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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: what NEW features would YOU like to see in a new Heroes game?
Thread: what NEW features would YOU like to see in a new Heroes game? This thread is 2 pages long: 1 2 · «PREV
MattII
MattII


Legendary Hero
posted November 08, 2016 08:12 PM

Give us back the Ultimate Artefacts of H1-2.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted November 08, 2016 10:03 PM
Edited by PandaTar at 17:23, 10 Nov 2016.

Hmmm, should I number some?

Some stuff I would point out without delving further into balancing issues and applied to the style of game I would prefer:

1. Back to a neat colorful 2D (like these games such as Ori and the Blind Forest)
2. No sub-races becoming factions (things like dark elves, giant dwarves, manly women etc.)
3. Except from the 'less magical' human beings, no race-tied line ups
4. Less to very few humans ruling over other races and being their heroes in their own factions
5. Stick to the traditional easy-to-remember-free-of-lore resources: gold, wood, ore, crystal, gem, sulfur and mercury

6. Divide in a more evident manner the roles of heroes serving the kingdom, whether they are an exploring, a ruling or a commanding (fighting) one
7. Skill system and randomness would then gravitate around their main roles and take proficiency and actions into account when evolving
8. Heroes can wander on their own
9. Heroes can fight and die in battle, but in a different and tweaked manner than Heroes 4. Dead heroes stay dead. In the event of having means to resurrect them, that can be done. Otherwise, a troop, in the shape of those commanders of WoG or Town Captain as in H2 will be available weekly to take charge (if no more heroes are presently alive). Skill-tree and abilities are much more limited to this one, although they would seem much effective at defensive siege battles

10. Heroes can be caught and sent to prison or asked for ransom
11. Skilled heroes can forge and improve their own equipment (except from Major Artifacts, Relics and the powerfully built ones)
12. Nearby Skilled Heroes who are nearby an allied force which is under attack can assist their allies remotely if they still have their turn to take into account
13. In-town taverns provide heroes from some more naturally friendly factions, but it can change depending on map alliances
14. In-battle heroes can move around the battlefield and their positioning affects their influence on targets; they can also target physically an opposing stack when accompanied by a friendly stack, boosting the attack (as if fighting together) effect. Some Might Skills will work as auras around the commanding Hero, and troops straying too far will get less to no effects from the Hero. A hero with an army must be wary not to stay alone and be accompanied by troops, or one can get captured, targeted or killed. Heroes can clash between themselves, in duels if they end up alone or if they clash against each other
15. Battlefields have many different sizes and different terrain levels, objects, obstacles, functions and features
16. Weather effects affect heroes on adventure map and on battle
17. Luck becomes a global entity, with many variables affecting almost anything and cannot be tweaked or influenced by will or spells. Some very few units might be affected by it as long as it is considered 'natural'
18. There's no fixed number of tier or units nor number of units in towns. They are somehow balanced in their own unique way
19. Units might or might not have upgrades


20. Some units can be given equipment based on their race (something akin to Artificer in H5); and thus, it could feel like an upgrade
21. Most upgrades are un-upgradable (because I feel like when something changes in their essence, there's no going back)
22. Main Skill tree is composed by three main paths based on Hero role: EXPLORE, COMMAND and RULE. Each has skill and perks related to that. Aside from that, there are common skills, race-based ones, faction-based ones, class-based ones and unique-ones, the latter related to the hero and self expertise
23. Hero has classes which evolve in proficiency and might attain some other class if they are requirement. Not all classes evolve into another and there's no need for it if they evolve plenty on their own
24. All actions taken and decision making generates experience. Some heroes get more experience from roles they are inclined to follow
25. Some unique and final perks or skills only unlocks if hero evolves his main role throughly. No sense in a Innate Ruling hero evolve their ultimate ruling abilities if one has been fighting and evolving as a Commander, but certain 'surprise' perks could be thought out in that combination nonetheless
26. Given this is a HERO game, Heroes are meant to feel and evolve in a unique manner

27. As you explore, you must secure points to work as sub-areas. They won't just spring into control if you conquer a fort. Hero must stay in the area and explore it to fully control it. Once explored, your hero will have secured knowledge of the area, then in the case of losing and reconquering a fort, your symbolic workers and troops will automatically know where to return (for mines and the flagged buildings). Taking control over an area takes some turns to affect the whole system based on the distance the flagged buildings are located from the Control building (town, fort, garrison, camp)
28. Town development is dynamic and affected by overall terrain and surroundings
29. There are no town levels, but ruling a city, which requires a Hero, provides a skill-tree evolving city development and skills in which are used in it (this feels similar to the Governor skill set in H4, but other perks would be included)

30. During Sieges, buildings can be targeted on the background after main defenses are destroyed
31. Sieges are the only timed battles. The weaker the invading forces are, the less turns the opposing army is given to fulfil that task, because it's unlike they'll succeed before reinforcements or town defenses are reassembled
32. Skilled defending heroes can reinforce and reconstruct some town defenses in battle, even before the timing siege runs out
33. Skilled invading heroes with strong armies have much more time to act in a siege – the relation is not about numbering of troops, but the overall balance between armies
34. A greater set of war machines are available in game
35. Magic is magic – system like H2, when there were no schools of magic
36. Magic evolves based on faction guilds, which give them their unique touch if needed or corrupt them in some way
37. Proficiency, evolution and using spells increase their power, refining effects or even evolving into new effects unknown at first
38. Some stronger spells are not immediate. They must be channeled, either on battle or on adventure map
39. Adventure buildings can change map form if they have an use for it (like bridge's being destroyed or built, mines demolished etc.), and most of them are tied to your town development, ruling hero and exploring hero alike

40. Possibility of day-night environment as different turns and all possible non hindering mechanics tied to this situation, which means vision, magic, innate abilities etc.
41. Possibility of water-based environment and thus all universe tied to it
42. Toggle on/off weekly or daily unit growth
43. Town conversion is limited accordingly to how different and unfamiliar the natives and the invading forces are. If they are completely opposite, converting will take much  more time and resources, and will not grant recruting or constructing many of the invading-aligned units and buildings

44. Portals are movable adventure objects that can be found (like a Grail structure) and be settled in town to summon back forces. It requires a magical scroll and channeling incantation to perform a home-coming rite. The far the hero is from the Portal, the more time it consumes to channel the power into action. Scrolls of teleportation are written and enchanted on the local guild at weekly basis and each hero can carry only one per time
45. Dimension doors become, then, fixed objects to move about the map instantly
46. Spells like fly still work and exist, but they are utterly affected by some terrain irregularities and weather effects, similar to situations regarind water-related interactions
47. Neutral wandering heroes return (from H4), scripted or not, which can be an NPC or become an enemy
48. The undead look like undead, not like disciples of the Green Lantern

49. Hero mounts can change (in a similar fashion as seen in AoW3) and help on adventure or battlefield

50. You can find maps or areas to buy and reveal (shroud is removed) a part of the map. In Multiplayer, player can exchange and sell information between themselves. For example, an ally can make maps or their exploration and sell/give an ally and enable remote vision on the place
51. When losing their last town, a player is given two weeks of survival alone. The first week the player is not plundered. After the first week, all resources are lost and half of it becomes plunder for the invading force. The player will disappear if not able to reconquer any Control building before the second week ends
52. Faction line ups can change fairly from the usual, as long as they have the bit of sense about it
53. Units can be somehow different from their usual, as long as their signature abilities are set

54. Units can betray a hero in combat
55. Other settings of entering a battle are added, some in similar fashion as in AoW3 and also seen back in H3: ambushes (positioned all around targets, usually positioned on a weak point on the battlefield – out of cover areas, lower ground, in a swamp), flanking (usually taking preemptive actions and initiative movements before the opponent and starting from the back or from the side of enemy troops), baiting (reinforcement enters after some turns)
56. Stacks can be ordered which direction they will be facing after acting, giving flanking a bit of use (see this feature in Final Fantasy Tactics, whether you are seeing the attack or not, affeting much or the outcome, and still you are given the opportunity to turn your back on weaker troops to brace for a stronger head on attack
57. Tied in armies, which can reinforce the main army, must be on an adjacent position on the adventure map, but it is only possible as an stance at the end of the turn to evolve into a BAIT like battle. Skilled Enemy Forces can see through that and ambush each of these forces separately and they cannot reinforce each other. If the main force is taken first, the rest will scatter
58. Elements are variables on battle, regarding attacks, spellcasting, weather and terrain
59. I would remove spider-related designs in the game, because it has evolved into a trauma

60. Some units are spellcasters and have their own spell list (some spells are unique for units, bosses, heroes and deities)
61. Most spellcasting requires reciting incantations, but skilled magicians don't need to focus on reciting and can perform magic even when muted (which would become a debuff)
62. Some spell targeting would require vision of the target

63. Warcries and Commanding abilities would affect more troops around hero than those more distant
64. Defeated heroes who flee from battle will reappear for hiring after a week at much higher costs, first for the player who commanded the one first, then for the others
65. An army who loses a hero, while the opposing hero is still alive can keep fighting or retreat to the nearest Control Point, if the enemy chooses to disengage. These decisions can be set before (as a default action) or during battles
66. Build structures on the map that can affect battles nearby (such as Watchtowers, Magic cannons etc.)
67. A Decent and Powerful Editor for maps, campaigns and smaller features, allowing as clever community modding
68. Unexpected but welcoming surprises, new formulas and added features
69. Features not modeled mainly by lore

70. Number of people who might have died to reach this line, or rolled so much their eyes that they might take flight like an helicopter

71. Elements would become Guild-based skills, evolved in conjunction between town and visiting heroes. One could buy magic scrolls around the map or trade between players, to increase and improve 'studies of magic' over elements, provided and provided by Elemental Skills learned. This way, heroes could then apply their magical education upon Spells learned, tweaking them based on their expertise, rather than classifying spells by schools. Elemental Skills could, then, provide other features regarding other abilities for that hero, not only magic-oriented
72. Spell casting, depending on the effect, is not identifiable by enemy forces; which means that inexperienced heroes regarding magic will not identify ind-game buffs or debuffs cast on them or their units. It'll rely on player expertise (or Hero being skilled at magic). Thus, skilled magicians will have hints or easier means to dispel or counter-spell known magic
73. Units' abilities could change slightly depending on battle ground settings, such as terrain, height, weather etc. E.g.: a unit with freezing aura, if walking on water, would congeal water and make it possible for another troops to stand on it (features seen since old games, such as Bahamut Lagoon)
74. On adventure map, hidden resources and mines can be found and built, depending on Hero Exploration abilities. Also, hidden paths or dungeons can be set as being hidden from distracted eyes, and some heroes can detect these places based on their proficiency at exploring and pathfinding
75. A very greater array of adventure objects that can tweak and interact with most of the features in game, also mod-able and script-able
76. Give war machines multi functions based on their positioning on battlefield and type of battle. E.g.: in ambushes, a player wouldn't be able to set war machines for defending, due 'lack of time'. During sieges, ammo cart, buffing polls or else would have to be next to shooters to give them the corresponding bonuses
77. Grail could be either turned into a structure or into a Grail Artifact (similar to those ultimate artifacts as we had in H2); and can also be sold in the market for a great amount of immediate gold (being then available at Black Market, randomly, for another player to buy it)
78. Boss battles, either being heroes, or greater monsters, or even settings similar to a boss and minions, as we have in Diablo (not upgrade -> non upgrade relationship, but a unique monster and minions, which can be upgrades or not of that unit)

79. Given that every action provides experience, experience can be given in battle after each action taken. Heroes and troops also get experience at fighting repetitive sort of enemies, which provides them with <unit> slayer temporary ability if they manage to kill numerous stacks of a particular unit. The temporary ability disappears if the stack dies, but the experience acquired by the hero will remains, which translates as faster slaying capabilities to acquire again those temporary abilities for commanded troops
80. Skill and Magic Trees can be designed as Basic, Advanced, Expert or Custom before playing, as the level of depth a player want to have in those skills during game, so one can choose whether a fast-paced game with less detail, or a more micromanaged gameplay, with more or less RPG elements

Last one. Integration between MM and HoMM in a single game, toggled as the player desires at the start of the map. Upon choosing MM, player will have hire-able heroes to play, up to four, and explore the map on first-person PoV. Mechanics would evolve around RPG. If chosen HoMM, then the game would then go to the turn based Isometric ambiance.


Eye-candy and other stuff, not really important:

1. Multi-view town screens (2 or 3 scenery of your town from different angles; it might or might not depend on hero race or town development, buildings chosen etc.), the background blending with the adventure map terrain the town is settled on or the current weather playing about
2. Unique hero models/voice casting
3. Naval Sieges (for towns in which the doors are open to the sea, you can assault a castle on a ship, or if your troops are tied to a water faction, that would be your native sort of siege)
4. Cinematics blah
5. Addictive DLCs
6. In a new World freed of the Antagarich vs Ashan debate
7. Wild life on adventure map or on battlefield


Apologies for the lengthy post. I'll only say that your a not forced to read. ^_^'

Added some more stuff and colored in green things that it might be possible on a H2/H3/H4 structure, if it's about modding, or that are already present. Other numbers could be green, but I'm not a mod expert, so I don't know limitations.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 09, 2016 07:44 PM
Edited by P4R4D0X0N at 19:57, 09 Nov 2016.

PandaTar summed up most of my suggestions from other threads.

- dynamic light
- more elements (Physical, Fire, Water, Earth, Air, Arcane, Lightning, Ice, Acid/Poison, Dark/Unholy, Light/Holy, Ore/Metal, Mind(Manipulation), Time(Temporal), Heal(Regeneration)
- counters for elements, even dublicated spells doing nearly the same but are different for towns. Lets say "Rampart" has "Grasping Earth" slowing one unit extremely, while "Tower" has "Deep Freeze" only working on living creatures but on bigger range. Stuff like this... similar to "Raise Undead" and "Death Ripple" to Necropolis, exclusive spells.

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MattII
MattII


Legendary Hero
posted November 09, 2016 08:39 PM

IMO the best magic system was that of H5, with spells arranged (mostly) by effect rather than some arbitrary 'elemental' system. It wasn't perfect of course, I really would have liked a fifth system in there, 'arcane', for spells that don't really fit anywhere else like Teleportation or Magical Immunity, and maybe another for adventure map spells (only 4 of those in H5, but 10 in H3).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 09, 2016 09:20 PM

A lot of interesting ideas here, is a pity the thread wasn't started as "what you want to additionally get in Heroes III" because that we CAN to do and would be an interesting challenge for the geniuses here.

Instead, this kind of poll has a better place in the Altair of Wishes forum, imo.
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Era II mods and utilities

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted November 09, 2016 09:25 PM

Salamandre said:

Instead, this kind of poll has a better place in the Altair of Wishes forum, imo.


I think so too. My guess is Yogi wanted opinions from folks here that don't necessarily visit the Altar.
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yogi
yogi


Promising
Famous Hero
of picnics
posted November 10, 2016 02:40 PM
Edited by yogi at 14:42, 10 Nov 2016.

yup, im interested in what h3 fans specifically would like to see (edit: ) in a new game
____________
yogi - class: monk | status: healthy
"Lol we are HC'ers.. The same tribe.. Guy!" ~Ghost

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted November 10, 2016 03:52 PM

Well even though I expressed myself plenty in the h7 boards I'm still a h3 fan first and foremost so I'll just add my small contribution to your thread here. On top of my head:

- Adventure map projection à la h4, the "false 3d".
- Skill system à la h5 but with new and better fleshed out racials.
- Magic system honestly I don't really care as long as it works, I have a slight preference for the h4 version but h3 and h5 ones were fine.
- Art direction closest to NWC, preferably what they originally planned for h5 that was scrapped by Ubi.
- Creatures gaining XP.
- Alternatives units and upgrades.

That's for the basics to keep from games post h3.

Now for new (some have already been stated so just consider it +1)

- Day/Night/Weather cycles with influence on gameplay.
- 3 levels maps or more.
- Weather effects affecting battles.
- More emphasis on Adventure map spells.
- Terrains affecting troops (Necro would have morale bonus on cursed grounds for instance).
- Cosmic events similar to AoW3.

If I think of more I will add it but honestly I would be so happy with already just this, given the game runs fast and well, with ofc RMG, flawless editor and user-friendly modding tools. As many features toggable in game menu for everyone's preferences.
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MattII
MattII


Legendary Hero
posted November 10, 2016 07:18 PM

If we're going for racials, please don't load heroes down with them right at the start, make is so that you actually have to teach them at towns, allowing you to get say an elven knight or a genie wizard, etc.

Also, it might be complex, but I'd say that a single hero class would be interesting, with the likelihood of new primary and secondary skills being offered based on your race but also your current secondary skills.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted November 10, 2016 09:13 PM

But I think racials should be something innate, no? Bound to race by birth, different from Faction-related ones, where you can teach them.  Or so is my point of view. ^_^
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Varnoc
Varnoc


Hired Hero
posted November 11, 2016 04:13 AM

Galaad said:

Now for new (some have already been stated so just consider it +1)

- Day/Night/Weather cycles with influence on gameplay.


I'm all for weather cycles, I think it's long overdue, but how would Day/Night work, since each turn is considered a Day in-game?

I'm not opposed to the idea, I think it would open up a lot of interesting interactions, just not certain how it would work without affecting other systems a bit.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted November 11, 2016 08:00 AM

The easiest way around it, as I see it, is having 1 turn for each of them. A turn during the day, and a turn during the night. Or you could point out that while it's your turn, it's day, and enemy turn happens during the night, although the former idea feels better imho.

Having 2 turns to form a day would influence building and creature growth mechanics, if one would think interesting. Instead of 1 day to build things, buildings would require turns to be completed, as we see in some games, but in a shorter sense (nothing going beyond 3 or 4 whole days). It all depends on how the pace of the game would become.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 11, 2016 05:27 PM
Edited by P4R4D0X0N at 17:32, 11 Nov 2016.

Posted it here, how I think it would work... also some more suggestions, thread is quite the same tbh.

http://heroescommunity.com/viewthread.php3?TID=42645&PID=1380409#focus

some more wall of text with suggestion in case of magic:

http://heroescommunity.com/viewthread.php3?TID=42645&PID=1380652#focus

solutions and stuff for artifacts:

http://heroescommunity.com/viewthread.php3?TID=43006&PID=1396635#focus

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dj
dj


Promising
Supreme Hero
Always loyal to HC
posted November 11, 2016 11:30 PM

I think that you need to get rid of the hourglass feature in order to implement the day/night cycle. But then, how would you know when it's your turn? Because your turn never ends. For example, the heroes will take a rest for an amount of time (which can be increased/decreased by your own/enemy's adventure skills/spells) after they have used up their movement points (which can be increased/decreased by your own/enemy's adventure skills/spells).

This would require a server to keep maps for online functions (like creature and resource respawns, creature growth, etc.) and allow the player to choose towns from certain factions:

the good faction: castle, rampart, tower
the evil faction: inferno, necropolis, dungeon
the neutral faction: stronghold, fortress, conflux, cove

...and you after you select your faction, you can only pick the towns of your faction and your allies will be able to pick the rest of the cities in your faction, so that you would never see a necropolis town fighting among castle.
...and in RMG, the cities must come hand in hand with their native terrain and heroes must have equal movement points on their own native terrain (a mage will have the same movement points on snow as a witch has one swamp or a druid on grasslands) and will decrease for a certain amount on other terrains (which can be increased/decreased by your own/enemy's adventure skills/spells: aka pathfinding).
...and when a hero dies, he has to wait a few days in order to respawn (time which can be increased/decreased by your own/enemy's adventure skills/spells: aka pathfinding).
...and since the server counts time, a calendar can be implemented with individual creature days, aftifact days, hero days, magical days, etc. (as in they get bonuses)

Is all of this this possible with VCMI?

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yogi
yogi


Promising
Famous Hero
of picnics
posted November 11, 2016 11:39 PM

http://heroescommunity.com/viewthread.php3?TID=38067
____________
yogi - class: monk | status: healthy
"Lol we are HC'ers.. The same tribe.. Guy!" ~Ghost

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Dj
Dj


Promising
Supreme Hero
Always loyal to HC
posted November 11, 2016 11:42 PM

what, what?! how come i have never seen this??

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avatar
avatar


Promising
Supreme Hero
posted November 12, 2016 09:47 AM
Edited by avatar at 09:48, 12 Nov 2016.

dj said:

Is all of this this possible with VCMI?


It's not the way you're thinking. VCMI is some kind of game engine like Unreal engine. Core with thousands written line of programming code. So if anybody wants to make his own ideas, he must take vcmi engine, write code with his features, add them to the vcmi enine, then compile his own exe file and make his own version of Heroes3.
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Macron1
Macron1


Supreme Hero
posted November 12, 2016 11:53 AM

avatar said:
dj said:

Is all of this this possible with VCMI?


It's not the way you're thinking. VCMI is some kind of game engine like Unreal engine. Core with thousands written line of programming code. So if anybody wants to make his own ideas, he must take vcmi engine, write code with his features, add them to the vcmi enine, then compile his own exe file and make his own version of Heroes3.


If new code is good, I think it will be allowed to be in main vcmi project. New options can be turned on/off via defaultMods.json (as I remember - I'm writing from phone)

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Macron1
Macron1


Supreme Hero
posted November 12, 2016 12:01 PM

Currently in H3 we have vampires fighting in sunlight:-) There must be mechanism to allow player to move and fight in night only (undead towns) or in day (castle for example).
LIKE we make not End Turn and go to othe day, but something more complex. Like turn starts at morning. We press End Turn and time goes to Day, then we press End Turn and go to Night time. Next End Turn goes to next day. Night gives bonuses to undead, day to non-undead creatures etc.

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