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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Wishes: New features
Thread: Wishes: New features This thread is 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · «PREV / NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 14, 2010 05:57 PM

So far, your engliosh seems quite okay to me!
mistake? None I'm not sure what you mean with it, anyway^^ ...the german thing? coudl it be the "boeser" in your name?

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MattII
MattII


Legendary Hero
posted December 23, 2010 10:09 AM

Multi-Tile Events: I always hated it in H3 where if you wanted an event to happen to a hero you had to restrict him/her to a path 1 tile wide, so I propose adding in multi-tile events ie, single events occupying spaces of (as well as the old 1*1) 2*1, 1*2, 2*2 3*1, 1*3, 3*2, 2*3 and 3*3.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 23, 2010 11:45 AM

Quote:
Multi-Tile Events: I always hated it in H3 where if you wanted an event to happen to a hero you had to restrict him/her to a path 1 tile wide, so I propose adding in multi-tile events ie, single events occupying spaces of (as well as the old 1*1) 2*1, 1*2, 2*2 3*1, 1*3, 3*2, 2*3 and 3*3.


i'd add a cross shape, and even bigger spaces maybe, even

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 23, 2010 06:27 PM

I don't have much experience with the map editor but can't you place multiple "single tile event" objects and have them link to the same event (which deletes itself afterwards)?

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MattII
MattII


Legendary Hero
posted December 23, 2010 06:38 PM

You couldn't in H3.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 24, 2010 01:06 PM

you could have 2*1 or 1*2 events in H4, I think, but that's all, you couldn't link as far as I know. Maybe you could in the H5 editor but that was SO **** aweful. I don't think I've ever seen a worse editor^^

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 21, 2011 11:09 AM

Added some more ability descriptions under "battle".
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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted January 21, 2011 06:52 PM


combats with more than one hero on one side
The idea is that, still fighting against each other on two sides of the battlefield, there can nevertheless be more than two heroes fighting, since each side could have more heroes. This would probably need Bigger Battlefields. Concerning bonuses, there are at least three ways: Each hero grants bonuses only to their own part of the army, only one hero gives bonuses to the whole army, or both heroes are considered, and allways the best bonusses are taken.

This, compined with Bigger Battlefields as noted, would make for a MOST AWESOME, MOST EPIC battles ever!!!!
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 22, 2011 01:55 PM

Taking that as a ""?

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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted January 22, 2011 02:32 PM

Quote:
Taking that as a ""?


You go ahead
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 22, 2011 03:12 PM

Great!
Also, I added more explanations (up to the "skills" section)
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 22, 2011 03:57 PM

Thanks for the ideas
waeather we allready have, though...just need an explanation still, will maybe base it on yours
...the buyable mounts thing, imo, falls rather much under the point "different mounts"...a bit different though

not sure how to understand teh random encounter?! O.o
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MattII
MattII


Legendary Hero
posted January 22, 2011 09:01 PM
Edited by MattII at 08:01, 23 Jan 2011.

Oh joy, weather, that bit-on-the-side that adds practically nothing, but makes balancing an order of magnitude harder.

Ooh, Random Start Town, ie, you can set up up a map with a bunch of fixed faction starting towns, but allow the player to choose which one they want to start on, like:

X X X X X X
X H X X I  X
X X X X X X
X X X X X X
X S X X N X
X X X X X X

So if you choose H (Haven) you're in the top left, but if you choose N (Necropolis) you're in the bottom right, etc.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 23, 2011 01:24 AM

@MattII: ?!? Couldn't follow you at all^^ is that a new idea or what? O.o
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MattII
MattII


Legendary Hero
posted January 23, 2011 08:17 AM

Nah, never mind, I just realised you can actually already do it, so there's no actual suggestion to make.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 23, 2011 11:11 AM
Edited by Jiriki9 at 11:56, 23 Jan 2011.

Ah, guess that was what was confusing me^^

EDIT: more explanations (spells&town) added.
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Borton
Borton


Hired Hero
A lemming in my pocket
posted January 23, 2011 08:56 PM
Edited by Borton at 23:49, 31 Jan 2011.

-Random Events
-Adventure Map-buildings improving hero skills, as long as you control them
-Day and night like disciples 3
-A way to defend your buildings/bases without using creatures
-simple day and night cycle
-Multi-Tile Events

-Bigger Battlefields Maybe the battlefield size could depende on terrain: I don't mean tileset (grass, swamp, etc) but things like valleys, plains, hills...
-Option to retreat without losing the whole army You could reach an agreement, paying a certain amount of gold per creature saved. It could work just like the recruitment window. Besides, I think the surrender cost should increase depending on the casualties generated on the winning army. You know, as a satisfaction.
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent. except for the reinforcement part. I see it too messy.
-combats with more than one hero on one side
-Castle and obstacle Penalties for shooters.
-infinite (weak) retaliation for most creatures
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
-Chess-like Battle (Hero as King)
-Active Morale (morale changing through battle, see whiteriders thread) I suggest a +1 morale (or -1 morale) per unit destroyed so a player can't afford having weak units to, for example, take with one peasant the retaliation of 6 dragons.
-Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
-Can split unit stacks on battlefield but only if the creature has to invest its turn in that operation.

-each tavern has different heroes for hire
-Hero on Battlefield (as in H4)
-Heroes on Battlefield, but with infinite HP & can't fight without army

-game should hide Navigation as an option if there is no or very little water on the map Navigation is a risk you have to take. It's as if you can't learn the best levels of wisdom and magic because there ain't high level spells, or as if you can't learn necromancy because most of the neutral armies throughout the map are golems and other constructs.
-more skills that are used outside combat, like ambushing skill or construction skill.

-Spell schools by effect
-Can learn spells in mage guilds of allied castles

-possible to build several capitoles
-many options in the tavern
-Ability to move quickly between towns: If by that you mean caravan...

-creature Experience, including new skills&abilities
-higher chance for creatures joining your army when they have the same faction as the hero
-use the linear formula for spell damage from creatures like in H4
-Creature Spellbook variable
-Upgrading troops that have joined you on the map.

-more diplomatic options
-ambushs
-more naval elements in the game, different boat types The boats can be sunk, so a good ship is necessary to survive on the water. Another possible war machine? Cannon. It attacks the enemy's boat.
-stepping in and out of boats -> movement costs + reminder instead of loosing the turn This is a great oportunity to create another non-combat secondary skill: The amount of movement points invested in stepping in & out of boats.
-weather
-heroes operating on day or night
-AM-movements determinates daytime
-Heroes can fortify their armies
-Number ranges given with the lots, horde, throng info You lazy people, learn that damn list
-loan option like in h3wog but it should need a special building such as a market or an upgrade of this. Market -> Trade center.
-A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.

-Terrain defines look of towns (intown, too)
-and terrain defines look of AM buildings
-Easily changeable music files

For those features I skipped, I don't stand for or against. But now I have some more suggestions:

-The amount of creatures killable per phisic strike is limited for heroes (if finally it is on the battlefield). This is to avoid that weird situation from H4 where a single dude kicked "too many dragon asses".
-Hero's "backpack" for artifacts similar to Diablo II.
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power: Creatures are measured by experience points (max. the total experience the hero has), and artifacts and stacks are measured by points (artifacts could cost different quantities of points depending on their power).
-Thieves' guilds offer more information, for example, last exploits throughout the map: "Piquedram just killed 8 titans with a bunch of golems" and so.
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).

-The next ones are all a single idea:
-Mines are ODD TO FIND; it's usual to find deposits and forests so you have to invest often some money to extract the resources.
-Apart from the classic warrior creatures, nowadays splitted into core, elite and champion, there are WORKER CREATURES recruitable in town. They are almost useless in combat, but necessary to run the mines/sawmills. A bigger number of workers increases the resource extraction rate (up to a limit, because there must be a maximum capacity in each mine). However you have the option to build bigger or smaller buildings to extract the resources more or less quickly.
-Mines' resources are LIMITED like in Warcraft or many other strategy games, so players are hurried to run it out before the enemy comes and takes it.

-The player can switch on AM between Safe route and Unsafe route: When you click Unsafe mode, the game calculates that path that will be shortest to your destination and will assume that if there is any blockade by a monster stack, you intend to defeat that stack. In the Safe mode, if a path cannot be crossed because it will force you into battle, the game will calculate the shortest alternate route (as it normally does). This will be ideal when you're crossing through a forest or other area with narrows passages and need to know the quickest way to your destination because you know you can take on any monsters in the way.
-Once a town is conquered, a reform of the government is needed, so players won't be able to build or recruit (but they can destroy buildings) for several days in that town. There will be a secondary skill linked to estates and so to make this reform evolve faster. This tries to avoid mainly that horrible sensation we had when one of our towns was taken on 7th day and we couldn't re-take it until day 2, when the enemy had recruited troops that were too few to defend it but that would've been a good reinforcement for us.
-Building some advanced buildings takes more than one day. During the building process no other buildings can be built in the same town. Sorry, I can't remember now other words synonime to building, so it sounds very repetitive. ORIGINALLY SUGGESTED BY MATTII.
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

NOTE: Some explanations have been edited, so nobody freaks out if my later debate with MattII doesn't make sense at some points.

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MattII
MattII


Legendary Hero
posted January 23, 2011 10:20 PM
Edited by MattII at 22:22, 23 Jan 2011.

Quote:
-The amount of creatures killable per phisic strike is limited for heroes (if finally it is on the battlefield). This is to avoid that weird situation from H4 where a single dude kicked "too many dragon asses".
We're not getting heroes-in-combat like in H4.
Quote:
-Hero's "backpack" for artifacts similar to Diablo II.
Never played Diablo, so you'll have to explain this one a bit better.
Quote:
-The quantity of creatures, units and artifacts commandable by the hero is limited by his power: Creatures are measured by experience points (max. the total experience the hero has), and artifacts and units are measured by points (artifacts could cost different quantities of points depending on their power).
Firstly, creatures are units, secondly, artifacts aren't commandable, thirdly, a hero starts with precisely 0 experience, and finally, experience is a horrible scaling system, you'd do better with power rating or gold cost.
Quote:
-Thieves' guilds offer more information, for example, last exploits throughout the map: "Piquedram just killed 8 titans with a bunch of golems" and so.
Why would you need (or even want) to know this?
Quote:
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).
Terrible idea, that's only handing an even bigger advantage to the victor.
Quote:
-Mines are ODD TO FIND; it's usual to find deposits and forests so you have to invest often some money to extract the resources.
I like this one.
Quote:
-Apart from the classic warrior creatures, nowadays splitted into core, elite and champion, there are WORKER CREATURES recruitable in town. They are almost useless in combat, but necessary to run the mines/sawmills. A bigger number of workers increases the resource extraction rate (up to a limit, because there must be a maximum capacity in each mine). However you have the option to build bigger or smaller buildings to extract the resources more or less quickly.
Only if it works like Civilisation, otherwise it'll get too complex.
Quote:
-Mines' resources are LIMITED like in Warcraft or many other strategy games, so players are hurried to run it out before the enemy comes and takes it.
No, we're working with days weeks and months here, not decades and centuries.
Quote:
-The player can switch on AM between Safe route and Unsafe route: With safe route, when clicking on a destination the CPU will calculate the fastest path avoiding erratic armies and hazardous terrains (for example forests or other places where ambushes are more likely to occur); with Unsafe route, the path CPU will try to draw will be the shortest one, no matter how much danger in the way is. Of course, if you combine it with the idea of hours passing while battle taking place, you have to be smart and foresee how long in-way battles will take you.
it'll make the game too complex, and besides, the computer already maps the shortest route with regards to terrain penalties.
Quote:
-Once a town is conquered, a reform of the government is needed, so players won't be able to build or recruit (but they can destroy buildings) for several days in that town. There will be a secondary skill linked to estates and so to make this reform evolve faster. This tries to avoid mainly that horrible sensation we had when one of our towns was taken on 7th day and we couldn't re-take it until day 2, when the enemy had recruited troops that were too few to defend it but that would've been a good reinforcement for us.
This'll get decidedly annoying though if you're the conquerer, so it cuts both ways.
Quote:
-Building some advanced buildings takes more than one day. During the building process no other buildings can be built in the same town. Sorry, I can't remember now other words synonime to building, so it sounds very repetitive.
Not a new idea, I came up with something similar back in '08:
Quote:
3) Construction Points
A more speculative idea than the other two, construction points replace the one/day building limit by providing each building with a construction point cost, and each Hall generating a number of such points every day (non-cumulative). ie, a Marketplace costs 2 construction points, whereas a Fort costs 3, so a Village Hall (2 points/day) can create a Marketplace by the end of the day, but a Fort wouldn't be completed till the next day, and would then leave you with only one construction point the next day.

Quote:
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.
A hero already gets a retinue automatically, where else would he store his spare artifacts.

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Borton
Borton


Hired Hero
A lemming in my pocket
posted January 23, 2011 11:29 PM
Edited by Borton at 23:31, 23 Jan 2011.

Quote:
We're not getting heroes-in-combat like in H4.

Well I guess then my wish is to meet heroes in combat like H4 again, but fixing  those cons.

Quote:
Never played Diablo, so you'll have to explain this one a bit better.

Your backpack is represented by a rectangle divided into squares. Each artifact has its own shape (1x1 squares, 2x3, etc), and you have to "tetris" them so there's enough room in your backpack to transport several artifacts, and of course, it's difficult to carry "many" of them unless they're all rings, charms and other little items. Have you ever played neverwinter nights? It's more or less the same system.
Search for "diablo ii inventory" in google and take a look at the images. I'm sorry, I don't know exactly how to upload an image.

Quote:
Firstly, creatures are units, secondly, artifacts aren't commandable, thirdly, a hero starts with precisely 0 experience, and finally, experience is a horrible scaling system, you'd do better with power rating or gold cost.

Firstly, by creatures I mean every single creature; by unit I mean every group of creatures of the same kind: In H3 you can have seven units in the same army, and every unit can have a lot of creatures. Maybe "creature" and "unit" are not the best names, I'm sorry for the misunderstanding and I welcome anyone who comes with better names.
Secondly, I tried to make the explanation shorter. I know you don't "command" an artifact, I meant "handle" or "make use of".
Thirdly, I'm not sure about this, but I would say each hero starts (at least in H3) with a ridiculous quantity of experience, but always more than zero. So, if you have just started your mission and you are level 1 with 328 exp, you won't be able to lead a 10-titan-army, but you can take a pack of pikemen, for example. What I want to represent is that an unexperienced hero can't lead a too-big-for-him army or wield a kick-ass sword. It's a bit lame when you have your greatest hero slaughtered by a just-hired hero only because he has a huge army.
This way, the more experience the hero earns (even making not necessary to wit for the level-up) the more troops he can lead.
For units or groups or battalions, I want to represent that an unexperienced hero can't command more than 2 or 3 groups of creatures at the start, but then he learns the "art of war" and develops capacity to command 4 groups, later 5, etc.
For artifacts, I want to represent that an unexperienced hero has not the "spirit strength" (or whatever it is) necessary to understand and use it.

Quote:
Why would you need (or even want) to know this?

Maybe the example I offered was not the best, but then answer this: Why some of the signs you find in the map are merely jokes or comments? Atmosphere, dude, atmosphere!

Quote:
Terrible idea, that's only handing an even bigger advantage to the victor.

I think it makes sense that armies feel "bad" (sad/angry/scared...) when one of their allies is defeated. Besides, having a -1 morale is not big deal. You can always enter an easy battle to overcome that effect.

Quote:
I like this one.

That's some relief, honestly

Quote:
Only if it works like Civilisation, otherwise it'll get too complex.

I don't know how civilisation works, but I don't see the difficulty: The more workers you put in a mine, the faster you extract that resource. Wood-ore (I don't like crystalized dragon blood) are extracted at a rate of 1 unit per 10 workers; rare resources at 1 unit per 20 workers, and gold at 100 units per worker. Of course it's a matter of trying with different rates until the correct difficulty is set.

Quote:
No, we're working with days weeks and months here, not decades and centuries.
I don't understand how your answer justifies that the idea ain't good. You can extract the entire resources from a mine in two months or half a year (speaking in this game time proportions). The faster you gather it, the faster your kingdom will grow, the faster you'll have to try to win the scenario. What exactly is wrong with that?

Quote:
it'll make the game too complex, and besides, the computer already maps the shortest route with regards to terrain penalties.

Complex? The only thing you have to do is enable/disable this option in the AM. It's as if you said that clicking the dig option is too complex. And I'm not talking only about snow being harder to walk than grass, I'm talking about drawing a path through a place where random battles can take place, or through a narrow place that forces you to attack nearby creatures. Sometimes it's unconfortable when CPU draws a very long way just because there are a bunch of stupids in a more straight way.

Quote:
This'll get decidedly annoying though if you're the conquerer, so it cuts both ways.

Well that's the idea. My intention is to have to stand your ground, giving to a victorious siege the importance it deserves, and to avoid that terrible tactic I mentioned in the original post.

Quote:
Not a new idea, I came up with something similar back in '08:

My apologies, I hope you didn't take it as an offence. I confess I haven't read all the ideas commented on this forum. Probably many of the ideas I've just suggested have been previously thought or commented by all these folks around, but I didn't see them on the first post of this thread, so I wanted to make a contribution.

Quote:
A hero already gets a retinue automatically, where else would he store his spare artifacts.
In a big magic pocket? I'm kidding. I totally agree on this one, I must admit.

Thank you for commenting!
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MattII
MattII


Legendary Hero
posted January 24, 2011 01:03 AM

Quote:
Your backpack is represented by a rectangle divided into squares. Each artifact has its own shape (1x1 squares, 2x3, etc), and you have to "tetris" them so there's enough room in your backpack to transport several artifacts, and of course, it's difficult to carry "many" of them unless they're all rings, charms and other little items. Have you ever played neverwinter nights? It's more or less the same system.
Search for "diablo ii inventory" in google and take a look at the images. I'm sorry, I don't know exactly how to upload an image.
Too complex. You're dragging an army behind you here, so presumably you have a cart somewhere in there that you can stick your artifacts in.
Quote:
Firstly, by creatures I mean every single creature; by unit I mean every group of creatures of the same kind: In H3 you can have seven units in the same army, and every unit can have a lot of creatures. Maybe "creature" and "unit" are not the best names, I'm sorry for the misunderstanding and I welcome anyone who comes with better names.
Okay, change 'unit' to 'stack, that ought to make it more understandable, at least a bit.
Quote:
Secondly, I tried to make the explanation shorter. I know you don't "command" an artifact, I meant "handle" or "make use of".
No, just no, I don't want to be unable to stick 'Wings of the Angel' on my hero just because he's only at level 3.
Quote:
Thirdly, I'm not sure about this, but I would say each hero starts (at least in H3) with a ridiculous quantity of experience, but always more than zero. So, if you have just started your mission and you are level 1 with 328 exp, you won't be able to lead a 10-titan-army, but you can take a pack of pikemen, for example. What I want to represent is that an unexperienced hero can't lead a too-big-for-him army or wield a kick-ass sword. It's a bit lame when you have your greatest hero slaughtered by a just-hired hero only because he has a huge army.
An Angel is worth 53 Peasants when going by experience, but 118 when going by Power Rating, and 160 when going by cost (not including Angel's Crystal cost), experience is a truly horrific method of limiting you army size.
Quote:
Maybe the example I offered was not the best, but then answer this: Why some of the signs you find in the map are merely jokes or comments? Atmosphere, dude, atmosphere!
And there's a lot of things I'd rather know first, like who the enemy hero belongs to.
Quote:
I don't know how civilisation works, but I don't see the difficulty: The more workers you put in a mine, the faster you extract that resource. Wood-ore (I don't like crystalized dragon blood) are extracted at a rate of 1 unit per 10 workers; rare resources at 1 unit per 20 workers, and gold at 100 units per worker. Of course it's a matter of trying with different rates until the correct difficulty is set.
Just how big are you proposing to make town populations?
Quote:
I don't understand how your answer justifies that the idea ain't good. You can extract the entire resources from a mine in two months or half a year (speaking in this game time proportions). The faster you gather it, the faster your kingdom will grow, the faster you'll have to try to win the scenario. What exactly is wrong with that?
You were talking about resources running out, and that sure doesn't occur on a mere daily scale.
Quote:
Complex? The only thing you have to do is enable/disable this option in the AM. It's as if you said that clicking the dig option is too complex. And I'm not talking only about snow being harder to walk than grass, I'm talking about drawing a path through a place where random battles can take place, or through a narrow place that forces you to attack nearby creatures. Sometimes it's unconfortable when CPU draws a very long way just because there are a bunch of stupids in a more straight way.
If I want an unexpected battle I'll put an event in the way.
Quote:

My apologies, I hope you didn't take it as an offence. I confess I haven't read all the ideas commented on this forum. Probably many of the ideas I've just suggested have been previously thought or commented by all these folks around, but I didn't see them on the first post of this thread, so I wanted to make a contribution.
I only remember it because it was my idea.

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