Bellack

Bellack

Joined Member # 2696418
7 Posts 656 Replies 12,130 Reputation

[quote who="Tasunke" reply="13" id="3085081"]Speaking of Age of Wonders ... why are Shadow Demons just 'evil' while Undead are 'pure evil'? Shouldn't it be the other way around? (just getting this off wikipedia, don't know about the accuracy of the information) [/quote] I would have made them Pure Evil if I could. I do agree that the Undead are also Pure Evil. However I have created many new Shadow Demons units that have the Pure Evil alignment.

41 Replies 27,651 Views

[quote quoting="post"] So here we have them... Create Mountain, Lower Land, Raise Land... all extremely powerfull spells that allow one to seriously, and by seriously I mean SERIOUSLY dictate the flow of everything around your lands. Currently I have a load of mana lying around you would not believe... what stops me from creating a double mountain ringed "island" that is only accessible through two holes, opposite of each other, with two good stacks blocking the entrance, and 1 sha

41 Replies 27,651 Views

[quote who="Gorde" reply="11" id="3199180"]I think a cap is reasonable, if you are assuming each turn represents a certain amount of time (though that's not consistent with moving once your guys can cover 6+ tiles in a turn), but some testers like the (slightly) unrealistic mechanic to represent the "open up a can of whoopass" type of move--that is a pure gamer joy/nightmare mechanic (vs being justifiable by realism). Never mind that most old school (D&D) gamers are conditioned

16 Replies 4,305 Views

[quote who="Kongdej" reply="22" id="3197126"] Quoting PocusFr, reply 21 I think Bellack proposes the safest way to success... You get your 'standard tech tree', that covers all the angles of the game, so that all features are covered, and then you have a collection of random techs (only some are drawn at the start of each game, but you can perhaps unlock more with epic quest or whatever) that are added to the tree. They can even be 'grafted' at diff

35 Replies 108,069 Views

[quote who="LordTheRon" reply="15" id="3196929"] I do like the 'go big or go home' concept, but sincerely HATE maul. Not because it's overpowered but because it's totally luckbased. If I play boardgames I don't like them to be luck dependent either (no Risk for me). Sure a bit of luck is fine, but with maul it's over the top sometimes. Thing is that most players just do a reload after some incridible maul action badly injures their carefully nurtured hero. Th

37 Replies 139,820 Views

I have always been for a two que system (Unit and Buildings) I have yet to hear a good argument against this (and I have heard many) AS far as the research tree goes well this is pretty standard in 4x games. After all you should only research one tech at a time. Now I would like to see them rework the Tech trees to be independant of each other as is stated by the Dark Lord Xia.

12 Replies 22,130 Views

What would be nice is that you have you normal Tech tree (lets call it the basic tech tree) for each faction. But you also have other tech that show up at random times... These would be unique techs that are not in your normal basic Tech tree. These would include tech taken or stolen from other factions, Ancient Tech found in quest (these quest could also open a whole new branch of tech to research.) Tech from killing certain monsters and so on. I think that if they handle rando

35 Replies 108,069 Views

Don't blow your money on War of Magic. It is really a horrible game and you would not get a discount now anyway. Best to stick with FE it is a much better game even though it still has a ways to go before it is good. But the devs are having a few more betas so I'm almost sure that the game will be good when it is released. Every beta so far has made the game better. And I have Faith that the man who brought us CIV4 Fall from Heaven (Derek) can make this game rock.</

21 Replies 65,033 Views

[quote who="StevenAus" reply="9" id="3194485"]Well, if they do that system where you get notified when you need to have turns or battles, then there's no technical reason why all MP wouldn't be possible. I already know from Frogboy's comment that they want to have MP based on how much work has already been done on it. But since MP often means "competitive MP" I was just wondering if co-op was likely to be included. [/quote] Anygame that has MP (shooters, T

18 Replies 9,104 Views

lol I have never restarted a game because of city location. You take what you can and move on no matter what. The challange in any game is overcoming the odds. If you have a poor city start then use that city to build scouts and pinoneers and then go an explore the map for a better start. I do this all the time when I have a bad city start area. And I would not want them to change it to make the game easier. A switch option would be nice. Mine would stay on 'Totally Ra

45 Replies 111,239 Views

[quote who="RedDwarf999" reply="34" id="3194299"]You know what I didn't like about this game? When a random monster could walk into a town and destroy it really quickly. Play for 3 hours and your best city is demolished. It should be more like the city is just inconvenienced by the monster. Some penalty for some time. Or the monster raids the town and makes off with a princess/prince (whatever) and a quest is generated. I was real excited about this gam

48 Replies 151,257 Views

[quote who="seanw3" reply="196" id="3193414"] Quoting Bodea, reply 194 Having mechanics that remove these hard choices.. seems well a shame. Especially when the reload ability is already there for those that want or need it. With this mechanic as it stands, those meaningful choices aren't there, nor can I press a button like 'quick load' and have them inserted. This is a good point, but I don't agree that heroes ne

208 Replies 716,485 Views

[quote who="RooksBailey" reply="193" id="3193312"] Quoting Satrhan, reply 186 Quoting DsRaider, reply 181I don't think the people advocating fro mortal champions understand the consequences. 1. Champions would get pretty scarce once 1 or 2 have died. 2. You could only cope by never risking your champions. Champion levels would decrease significantly. 3. Winning a single battle against someone and killing 1-2 champions woul

208 Replies 716,485 Views

[quote who="Kongdej" reply="184" id="3193178"] Quoting Bellack, reply 183 And why cheat by reloading the game? Why is it cheating by reloading a game? I make tactical errors and I correct them, its my style of playing. and please at least let me have that in peace. I do not reload very frequently, but when something is breaking my game, and I mean 1 single mechanic, or 1 single bad decision hurl my game into the sewers, I reload.<br

208 Replies 716,485 Views

[quote who="Kongdej" reply="182" id="3193122"]I really dislike champion mortality, because it gives a much bigger incentive to reload much more often, I do not want to lose what hero I worked really hard to give 20 levels... I have allready said I might even reload if one of my high level champions sustains a greatly annoying injury, just because its half my power that just got an injury that makes him miss all the god damn time. I do think it would be a nice idea if champions was

208 Replies 716,485 Views

[quote who="Satrhan" reply="172" id="3192699"]It's not the same thing at all, resurrection always comes at a cost, either for the one performing the resurrection, or for the resurrectee. A few turns downtime and a slight penalty to some stats doesn't make the consequences of defeat feel really significant. Fighting the same villain over and over again isn't fun, this isn't a comic. And fighting an increasingly more handicapped hero repeatedly is hardly fun either. D

208 Replies 716,485 Views

1. I would be opposed to reducing the number of champions with magic. 2. I would be for this if it gave a magic using champ full access to the spells the Sov had. 3, 4, 5. I like these as well.

29 Replies 22,558 Views

[quote who="seanw3" reply="150" id="3190460"]Champion immortality is fine. Heroes don't die in stories, why should they die here? The issue is that the AI sends them at you without regard. After a few injuries, the AI needs to place them in cities until a potion or spell can heal them. They need to stick to large armies instead of trying to solo nine companies at once. I like the idea that constant failure makes a hero worse than dead, but the AI fails to often. [/quote] Have

208 Replies 716,485 Views