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ASW – Alternative hero leveling.

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#105
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I don't know how long I need to keep repeating that the mod doesn't affect your projects, and since it doesn't, it's obviously built for version 3.1.
And how long do I need to keep repeating that the "general balance" in your system is already being distorted by definition? If you're running away from changes to the general balance, then you shouldn't change anything in the system.
You never consider multiple perspectives, only seeing one. First, the class of cities is determined for all cities at once; second, even your idea of capturing a city with another guild is absurd, because you can capture a non-native city and also develop the guild; third, in the late game, you can obtain almost all the spells you need on the map; fourth, you would break the strategy on the global map, where the city is a key point not only for generating an army, but also for spells (heroes are RPGs, no, I haven't heard of that).
Too much fantasy (about what I'm considering and what I would break), too few arguments. City classes help in supporting spell upgrades (if we're talking about a starting city), but their influence is much less (simply because the starting city is not the only object on the map). In the end, create a topic about city classes (but first, make sure that it is technically feasible), and we can talk about it there.

And as for the fact that city classes apply to all cities, what difference does it make, from the point of view of obtaining spells, whether we encounter a new class Inferno with Darkness + Light on the map, or an old Castle with Darkness + Light?
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат