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#805
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I like the idea of changing the golem placement the most, but I can't quite figure out a clean implementation in my head. Perhaps placing the golems like the undead in the Ruins would be a good option.
A workshop with a built-in terrain type would not be a very suitable solution by default due to breaking the game's logic/dynamics, where the object's location directly affects the difficulty of capturing it (a Tier 2 Griffin Conservatory in the Dungeon is not always as easy to take as a Griffin Conservatory on grass). Making the workshop generate exclusively on snow is possible, but that's also a bit radical.
Overall, I fully support the idea of overhauling workshops and, of course, adjusting the timer mechanics. But how to do all this so that it's 'good' — that's the question.)
P.S. If there's a way to revamp the AI's brain and logic for conducting battles in similar situations, then that change would be the best!
icq 718927032
skype: goshanstop.ru
discord: puzzz0#3215
#806
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any stack with 10 attack/retaliation speed takes a tier 1 building, which is overpowered and needs to be fixed. P.S. 7 harpies take the maximum tier building at 9 speed, whether on lore-friendly or native land, which also needs to be fixed because it's overpowered.
In reply to Diabler
#807
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Diabler
Any stack with 10 attack speed/retaliation takes a tier 1 building with a single unit, which is overpowered and needs to be fixed.
P.S. 7 harpies take the highest tier building on a map with 9 speed, neither with lore nor on their native land, which also needs to be fixed because it's overpowered.
1-50 harpies taking a building is not normal. Any number of fairies, etc.
Flying units also take buildings at 9 speed, it seems.

Fixing the single-unit timer limit will address this. Stacks with more units won't, but it should. Hopefully, Sav will see that many people share this opinion.
Nodl's suggestion to make it 6 stacks fits the concept of HotA, I think.
ICQ - 703804372
Discord - Xocenk#2473
#808
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regarding setting the value to 6, making snow the default looks good.
besides, you can implement both options.
it would be good for those for whom this is already relevant to think, weigh the options against each other, and propose a well-thought-out best solution (with arguments... what are they).
https://www.twitch.tv/grando__
#809
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Well, I said half a year ago that something needs to be changed with the workshops, these kinds of captures are abnormal.
discord: LuckyF#3482
icq: 681350680
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#810
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6 speed is too high for that many golems; the number will have to be reduced for balance.
icq 699279927 discord saneok#0028


привет, можешь сменить подпись) 6лм - норм шабл, а джебус тупое говно. Я был тотально не прав. © =Lizard=
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#811
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Limiting the timer in battle – yes, but it has nothing to do with taking outposts. As a rule, those who don’t know how to take them quickly and efficiently complain. I can start a stream of any “pro” (and I’m talking about recognized strong players), and they still won’t know how to properly take outposts in 2019. They spend 2-3 minutes positioning units in front of conscripts/utopians – it’s just funny. But taking outposts – oh, that’s a real challenge.
http://ru.twitch.tv/lizard_wt
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#812
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=Lizard=
Usually, those who can't take them quickly and efficiently are the ones complaining.
I don't think those who can't do it are the ones expressing their opinions here.
Personally, I don't like the very possibility of such a tactic; it's a completely uninteresting gameplay element.
discord: Nodl#5086
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#813
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Let me put it more clearly. Why is quickly capturing the max-crypt on the first day, losing a couple of units in the process due to a clear understanding of the strategy, NOT considered an exploit, while capturing a factory IS considered an exploit? Is it because the factory provides 5000 resources, while the crypt provides troops? Are troops always more important than the economy? Okay, then.
http://ru.twitch.tv/lizard_wt
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#814
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=Lizard=
Let me put it more clearly. Why is quickly capturing the max-crypt on the first day, losing a couple of units in the process, thanks to a clear understanding of the strategy, NOT considered an exploit, while capturing the Factory is? Is it because the Factory gives 5000 gold, while the crypt provides troops? Are troops always more important than the economy? Okay, then.
Well, comparing 5k gold and 2-3 giants in the early stages of the first week is a bit of a stretch. People also mentioned graveyards, and I don't like how easily they can be captured either, but I think graveyards and necropolises are not comparable to a couple of giants. Moreover, graveyards and necropolises can be captured with almost any castle, unlike the Factory.
discord: Nodl#5086
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#815
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=Lizard=
Let me put it more clearly. Why is quickly capturing the max-crypt on the first day, losing a couple of units in the process due to a clear understanding of the strategy, NOT considered an exploit, while capturing the factory IS considered an exploit? Is it because there's 5000 gold involved in one, and troops in the other? Are troops always more important than the economy? Okay, then.

Of course, you need to know the strategy for both. But the difference is that the crypt is just a quick step; it rarely takes more than a minute and a half. Capturing the factory with harpies, on the other hand, takes about 20 minutes of the same actions. All that's needed for such a capture is attention and concentration; you don't need to think at all. It's tedious to do and tedious to watch.
discord: benis_xdd#3487
icq: 619610068

wygrał? wygrał. -Szopa666
#816
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1) All cities can have a max-creature count of 111 (maybe only Barbarians sometimes have 112), so there aren't any major balance issues with cities in that regard. 2) People think that the influence on the game's pace of 5000 and several giants with a max-creature count of 111 is not comparable; and by the way, Lizard, you are one of the main experts on pacing – isn't that true?
https://www.twitch.tv/grando__
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#817
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I like the idea of workshops only being generated on snow. Having snow as the default in workshops is also a good option. But something definitely needs to be done.
In reply to Nodl
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#819
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When a factory is captured with a combat stack (20-30 harpies or 50 sprites) in about 5-10 minutes, that's normal. After all, expendable units should have bonuses. But there are also other situations where, for the sake of pace, you can attack with a single unit or even at speed 9, when the battle is won only through morale and can take an hour – that's not normal. It's not normal that you can spend an hour in a battle without having that many turns. Personally, this is the only thing that bothers me. The fix for factories by changing the terrain or the number of stacks is not a solution. Should we also add dirt to the Haven and Necropolis, since it's too clean? And if we increase the number of stacks, what guarantee is there that the same tactic of capturing won't be possible, only taking even longer?