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A project that is "significantly improved and meticulously designed" wouldn't simply fade away.
Seriously? If any project ceases to be supported by the developers, it will eventually fade away. Like, for example... Heroes of Might and Magic III...
Seriously? If any project ceases to be supported by the developers, it will eventually fade away. Like, for example... Heroes of Might and Magic 3...
Heroes of Might and Magic 3 is supported by the developers of "Heroes of Might and Magic," and thanks to this, it is currently experiencing a renaissance. Otherwise, it would soon be nothing more than a pastime for a couple of dozen people.
Heroes of Might and Magic 3 is supported by the developers of "Heroes of Guilds and Marshmallows," and thanks to this, it is currently experiencing a renaissance. Otherwise, it would soon become a pastime for only a couple of dozen people.
And if tomorrow Baratorch stops development and support, everything will gradually fade away as well. Despite the thoughtfulness and quality of execution. That's what I'm talking about. VT failed for one simple reason - development and support ceased. And "Heroes of Might and Magic 3," as a registered brand protected by all rights, as a project of a bankrupt developer, simply faded into oblivion, and a long time ago.
Meo
7 years ago
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Or maybe it would be more logical to determine the prize for Confluxes and Hives simply based on the type of terrain?
I'm getting tired of this constant grinding for stacks of units. Confluxes and Hives are, in fact, the most desirable objects on the map; it's a balance issue.
kamukag3e
7 years ago
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And in the center, on Jeb, will there be trolls in the hives, and magical dragons in the confluxes? Isn't that an imbalance?
=Lizard=
7 years ago
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Then, wizards. Trolls are level 5. By the way, there's a bank for wizards in the HotA, and there's even a special template where there are many of them (they seem to be generated on snow and sand - you fight 5 stacks of archmages).
And in the center, on Jebel, will there be trolls in the hives, and magic dragons in the confluxes? Isn't that an imbalance?
On the sands, there are wizards in the hives, and in the confluxes, if based on value, you'll find 1-3 "unfortunately, they're empty," and only in the 4th one will you find a magic dragon! )
Main principles: 1. ... 2. ... 3. Minimum changes, only what actually increases gameplay variety
Within each individual game session, gameplay variety is rather reduced, because the number of possible power stacks is smaller. This, however, does not negate other possible merits of this mod. Meo
Maybe it would be more logical to determine the reward of conservatories and hives simply by the terrain type?
I'm getting tired of this eternal power stack grinding. Cons and hives are essentially the most desirable objects on the map, imbalance.
And what does gameplay consist of, if not grinding power stacks and using them to break through goodies or the opponent's army?
With 9-10 different bonus creatures from cons and hives, the imbalance will be greater. This was already gone through in TE. The first version of the script had random contents for cons and hives; it was only later that a paid pre-order was introduced. That version was rejected precisely because of the increased role of native spawn points on respawn. Although variety would certainly increase. Such a version might be acceptable only on a mirror.
Wouldn't it be imbalanced if trolls were in the hives and magical dragons in the confluxes in the center of Jeb?
Tying units to territory is much more logical than tying them to the starting city. At least, this could be made optional. And on the sand, give gold and diamond golems in proportion to their value. This would at least change the gameplay somewhat.
The most logical approach would be to tie it not to the landscape, but to the contents of the zone/lair. If a zone belongs to one type (e.g., hideouts, Pandora's boxes), then the creatures found in the quests/clues should also be of that type. The difficulty arises with neutral lairs, but there you can leave the default angels and wyverns.
But wouldn't it make more sense to determine the reward for cons and hives simply by terrain type?
I'm getting tired of this eternal cheese with strike stacks. Hives and cons are effectively the most desirable objects on the map, it's imbalanced.
Initially, that's what I planned, but then I realized it's not the best option. Because it won't allow quickly wiping out strike stacks, which means the game's tempo will drop, and players definitely won't like that. Dealing with 3-5 small different stacks of levels 6 and 7 is quite the "pleasure." Furthermore, the significance of duplicate native respawn zones will increase many times over. And in the finals, you'll just have one mishmash of stacks facing another mishmash.
Initially, that's what I had planned, but then I realized it wasn't the best option.
Yes, with the linking system, it would be more of a journey-style gameplay: less focus on papal quest chains, more emphasis on real army divisions and local skirmishes instead of a single final battle, which would increase the importance of leadership and magic. Doubtful, but it's worth testing!
I'm not a fan of TE/WT, but if someone really wants to play these versions, their revival is quite possible – at a new technological level, through the Baratortch patcher, and not through ERM.
For example, someone could put together a set of plugins (like Armageddon), and here we have WT, essentially with full simultaneous turn-based gameplay and 100% support for the HD mod (because in this case, the HD mod isn't installed on top of WT, but rather, WT in the form of plugins is installed on top of the HD mod).
By the way, that's exactly why I stopped developing WT. WT was written on the Heroes engine (whose bugs no one fixed) and didn't fully interact with the HD Mod. And it's simply not feasible for me to implement everything that Baratortch has done.
And by the way, it is indeed quite possible to implement an HDWTLite build.
It is quite possible to exchange various developments. In TE/WT, there are a number of functions that do not contradict the original mechanics, which I would gladly borrow for my projects. Naturally, provided that they were written for the patcher, in C++, or Pascal, but rather in C++, of course.