Thanks for the kind words all : )
If each player only has one hero with no castles, and if you can implement more than one fight at a time, you could make the global map real-time.
This is currently the case and will also be the plan for the future. You can freely move around with your hero until you get attacked or attack yourself, then your hero + the opponent in the real time world freezes and you start the turn based fight. I will try to be clearer when presenting such a thing.
For simplicity's sake, I'd cut the Attack/Defence stats and make any buffs/debuffs for them just give a % increase/decrease in damage. May be add icons to the stack information bar to make it easier to quickly navigate which stat is which. Leadership and level should probably be separated from the main stat block, or not be shown in combat at all.
The Stat Window on the right is only a preview, I just wanted something fast that players can actually see the numbers of the units. This is not the final product.
Attack and Defense on the otherhand is already implemented like you would know in HoMM. I think it is pretty important to keep, because once I implement a hero. he will have attack and defense as well. Which will boost those values for all his troops. So for example a Gnoll with 10 Attack will get a boost of 5 from the Hero. Resulting in him being and feeling much better than the same unit on the enemy side.
I could do Attack and Defense with +-% Damage as it is practically the same, but why change now as it already works ? Hmm I'll think about it more.
I like to make everything clear with tooltips and so forth. But i also want to make it easy for me to create new Units.
Like for example here: If I want to change the Buff Effect of Warcy to do something completely different, i only have to change the Buff himself. All the Tooltips will get Updated accordingly.
May be add a color highlight for hexes within shooting range.
I had this at the beginning. But decided to scrap it. I did not like how the overlapping highlighting looks, there was just too much color.
Also it would be confusing with the other system:
In this Example my necromancer currently has the turn but he has only a range of 4. He can not reach the enemy Gnoll Warden as this one is 5 fields away. But he could if he is just move one field closer.
My calculations actually catches this, so the Gnoll Warden still gets highlighted Red and if you mouse over him you'll see the Attack Tooltip as well as a green path next to the necormancer where the computer would force the necromancer to walk to.
As you may see my calculations sees a way in which case you currently can attack the Gnoll if you use your movement.
So if I would introduce Attack Range as indicator. This Gnoll would not be in range.
Well I could show the range of all possible fields if one considers walking.
But I think either solution will be confusing.
Also the calcualtion of Pathing, shoot range, possible Attack and even possible counter attacks already cost much performance ( it kinda lags a bit if you move your mouse over the fields )
The way waiting time depends on initiative seems unclear. Is it not reversely proportional to initiative?
I think it is. Well see for yourself the current calc from init to time waiting is : (100 / ((initivative / 10.0) + 1.0))
How do you plan to implement larger creatures? 2 horizontal hexes like in h3, may be 3 hexes in a triangle? Or just the same size as others?
Yes I thought about it a lot. In the past I already did such a map on a rectangle battlefield, just like your ToMM ( which btw is pretty awesome ). On this there where units with different sizes like 1x2 or 2x2 or even 3x3.
But holy molly did that cost me time to implement, so much actually that i lost interest in progressing the map.
I currently just plan on making every wc3 unit scale down.
So much that the big units in comparison still look powerful.
So, no I do not plan this right now.
I might come back to it once I want to make Boss fights. These I could see occupying more than one field.
But since those bosses are always controlled by the KI, I don't have to bother about the Visual feedback as much.