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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Paris Event - Community Q&A Time
Thread: Paris Event - Community Q&A Time This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 02, 2015 08:03 AM
Edited by Galaad at 08:07, 02 Mar 2015.

Oh right, I still added it to the list because of the high demand but:

Quote:
06)Will there be a Random Map Generator or Simultaneous turns in the basic game?

[GP]  As we said in a Q&A on Celestial Heaven, we¢re spending a lot of time on the Map Editor. Right now, it is too early to reveal details as a lot of work is still required to achieve our expectations.
Regarding Simultaneous Turns, it¢s also in our mind. As of today we can't confirm if or how it will be implemented.


Please do not hesitate to notice if you spot anything. Thanks.
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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted March 02, 2015 08:24 AM

Will the chipmunk sounds be back and will it be an intended feature?

Or perhaps a bit more concise:
Will you be able to fast-forward animation without speeding up the audio?

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TD
TD


Promising
Famous Hero
posted March 02, 2015 08:24 AM

I do have quite a few questions so if you can ask some of these it would be great(even better if you actually get answer)

AI
-Will AI be doing those suicide bomb-runs to weaken your army?(knowing it can't win it just enters battle, throws some armageddon or whatever strong spell or two before running, re-recruiting and repeat)
-Is harder difficulty just matter of how much AI cheats?
-Will AI see whole map again?(so it instantly knows where to run to reach you behind fog of war)

Artifacts
-Will there be magic/might specific items like in h6?
-Will each race get race-specific arti-set? (in h5 where it gave extra bonus when "right" race used it)

Battles
-Will there be spells that effect terrain-movement cost like quick-sand for example? (this applies to both in battle and on adventure map)

Army management
-Can you upgrade war machines multiple times or will they end up as more of decorations again in long games?
-Can you use different factions war machines?
-Are war machine slots pre-set so you can't have 2 ballista instead of the basic ballista + sister for example?
-About creature-growth: Will the strong core for example have clearly bigger weekly strength than the "normal" cores?(based on the leaked alpha stats for haven units and growth shown from adventure maps haven core-dwelling on demo they were rather equals)

Skill-system
-Are you able to boost your racial skill via different abilities? (like necromancy in h5 via ability in enlightenment)
-Will there be ultimate ability for each faction?(as in the center skill of the wheel in h5)
-How will necromancy work? Will you be able to raise different types of units like h5 and will there be limit to how much you can raise? -Regarding previous question how will necro units fare compared to other factions stats-wise? H6 introduced necro units as equals to their living counter-parts(Heck spectral dragon was better than it's living counter-part black dragon)

Towns
-Will there be different starter armies for heroes when you recruit them?(In h6 I think all armies were something like 2:1 or 1:1 ratio of two units while in h5 there were heroes with haven for example who only purely had peasants, archers or footman while "normal" hero was mixture of tier 1 and tier 2 with possibility for couple tier 3. Also some heroes could have a single t4 or even t5 unit at start)
-Will new heroes from tavern be level 1 like pre-h6 or are they going to be same level or -5 levels compared to main hero á la h6? Or something different?
-Forts: How many times can you upgrade them to boost their troops? If player defends at fort will they get the "boost"-troops in battle aside their army and how it will exactly work?
-Will upgrading walls still boost troop-growth or is this purely done by governor/grail?

Units abilities
-How will stalker, crossbowman and disciple truly differ from each other? (aside mage having nova and being bigger unit) Piercing shot used to be very unique ability, but suddenly half the factions have it which is rather disappointing. (Same with vampire and hydra having same exact abilities aside undead(or will hydra get sweeping too?))

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 02, 2015 08:33 AM
Edited by Galaad at 11:13, 03 Mar 2015.

List updated.

EDIT

So far we have hordes of questions threw randomly into lots of categories, and I think it is good as a startpoint, but not as a list to deliver to the MMH7 Team.

I think a cap of twenty good, well-thought on a community-based effort ones would be nice.

As an example, here is an attempt I made regarding our worries and expectations about the adventure map and merged the four asked questions:
Quote:
- In older Heroes, the Adventure Map was filled with places to visit, offering a wide variety of stuff to do.
In Heroes VI we saw a major step back, with very little to do on the Adventure Map. I'd like you to ask the Might & Magic about the variety of them, and to elaborate on this matter.

- How will boats work? Will there be mvt penalties while boarding/landing again? How rich will the sea area be? Will there be some unique sea combats features? Also, a major downside of all Heroes games is the lack of things to do in the sea area.

- Ambient sounds (will there be lots of them)?

- Will we have the creature of the week spawn? It was missing from Heroes VI, therefore leaves an empty area after hero defeated them. It is quick XP for eventual secondary heroes and contributed the map to be alive.


As such:

Quote:
1) Be it for the (well) guarded resources, mines and various dwellings and places the hero may find on his path, creatures spawning each week, the variety of neutrals, the fantastic water area which was unfortunately always too empty, or simple yet magical things like the sound of the horse makes when you click on your mouse, as you very well know the adventure map has always been an aspect of the game cherished by the fan base, and we would be grateful if the MMH7 team could elaborate on that matter.


What do you think of this? Do you agree with this approach? Will you help me in that task?


Basically I think what we should do is: Transform each category into one concise and synoptic question.
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Stevie
Stevie


Responsible
Undefeatable Hero
posted March 02, 2015 11:42 AM

I think compiling questions that are similar in topic is a good idea. What you did there with the Adventure Map turned out ok. In regards to the number of questions, 20 might be a bit much. But do we expect them to answer the Q&A right then? I think they should just take their time, think about the questions after the fanday and send us the answers on another day.
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Guide to a Great Heroes Game
The Young Traveler

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 02, 2015 11:45 AM

I think it is best if we give them the Q&A at the event. Then they answer when they can.
We will see how many questions we can bring up, I'm thinking optimization: less questions, more content.
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Stevie
Stevie


Responsible
Undefeatable Hero
posted March 02, 2015 11:47 AM
Edited by Stevie at 11:47, 02 Mar 2015.

Fair enough. In the meantime I'm preparing the interview questions. I won't be sharing them here though, they're a surprise
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Guide to a Great Heroes Game
The Young Traveler

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 02, 2015 11:56 AM

Do as you want for the interviews but I might want to share with you my opinion on the matter on working alone: when many people agree to work together in an attempt to reach a common goal, there is a better chance for a better result as more brains are there. Moreover when everybody is counting on us with supportive messages, I feel a need to ensure my doing will match the expectations.
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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted March 02, 2015 01:44 PM

Okay, here we go then:

Will there be Gold Dragons as neutral units in H7? If not, are you planning to include them as recruitable units in the future?

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 02, 2015 02:26 PM
Edited by Galaad at 15:13, 02 Mar 2015.

I have a few more propositions.

Artifacts questions said:
- Will we have artifact sets? If so, how will they work?

- Can we build our own artifacts?

- Will there be magic/might specific items like in h6?

- Will each race get race-specific arti-set? (in h5 where it gave extra bonus when "right" race used it)


Artifacts question said:
We have seen many aspects of artifacts  throughout the iterations, single artifacts, combined artifacts, ability or faction oriented artifacts and various sets etc, how will these be in H7?


Battles questions said:
- Will the units, that hide behind other units get less damage as well or only if the thing in front is a tree/pebble/obstacle and not a creature?

- Will I be able to choose my archers to do melee attack instead of ranged sometimes, or some strike and return creature to strike, and not return?

- How will flanking work?

- Will the targeting angle matter when you shoot a hiding behind an obstacle creature and if yes - how?

- Will they add creature relations (for example Angels hate Devils and vice versa)?

- Will there be wider variety again in units movements speed? In Heroes VI, almost all core tier units had same speed and that made battles a bit linear on tactical aspect. Moreover since in Heroes VII we have lesser units abilities.

- Will you be able to fast-forward animation without speeding up the audio?

- Will there be spells that effect terrain-movement cost like quick-sand for example? (this applies to both in battle and on adventure map)


Battle question said:
We’re expecting a lot from the battle system, and would appreciate if the Team could provide a detailed article about battle mechanics and expand on features such as their interactions with obstacles, various terrains and spells, speed of units and archers, faction relations, the flanking system (which is new), as well as the speed animation and sounds.


From this:

Army management quesions said:
- Can you upgrade war machines multiple times or will they end up as more of decorations again in long games?

- Can you use different factions war machines?

- Are war machine slots pre-set so you can't have 2 ballista instead of the basic ballista + sister for example?

- About creature-growth: Will the strong core for example have clearly bigger weekly strength than the "normal" cores?(based on the leaked alpha stats for haven units and growth shown from adventure maps haven core-dwelling on demo they were rather equals)


I made two questions:

Quote:
A lot of players have been used to the creature growth being done buy building Fort => Citadel => Castle as in H3/H5. In H6 it was different, as we needed the upgrade the creature dwelling itself in order to boost the growth. How will it be in H7?


Quote:
We’re expecting the War machines to have a good impact in the game, and would appreciate the MMH7 Team to elaborate on that matter.


In all, I see the categories as general guidelines.

Please feedback, suggest etc.
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Steyn
Steyn


Supreme Hero
posted March 02, 2015 02:46 PM

I really like how you combine several questions into one The only downside I can see is that the developers will use it as a way to circumvent the hot topics by only answering part of the question. But they'll do that anyway to prevent leaking too much information early on

Did you mean:
Quote:
We’re expecting the War machines to have a good impact in the game, and would appreciate the MMH7 team to elaborate on that matter.


Keep up the good work!
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Can you make a faction including these units?
Join the Finding Harmony competition 2.0!

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 02, 2015 03:14 PM

Steyn said:
But they'll do that anyway to prevent leaking too much information early on

We've seen that already

Thanks for feedback and good vibe Steyn.
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Zombi_Wizzard
Zombi_Wizzard


Famous Hero
posted March 02, 2015 04:30 PM

Well I know other people don't care about this, but if I would go to this event, I would ask devs what they think about my low gravity theory for Ashan. Who knows, maybe they'll like it and include it into lore

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 02, 2015 06:45 PM

Here's two more, please comment.

AI questions said:
- Has there been any work/changes/improvements done in regards to the AI H7 will use? More specifically: Will AI be good enough to use new terrain altering features (like repairing bridges etc.) effectively? And will those be available in random/custom maps and map editor?

- Speaking of AI, will it always target the same creature first, as it did previously? Or is work being done to fix it?
Case in point, I can remember having a big Inferno army, but not many Cerberi anymore. I had a stack of 50 Cerberi and 25+ Pitlords, disregarding all other stacks. Which get shot firts? Cerberi.  

- Will the AI have different personalities (builder/explorer/warrior)?

- Will AI be doing those suicide bomb-runs to weaken your army?(knowing it can't win it just enters battle, throws some armageddon or whatever strong spell or two before running, re-recruiting and repeat)

- Is harder difficulty just matter of how much AI cheats?

- Will AI see whole map again?(so it instantly knows where to run to reach you behind fog of war)


AI question said:
The AI always has been problematic in Heroes titles: not attacking most pertinent stack, splitting armies when unnecessary, creeping in castle and stop activity after a while, forgetting to pick resources, walking without purpose, fleeing to easily, etc etc etc. We would be interested in knowing the approach of the MMH7 Team regarding this issue, and if the AI script will correspond with respective hero classes, thus influencing its behavior in the game, and if it will be able to use advanced and new features efficiently.



Heroes and Heroes Classes said:
- How different are the various Hero classes going to be? We know that they specialize in different skills, but what does that mean? Will they get different skillwheels? Will they be aesthetically different?

- Are different hero classes assignable or preset?
Case in point: Say I select a Haven Might Hero, say Tyris, that has a certain specialty, assuming those are still in. Is she defined from the start as a Vindicator? Or can I assign her either of the 3 Haven classes, being Vindicator, Knight and Paladin?

- I want to know if all heroes will be available from the beginning, for us that like scenario games. In H6 you had to start campaign to get some pre-made heroes to play with.

- Mind asking about create-a-hero? i really liked that feature and would love to see it return.

- Also confirm (if there is no create-a-hero) if there is a variety of heroes with different abilities to choose from in the hotseat/multiplayer mode (like in H3 and H5) straight out of the box without any in-game purchases or without completing any campaign missions...

- Will the heroes available to buy only differ in the portraits (like in H6) or will each one of them have a unique skill linked to them (like in H3/5)?


Heroes & Classes question said:
While H6 offered some customization features regarding the heroes, it also lacked the “out of box” lots of heroes available for play any map. Will these heroes have pre-defined unique abilities and portraits like in previous games, or will the system only differ by new classes? When appropriate, we would like the MMH7 Team to expand more on its functionality (how will the skills/abilities work), aesthetical variety (will all look different), and even if there will be assignable hero class from the start to match one’s preference.

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TD
TD


Promising
Famous Hero
posted March 02, 2015 07:49 PM

@Galaad about the creature-growth I'd phrase it like this:
-What are all the factors effecting creature growth in towns?

That way it should include if buildings, building levels, map dwellings, skills, artifacts, grails, special weeks or anything else is involved. Just a suggestion

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 02, 2015 07:50 PM

TD said:
@Galaad about the creature-growth I'd phrase it like this:
-What are all the factors effecting creature growth in towns?

That way it should include if buildings, building levels, map dwellings, skills, artifacts, grails, special weeks or anything else is involved. Just a suggestion


Thanks TD it is much better indeed.
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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted March 02, 2015 08:40 PM

man, these extortion-questions

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 03, 2015 02:11 PM
Edited by Galaad at 08:52, 12 Mar 2015.

Here is the updated list as for now based on the questions I could gather from here. Thanks to you all I think I covered most aspects, but do not hesitate to notice me by posting here if you feel like something is missing or could be asked better.

The User Support part is not updated yet and atm missing from this post. Added.

The list is now fully updated and awaiting feedback, thank you all.

Heroes Community Q&A March 2015 said:

1) Be it for the (well) guarded resources, mines and various dwellings and places the hero may find on his path, creatures spawning each week, the variety of neutrals, the fantastic water area which was unfortunately always too empty, or simple yet magical things like the sound of the horse makes when you click on your mouse, as you very well know the adventure map has always been an aspect of the game cherished by the fan base, and we would be grateful if the MMH7 team could elaborate on that matter.

2) We have seen many aspects of artifacts throughout the iterations: single artifacts, combined artifacts, ability or faction oriented artifacts and various sets etc, how will these be in H7?

3) We’re expecting a lot from the battle system, and would appreciate if the MMH7 Team could provide a detailed article about battle mechanics and expand on features such as their interactions with obstacles, various terrains and spells, speed of units and archers, faction relations, the flanking system (which is new), as well as the speed animations settings and sounds.

4) We’re expecting the War machines to have a good impact in the game, and would appreciate the MMH7 Team to elaborate on that matter.

5) What are all the factors effecting creature growth in towns and how will Forts and Hall of Heroes work?

6) The AI always has been problematic in Heroes titles: not attacking most pertinent stack, splitting armies when unnecessary, creeping in castle and stop activity after a while, forgetting to pick resources, walking without purpose, fleeing too easily, etc etc etc. We would be interested in knowing the approach of the MMH7 Team regarding this issue, and if the AI script will correspond with respective hero classes, thus influencing its behavior in the game, and if it will be able to use advanced and new features efficiently.

7) While H6 offered some customization features regarding the heroes, it also lacked a variety of heroes available (straight out of the box) for play on any map (e.g. in hotseat mode single scenarios). Will all the heroes be available as starting heroes in single scenarios or is there a “create-a-hero” type of tool in the game?
Will these heroes have pre-defined unique abilities and portraits like in previous games, or will the system only differ by new classes? When appropriate, we would like the MMH7 Team to expand more on its functionality (how will the skills/abilities work), aesthetical variety (will all look different), and even if there will be assignable hero class from the start to match one’s preference.

8) We are very curious about the skill system and were thrilled when we heard a system similar to Nival’s one would be implemented. We are eager to learn more about its mechanics and how it will work with racials and faction relations.

9) Regarding the units abilities revealed so far, an obvious concern has risen upon the community. How will units truly differ, when some already has replicates (sweeping, piercing shot, etc), which is something we consider harmful for the uniqueness of each faction’s feel.

10) We would appreciate to know more about the magic system. More precisely, how the MMH7 Team plans to implement seven schools along other factors such as spell-abilities, will they stack, and how much variety can we expect between and from them.

11) Townscreens are still a main issue regarding atmosphere, despite the effort by fans regarding their various issues (perspective, proportion, functionality, lack of civilian buildings and “alive” aspect, angle similarity etc) and the fan art provided by several members, nothing seems to be done and the community is very worried about it.

12) We would like to ask the MMH7 Team approximately how many scenarios can we expect in H7, and express the wish to have as many as possible ready-to-play maps. Also, will there be options to set camera view as in H5?

13) What game mechanics will make this edition stand out from its predecessors?

14) The thing I would like to know is the map editor - and specifically, scripting. Heroes5 had a scripting engine which was actually quite powerful and I've used it extensively to make some personal maps as well as analyze the code behind campaign maps. How is this being handled in Heroes7? What will the scripting engine be like, in that game?

15) Will the campaign editor be available from the start, and will the file system be well-organized? And I didn't mess with H6 but if the "breeding-maps" problem still exists maybe a Shell for the map in-play?

16) What format for the music this time? And maybe this time the tunes will cycle to prevent broken-strings.

17) Simultaneous turns is an absolute necessity for Tournament Of Honor players, and RMG is important for a long lifespan and therefore supports modding.

18) One of the best things that could be done is adding the ability to import 3d models and make new towns. That could make the game revolutionary and keep it alive for 10 years, but of course for that to happen the game first needs to be really good!

19) Will morale be effected by in-battle victories and losses?(something along the lines of H4) Regardless spell effects or ability/skill effects, that is.

20) Will luck only be applied over the attacker’s damage? Couldn’t a lucky unit also have defending benefits (evading damage from an upcoming attack)? (also, as in H4) With the current system, when a lucky unit attacks a defending unit that also had luck triggered, the resulting effect is the same whether or not the defender were actually lucky or not. This idea doesn’t fit. Both attack and defense should have Luck considered in their odds of triggering a lucky effect, not only when attacking, but when defending too.

21) Will there be more buildings that we’ll be able to built/destroy on the adventure map beside those already announced (forts, bridges)? For example, walls, garrisons, watch towers?

22) Will there be upgrades on mines? To increase production, of course. Thinking on these upgrades viable through Town/Fort technologies over mines within a conquered zone.

23) Will a hero always be able to flee from a battle no matter the odds of realistically being able to flee under the given circumstances? I mean, can a hero with not much defensive troops flee from a much stronger army at ease, as if it were that simple?  Another thing related to fleeing, a fleeing hero could get morale penalties over the next armies under control, given they wouldn’t have plenty of trust yet, whilst a surrendering hero, who paid to have everyone spared, could have a morale boost.

24) Will it be possible for a player to cut out or speed up units animations completely? Because after hundreds of battle, one cannot be really too fond of spending too much time seeing units attacking or casting spells with all those flourishing and waving of arms. It’s too time consuming.

25) As said, there will be different sizes for battle maps. In non scripted battles, what will be the default behavior of map sizing? The triggering factor that made me wonder this is when we are carrying 7 large units around. I saw a battle map that would only fit 5 large units side by side. What happens then? Will the default size consider your max space required or it’ll be random and you’ll simply have to ditch units due lack of space?

26) Is there any other feature where heroes could clash directly against one another as if in a background battle while armies are fighting? Or will it be like always: frozen in place, pointing hands, a little of hocus pocus and pretending to be a part of the battle but detached from it altogether?

27) We know there are hero skills and maybe faction skills. Will towns have skills of their own? Which we can develop in communion with buildings? Something along the lines of technologies, small improvements over all things under your domain (or the zone).

28) As said somewhere, there will be only one new spell. Even so, the old named ones, are they reworked for a better use, balanced or had their mechanics changed in an expressive way?

29) Will there be a possibility to cast preemptive spells for an upcoming battle? Mainly still on adventure map, being able to cast a battle spell that will last until next turn, and if a battle is engaged before that, the spell will be currently affecting the group?

30) Will there be consumable items? Things you cast over your hero or over your troops only once?

31) Have you considered implementing modding tools even within the Map Editor? To modify things like an adventure map building use, or tweak unit basic stats, instead of just placing things and scripting events?




Edit 08 March 2015, added one game content question from CH.
Edit 11 March 2015, added questions from Panda Tar
.

Thanks to That Red Sarah for proofreading.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted March 03, 2015 04:32 PM
Edited by Maurice at 16:34, 03 Mar 2015.

Edit: Never mind, I should learn to read . Ignore this post without any peril .

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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted March 04, 2015 07:09 PM

Thx Galaad for the effort!
Regarding ubi answer about sim turns:

06)Will there be a Random Map Generator or Simultaneous turns in the basic game?

[GP]  As we said in a Q&A on Celestial Heaven, we¢re spending a lot of time on the Map Editor. Right now, it is too early to reveal details as a lot of work is still required to achieve our expectations.
Regarding Simultaneous Turns, it¢s also in our mind. As of today we can't confirm if or how it will be implemented.


Im sure nobody from toh will buy the game if sim turns wont be implemented, me neither, but thats all ubi can "prove" in the field of modern games nowadays.
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dacian falx behind you
-knowledge itself is power-

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