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 Commanders

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Trashid
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PostSubject: Re: Commanders   Tue May 26, 2009 7:31 am

On every creature.
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PostSubject: Re: Commanders   Tue May 26, 2009 7:34 am

i think that only commanders should have their own magic book (and maybe we could make a special spells that only commanders could use?)
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PostSubject: Re: Commanders   Tue May 26, 2009 8:13 am

I wrote:
I think we should add actions, like in h4, if the archer is better in hand to hand battle, why cant he attack melee? Let him choose "shoot" or "strike"
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PostSubject: Re: Commanders   Tue May 26, 2009 8:15 am

but something like this. All 'magic heroes'(clerics, heretics, warlocks, wizards, necromancers and such) starts with their own magic, but you can learn other spells in your mage guild, exactly like before but now you can only cast spells on the hero's turn and creatures who have magic. here is a list of magic creatures

Castle:
Hero speciality - Knight = 7% better attack and defense in melee for all units - Cleric = All magic users have a +7% bonus on water magic spells
Monk - Bless
Zealot - Bless, Cure, Magic Arrow

Rampart:
Hero speciality - Ranger = Ranged, shoots twice on level 6 and max range on level 18. Also, the ranger increases all ranged damage with 7% in battle (does not work on enemy creatures) - Druid = Summons an amount of sprites every round. The amount depends on the hero level.

doing more later

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PostSubject: Re: Commanders   Tue May 26, 2009 10:08 am

Mhm... that's becoming heroes 4.

Anyway...



1. Shoot or Strike

2. Spellbook for EVERY CREATURE

3. Autosummoning(Battle)




1. Autosummoning(In-Game)

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PostSubject: Re: Commanders   Tue May 26, 2009 10:24 am

No, were just taking best of h4 geek
If it should be best for me, there should be 5 places for creatures in hero, from h2 Smile
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PostSubject: Re: Commanders   Tue May 26, 2009 10:32 am

Allowing creatures walk without hero, or everyday population would be good as well ^ ^

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PostSubject: Re: Commanders   Tue May 26, 2009 10:40 am

i don't think that making our project similiar to homm4 is godd idea, imo it very bad(and i mean really bad) idea
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PostSubject: Re: Commanders   Tue May 26, 2009 10:49 am

And we didnt supposed that ^^
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PostSubject: Re: Commanders   Tue May 26, 2009 10:49 am

But I don't think so. Delete everyday population - add the creature walk on the adventure map thing - it will be great! Come on, we're just adding two features. Heroes in combat and walking creatures.

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PostSubject: Re: Commanders   Tue May 26, 2009 10:52 am

Although heroes in combat is a good idea, the walking creatures is a bad one. Too much graphics to make...
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PostSubject: Re: Commanders   Tue May 26, 2009 10:52 am

no lol

they already have creatures outside

just make 1-2 additional frames to every creature

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PostSubject: Re: Commanders   Tue May 26, 2009 10:54 am

Moving? like your avatar?
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PostSubject: Re: Commanders   Tue May 26, 2009 10:55 am

no no no
for an example here is a hota screenshot



there is a minotaur king over there. it has 3-4 frames, the idle animation and the stand still animation. we could just move the legs with GIMP/photoshop or something similiar, and then it will look like he's walking.

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PostSubject: Re: Commanders   Tue May 26, 2009 10:56 am

adding those 2 features is enough mess up homm3
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PostSubject: Re: Commanders   Tue May 26, 2009 10:57 am

1. Commanders are already there
2. THAT IS ONLY ONE FEATURE IF COMMANDERS ARE ALREADY THERE
3. lol
4. sorry for capslok
5. its not messed up, you should be able to choose if you want the homm4 options or not !

%

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PostSubject: Re: Commanders   Tue May 26, 2009 11:01 am

if they will be optionl it's good imo
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PostSubject: Re: Commanders   Tue May 26, 2009 11:05 am

that's exactly as we said before, improved commanders and walking creatures.

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PostSubject: Re: Commanders   Tue May 26, 2009 11:07 am

But the creatures must have walking in all directions.
If you need that so much, its better to make a caravan for all the creatures.
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PostSubject: Re: Commanders   Tue May 26, 2009 11:08 am

pale

How about .. this?

Let's make a mascot for every town. Some sort of a medival bard for castle, a horned demon (from homm5) style of demon for inferno, etc etc? If you have, let's say 3 units from rampart and 4 from inferno, the army will be ranked as inferno.

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Last edited by SWÊBÖZ on Tue May 26, 2009 11:11 am; edited 1 time in total
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PostSubject: Re: Commanders   Tue May 26, 2009 11:10 am

affraid
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PostSubject: Re: Commanders   Tue May 26, 2009 11:12 am

yes read the last post in the last page. i wrote more.

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PostSubject: Re: Commanders   Tue May 26, 2009 11:12 am

ok this thread runs out off logic imo
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PostSubject: Re: Commanders   Tue May 26, 2009 11:13 am


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PostSubject: Re: Commanders   Tue May 26, 2009 11:15 am

For me the best thing is to add low number of places for units, two lines of units, and 2-hexed units thatr take 2 places, exactly like in Disciple geek
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