1. The effect of initiative changes should be better measurable. Use seconds/turn, so if you go from 13 init, which is 5 seconds/turn to 15 init which is 4 seconds/turn. You know what you're getting.
2. Make tile yield visible in the fog of war for explored areas.
3. Make rivers visible in the fog of war for explored areas (having them disappear is kind of weird and wipes out expected landmarks... literally).
4. Make it easier to determine whether someone is going to resist your spell before you cast it. Nothing worse than wasting the turn of your army destroying sovereign only to have a spell resisted. Except for perhaps wondering whether you should try again or not bother.
5. XP gain feels too invisible. Such an important factor in the game, and where/when/why it occurs and how much is just inscrutable at the moment. Do I get less XP with more people in my army? Does it get spread evenly amongst everyone in the battle? Floating XP text over the unit on a gain would help.
1. I agree, I'm not sure how initiative works mathematically.
2. This one I have to disagree with, the reason being that if another faction builds in near the area you've already explored, then you'll see the tile yields suddenly disappear. So this would kind of cripple FOW in that way.
3. Obviously correct.
4. GREAT IDEA!
5. XP gain is kind of mystery to me. Things I believe impact it:
- how many units fought
-how many damaging and debuff spells you used and to what effect. Buffs have no effect.
-how many champions fought (they count differently than units, i belive)
-what your enemies were (obviously)
As with a lot of other things, it would be great to see the math.
My preference for this is to keep anything in the FOW the way it was the last time you 'saw' it. So you only see changes of any kind, including yields, when you move a unit close enough to remove the FOW.
1: I don't understand your suggestion, while I do understand how Initiative should work ATM tho it seems flawed... (or I just really don't understand it )
2: Yes!... Also make tiles yields visible next to my cities, and find another way to notify me where I cannot build cities.
3: I think this is more of a bug than anything else, alot of things tends to dissapear in the fog of war after loading a game.
4: Hmmm, Just make tooltips for spells, like there is tooltips for weapons, would also like to know how much damage my spells are going to do .
5: Don't understand this one either, floating text over the units when they gain xp.. they only gain xp at the end of a battle, and not much floating text available there... I do agree this section revised tho.
Sincerely~ Kongdej
When you suggest knowing if a unit will resist a spell... do you mean having a text blurb in the unit description for Air Elementals that states "Immune to Air Magic", or a %ile spell success/failure tool tip as you hover over the unit before you cast the spell?
The second option could be ok if there was still a chance for the spell to fail if my Sov/Champion has a medallion of fire resistance or cloak of the red dragon; or I cast glacial armor on my ordinary units just prior to the battle. I think giving too much info to the caster could spoil some of the surprises of tactical combat. Perhaps you fail once against a given spell and you gain a chance to divine it's presence in a later battle...
I don't agree that information should be hidden in TACTICAL combat, besides if you know the math, you can see both spellmastery and spell resist, so its like showing the accuracy rate for champions, which seems to be fine too. (which is based off accuracy and dodge), the matter that you will see the % chance of a spell being resisted would just help newer players understand how important spell resist is contra spell mastery, also I think it should be a combined version of your 2 suggestions, that it should say chance to resist the spell, unless your trying to throw a flame dart at a fire elemental, it should just say "NO"
I see what you're saying about the math, Kongdej, and i agree. I just want my casters or the enemy to sometimes "miss", like when the shield pops up on your elven archers in HOMM3 because you have a stack of war unicorns next to them. A little random spell fizzling (LITTLE, mind you) or not so little due to dwarven (er, I mean Ironeer) faction traits for example would be fun. I can't nuke the wraiths from a distance, I have to get my hands dirty in hand to hand as they have stymied my mages...
I would love to see equivalents to the MOM Counterspell spell, or the HOMM3 Orb of Negation, or the trinket that limits you to low level spells. Ways to tilt a tactical combat in unexpected ways to keep me on my toes.
Take care,
dave
There are many great features available to you once you register, including:
Sign in or Create Account