I was wondering about the Mage Guilds. Was it required that Castle and the other two have the ability to go to level 5 for game play? Castle only have IV in Homm3 and two only have level III.
vmxa said:I was wondering about the Mage Guilds. Was it required that Castle and the other two have the ability to go to level 5 for game play? Castle only have IV in Homm3 and two only have level III.
I noticed that the halberdier slides when moving, he moves faster than his feet. I didn't check all the directions, but I know that some of them have this problem.
Worker task Spell Tower says airfield as well.
I am not sure either, but I wondered about making the low level auto builds times elongated a bit. It may be even more important for units like Griffons as they have two moves and are about weekly.
Once you have a bunch of them, you can get a very strong force going. Marksmen with 2 moves is strong. You can take down towns with a handful of them.
Can be sure as one game is not much to go on.
Hi Tom.
First of all I want to say your mod is definitely living up to all my expectations. I haven't had a great deal of time to play it yet but I have a few comments.
The unit auto production times could perhaps being increased a little. No biggy if you don't though.
I have started two games. Abandoned the first one pretty quickly though when you released an updated biq.My current game as Rampart on proven (monarch) difficulty with seven other civs on a smallish map is going rather well for me. I've beaten up two of the other civs fairly easily (taking a few cities off each) for entering my territory and refusing to leave. I did this just with level one and two units that haven't been upgraded. I didn't bother getting the upgrade techs. The AI's all have a mixture of upgraded and non-upgraded level one and twos. I used five magic arrows and some level one earth spells to good effect to weaken invading armies and city defenders before attacking.
I think you should leave it so swamps and jungles cant be cleared. Closer to Homm. In that vain mines could also be removed, but not necessary to.
Im not at home so havent got my list with me but most of the errors I noticed have already been mentioned. Two that havent though are fort linking to blacksmith in the civilopedia when I looked up the fortress fort. And a resource, something like Elven Bow didnt seem to be listed in the civilopedia at all. Will check it again when I get home.
Game play wise I think its great.
Oh yeah, corruption is pretty significant and I havent come across any improvements that mitigate it yet. Still even with heavy corruption I'm still earning plenty of money.
When I played the first game it was on a larger sized map with most of the civs in and the turn times started slowing down pretty fast, but the comp I have at the moment is not very fast. So Id recommend small maps with not too many civs for anyone with a slow comp.
All in all, very fun and few errors. Good effort Tom!!!
Without a detailed change log, it is easy to back off fixes. I just stop trying to make the Colossus, no big deal. I plan on playing out as a conquest. I will not met any other VC and that way I can sit on one town, till I get all the techs done.
This will let me at least see all the stuff. BTW I love the Zealot sound, just like the game. The Griffons reminds me of Castle Ironfist in Erathia in MM7. Even the Crusaders fortification sounds like the crusaders in Homm2.
I forgot to mention I saw this last night:
marksman upgrades to marksman. It was already a marksmen, by it look and it stats. Still I got the upgrade button and it cost about 116. No change to stats. Only seen it once so far.
I see that get to make the structre, but no spells, cool.
Edit: I found that the upgrade marksmen is common and valid. It seems to be that if it is (6)4/x/x and a marksmen, it can be upgrade to be (6)6/x/x. I am not clear as to how that happens though. I see them in towns that do not have a castle. I am guessing that, if the town has upgraded archer towers, it gets 6/4. If it has a castle as well, they are born 6/6. Once you get a castle, you can upgrade.
I have only looked ahead to Earth level 4 and Town Portal, but it does not says what it does. I see it has a transport cap of 4. So canbyou port back to towns ala Homm? I was trying to decide which branch to work first.
Actually I have not really done much with magic. I used Magic Arrow as it was auto built. I used Counterstrike, which may need a tweak. I have not use any of the other auto built ones.
Counterstrike, seems to chew up the low level units, even defense 6 skels. That would be alright, except they seem to come often from the Royal Griffons. Those units will get into a lot of action as they are auto every week and 2 moves with 9/9.
BTW not a complaint, but it seems that Culture & Victory Points are not meant to be conditions to win using. 1,000,000 VP is not going to be likely. 50,000 culture for a town or 500,000 for empire in a std map, not much of a shot.
Mind you I do not try for them anyway.
Why do so many units show up with the name Queen Catherine Ironheart? Is it a function of the town they are created in? I have seen Crusaders, Champions, Royal Griffins and Zealots. Most of these types have their regular name, others Ironheart.
It is not huge issue, but looking at a stack you could grab the wrong unit, if you were not paying attention. I am sure I will eventually grab a griffon, when I wanted a Champion.
Tom, it looks like I miss read the AI research. It is not the Beyond techs they researched, it was the Magic End 1 and Magic End 2. They then went back to Creature Level 3.
The tents I have not been able to use as by the time you canget one itis in a town far in the rear. With no rails, you just cannot get them to the front in a timely manner.
Got my first archangle. going to slip them into the Hero unit and see how that works.
Hello again Tom, i just found something that need a change
Red Dragon to Black Dragon, is that normal that Black Dragon have those att and def than Red Dragon ?
In Homm2 you had Green, then Red and finally Black. In Homm3 they dropped green.
Red 19/19/180 dmg 40-50 speed 11 (Restoration values from manual)
Black 25/25/300 speed 15 and immune from magic.
Red cost 2500 +1 sulpher, balck 4000 +2.
Wow 5 attack a bit of a mistype I would expect. Archangels are 30/30.