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I'll reiterate my idea on how to balance the Necropolis without significantly impacting other factions.
1. The converter's functionality should be changed as follows: let's say we have 36 troglodytes. Normally, the Necromancer takes them and immediately sends them to the converter, receiving 36 skeletons. Instead, the converter should take into account the hit points of the monster being converted. In this case, we convert 180 HP / 6 HP = 30 (!) skeletons. The biggest effect is achieved on weaker units (the number of skeletons is halved) and peasants (from 25 peasants, we only get 4 skeletons). Thus, instead of a Necromancer who has access to a neutral adjacent area and has 121-122 + 150 skeletons, we get a Necromancer who receives only +24 skeletons.
2. Make "Animate Dead" permanently revive skeletons only with an advanced earth skill. This makes Thant as risky a hero to start with as Alamar or Jeddite. That is, you start, but whether you can "break the can" (i.e., effectively use the skill), you will not know immediately and will suffer the same as other factions that rely on Alamar or Jeddite.
In my opinion, these ideas are quite simple to implement (for example, as a plugin for the HD mod). Of course, in this tournament, they will most likely not be accepted, as they require technical implementation.
Мой любимьій размер - тройка. Будь то конса, утопа или сиськи ICQ:5676388