Skip to content

Posts from Dangerous locations and magical fog.

No ratings yet — be the first to rate!
#1
Auto-translated
The main idea is that certain areas of the map will cause army losses, a fixed percentage per day. Moreover, the dependence can be based on either the faction or the level. It will be possible to analyze the losses. Losses can occur both when passing through a cell and during a turn. Magical fog hides heroes, neutral armies, and moving objects within a certain radius and leads to a loss of connection with the hero who enters it. That is, you can pass through the fog in one day, but it is not worth staying in it. The fog over a dangerous location is especially dangerous, as after the connection is restored, the army may no longer be what it was. Moreover, each player has their own fog, meaning that if it exists for one of the players, it may not exist for another in that location. If a hero in the fog is attacked, they cannot control the battle, and it proceeds automatically.
User Avatar
#2
Auto-translated
I know of one place where an army gets lost – it’s a whirlpool. But why would you even need that? Although… in principle, it could be used somewhere. For example, in tournament maps. And that’s it, nowhere else.
Tomorrow holds no promises
Except the ones we've made
User Avatar
#3
Auto-translated
That's a good idea, it would be a nice change of pace. However, the idea about auto-battle seems risky; it's better not to implement it that way. Instead, you could, for example, reduce the attack, defense, damage, and hit points of warriors fighting in the fog.
Правила форума
FAQ по Heroes VI
Форумная мафия
[readonly]
User Avatar
#5
Auto-translated
Overall, it's not bad, but I agree with the others that the auto-battle idea is a bit out of place.
In principle, this could be used somewhere. For example, in tournament maps. And that's it, nowhere else.
Actually, the opposite is true; it could be used on single-player maps.
#6
Auto-translated
This can be used, for example, to introduce movement restrictions for individual factions.
The main problem is to account for the losses during the development of artificial intelligence.

Furthermore: it is not advisable to create lengthy campaigns in vulnerable areas, only blitzkriegs.
Buildings can be added to cities that reduce this effect.
User Avatar
#7
Auto-translated
WildKOT, buildings will ruin the focus :-). Auto-battle is unnecessary. Pathfinding – what about tents/gatekeepers? But in role-playing maps... Thanks for the idea :-) I'll try to implement it in my RPG projects :-)




"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ


"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
#8
Auto-translated
1) A city should provide partial protection. Because there is a difference between an army that struggles through difficult conditions, losing soldiers along the way, and a city where everyone is stationed in the garrison, in the barracks, and can stay there for a long time. 2) And let there be no auto-battle. 3) It will be possible to pass through everywhere, but if the place is very bad, then you can lose half of your army. Although you can go through such places with a small army, but if there are 20 dragons there, it won't work. This can be implemented in a map for Heroes of Might and Magic V using map editor scripts.
User Avatar
#9
Auto-translated
Yeah. So, when the fog is ABOVE the city, are those inside protected? Then yes, I understand now :-).
Interesting...




"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ


"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
#10
Auto-translated
They are protected from fog, but the hero must pass through the fog in 1 turn so as not to get lost there.

Statistics

Welcome our newest member: leyu