Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 7+ Altar of Wishes > Thread: Might and Magic Heroes VII: My Perfect Vision
Thread: Might and Magic Heroes VII: My Perfect Vision This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 11, 2013 10:52 AM

Quote:
As for War Machines, they're units in a sense, but they can't form armies on their own and require at least one proper creature in it.

And I understood right they do not count as one of the 6 faction-specific creas?!

Quote:
Also, I know that 6 base units per town (technically 4, but you can obviously get more if you have more towns or do a lot of constructing) may not be a lot, but we're dealing without stacks here, so with more unit types the battlefield would be even more cramped than it can potentially be now.

I don't think so, and ther're ways to prevent it. AoW was a turnbased game with single creatures, more than 10 per faction, iirc, but the battlefields weren't cramped, imo...

Quote:
It may look chaotic, especially the battlefield, but trust me - it would be far less complicated if I had a proof-of-concept demo. But unfortunately I don't and probably will never have, so there's that.

I know that problem from experience! I also asked wether the terrain has a level as well, so the battlefield can include hills or holes? (WOuld give nice things for moats and such!!!

Quote:

And the fact that there are 10 resources total may be a bit more micromanagement heavy, but I don't want a situation like in H6 where the Market was the most pointless thing ever (since you always needed all resources, there wasn't anything that you could sell and not feel bad about).

I wrote unclear here...this was not about the resource number but about ressources carried by heroes and being in towns...the number of ressources, I really like!
Also another question: Can players of the other pacts gather a pacts special ressource?

Quote:
And the casters casting spells - remember that they still follow the normal requirements (so a creature that can only cast spells of levels 1-3 won't be able to cast a 4th level spell) and other shenanigans.

It's a matter of taste, probably. I personally like it when creatures can only cast spells that fit to them... maybe there is a middle ground? Like the creas being restricted to certain shcools?

So, on with another document

Creature Stats
I dislike static damage, if it emans what I think, which is taking away minimum and maximum damage. Too fixed, imo.
Also, no moral and initiative? Or are these just not counted as stats?

Regular Town Buildings

Halls
Now...wow. Quite nerved down, eh? I'm not sure wether I like it, but as long as costs are nerved as well that should be no prob. Just...uncommon.

Fortifications
No true issues, except maths. If Fort>Fortress is a 33% growths and Fort>Citadel a 66% Fortress>Citadel is not 33%. Example. Fort growth is 100 (easiest to calculate), Fortress growth is 133 and Citadel 166. 33% of 133 is about 44,3, which, added to 133, would be quite more than 166. Just leave that part out, I think

Market
I'd make sending units a sub-building, maybe caravan. also I'd definitely still allow the market to trade ressource with a virtual "bank".

Mage guilds
No issue, Like the way mana is restored!

Prison
Would not make it build by default, or would make it upgradeable (Torture? Or a special place for important prisoners?)

Blacksmith
Am fine with it, like the distribution. I may have overreadit? Do heroes participate in combat, like in H4? Or like in H5? Or how...

Tavern
Since we have seen different systems, I'd like ot know how the pool of hirable heroes is made, how many it are, are they faction-dependant and in which way, are different heroes in every tavenr on the map, such things...

Core War Machines
Where is the difference between traits and abilities for you?
I like the syystem of 2 core, 1 specialized, 1 unique per town!
Also, the first aid tent threw up a question to me: Which battle turn system do you use? 1 turn for all, like in up to H4? Or that of H5?

Catapult
No range penalty? Sorry, but that's quite unfitting for catapults, imo, which are not so precise, and thus vulnerable to range. Make it a special of some specialized War Machine, maybe a Trebuchet...
The other abilities are nice. Stats are hard to judge, I'll ignore them for the time being.

Ballista
Medium range makes catapult with no range penalty even more weird, imo, but is fine in itself. The other abilities are good!

First Aid Tent
Like it!

Ammo Cart
Nicely done, different than usual and still working, like it!

Well, so much for now.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkDXZ
DarkDXZ


Known Hero
Haiku sensei
posted May 11, 2013 11:30 AM

Quote:
Quote:
As for War Machines, they're units in a sense, but they can't form armies on their own and require at least one proper creature in it.

And I understood right they do not count as one of the 6 faction-specific creas?!



Yes. War Machines are independent of the faction's creature lineup.

Quote:
Quote:
Also, I know that 6 base units per town (technically 4, but you can obviously get more if you have more towns or do a lot of constructing) may not be a lot, but we're dealing without stacks here, so with more unit types the battlefield would be even more cramped than it can potentially be now.


I don't think so, and ther're ways to prevent it. AoW was a turnbased game with single creatures, more than 10 per faction, iirc, but the battlefields weren't cramped, imo...




If you say so...

Quote:
It may look chaotic, especially the battlefield, but trust me - it would be far less complicated if I had a proof-of-concept demo. But unfortunately I don't and probably will never have, so there's that.
Quote:

I know that problem from experience! I also asked wether the terrain has a level as well, so the battlefield can include hills or holes? (WOuld give nice things for moats and such!!!




That's the goal of terrain (dis)advantages.

Quote:

And the fact that there are 10 resources total may be a bit more micromanagement heavy, but I don't want a situation like in H6 where the Market was the most pointless thing ever (since you always needed all resources, there wasn't anything that you could sell and not feel bad about).

Quote:

I wrote unclear here...this was not about the resource number but about ressources carried by heroes and being in towns...the number of ressources, I really like!
Also another question: Can players of the other pacts gather a pacts special ressource?




They can gather it, but it simply serves no point, as they aren't used in their own buildings. (unless you're not converting the town, in which case it's worth keeping)

Quote:
And the casters casting spells - remember that they still follow the normal requirements (so a creature that can only cast spells of levels 1-3 won't be able to cast a 4th level spell) and other shenanigans.
Quote:

It's a matter of taste, probably. I personally like it when creatures can only cast spells that fit to them... maybe there is a middle ground? Like the creas being restricted to certain shcools?



I may introduce some sort of "magic penalty" system, where creatures/heroes that are adept in using one magic school are worse than usual at casting spells from the opposite magic school (so a fire mage will cast worse water spells than a water mage and vice versa).



Quote:

Creature Stats
I dislike static damage, if it emans what I think, which is taking away minimum and maximum damage. Too fixed, imo.
Also, no moral and initiative? Or are these just not counted as stats?

[/qupte]

There's initiative as a stat (or did I miss it in the document?), and morale is not a stat per se. It's still a mechanic in the game, but isn't shown on the stats screen.
Quote:


Halls
Now...wow. Quite nerved down, eh? I'm not sure wether I like it, but as long as costs are nerved as well that should be no prob. Just...uncommon.



Pretty much Heroes IV-style. And when you get to the Lair's documentary you'll notice that the Lair's racial counters the issue of scarce gold.
The point is to prevent the situation from H3 and H5 where once you got the capitol (almost) all your gold problems were gone. (not always, but in majority of my games that was the case).
Quote:

Fortifications
No true issues, except maths. If Fort>Fortress is a 33% growths and Fort>Citadel a 66% Fortress>Citadel is not 33%. Example. Fort growth is 100 (easiest to calculate), Fortress growth is 133 and Citadel 166. 33% of 133 is about 44,3, which, added to 133, would be quite more than 166. Just leave that part out, I think


I didn't mention I suck at maths? Oh, sorry. But now you know.
Quote:

Market
I'd make sending units a sub-building, maybe caravan. also I'd definitely still allow the market to trade ressource with a virtual "bank".


I might add a caravan, as for trading resources with an omnipresent bank...Sometimes, I just have poor wording.

Quote:

Mage guilds
No issue, Like the way mana is restored!


Again, Heroes of Might and Magic IV.
Quote:

Prison
Would not make it build by default, or would make it upgradeable (Torture? Or a special place for important prisoners?)


I might make it a non-default building, but not sure about potential upgrades. Maybe a faction-side, like for the Necropolis or Citadel, but not yet. (now that I think about it, being able to hold enemy units captive would be cool and add even more flavor, but I'd need to adjust some of the battle mechanics for that to work.)
Quote:

Blacksmith
Am fine with it, like the distribution. I may have overreadit? Do heroes participate in combat, like in H4? Or like in H5? Or how...



I haven't gotten to heroes themselves yet, but yes, they participate in battle like in H4. Some may like it, others may hate it, but I think it was one of the things that Heroes IV was successful about (but as with almost all of its mechanics was scrapped and re-made into a hybrid of H3 and H4 systems in H5).
Quote:

Tavern
Since we have seen different systems, I'd like ot know how the pool of hirable heroes is made, how many it are, are they faction-dependant and in which way, are different heroes in every tavenr on the map, such things...



Yeaah, I didn't really mention how heroes are distributed.
But I'm sure that you'll have 3 heroes per tavern, one of each faction from the pact you're in atm. (so you'll meet a Retreat, a Preserve and a Sanctuary hero in a Retreat tavern, for example)

[qupte]
Core War Machines
Where is the difference between traits and abilities for you?
I like the syystem of 2 core, 1 specialized, 1 unique per town!
Also, the first aid tent threw up a question to me: Which battle turn system do you use? 1 turn for all, like in up to H4? Or that of H5?



Traits don't give any directly visible effects, they're more like what "rules" the creature/machine is influenced by. So stuff like whether the creature is Living, Undead or Mechanical, is it a Flyer, and if so, can it fly at any height, etc. etc.

And abilities are either passive or active...Abilities usable in and (sometimes) out of combat.

Quote:

Catapult
No range penalty? Sorry, but that's quite unfitting for catapults, imo, which are not so precise, and thus vulnerable to range. Make it a special of some specialized War Machine, maybe a Trebuchet...
The other abilities are nice. Stats are hard to judge, I'll ignore them for the time being.



Yeah, I might remove the no range penalty, but not sure atm.
Quote:

Ballista
Medium range makes catapult with no range penalty even more weird, imo, but is fine in itself. The other abilities are good!



But note that you can't attack town walls with the Ballista, so that you aren't weaponizing catapults against infantry during a siege.
I might re-arrange the effective ranges of those two.
Quote:

First Aid Tent
Like it!

Ammo Cart
Nicely done, different than usual and still working, like it!



Hehe, thanks.
Well, so much for now.



Answers inside. (hopefully I didn't mess it up)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 11, 2013 12:04 PM

Now, I see how miuch influenced you were by H4. I cannot say I like all you took from that game (again from my pov that it's also the lest-heroesish homm up to H5 (never played H6, don't really count it in so far...)) but the influence is clear to me now.

Quote:

They can gather it, but it simply serves no point, as they aren't used in their own buildings. (unless you're not converting the town, in which case it's worth keeping)

They can trade it^^

Quote:
I may introduce some sort of "magic penalty" system, where creatures/heroes that are adept in using one magic school are worse than usual at casting spells from the opposite magic school (so a fire mage will cast worse water spells than a water mage and vice versa).

Yeah, that sound s liek a way to meet in the middle

btw, of course this is YOUR concept, I just give impressions, opinions and ideas, you need not use them if you dislike them!

Quote:
The point is to prevent the situation from H3 and H5 where once you got the capitol (almost) all your gold problems were gone. (not always, but in majority of my games that was the case).

I know what you mean, though it's not my full experience, especially on more difficult maps.

Quote:
I didn't mention I suck at maths? Oh, sorry. But now you know.

I hope it didn't sound offending!

Quote:
I might make it a non-default building, but not sure about potential upgrades. Maybe a faction-side, like for the Necropolis or Citadel, but not yet. (now that I think about it, being able to hold enemy units captive would be cool and add even more flavor, but I'd need to adjust some of the battle mechanics for that to work.)

That would indeed be a nice idea! Both of it (racial buildings and captivating units)!

Quote:

I haven't gotten to heroes themselves yet, but yes, they participate in battle like in H4. Some may like it, others may hate it, but I think it was one of the things that Heroes IV was successful about

And it was one thing that makes H4 lest HoMMish^^ Also, it was a bit weird when the heroes got strong...one Barbarian killing, let's say 100s of dwarves with one stroke, come on... Still, I'm not disliking it! It just needs adjustion, imo, and I still like the idea of a tleast one not-participating commander...

Quote:
But I'm sure that you'll have 3 heroes per tavern, one of each faction from the pact you're in atm. (so you'll meet a Retreat, a Preserve and a Sanctuary hero in a Retreat tavern, for example)

Senseful

Some more on
The Order of Legacy

special machines
...so, each specialized machine only for one faction or how does it work sicne you can only build 1 per town?
Cannon is of course fitting. But I'd have expected it more stronger than the catapult.
Rebirth Catalyst is an awesome machine
Forcefield generator is a solid energy machine!

special Buildings
Sicne the teleporter charges are shared, they probably cumulate? Nevertheless, a good building, imo.
The hibernation chmaber is very interesting as well! Do creatures stay in the chamber when a town is taken?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkDXZ
DarkDXZ


Known Hero
Haiku sensei
posted May 11, 2013 01:07 PM
Edited by DarkDXZ at 14:24, 11 May 2013.

Quote:
Now, I see how miuch influenced you were by H4. I cannot say I like all you took from that game (again from my pov that it's also the lest-heroesish homm up to H5 (never played H6, don't really count it in so far...)) but the influence is clear to me now.



At the very least we've got the confusion out.

Quote:

They can gather it, but it simply serves no point, as they aren't used in their own buildings. (unless you're not converting the town, in which case it's worth keeping)

They can trade it^^



Pretty much.

Quote:
I may introduce some sort of "magic penalty" system, where creatures/heroes that are adept in using one magic school are worse than usual at casting spells from the opposite magic school (so a fire mage will cast worse water spells than a water mage and vice versa).

Yeah, that sound s liek a way to meet in the middle



Aye.
Quote:

btw, of course this is YOUR concept, I just give impressions, opinions and ideas, you need not use them if you dislike them!



I'd much prefer to use them as I see fit than not use them at all and be a scumbag.

Quote:
The point is to prevent the situation from H3 and H5 where once you got the capitol (almost) all your gold problems were gone. (not always, but in majority of my games that was the case).

I know what you mean, though it's not my full experience, especially on more difficult maps.



We'll see how it goes.

Quote:
Quote:
I didn't mention I suck at maths? Oh, sorry. But now you know.
I hope it didn't sound offending!




Not at all.

Quote:
Quote:
I might make it a non-default building, but not sure about potential upgrades. Maybe a faction-side, like for the Necropolis or Citadel, but not yet. (now that I think about it, being able to hold enemy units captive would be cool and add even more flavor, but I'd need to adjust some of the battle mechanics for that to work.)

That would indeed be a nice idea! Both of it (racial buildings and captivating units)!


Again, some more campaign potential. ("Release the army held in a city of yada yada GL HF")

Quote:
Quote:

I haven't gotten to heroes themselves yet, but yes, they participate in battle like in H4. Some may like it, others may hate it, but I think it was one of the things that Heroes IV was successful about

And it was one thing that makes H4 lest HoMMish^^ Also, it was a bit weird when the heroes got strong...one Barbarian killing, let's say 100s of dwarves with one stroke, come on... Still, I'm not disliking it! It just needs adjustion, imo, and I still like the idea of a tleast one not-participating commander...



Might not be the most HoMMish concept around, but it's not like we can see how it actually feels like. (HoMM4 is the closest you can get)

Quote:
Quote:
But I'm sure that you'll have 3 heroes per tavern, one of each faction from the pact you're in atm. (so you'll meet a Retreat, a Preserve and a Sanctuary hero in a Retreat tavern, for example)

Senseful



Quote:


special machines
...so, each specialized machine only for one faction or how does it work sicne you can only build 1 per town?



When you first build the workshop, you can choose one from 4 core machines, 1 specialized machine and the unique machine (which I guess you can't really choose, since there's only one).
And if you have multiple workshops, you can get the other machines as well.
Quote:

Cannon is of course fitting. But I'd have expected it more stronger than the catapult.
Rebirth Catalyst is an awesome machine
Forcefield generator is a solid energy machine!



Because I'm working in real time (unlike the game ), the catapult now has an effective range, while the cannon has not.
Quote:

special Buildings
Sicne the teleporter charges are shared, they probably cumulate? Nevertheless, a good building, imo.
The hibernation chmaber is very interesting as well! Do creatures stay in the chamber when a town is taken?




The teleporters' base charges don't stack, but multiple Oscillation Overthrusters' do. (but the +50% is calculated from base charges, so it's always +50.)

The hibernated creatures do stay hibernated, and will not turn hostile when released.
As you may imagine, the chambers are very long-term building, since you'd need about 25 weeks to fully "upgrade" one of the Lair's upgraded Champion creatures, even with the Flash Freezers...If you had that unit on day 1. And there's always the risk of loosing it.

But having a creature that's basically 2 creatures in 1 is going to really pay out if the game stretches for that long and you manage to hold it.

Also, every pact has the kind of "town portal" - the primary difference is that you can't transfer units between different types of "networks" (so you can't use a Teleporter to transport units to a town with as-yet-undefined Town Portal or something).

Waiting for your opinions on the units (since they're pretty much the most definitive part of every town, the way I see it.)


Also, by opening a time capsule AKA logging into a browser dragon-Pokemon-esque Polish game that I haven't played in like a million years (which goes by the name of Nightwood if you happen to know it somehow), I found THE best possible Black Hydragon aart possible - that said, I don't own the image, as it has been made by a Nightwood user Akarui).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 11, 2013 03:52 PM

Fine, coming to the Lair now

The general concept of the town seems okay, though I'm not overeuphoric about it, but it could make nice in the game.

Spoils of War seems quite strong, but cannot say since no other racials are there yet...

The oilspiller is quite fine. Maybe it will stack with fire-attacks of others in the army?

Special Buildings

Why is the ahtchery's bonus limited? And how is it with growths anyway, without stacks?

Underground network is flavory, but seems semi-necessary with the teleporters...

Treasury is strong, but nice.

Lair Units

Drakkhenling
Not that mytaste, at least as I imagine it now, but every army needs their backbones...and my tastes in such can switch quickly. Abilities are fitting, imo.
Why are cremators semi-amphibean? I like afterburn and wide attack fits.
I think the scorchling should act without player control sometimes, as the downside of the insanity! Battlefury is nice, though strong!
I love the Airslasher and the way he gets abilities while airbourne!

Earthworm
Well Worms certainly fit. Abilities seem reasonable, for digger goes the same as for airbourne. A question is how can creatures dug in be attacked?
Where can the magmaworm place the lava pit? Does it spit it as the name suggests, or burrows it?
I like the defensivity of obsidian worm, it's nicely done.
The Riftwurm is very interesting!

Lavablaster
Well, the first issue her eis the name, it sounds like an enemy from a jump and run game or a more or less humorous sci-wi-weapon,..also, I can still not really understand how their attack is done? Do they shoot a "bullet" of a kind of obsidian? the abilities seem quite fitting.
The outburster seems a nice upgrade.
The assassination ability of the scorchshooter sounds really nice, imo.
the plasmablaster seems nice as well.

Need a commenting pause

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkDXZ
DarkDXZ


Known Hero
Haiku sensei
posted May 11, 2013 04:07 PM
Edited by DarkDXZ at 17:02, 11 May 2013.

Quote:

Quote:

The oilspiller is quite fine. Maybe it will stack with fire-attacks of others in the army?



Yes, it is a support war machine that's supposed to amplify your army's fire damage.

Quote:

Special Buildings

Why is the ahtchery's bonus limited? And how is it with growths anyway, without stacks?

Underground network is flavory, but seems semi-necessary with the teleporters...

Treasury is strong, but nice.



The bonus isn't limited, it's just a poor saying of mine how big the growth is with the Hatchery built. It fully stacks with other growth bonuses.




Quote:

Drakkhenling
Not that mytaste, at least as I imagine it now, but every army needs their backbones...and my tastes in such can switch quickly. Abilities are fitting, imo.
Why are cremators semi-amphibean? I like afterburn and wide attack fits.
I think the scorchling should act without player control sometimes, as the downside of the insanity! Battlefury is nice, though strong!
I love the Airslasher and the way he gets abilities while airbourne!



Cremators' being Semi-Amphibean is probably due to fact that I imagine them having some sort of a "helmet" on their heads as part of their equipment.
Scorchlings used to have a more proper insanity, but I think it was a bit too much of a crapshoot, so I scrapped it. I might remake it in the future, but for now, they're contollable.


Quote:

Earthworm
Well Worms certainly fit. Abilities seem reasonable, for digger goes the same as for airbourne. A question is how can creatures dug in be attacked?
Where can the magmaworm place the lava pit? Does it spit it as the name suggests, or burrows it?
I like the defensivity of obsidian worm, it's nicely done.
The Riftwurm is very interesting!



It will "replace" the terrain in place of the lava.
You can attack burrowed creatures with Earth spells, and certain creatures can also affect terrain (like dig a trench or something) and it will reveal the creature. Also, other burrowing creatures.

Quote:

Lavablaster
Well, the first issue her eis the name, it sounds like an enemy from a jump and run game or a more or less humorous sci-wi-weapon,..also, I can still not really understand how their attack is done? Do they shoot a "bullet" of a kind of obsidian? the abilities seem quite fitting.
The outburster seems a nice upgrade.
The assassination ability of the scorchshooter sounds really nice, imo.
the plasmablaster seems nice as well.



The name is lame, I know, but their weapon shoots out obsidian spikes that are made in the gun itself from magma and water, stored in tanks on their backs.


Need a commenting pause


Take your time.
(what the hell made me write "take your name" is beyond me)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkDXZ
DarkDXZ


Known Hero
Haiku sensei
posted May 12, 2013 06:25 PM
Edited by DarkDXZ at 18:30, 12 May 2013.

The next update has arrived!

After getting done with units, it's time to reveal some information about the heroes themselves!
Not sure if there are going to be class-specific abilities, but there are two hero classes per town - starting with the Dragon Lord as a Might Lair hero and the Dracomancer as a Magic Lair hero.

Speaking of Dracomancers as the elite unit, they have been renamed to Draco Mages to avoid confusion.

Also, heroes can now get mounts, which are town-specific creatures usable by heroes (and heroes only) to not only buff their stats, but mostly grant them enhanced mobility.
This also meant that a new core building had to be made - the Stables.

Also, the Catapult now has an effective range while the Cannon does not. Might make the Cannon objectively better, but it encourages to choose a different War Machine for the Energy players.

...I swear to God I forgot something crucially important now. Oh well.
EDIT:

Ah, yeah!
There are also 3 neutral pseudo-factions in the game - the Demons of Underworld, the Elementals of Conflux and the Machines of Forge.


They don't have their own towns and aren't connected to each other (so they don't really get any shared bonuses), and can only be obtained by sacrificing units/heroes at altars (for Demons), sacrificing resources at altars/dwellings (Elementals) or by capturing the dwellings (or managing to defeat active creatures without killing them) (for the Machines).

The Machines are loosely connected to the Order of Legacy, the Elementals have some connection with the Roseheart Pact and the Demons tie in with the Free Keeps, but those neutral demifactions' Morale always stays at 0, so it doesn't really matter. (NOTE: They're connected in the lore sense rather than gameplay sense, mind you.)



 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkDXZ
DarkDXZ


Known Hero
Haiku sensei
posted May 25, 2013 12:51 PM

Things have gotten pretty barren around here...


Anyway, since I'm still struggling with coming up with a working damage formula, it's still in a delay.

However, I have most of the towns' concepts ready to be turned into actual content. (except for Orcs and Vilas)

So what should I take care of next?

Necropolis
OR
Citadel
OR
Preserve
OR
Retreat
OR
Haven
OR
Fortress

Lack of any kind of reasonable development plan is both a curse and a blessing sometimes.


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
SepSpring
SepSpring


Known Hero
posted May 25, 2013 03:48 PM

Quote:
So what should I take care of next?

I think you should prepare the whole documentation and only then reveal it. Otherwise, the thread will inevitably become a monologue of yours. People will start responding here after you publish all information about the project.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkDXZ
DarkDXZ


Known Hero
Haiku sensei
posted May 25, 2013 07:34 PM

Quote:
Quote:
So what should I take care of next?

I think you should prepare the whole documentation and only then reveal it. Otherwise, the thread will inevitably become a monologue of yours. People will start responding here after you publish all information about the project.


Also, Sep, what happened to your Silver Lash?
I'm kinda sad that you/someone else took it down, since, well, I wanted to use your damage formula. -_-'
(unless you still have it)

I might be asking for a lot of stuff, but I guess that this thing is already a variation on your theme with large Heroes IV influences all over the damn place.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
SepSpring
SepSpring


Known Hero
posted May 25, 2013 08:46 PM

Quote:
Also, Sep, what happened to your Silver Lash?

I asked Elvin to remove it.

Quote:
I wanted to use your damage formula

Feel free to use everything you saw in that thread.

Quote:
unless you still have it

I have it, and maybe it will be used in another project of mine, which I have been working on since May 2012 (the idea was then converted into that Silver Lash thing because of the setting). Now I understand that I don't enjoy Ashan at all and I've decided to continue developing the first idea with my own setting. But it doesn't mean that you can't use the formula.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkDXZ
DarkDXZ


Known Hero
Haiku sensei
posted May 25, 2013 10:08 PM

Quote:
Quote:
Also, Sep, what happened to your Silver Lash?

I asked Elvin to remove it.

Quote:
I wanted to use your damage formula

Feel free to use everything you saw in that thread.

Quote:
unless you still have it

I have it, and maybe it will be used in another project of mine, which I have been working on since May 2012 (the idea was then converted into that Silver Lash thing because of the setting). Now I understand that I don't enjoy Ashan at all and I've decided to continue developing the first idea with my own setting. But it doesn't mean that you can't use the formula.


So consider my idea a spiritual successor to the Silver Lash.
For now though, do you have a link to the docs on SkyDrive (or whatever)?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
SepSpring
SepSpring


Known Hero
posted May 25, 2013 11:26 PM

Quote:
For now though, do you have a link to the docs on SkyDrive (or whatever)?

No, I don't... What for?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkDXZ
DarkDXZ


Known Hero
Haiku sensei
posted May 26, 2013 08:54 AM

Quote:
Quote:
For now though, do you have a link to the docs on SkyDrive (or whatever)?

No, I don't... What for?


The combat system, mostly.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
SepSpring
SepSpring


Known Hero
posted May 26, 2013 01:18 PM

Quote:
The combat system, mostly.

No, I have already deleted all those documents...

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkDXZ
DarkDXZ


Known Hero
Haiku sensei
posted May 26, 2013 08:04 PM

Quote:
Quote:
The combat system, mostly.

No, I have already deleted all those documents...


Goddamnit.
Alas...
____________
"If I can't determine whether people are trolling or not within a moment's notice I will just start flailing with this chainaxe without any particular aim besides general slaughter." - Adrius

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkDXZ
DarkDXZ


Known Hero
Haiku sensei
posted May 31, 2013 10:14 PM
Edited by DarkDXZ at 22:14, 31 May 2013.

So anyway, there is a big update in the works right now (which I was kinda forced to do because I haven't had internet for almost the entire day, but I started it yesterday) and from now on all updates are going to be big. (until I'm done with the lion's share of the content ie. towns)

What to expect?
Overview of the other two pacts + revamped Order of Legacy.
Full Retreat town documentation. (as of now done)
Full Fortress town documentation. (as of now halfway through)
Some more Hero stuff. (unique town weapons and armor etc.)
Revamped Grail effects. (Pact effects, anyway)
And other plagues!

In later update it will be not one, not two, but three! towns per update, so they might slow down even more, but I want to keep an equilibrium between small and frequent and large and rare updates.

So yeah...
Stay tuned, whoever else is still actually following this damn thing.
____________
"If I can't determine whether people are trolling or not within a moment's notice I will just start flailing with this chainaxe without any particular aim besides general slaughter." - Adrius

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Fire
Fire

Tavern Dweller
aka Freshcat-Vasinka
posted June 03, 2013 07:04 PM

cool! bravo encore!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 04, 2013 05:38 PM

I, sadly, have no time for going on reading this, I'll return as soon as I can, but these weeks are far too timetaking :/

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkDXZ
DarkDXZ


Known Hero
Haiku sensei
posted June 04, 2013 07:10 PM

Quote:
I, sadly, have no time for going on reading this, I'll return as soon as I can, but these weeks are far too timetaking :/


Take your time and wait for the next update (which I kinda stopped working on for a few days, but I have bigger fish to fry sometimes).


____________
"If I can't determine whether people are trolling or not within a moment's notice I will just start flailing with this chainaxe without any particular aim besides general slaughter." - Adrius

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1321 seconds