Flagable windmills and other buildings were a good idea, but I like it when my second hero has something to do instead of sitting in the castle. And I know how many resources was given to me from that location, I don't have to analyze my resource quantities.DaemianLucifer wrote: Now,it has the same amout of HIV,HIII and new elements.And thats the only thing it has,partially,like in HIV.What about flagable windmils,separate movement,dweling acumulation,FoW,or daily growth?
There was a big discussion about seperate movement I think, and all in all I don't like this idea, especially when you couldn't finish the game, because you had to hunt an enermous army of one pixie and 2 wolfs, which was left from your enemies army.
Dwelling acumulation - true that is a good idea, but hard for your pocket.
Daily growth - not bad, but bothersome (day by day I had to click to buy units, I didn't have to, but I wanted to). True it was good when defending a town, but if a big army attacked you, those couple of units didn't give you much.
Things that could have been implemented would be caravans (instead of this silly summon units spell), and the spell system, with it's useful spells. Also the unit description windows with all the abilities descriptions would be nice. Oh, and it would be nice if there was a hero figure window, on which you could "put" those artifacts, because it's a bit confusing in H5...