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/vr/ - Retro Games


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7910945 No.7910945 [Reply] [Original]

Master of magic chads... we're going home.

>> No.7911676

>>7910945
so how pozzed is Sahree going to be?

>> No.7911692
File: 6 KB, 248x203, images.png [View same] [iqdb] [saucenao] [google]
7911692

>>7910945
>heckin' hexerinos

>> No.7911695
File: 1.22 MB, 150x150, 1587644192867.gif [View same] [iqdb] [saucenao] [google]
7911695

>>7911692

>> No.7911713

>>7911692
My first thought, yeah. But at least the combat is the part of the game that could use mechanical improvement. Hex is overrated though so I'm not impressed so far

>> No.7911870

>>7910945
Still need to play the original. I know it's absolutely bonkers what you can do in that game.

>> No.7912030
File: 3.25 MB, 2704x872, mom-old-new-compare.png [View same] [iqdb] [saucenao] [google]
7912030

Some thoughts, mostly on what seems to me as graphic design issues:

- The UI layout looks very generic and in some cases missing key details. For example, in the original game, the town view shows a view of the surrounding land which not only includes special resources but also all the terrain types and units. City dynamics are influenced by the terrain and it's helpful to know exactly which tiles are owned or shared.
- The overland map is way too zoomed-in. This is a global conquest game and the overworld map should be tuned so that you can see large regions of the world at once while readily identifying the terrain types and other buildings, cities and units in the area. You'll probably be able to zoom-out the camera, but again the point is that whole thing should be designed to default at a higher level view.
- It looks like the overland unit icons are just the same as the battle representation, which is a poor choice IMO. The overland view should be high-level and have abstract, colorful icons representing unit stacks. Instead of focusing on the animated 3D models, they should design UI details to visually convey details like the number of units in a stack.
- The combat map also appears more zoomed-in than it needs to be, although this is less of an issue than the overworld view. In the OG, you can see the entire battlefield without needing to scroll at all.
- Move to hex is really disappointing. Not something that should have been changed.

These may seem like nitpicks but I find a major problem in modern games especially small-studio remakes is soulless graphic design aimed at ticking boxes, solving unimportant problems and meeting arbitrary aesthetic standards rather than really focusing on designing the best interface for the game.

>> No.7912112

>>7910945
Does any kind of a translation exist for the Japanese ps1 version? I'd love to try it. Are there any changes?

>> No.7912113

>>7912030
>Le badass mohawk-haircut epic Warhammer dwarves
I already hate this gay shit. I bet they got naked berserkers too.

>> No.7912232

>>7912113
>I bet they got naked berserkers too.
Why is this an issue

>> No.7912265

>>7912030
Wow UI has really terrible colors.

>> No.7912276

>master of magic "successor" no.53215
bleh

>> No.7912305

>>7912113
Also, the "workers" icon is female. Not a big deal in itself but it's a big red flag that they don't have the right mindset.

>> No.7912330

>>7912276
Yeah this one is just going to show that even a literal intentional remake (not even a "spiritual successor) isn't going to be able to capture the Quality Without A Name in the original. They're still not going to be humble enough to faithfully remake the game.

>> No.7912381
File: 370 KB, 1150x862, worker-help.jpg [View same] [iqdb] [saucenao] [google]
7912381

>>7912030
Also, just another comment, but it just hit me how much worse the "worker allocation" display is. The original immediately conveys a visual representation of both the size of the population, the food required to sustain it (the little gap in the line of men), and the current ratio of farmers to workers. With a single click of the mouse you can set the ratio to be whatever you want. The remake has a -/+ click icons to change workers one at a time and no visual representation at all of the minimum required number of farmers.

Now, admittedly, the original version can be a little finicky if you're off with your mouse, but you can use the arrow keys to move the cursor and fine-tune if you really need to. The only hypothetical improvement in the new version is that the terms farmer, worker, and rebel are present on the screen. But these are trivially available in the original by right-clicking for help (pic related).

>> No.7912515
File: 37 KB, 512x384, Dragon_Helm.jpg [View same] [iqdb] [saucenao] [google]
7912515

>>7912232
>Why is this an issue
Because dwarves are legendary craftsmen who produce the best armor. They are also famously staunch and level-headed. Turning them into frenzied gay manlets is retarded.

>> No.7913143

>>7910945
Not retro

>> No.7913196

>>7910945
not retro

>> No.7913425

>>7913143
>>7913196
not worth posting

>> No.7913448

>>7911692
Unfortunately I usually hate these soijacks because they are spammed a lot and are never on point. But this is the rare occasion where it makes absolute sense in this instance. Hexagons are soi.

>> No.7913485

>>7911870
> I know it's absolutely bonkers what you can do in that game

Explain.

>> No.7913881
File: 458 KB, 1146x868, flying-bowmen.jpg [View same] [iqdb] [saucenao] [google]
7913881

>>7913485
Really too much to just sum up. Lots of cool combinations. How about some flying archers that are immune to magic and arrows/bullets?

- Melee-only units cannot hit them.
- Normal ranged units cannot hit them
- Magic ranged units cannot hit them
- Their movement rate is 3 instead of 1 and they ignore terrain, so they can just fly to close range to eliminate long range penalty.

The only counters are other flying units, dispel magic (add spell lock buff and dispel doesn't work either) or range units with boulder attacks (catapults, giants, etc.)

This unit has some obvious weaknesses (low hp/defense, only 8 shots per battle, mediocre damage), but it's a super cheap, generic unit that can be turned into a great tactical asset with a few mid-level buffs.

>> No.7913884
File: 291 KB, 1062x810, raise-volcano.jpg [View same] [iqdb] [saucenao] [google]
7913884

maybe something really simple and straightforward, like raising a volcano

>> No.7913932
File: 436 KB, 1124x842, buff-stacking.jpg [View same] [iqdb] [saucenao] [google]
7913932

Chaos wizards can give units a permanent (2-range) flight ability with a spell call Chaos Channels, which has a 1-in-3 chance of granting demon wings. (The other two possibilities are fire breath and a defense buff). Here's some demon-winged halfling slingers.

>> No.7913950
File: 316 KB, 1152x864, jedi-lightsaber.jpg [View same] [iqdb] [saucenao] [google]
7913950

This pic is ridiculous and not practical (5500 is a shit-ton of mana, although there are a number of perks that can reduce this cost substantially). Also, if we're getting into potentially exploitative strategies area, the perks that will get you cheap item creation are useful for mana generation. You can create items and destroy them for more than they cost to create (this doesn't give "infinite mana" as it takes time to cast the spell, but it does yield a much higher mana income than just not doing anything)

In any case, this is a sword that grants permanent haste, magic immunity, and ignores defense (using the illusion/phantasm rules, there different ways to ignore defense) while giving a +3 bonus to hit (which is a really big deal). So long as you have the artifact spell, mana to spend and time to cast it, you can just create it and give it to one of your heroes.

>> No.7913969
File: 287 KB, 774x776, buffed-behemoth.jpg [View same] [iqdb] [saucenao] [google]
7913969

Most buffs work on fantastic units, too. Here's a behemoth that can walk over the ocean.
To get the most interesting creature/buff combinations you'll probably have go with a hybrid wizard that has access to both good summons (nature/chaos) and good buffs (life/sorcery). But you can go a long way with just a few books from another school. Are some major advantages to going 11-books in one school, though. Most of the advanced strategies (at least in the 1.3.1 version) involve picking 11 books. (there are multiple reasons but the biggest one is being able to pick some higher level spells to start with, meaning you can base your entire strategy around those specific spells)

>> No.7913978
File: 321 KB, 780x780, screwing-around.jpg [View same] [iqdb] [saucenao] [google]
7913978

>>7913969
>To get the most interesting creature/buff combinations you'll probably have go with a hybrid wizard that has access to both good summons (nature/chaos) and good buffs (life/sorcery).
Or you can just cheat and screw around with OP builds

>> No.7914650
File: 16 KB, 320x224, master-of-monsters-usa.png [View same] [iqdb] [saucenao] [google]
7914650

>>7910945
superior game

>> No.7914751

>>7914650
Elaborate.
You are probably wrong.

>> No.7914821

>>7913485
Sorcery / Blue has a really fun time enchanting their ships (good stats due to being locked to water only) with flying buffs, along with a whole slew of others

There's also the 11 book strategy where you focus all your starting picks into one element, allowing you to start with a rare spell, which can possibly solo several parts of the early game by themselves

>> No.7914843

>>7913485
You can summon volcanos on the map an annihilate entire towns.