you lose eveything. there should be a way to do a real retreat. And the choice of where you fight would become a real strategic element. You retreat, then you lose a bit of morale and you're fatigued. So if the attacker has prepared for that opportunity they have some fast
Taking into account the fact that there will be a way to design units, to design towns, there is a good chance that there will have some way to design items.
[quote who="Ron Lugge" reply="21" id="1931659"]OK, somebody isn't making any sense here. He suggested that a player could create an item (like the one ring) that would allow them to 'come back from death', but that that ring would cause whoever held it to go insane and do nasty things to their friends. THat makes sense for an evil object, but what about the good version?[/quote] The good version would attract the wearer to the side of dead avatar ;)
Oh yes! Options are good! In the successor way I would prefer a disciple that don't become as powerful as you were. Maybe some kind of "if the disciple become more powerful than the master then it leaves" ;) So you have to be careful in your entitlement of your disciple. In the item imbue thing. Why only fallen could do it? Good avatars could also use it and send a part of their power into the item. the clone part maybe a bit too powerful. Anyway