Page 3 of 15 FirstFirst 1234513 ... LastLast
Results 21 to 30 of 144

Thread: Your questions about the game *** answers from beta testers *** | Forums

  1. #21
    TsuChi's Avatar
    Join Date
    Sep 2003
    Location
    http://www.facebook.com/TsuChi1
    Posts
    337
    When you send your army to halting enemy (game stops you from sending an army if you cant reach him in time his halt will be over) – you will reach him unless, other player reach him first and battle with him. Halt is broken whenever battle is fought at a halt. If halting army wins it moves forward, if it is a loss it turn back. If your army was targeting halting army which resumed its move, your army it turned back bcs it is not possible to reach target, bcs your target moves.

  2. #22
    gimme us more, Plz

  3. #23
    What did devs to improve the problem with the halt? They can grow the number of boxes you can do before halt, or to shrink stay in halt. Or increase defense bonus. Or all in one place

  4. #24
    Do you have an idea why the halt was implemented? Or, why its implemented the way it is? I mean, it does have something to it...although I really would like to change it too. Right it seems to me a better idea to attack the invader on halt, and not sit him out in your castle. Am I right/wrong?

    And what about sieges? How does your army behave there? Is it just like a perma-halt next to the castle? What advantages/disadvatages does an army have when its trying to break the siege from outside(my ally, my neighbor)? Can I choose not to attack the sieging army when Im the sieged one or do my troops attack constantly?

    My next question is about the proffesions/careers. I read there are a lot of possiblities, but it would be interesting to know how many of them are viable. Are there only a few really good combinations to choose from, while the other are more or less worthless, or is the system so well balanced that you indeed can choose almost any combination? (Example for a bad skill system would be Dark Messiah where pretty much the only way to go was a warrior with some magic powers for healing, while relying on other careers screwed you up in too many situations).

  5. #25
    About heroes:
    Does every hero has his own specialization (like in the homm5 bonuses % per level f.e. heroes specialized in one kind of unit +1 def & att for every 2 levels)?

    What about level system, same as homm5? Is there a skill wheel or something :> ?

    What about skill system, how many skills per hero, how many skill is there to choose, are there 3 levels of each skill like in homm5?

    What are the hero attributes, attack, defence, spell power and knowledge or some others? Do heroes have different movement points (different terrain)?

  6. #26
    @azureone

    Originally posted by Yaiden:

    As usual each hero will collect experience based on his actions. Once you have enough XP points you reach the upper level. They will be able to learn up to 3 careers among 13 available and a lot of different skills in each. These skills will improve different parts of your kingdoms development: building faster, stronger units, recruiting faster and many more that you will have to discover by yourself
    ...

    How will heroes level up? When will heroes be able to expand their skills/abilities?

    # Each action brings experience to your heroes: fighting NPCs, improve a mine, build a region building, scout your neighbours, etc.
    # Once you have enough experience, you level up
    # Level up increases your main attributes depending on your training (13 available): a warmaster will gain a lot of points in attack and defence while a fanatic sorcerer will increase attack and magic values.
    # Level up also gives you skill points. These skill points will allow you to buy a maximum of 3 careers per hero from 13 different careers like warrior, barbarian, merchant, priest etc...
    # Each career grants access to a specific list of skills (from 3 to 5 depending on the career). The first time you pick a skill it will cost you 1 XP point and if you want to improve it you will have to spend more XP points. For instance, improve a skill from level 1 to level 2 will cost you 2 XP points. Maximum level is level 3.
    # The maximum level being 40, each hero will have only 40 points to spend, tough choices ahead!
    Yes, I do suck at quoting...


  7. #27
    TsuChi's Avatar
    Join Date
    Sep 2003
    Location
    http://www.facebook.com/TsuChi1
    Posts
    337
    Originally posted by Ceas197:
    What did devs to improve the problem with the halt? They can grow the number of boxes you can do before halt, or to shrink stay in halt. Or increase defense bonus. Or all in one place
    In short words: they did almost nothing.
    (but if you knew how halts were implemented in 1st beta you would see that current system is better than previously presented. At first halt was 2h and could be attacked many times – it did not resumed – so in short words – at a halt you were attacked 3-5x and your army was 10% after 2h)

    Currently devs decreased number of squares from 5 to 4 when you need to halt.
    They argue that it is bcs players near the border are under heavy fire (life at the border is a hell for a player whose neighbor is strong and aggressive) This change will decrease by 20% the field of influence of such a player. And it will 100% decrease it bcs no one player I know do halts on purpose – unless the tear war when you have to travel 15-50 squares to the enemy city with grail – which is 99,99% defeat for you.

    They do not want to decrease the time at halt – it was, is, and probably will stay 2h.

    They consider increase defense bonus but nothing was implemented.

    There was an idea presented (called “ambush”) to the devs by the community but they said it is too much changes at this step of development. It is very sad bcs this idea is very consistent and solved many other problems the game have.
    But it seems devs choose the path of “patch the patch” than good deeply thought mechanics.

    Originally posted by sad_dragon:
    Do you have an idea why the halt was implemented? Or, why its implemented the way it is?
    Halts are invented to:
    • Slow down the game
    • Give players possibility to react
    • Makes spy do its job
    • Recreates situation on enemy ground – when you do not know the way
    • Make this game different than other
    • Add a possibility one player helps another
    But halts make more troubles than give benefits.
    Originally posted by sad_dragon:
    Right it seems to me a better idea to attack the invader on halt, and not sit him out in your castle. Am I right/wrong?
    Yes, you are 100% right. This way of thinking make players leave cities empty and the war in short words is “play cat and mouse” for a 2-3 weeks unless you finally hit some army – or be hit when you are not online. So you are online and “this 15min” each day is not truth. If you war with other alliance you have to be online most of the day (so those who don’t like travian will not like HOMMK too)

    Originally posted by sad_dragon:
    And what about sieges? How does your army behave there? Is it just like a perma-halt next to the castle? What advantages/disadvatages does an army have when its trying to break the siege from outside(my ally, my neighbor)? Can I choose not to attack the sieging army when Im the sieged one or do my troops attack constantly?
    Game guide
    If your city is under siege, you have several options.
    You can try to break the siege from inside.
    If your main army is in a secondary town, you can use it to break the siege from outside.
    Or you can ask one of your allies to break the siege placed on your city.
    Finally you can contact the besieger and try to reach an agreement.


    Siege is very similar to the halt. But you can break it yourselves “almost” any time you wish.
    And this “almost” is a very very big problem.
    When you siege a city , time to capture is calculated. At average it takes 2 days to take a city (it depends on many factors) In those 2d enemies can attack your siege in a try to break it. So normal rules of defence are in place (units from strongest to weakest). Of course you can split stacks, or even reinforce the siege with units – that can change the battle outcome.

    When you siege you can do some actions:
    • Attack defending army inside the city
    • Bombard city buildings (if you have catapults)
    If you choose to do it , the cost is … it makes you freeze read: “halt” for 4h when you cannot do any actions: split, leave siege. You can only send reinforcements to your army.

    So you sit inside enemy territory for 4h almost defenseless and wait to be killed. 4h means that players in a 16square radius can attack your siege (movement : 4sqares per hour).
    Those rules makes nice options of attack defenders (if there are any – remember players choose to run away than stay and defend a city) or bombardment – DEAD features. So players siege and do nothing but wait.

    But wait. It is 2 days. In 2 days enemy can send to your siege dozens of armies that can break your siege (remember defending makes your units from strongest to weakest). So when first enemy army is moving toward your siege you begin to calculate: how strong this player is, can he break my siege, and very fast you reach an answer : it is better leave the siege and try another time than to risk losing 30% of your army. This is the same strategy called “cat and mouse”.

    When you are under siege and have army inside walls, your army don’t attack automatically. Always you have to choose an action “break the siege” .

    Originally posted by sad_dragon:
    My next question is about the proffesions/careers. I read there are a lot of possiblities, but it would be interesting to know how many of them are viable. Are there only a few really good combinations to choose from, while the other are more or less worthless, or is the system so well balanced that you indeed can choose almost any combination.
    Game guide
    Hero can embrace a maximum of 3 careers.
    Learning a new career costs time and a skill point. Once a career is acquired, the Hero is allowed to learn the career’s skills.
    Each time the Hero reaches a new level, he gets 1 skill point.
    Point can be spent to learn a new career or to buy the first level of your career's skills.
    Buying second level will cost 2 points and third level, 3 points.

    Each class is defined by its power and progression in three areas: attack, defense and magic.
    The power value represents the amount of points the hero will reach at level 40. It varies from 'null' (0 points at level 40) to 'very strong' (60 points at level 40). Now, the way these points are acquired depends on the progression type of the characteristic.
    3 progression type exists: scholastic, fanatic and classical.
    Scholastic progression represents a Hero learning from books and academic training. His learning curve starts slowly because it takes time to learn the basics, but around level 10, everything accelerates and he gains a lot of points until level 30. After level 30, the hero has reached his maximum potential and will learn only a few points until level 40.
    Fanatic progression, on the contrary, starts very fast. The Hero learns directly from battlefield. After a while he cannot learn anything more from his survival instinct and starts to stagnate a bit. At the end of his career (after level 30) he is inspired from gods and starts an increasingly fast progression until level 40.
    Classical progression is very linear, the Hero gains the same amount of points from level 1 to level 40.
    Yes, there are only few good combinations , and others are only waste of your skill points. I use less than 50% of possibilities.
    But you can have many heroes and some will be used to fight and some to increase your economy or be faster builders or merchants.

  8. #28
    About the city:

    Could you write something about the city, buildings, units grow, magic guilds, special building (if there are any) etc. ?

    You write earlier that you can settle a new city. What are the requirements ? Where can you build them?

    We know that you can conquer cites, is it possible to take someone capitol city (the only one) so that player will have "game over"?

  9. #29
    TsuChi's Avatar
    Join Date
    Sep 2003
    Location
    http://www.facebook.com/TsuChi1
    Posts
    337
    Game guide

    NEW TOWN
    Building a new town is possible if you meet two conditions : you have enough resources (20 000 gold, 20 wood and 20 stones), one of your ranking is high enough to control at least 2 towns.
    If you want to settle outside your control zone it will cost you more gold. It is impossible to settle in a region controlled by another player.
    Be careful, settling a new town may be dangerous. A neighbour may come and siege your first town. Try to contact your neighbours before settling in order to get allies that will help you in case you are under siege.

    REGION BUILDINGS
    You can construct building in your region to boost incomes, troop recruitment, defense or other useful effects.
    To start a construction you must select a hero with no army, and then select a free square. A list of available buildings will appear. Pick the one you want and this will open a construction frame.
    There can be dependencies between buildings, like mines and research tower. If you respect these dependencies, your building effect gains a 20% bonus.

    MINES
    You can upgrade your mines by selecting a hero with no army and clicking on the targeted mine in the region map. The level of the hero must be at least equal to the actual level of the mine.
    Maximum upgrade is level 10.
    You can also improve a mine, which is similar to upgrade but gives you a small income bonus (5% per upgrade). The price of the improve is higher and the mine production is stopped during the process.
    The amount of resources produced by each mine is displayed near the resource icon. It may be increased if you improve or upgrade your mines. The mine income is based on a 24H cycle. If the mine produces 12 resources, it means that you will get 1 unit every two hours.
    These are common builidngs

    Town Hall
    +4000 gold income a day.
    City Hall
    +7000 gold income a day.
    Capitol
    +13000 gold income a day.

    Tavern
    Allows you to recruit heroes.
    Marketplace
    Allows you to sell and buy resources from the NPC market, send caravans and trade with other players.
    Resource Silo level 1-10
    Allows you to store xx common xx rare resources.
    Fort
    Gives your troops a 16% defense bonus.
    Citadel
    Increases base creature growth by 50%, gives your troops a 35% defense bonus.
    Castle
    Increases base creature growth by 100%, gives your troops a 56% defense bonus.
    Magic Guild Level 1-5
    Allows a visiting hero to learn the spells kept within. Each lvl adds 2 spells exept 5lvl – 1 spell
    Blacksmith
    allows you to build ballistas
    Advanced Blacksmith
    allows you to build catapults

    Then Each faction have its own buildings for creatueres

    Haven for example:
    Farms
    boost T1 growth by +5 per day
    T1
    Peasant huts allows to recruit Peasants
    Peasant cabins allow to recruit Conscripts infantry
    T2
    Archer tower allow to recruit Archer shooter
    Marksman Tower allows to recruit Marksman shooter
    T3
    Barracks allows to recruit Footman
    Garrison allows to recruit Squires infantry
    T4
    Griffin Tower allows to recruit Griffins cavalry
    Griffin Bastion allows to recruit Imperial Griffins cavalry
    T5
    Monastery allows to recruit Priests shooters
    Cathedral allows to recruit Inquisitors shooters
    T6
    Jousting Arena allows to recruit Cavaliers cavalry
    Order of Paladins allows to recruit Paladins cavalry
    T7
    Altar of Light allows to recruit Angels infantry
    Altar of Heaven allows to recruit Arch Angels infantry

    Each faction have its own set of buildings – they are all similar in effect (produce units) but cost different resources- bcs each faction relays on 1 main resource and 1 additional
    Haven need crystal and gems plus wood and ore and gold as any other faction.

    It is not possible to take last city of a player
    But there is no capital city. So if you have 2 cities, one fully developed and one small – your enemy can capture the better city leaving you with almost nothing – in short it means game over.
    But when you have 5 cities or more most of your cites are well developed so it does not mattwr which city will be taken.
    Additionally don’t expect a lot of city capturing – bcs it is very hard unless you fight a lot weaker enemy and his friends are also weak.

  10. #30
    TsuChi, we love you! I got a cake today, and ate it for you.

    The next question: how do you extend your terretory? In fact, what does count as your terretory? Is it possible to counquer some land from your neighbors without attacking his city? Can you capture a mine or something from a player without taking the city?

Page 3 of 15 FirstFirst 1234513 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •