landisaurus

landisaurus

Joined Member # 3222724
11 Posts 344 Replies 31,716 Reputation

I must agree. Luck is trouble when it really effects things like tech trees. Sure its really replayable single-player, but it can cause problems multiplayer. The only way luck wouldn't be a bad idea is if it was easy to switch your strategy around and the alternatives were very balanced so that you wouldn't be hurt/helped much by getting the wrong technology. Since that sounds a little impractical to me, I'm not sure how else we could change it to better th

103 Replies 447,161 Views

So, it sounds like we could simply have AI neutral nations that exist as basically AI players. They might not have all the powers of a player (maybe not cast spells as a wizard) but would still advance cities, create settlers, and have diplomatic negotions. They wouldn't be as powerful as a real player, but would still be a factor. I think that if a community of neutral cities are left alone for a long time (I know in my MoM games, there are often many towns connected by roads t

38 Replies 21,957 Views

I also agree with gorgon. I know in gal civ 2 I was frustrated with early ship creation because I didn't understand it. I want to add to the armor thing. Naturally, the final form of combat mechanics would have to be more than 10 times as long. Its the nature of things, and I fear I am going to have to say it needs to be longer. Do not forget this is fantasy in more than just how much damage things do. Realism is great, but don't li

131 Replies 439,742 Views

I agree with the randomness in the spell book. I think that the randomness should be also semi-not random by game options. Like when you create a game you have the available spellbook listed. Maybe there could be some default spell options, for example: tournement spellbooks: The spellbooks would be built in such a way that was as balanced as could be. Powerful spellbooks: The books would be built so that you got really powerful magi

114 Replies 310,908 Views

This thread is to discuss different UI features and organization ideas. Strategy games are all about the UI. A good strategy game with a less than amazing UI quickly can become a mediocre strategy game. UI needs to be able to show the player enough information to let him understand what is going on without having too much that would cause a new player to become frustrated. <p class=

13 Replies 56,311 Views

quite right. Just ideas. I personally thing that it is something that we (as fans) should address though. Master of Magic and Heroes of Might and Magic 3 both feature a multi-map feature. Since this game borrows from both of these titles heavily (brad wardell said himself in an interview) The above ground/underground thing has been done many times where the multi-plane thing is not as common. It is one of Master of Magic's many memorable features and I can

21 Replies 8,910 Views

This is about the options for world generation that I, 'we' once other people voice input, think should be available. I have a few suggestions/requests for how the worlds are handled in the game. /* note: this is not a duplication of the world idea thread I saw floating around. There is a discussion of world ideas, since we shouldn't limit ourselves to the light/dark of master of magic or surface/underground of HoMM 3, we should come up with new ideas. Perhaps elemen

21 Replies 8,910 Views

man! I agree 100 percent. Especially if they do stuff like camp their dudes on your magic node >. I also wish there was some gratitude from the nice AIs. Like if I am running my scounts around their pad or maybe guardian spirit that has to pass buy them because they thought it was a good idea to set up camp in the middle of my empire. I want to be able to say "hey, i was just passing

11 Replies 8,313 Views