It's a Hammer Android Phone. The slowdown can happen as soon as the second battle encounter, but I think I've managed to see a connection between how many items drop and how many consumables I get. If I get too many fruit the game seems to slow down but If I see nothing but Items the game seems to be a bit better. I think. I could be wrong.
roosterdf
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Something is slowing the game to a crawl a couple of turns into combat on my android phone. I cannot tell you more as I don't know what's causing it. Maybe it's a card I added to the deck? Maybe it's coincidence. Restarting the game somewhat helps and there's a chance that I'll finish the combat without slowdown, but it's almost guaranteed every fight. I can also be in fact webbed even though I have the leaf that says I can't be.
Hello. I'm playing the steam version and something weird caught my eye. When you convert a town you can't convert it again for some reason. Also all the buildings that work only once for visiting heroes don't trigger on the converted town if they come pre-built in the converted town. There's no movement bonus from order or level up from pyre in converted towns. Is this a bug? It seems really off putting if this is an intended feature.
No, I mean an actual calulation that skips having to do the fight yourself entirely, even if it was in auto (as that would still require me to sit through the entire fight happening in real time which can easily take 3-4 minutes even if there's literally 1 monster I'm fighting and I don't want to do that if I don't have to). As it is the only work around I found was to put the game to windowed and alt-tab to do something else while the fight is happening. The game slow downs to a crawl when I fight. I have 600 units on the screen and they keep getting replaced when killed with reinforcements. That puts the game at 2-5 FPS easy. Maybe I'd consider it for an important fight, but when I'm attacking a fort with just 20-30 units then I don't need to pay attention and tab out. The game doesn't keep running when I alt-tab out when in fullscreen which was an unpleasant surprise. The game is advertised as being faster than homm, but that's not really the case. The real time fights with end-game armies take longer than fights in turn-based combat would in homm. Maybe it's faster and less brain melting in the early game, but I've managed to get a high-level druid to summon 120 sprites in one fight and it's a slog.
I'm not a game dev, but I don't think this feature would be so hard to implement. Just calculate the numerical strenght of the armies. Inflict predicted losses on all sides. Move on. There, the fight is over. Homm3 has that feature and it even lets you replay a fight if the auto-calc isn't to your liking. It's a great feature.
I played some more and I kinda miss an auto-resolve feature. The battles take a really long time once thousands of units start fighting (which is kinda easy to do playing Wild). Letting the monsters run gives full xp, but doesn't trigger demonology even though there's xp to sacrifice (and yeah fighting would risk losing units even if infirmary +tent brings them back even though losses are unlikely if you have a strong army.)
Even if an auto-resolve ruled somewhat unfavorably in my disfavor I'd still love to have the option to do it if I'm attacking a fort where there's no way I'd lose and to trigger victory skills like diplomacy or demonology when running wouldn't do that. Sure I could fight, but I'd lose a lot of real-world time doing that so I don't really want to.
There's no slot to drop them into except the usual to create a new regiment when a hero is next to the town. While no hero is in town I can only see garrison and army. When I switch there's nothing. Only when I get conscripts can I right click them to remove them.
EDIT: Correction, it only borks and doesn't work when the UI scale is too high. Except I need to get the scale below 100% to even see the option to. I normally play on 141% because that's what auto-scale does and it looks the best. Honestly I think the UI doesn't properly scale. If the UI scaling was reworked to work on a standard laptop wide-screen resolution then it would be much better. As it is I had to also reduce the scale so that I could read the message that says I can change the town for 5k gold and 10 wood and ore. If I didn't scale down the UI I would never be able to read this and I had to squint to read the small letters anyway.
No problem. I am a strategy game afficionado and when you get comfortable with a game to replay it over and over then speed of executing actions is pretty important so that you don't waste time and get to the actual gameplay. The unit problem comes from the fact that I recruit a hero every single week even if I don't need them and use unit chains to pick up resources to not waste movement points. Honestly this game feels like a blend of Homm 3, 4, and 5.
One question: How do you put units in the conscription center? I can take them out, but not put them back in.
Please implement a setting to speed up movement on the world map. It's really slow right now.
Also please add a button to cycle to units with unspent movement, like an 'n' or something. I beg you. This is badly needed. The UI gets so borked on certain scales. My units hide behind the minimap and I can't use certain regiments unless I hunt them down on the map manually and not through UI.
This is a very promising game, and even the free version is great. I'll definitely buy the full thing once the 1.0 version comes out. At least if some UI improvements are made.