Best would be if each race had different ways of destroying walls,and doors were destructable by all units.There could be units that destroy walls(like cyclops,behemots,treants,or such),spells,or special war machines(like catapult and trebuchet).Asjo wrote:I think the catapult should be invulnerable, since it's indispensible during siege. I'm undecided on whether or not it's good to have units kick in the door, but as long as Nival make the catapult invulnerable, we can live without it.
There was town portal in HIV,and it wasnt as imbalanced as in HIII.And there were very nice artifacts in HIV as well.Asjo wrote: Notice that I don't dislike the spell system of Heroes 4, but simple the fact that I didn't have speels such as dimension door and town portal, special artifacts such as Armageddon's Sword. Heroes 5 has added artifacts with very specialized effects, so to say, and has added the necessary adventure spells, while doing a good job of balancing their effects, which were seen as imbalanced.
So?Mixing units shouldnt be done wthout some penalty.Having titans,archangels and dragons in one army makes it pretty strong.It should be limited.And that one is a big tactical decision.Asjo wrote: More was bad because morale penalties were so big and affected you so badly that it was simply impossible to create an useful army consisting of creatures from different factions (with few exceptions where morale penalty wasn't as bad).
And 50% is 20% in which case?Asjo wrote: I have explained this is the above post. When 50% is actually 20%, it's quite confusing Otherwise, Heroes 4 made sure relevant information was always available, I don't disagree with that.
Really?No kingdom overview,no pop up window when you collect resources,no information what artifacts you picked up from the hero you defeated.Asjo wrote: I have already said myself that it's unfortunate that Heroes 5 has overly focused on graphics, and it really scared me when I heard of this. The thing about speed doesn't apply to the heroes series, but was simply an example of how major unfortunate changes in the gameplay can happen to acheieve certain effects. I don't think Heroes 5 is removing useful information to "speed up gameplay".
Its very nececary on most occasions if you want to win,and it is quite boring.It really isnt such a choice.Asjo wrote: Waypoints might be a decent idea, but I stand by the system of manually having to get adventure map benefits. It feels good when you do, and doesn't hurt you too much if you don't.
Nope,all you need is expert earth+slow.Asjo wrote: Only if you had a rediculously good hero and great artifacts. Otherwise, as explained in an earlier post, I don't think it necessarily brings that great an advantage. It's all on how things play out.
There are ways to counter this.For example implement a waiting period between capturing a city and being able to buy units from it.Asjo wrote: Tough one. I loved daily growth, but I don't see the problem you mention and any great balance disturbed. After all, you still have to capture the town; if you do, reaping the benefits is fair enough. Daily growth might be more tactical since you can re-supply you lines more flexibly, but then again weekly growth means you have to be more calculated and that you don't feel urged to buy creatures for your army every day
There is a difference between a tactic and an exploit.Oh and what about two stacks of 10 druids doing more damage than 1 stack of 20 druids?Asjo wrote: I think it's very tactical. You can use imps, ghosts, whatnot. You have to make certain it will have the effect you want. With smaller armies you have to make sure that it's worth it, and you have to make sure that the timing is right if you want to block the opponent, eat up retaliation strikes, etc.