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suggestions

Suggestion:

1. add loot when winning battles -> like gold and mana?
2. better diplomacy -> pay tribute (gold per turn) for peace?
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More suggestions:

1. allow to set position of each troop before battle.
2. set a town size limit for building Armorer's Guild
3. when a hero offer to join you, allow to refuse and ban him (add third option) so that he will be sent to the bottom of the list of heroes offering to join you - not pay and not offer to join you until all other heroes offer to join you first, same for summon hero/champion - allow more than one choice when summoning hero champion?
4. make the battle look and feel like in this video:
https://www.youtube.com/watch?v=r7nzei7Xp34&t=361s
Seravy, how long will it take you to implement this?  crazyeye
seriously now: maybe you/Slitherine can do some kind of cooperation with TaleWorlds where they will supply the first person experience and you can supply the game content/design of master of magic, imagine how awesome that game will be...
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a few more small change suggestions:

1. when telling a unit to skip turn, always enable to change your mind and move it, that is: don't make it lose it's movement (like it is in civ4 for example).
2. enable in settings to ask before attacking a unit of wizard you are not in war with (this sometimes happens by mistake)
3. when cancelling a spell and losing the mana, either ask "are you sure?" or give back the mana (this sometimes happens by mistake)
4. remove gold/mana only treasure rewards and if you find artifacts 2 low level artifacts are never worth a single high level one, so maybe always give 1 good instead of 2/3 very bad ones?
5. there are too few zones and they are only "one time" zones, maybe let new zones to be created during the game randomly? if enough of them were cleared?
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Adding battle loot is an exploit for the human player. I almost never see the AIs low on gold or mana unless they're so close to failing that they couldn't send stacks to do battle for loot anyway. I find huge surpluses of gold to be boring, so I'd prefer to see some ways to keep players appreciative of income even in the late game. Cutting tax income in taxes.xxx isn't quite enough. Maybe I'll try increasing unit support costs and building support costs.

You can change the number of lairs in Modding.xxx ( I keep forgetting the endings of files used). You can set the number of towers, nodes and lairs separately, and their strengths as well. I do like the idea of new lairs being created later in the game. If that's difficult to do, refreshing cleared lairs might be easier, with either the same monsters&treasure, or different ones. It would be nice if the chance of one appearing could depend on various factors, such as years of peace or conflict (blood-soaked ground causing undead to rise) or the size or development of cities (drives nature creatures crazy) or spellcasting (spillover from spells cause sorcery creatures to form). You could have games where you face consequences for various actions, or ones where you benefit from triggering new lairs and released monsters (death wizards could hunt monsters for new undead slaves).
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