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>> No.5192124 [View]
File: 2.15 MB, 1920x1080, AOE.jpg [View same] [iqdb] [saucenao] [google]
5192124

>>5192019
>How good is Age Of Wonders 3? Is it a decent HOMM replacement?
I haven't played through the previous games (don't judge me pls) but I can say I had fun playing through it for some time.
However, my OCD prevented me from completely enjoying the game and sort of soured the latter campaign missions. If you don't have issues with your hero not being completely upgraded and not wanting to conquer everything on the map before completing the objectives, despite the fact you could've finished the game long time ago, I'd definitely say the game is worth a shot.
It also has a random-map generator so you can play it indefinitely. Go watch TotalBiscuit's (goodnight sweet prince) review of it to get a general feel of the game:
>https://www.youtube.com/watch?v=DJdvh0iOD7g

>What are the best HOMM clones?
Since you already brought up "Age of Wonders", I presume that you already played the older games. Older "King's Bounty" games are sort of Heroes-like as far as I understand (and were made by the same person who was in charge for the first three HoMM games) although you command only one hero. "Disciples" are somewhat similar, as they focus on heroes and building up your army, but in a different way (you aren't interested in having more units but having a few high-tier units that can wreck shit).

>> No.4633920 [View]
File: 2.11 MB, 1920x1080, AoEIII.jpg [View same] [iqdb] [saucenao] [google]
4633920

>>4633780
>Much larger squares / smaller maps / smaller hero move ranges
That sort of changer reminds me of how Civ units can only move 2-3 hexes per turn, so imagine how overpowered Town Portal would be then :P
Personally, I love how Age of Wonders dealt with its adventure map and unit movement - fitting since it does look like a mix of HoMM and Civ. You keep the movement range and grid as it is but allow the terrain to play a much bigger part in overall gameplay. This would mean that completely blocking an enemy would be more difficult, however, units not traveling on roads would have their movement speed drastically reduced, thus allowing you to 'softlock' anyone trying to invade you by simply controlling the road. You can mix this up even more by including units that don't suffer from particular terrain penalties (e.g. Unicorns, Dvarwes, Gnolls, Effreti are not susceptible to movement penalty when traveling through forests, mountains, swamps, and lava, respectively).

>>4633780
>2-week cap
Considering how HoMM is a game won by having a higher number (of units of spell-points), one would say that the cap seems too constricting. You would need to re balance the game drastically to allow someone to actually win through shear numbers.

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