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AwesomeDudeStatistics
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Posts:176
#1682
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I read the changelog, and I liked the changes.
Dyrman
4) Standard maps made for versions 1.x and 2.x now include artifacts from version 3.x (RedHeavenHero)
Special thanks for this; it could even be made into a separate mod, I think some people would find it useful.
I understand that this is a bit masochistic, but still, some user has already been digging into the executable file to develop the NCF mod; maybe you could ask them if it's possible to expand the functionality for developing special abilities, even if only a little.
An idea for a summoner ability for people or the league:
Elemental Balance - when attacking an enemy hero with a developed summoning skill or an elemental unit or an elemental treasure, the hero receives reinforcements in the form of an elemental unit in an available slot, with the number of units being: "Hero Level/2 + 1" (if there are already elemental units in a slot, new units of the same type are added to that slot).
A more general idea:
Remove the current city specials and create new ones using scripts, if that's possible. Make 4-5 similar specials for all Factions, and let the player choose one of them on the first turn. The bonuses from the special abilities should be more significant than the standard ones. For example:
- +4 units of the first level, +3 of the second, +2 of the third;
- Heroes are 50% cheaper;
- Bonuses to defenders' stats; give magical races bonuses to spellcasting, and combat races bonuses to defense;
- 500 gold/turn;
- 2 ore/wood per turn, depending on the Faction, with a warehouse built.