![]() ![]() Magic beats Heavy, is average vs Light and loses to MediumĪs I was aware a simple rock, paper, scissors scheme would be easy to beat, due to Warcraft having attack and armour types I was able to make it so units were a little mixed up. Piercing beats Light, is average vs Medium and loses to Heavy Normal beats Medium, is average vs Heavy and loses to Light As there was none whatsoever in the original HoMM, bringing it to the RTS world allowed for me to tinker with attack/armour types and I have a simple yet effective rock, paper, scissors scheme.Īlthough the names haven't changed at all due to the fact that they suit what we were aiming for, I changed things around so it goes like this: There is a new attack/armour type system now. Here's a little more information for you fans out there. However, if we think that what you are asking is too much to be released for now, we apologize ahead and ask that you be understanding that we are doing as much as we can. If you want to know more, you can contact me for gameplay or Gjallaron for art. With that said, I made the statistics of the Necropolis units keeping in mind that they as a race have a lot of awesome unit abilities, making them a formidable race to play as. We agreed that the game should be more based on making the units relatively even, as having Dragons and Titans rule the game would compel players to want to mass their best unit as fast as possible, ruining the point of making any other units. However, a group of ranged units would easily take a group of Zombies down, causing them to fall where they stand. The Ghost Dragon will be, unfortunately, wasted if used in that manner. ![]() However, despite its nice damage and decent endurance, it can not charge a group of 3 Zombies, as close combat is the Zombie's specialty. It's main contributing factor will be it's Aging ability, which will weaken any unit it attacks for a short amount of time. The Ghost Dragon is a unit with average speed, damage and endurance. Zombies were always slow moving tank units, so I have made them even more so in this (as they must be more durable in combat). That is providing they have type advantage or just neutral as such. As low lvl units (1-3) will only take 1 food, 3 of them must be able to take on a lvl 7 unit (which will take 3 food). I have completed the base details of the Necropolis units, so I will use them as an example. So, in other words, the right low level unit could take on a level 7 unit and win (so long as it has enough numbers 3 should suffice with type adv.). Heroes of might and magic maps official series#The main reason is that we wanted to introduce the series to the RTS side of things, maintaining a high level of RPG within the gameplay. Basically, I have made the gameplay a lot faster in terms of combat than the original HoMM 3. Now for a little bit about what's going on with the map. I also change things around in the gameplay constants and the gameplay interface. Me, well, I'm in charge of the gameplay and do most of my work in the Object Editor and the Trigger Editor. Gjallaron is in charge of the art side of things: He will be creating the interface for the towns and is creating models for buildings and such. ![]() Okay, some information is now ready to be released! Well, first of all, I'll let all you know exactly what each of us does so you know who to reference about different issues. ![]()
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