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Posts from Let’s come up with new “war machines.”

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In reply to Dariush
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For Humans, you can create a supply wagon (+1 morale). For Dwarves, a steam engine that creates a smoke screen during battle (-10% effectiveness for enemy archers). A terrifying totem for Necropolis (-10% enemy initiative). For the Shadow League, an all-seeing eye that suppresses enemy unit abilities with a 20% chance (e.g., an Ent will not be able to entangle with roots). A cage with sinners for the Inferno – their moans and cries are so terrifying that the luck of all troops is reduced (-1 luck). An Elven idol adds 2 speed and 1 initiative, which will be useful for Elves. A sphere of the sun for the Academy. This item is very deceptive; it brings 250 gold to the treasury and creates a golden shield (all the player's money is converted into health during the battle and distributed among the participants, including war machines; the maximum shield is no more than 1000, however, there is a downside: when the golden shield is damaged, the money is also lost, so even at the beginning of the game, the sphere is more likely to be a disadvantage than an advantage. But at the end, who wouldn't want an extra thousand HP?
In reply to Tanatas
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Besides the catapult for sieging a Castle, you can also build a battering ram (each race has its own) which is controlled by creatures (of a specific race), and you can move it around the map! You can also build ladders for sieging, which allow you to climb inside the Castle (these also need to be controlled)!
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Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
In reply to 3DogMZA
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In the current version of Heroes, the optimal number of war machines is quite good. It would be great if each faction had its own unique design for war machines
:smile16: По Вере Вашей да будет Вам!:smile16:
:cool: Лорд Сандро - Консул Священной Империи и Некрополиса :cool:
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yeah )) give everyone ballistas, but with different designs)
demons have ballistas that shoot with spikes and fire (although it's almost like that anyway)) elves have ballistas overgrown with bushes)) mages could even have a cannon)) since they came up with it for the gremlins, a ballista will be the same))

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In reply to Arandor
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Arandor;108215
Yeah )) give everyone ballistae, but with different designs)
Demons have ballistae that shoot with spikes and fire (although it's almost like that anyway)) Elves have ballistae that shoot with thorny bushes)) Mages can even have a cannon)) since they came up with the gremlins, the ballista will be the same))
That's a cool idea! All ballistae, in addition to damage, will also inflict various additional effects. The Elven ballista will entangle enemies. The Mage ballista will cast one of the curses each time, a different one. The Dark Elf ballista will inflict poison. Humans +15% damage, and in addition, if there is positive magic on the creature it attacks, it will be removed. The Dwarf ballista will inflict negative runes (runes backward:D)! The Necromancer ballista will cast the Plague spell. The Demon ballista will inflict fire, like Dalaeb. The Orc ballista is worse; it uses magic on the creatures it shoots at.
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
In reply to 3DogMZA
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3DogMZA;108296
That’s a cool idea! Besides dealing damage, all ballistae will also inflict various additional effects. The Elven ballista will entangle enemies. The Mage ballista will cast one of the curses each time, changing it up. The Dark Elf ballista will inflict poison. The Human ballista will deal +15% damage, and also, if there is a positive magic effect on the creature it attacks, it will be removed. The Dwarf ballista will inflict negative runes (runes backward:D)! The Necromancer ballista will cast the Plague spell. The Demon ballista will inflict fire, like that of Delaeb. The Orc ballista is weaker; it uses magic on the creatures it shoots at.
But no, you’re going too far! :smile31: Engineers are already strong enough, and if you buff them like that... :smile21: You especially went overboard with the Wood Elves! :smile31:
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In reply to Amko
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Night Nazgul;108298
But no, you're going too far! :smile31: Engineers are already powerful, and if you buff them even more... :smile21: You especially overdid it with the Sylvan faction! :smile31:

So that we don't go too far:smile31:, the ballista won't fire immediately, but only after upgrading a special skill, which should be available after a certain hero level:smile36: (the main thing is not to ruin the game balance:smile23:).
:smile16: По Вере Вашей да будет Вам!:smile16:
:cool: Лорд Сандро - Консул Священной Империи и Некрополиса :cool:
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You could, in principle, create bridges that span the moat, and mines that would blow up the wall. Of course, it would need to be weakened first – for example, it could explode after a few turns, and might severely injure its own creatures, while the bridges could only support one unit or break after a few turns... Something like that.
Step aside from the way of a better man than you
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up

There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis
In reply to eXeCuToR
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eXeCuToR;108418
It's possible to create bridges that span the moat, and mines that would blow up the wall. Of course, it would need to be weakened first – for example, it explodes after a few turns and can severely injure its own creatures, while the bridges can only support one unit or break after a few turns... Something like that.

The idea of a bridge is interesting :smile20:, but mines would be unnecessary, as catapults already handle this task well. :cool:
:smile16: По Вере Вашей да будет Вам!:smile16:
:cool: Лорд Сандро - Консул Священной Империи и Некрополиса :cool:
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Yeah, you're right... I didn't think about that. But we could create some special projectiles for the catapult.
Step aside from the way of a better man than you
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up

There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis
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Not related to the new update! For each faction, it would be possible to: - upgrade units, thereby strengthening them and giving them special abilities. - randomly assign skills. - grant an additional attack. - reduce cooldown based on initiative, etc.
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As suggested here, it would be better not to reinvent the wheel, but rather to slightly improve an existing one. Therefore, let's create alternative upgrades for the siege weapons of each faction; naturally, their appearance will now differ for each faction: 1) Elves. The tent gains the "Swarm of Wasps" spell (it will look like a beehive; you can heal your own units with it, or cast the spell on an enemy). The ballista gains a 15% chance to blind the target it shoots at. The cart should not receive an alternative upgrade at all. 2) Humans. The tent gains the ability to inspire. The ballista's damage is augmented by the "Retribution" ability. 3) Demons. The tent can summon imps (the number depends on the skill in siege weapons). The ballista adds the "Fireball" spell to its damage. 4) Mages. The tent summons elementals. The ballista fires a magical arrow that pierces through targets, like mages. 5) Necromancers. The tent revives undead. The ballista casts the "Plague" spell. 6) Warlocks. The tent casts "Antimagic" on one of the units for three turns (once per battle). The ballista adds elemental damage to its damage. As for the Dwarves, you can figure it out yourselves...
In reply to M4s
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M4s;108945
As suggested here, it would be better not to reinvent the wheel, but rather to slightly improve the old one. Therefore, let's create alternative upgrades for the siege weapons of each race, naturally, their appearance will now be different for each race:
1) Elves. The tent gains the "Swarm of Wasps" spell (it will look like a beehive; you can heal your own units or cast the spell on the enemy). The ballista gains a 15% chance to blind the target it shoots at. The cart should not receive an alternative upgrade at all.
2) Humans. The tent gains the ability to inspire. The ballista's damage is increased by the "Retribution" ability.
3) Demons. The tent can summon imps (the number depends on the skill in siege weapons). The ballista adds the "Fireball" spell to its damage.
4) Mages. The tent summons elementals. The ballista fires a magical arrow that pierces through targets, like mages.
5) Necromancers. The tent revives undead. The ballista casts the "Plague" spell.
6) Warlock. The tent casts antimagic on one of the units for three turns (once per battle). The ballista adds elemental damage to its damage.
Think of something for the Dwarves...
For the Haven faction: Chapel +20% initiative and a random positive spell (1 unit). The ballista targets the unit standing behind the main target. The catapult is loaded with tar projectiles; when it hits a wall, tower, or fence, it sets it on fire. Damage is dealt as soon as the tower's or gate's turn comes.
For the Dwarves: a cannon with few shots but good damage and accuracy. The ballista fires grapeshot at a crowd.
The ballista knocks out everyone's teeth! (just kidding:D)
Хакер - не преступник.:smile28: Взлом - для искусства. Смысл - в свободе.
In reply to eXeCuToR
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eXeCuToR;108869
Yeah, you're right... I didn't think about that. But we could add some special projectiles for the catapult.

For variety, sure, but what kind of special projectiles?:confused:
:smile16: По Вере Вашей да будет Вам!:smile16:
:cool: Лорд Сандро - Консул Священной Империи и Некрополиса :cool:

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