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I'm in the later stages of that mission and now I own half the map instead, the ai has substantially smaller stacks because they control fewer cities.
Also I'm so tired of everyone comparing and wanting this to be homm. It's not. Tbh the battle and magic system is different and IMHO it's much harder to be a good spellcaster since you need to keep in mind what kind of units/buffs you have and which kind of spell power you're using.
Every SoC game mechanic is a variation of the Heroes of Might and Magic formula. The devs themselves have cited HoMM as one of their main inspirations. They also cited King's Bounty, another game by Jon Van Canagham, and the HoMM inspired Age of Wonders series. If you want something that's trying to be different from HoMM, then you're looking in the wrong place.
Atleast as far as my experience went, no idea what the game expects you to do.
Here's the thing, i absolutely love playing against the AI in strategy games, but if you're giving the AI the Fairy Godmother's Wand of Wanding and have the AI get buffs to the economy from Nowhere as well as having them spawn full armies in the next turn or so, just like HoMM, this is gonna go bad real fast. If you've played HoMM against the AI, then you already know about the cheating AI's tricks and i'm sure the devs know about it too. It kills the enjoyment, the fun of the game reeeal fast and i'm not talking about the neutral army's growth, i'm talking about the opposing Player AI.
So, i'm just gonna make this suggestion and ask a simple question, hoping the devs might answer. I suggest you don't implement the same flawed system that HoMM has, it's okay for the AI to not be a massive, cheating fairy godmother and make mistakes. The game is still in early access and it can evolve the AI with time.
I love this game's style and design, and i can clearly see the love the devs are putting into the game, and i really want to buy it and show my support for games like these, but i still need to know if the devs are really planning on keeping the cheating AI buffs and army spawning on, even after development. I'm asking because i'm sick of games repeating the same thing over and over again with unfair advantage to the AI.
Thank you for reading and for your patience. I'm hoping for the great success of this project!
There are also other great additions like research, more adaptive cities where you can have econ and unit production centers, defensive locations (although I think the defense buildings could use a buff) and forward bases.
The magic system is very different from anything in any prior titles and I think that too is pretty neat. You actually need to think more about what kind of spells you're casting, sure the strategic aspect of saving mana is gone from the strategic map (now you can boost your in combat mana generation through capturing points etc) but it's replaced by in combat mana management, perhaps you wanna cast a spell to let one of your archers fire twice now but if you hold off from that you might be able to cast a more power spell later. I do think some of the magic needs some balance tweaks as there are some stuff that I think are underpowered in magic tree (especially damage spells)
I guess this is a bit off topic and the dev already replied about the ai but I started writing and couldn't help myself. Cheers
HoMM 1-7 vet here, and did XCOM on ironman, so it's not experience or that I can't stand losing. It's just not fun, any more than losing to a human that uses cheats would be fun.
I'm a firm believer of letting the player choose their experiences and content in games. Just because i hate going against opponents that don't follow the rules the game has set in the board and told me to follow doesn't mean that everyone is like that. I'm not here to say: "Hey! I hate that content, it's this this and that, remove it! It should be removed because of X, Y and Z reasons! Here's my dissertation of the why and how!". I mean, you could just leave it in to the "L33T PR0 G@M3RZzZ" and add in proper AI's that don't cheat for everyone else.
Hell, i'll even give you some examples: War for the Overworld has a nice variation of AI's. They're not perfect, they all have flaws and hell, they even have the cheating AI for players that like going against it. You wanna play against it? Hell yeah man, you can just pick it in the selection. Not everyone likes cheating AI, some like going against opponents that actually follow the rules and have to respect the natural generation of troops per round, the natural resource generation and spawn time. See what i mean? I'll even go one step ahead and say that you can even add in a handicap bar in the lobby and let the player decide if the ai gets, instead of a 1.5x multiplier buff to ecenomy and other characteristics, they can instead get a DEbuff of 0.5x multiplier.
Now, as an example for what i consider a "valid" scenario for an AI to cheat, is story mode. I'll use the game Sacrifice for this one. In the final battle, the player has to go against an AI that is almighty and does not have the same weaknesses as your character does, because of story reasons. So, you have to battle an actual demigod that cannot be defeated through normal means, so you have to use your wits and figure out an alternative way to defeat it. In this scenario, it's okay to give the AI extra abilities and buffs, because in this example we are in "Story time with Chad from accounting!" mode.
So you see, there are ways to deal with this situation. This game does NOT have to follow through the cliched flaws that HoMM followed through. I mean hell, even Total War Warhammer did it and people actually made tons of mods to get rid of SOME of the cheats that the AI used (sometimes unsuccessfully but well, it's an ATTEMPT at least).
I want to give a suggestion for this. In every community of strategy games like these, we have the L33T G@M3RzZz that are as active as the casual players, and that's awesome, more the success for the project. Have them design strategies that can be translated in algorithms that the AI can use. Get some of the L33T gamers to design strategies for the AI. Over time, i believe, you can have an AI that is able to use great strategies that came from the wits of harccore gamers. Take Forged Alliance Forever for example, the AI there uses several strategies from the expert gamers from the community.
Concerning difficulties. I recall Xcom director Jake Solomon said: "Why on earth did we limit game difficulties just to 4 levels?" Yes - game needs difficulties, the more the better. Most players aren't turn-based strategies veterans, not even close to that. With 1 "right" difficulty you are losing a lot of people.