Any advice on vampires?
Any advice on vampires?
The random spell choice was a bit disconcerting, it would have been nice to have some sort of leaning towards a certain 'school' or area, and there seeming to be no progression in terms of small X spell -> medium X spell -> big X spell -> game winning X spell, but with full game promising gods I'll wait and see.
Bought it anyway.
How is the spell variety ? MoM in particular had lots of creative, or even visionary spells. You could permanently turn a unit into werewolves, stop time, make your city a flying fortress*, cast Zombie Mastery to cause slain enemies to raise as zombies, cause meteors storms outside your cities, change terrain, transmute one special resource tile into another, build permanent walls with a spell, warp to another plane, enchant your city with Wall of Darkness or Wall of Fire, call the void to destroy thousands of population and multiple buildings...
* this one never actually worked and got removed in a patch
All spells I observed in Warlock gameplay videos were either summons, or direct damage, or simple stat bonuses.
Does terrain affect anything besides movement and bonus from "cover specialist" ? Are there abilities like mountainwalk ?
I desperately wanted to like this but several issues spoiled the demo.
1 - I thought it wasn't working at all, but it actually takes about 2 mins from launch to the Paradox logo on my PC (it's Paradox - not a surprise that!!)
2 - once playing it makes almost zero effort to tell me 'what the hell to do'.
I've never clicked with a Civ/MoM style game before because I've never really understood how to approach them. I realise there's a lot to grasp but SOME clues would be nice.
I realise Paradox basically leech other genres for free custom without needing to be creative or innovative or even finish a game before releasing it - but cmon fellas, a demo needs to do more than just say "here - toys - play and shut up".
This is a city. Cities grow with food or mana. Your cities get 1 building per growth level. Different buildings give different benefits, so mix and max them. Try to keep your food/money/mana economy stable while producing as many units as possible. Move units to enemy tiles to attack them. Play strategically and win. Magic: select one research, wait for it to finish and use. Select you spell, wait for it to be charged and select a target.
Then there are numbers and calculations on attacks and perks and whatnot but you don't need to understand much than the higher the better. For realsies.
Last edited by pakoito; 01-05-2012 at 02:00 AM.
It looks like a flying unit and a land unit can't coexist on the same hex. What a shame. Fantasy General managed that without trouble, and it was a 2D game. I foresee MoM-like tactics where you block a bottleneck with a flying unit and melee units can neither walk through nor attack.
Very much enjoyed the demo, I think I'd prefer it if captured cities had to be converted to your own race to continue production to keep races a little more varied. Don't know if there's an option for that but I doubt it somehow.
I'm also quite unsure on the random spell research, definitely more of a fan of being able to plan spells out a little more.
But it seems like good fun and I hope for a few extra dlc races to bolster the few that are in.
Also donkeys are the best resource ever.
The interface is amazingly streamlined. Just three things I'd love to add, UI-wise:
1) Rightclick should get me out of information and city view. Hitting Esc or hunting for that little "close city view" button is counter-intuitive.
2) I'd love to left-click to select, right-click to execute an order, not left-click to select and execute. This confused me.
3) More tooltips for resources!
Pre-ordered. No doubt.
This was given a lot of talk during development. I don't know the final state but it was definitely improved since first version.2) I'd love to left-click to select, right-click to execute an order, not left-click to select and execute. This confused me.