Posts from Minis and Runes to all!
As for Minions, a Mage can only equip them on creatures from the Academy (although he can then easily pass them on), but he can't, for example, equip them on Skeleton Warriors or Archers and give them to an ally.
In both cases, we'd like to be able to bypass this restriction. A Rune Priest could use Runes on, for example, Elven Archers serving in his army. A Mage, like a Smith of Artifacts, could supply not only his own army but also the armies of allies with his Minions, giving them to, say, "Liches" and "Adept" units.
Even if not so actively, we continue these experiments. 🤔
For now, we can say the following:
1) Minis are tied specifically to the affiliation (city) of the creature, i.e., by giving any creature the "Academy City" ability, you can equip it with a Mini.
2) This is not transferred to Upgrades, because of point 1. And even if you have an "Academy" unit that is not upgraded, but the upgrade is no longer "Academy," you cannot put a Mini on the Upgraded unit.
3) Minis are preserved and do not disappear if you "alt-upgrade" or upgrade a creature into a "Non-Academy" one.
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What is the conclusion so far? Based on what is available at the moment, it may be possible to implement Minis for any Faction through an "Alt-racial" unit. But it is difficult to imagine how this can be reasonably integrated into the game.
The experiment also revealed the following amusing fact:
In a city of one Faction, there is nothing preventing you from recruiting units that "by passport" belong to other Factions. (The Neutral icon, in this case, changed automatically because, in this case, the Megeras are "Academy" by origin).
Technically, all this suggests the possibility of creating "domesticated" creature Upgrades, i.e., additional Alt-Upgrades adapted for a Foreign race, capable of using their advantages and not having morale penalties. This may offer some room for experimentation, but it will also require a lot of "dummies" (6 per creature). I am working on the base of "standard" Heroes, without additional Mods, so I cannot get "dummies" for creatures yet. 🙄
Regarding runes.
Runes are spells.
If you add all the runes to a creature's spell list, they will have them (but only one use each, and then they will break).
I organized the black market for runes this way, and as a result, I gave one rune to one creature from each faction. For example, human archers can break one stone and get x2 speed for 1 turn to run away (energy rune).
I translated the "rune upgrade" perk into leadership, and now heroes of other factions can upgrade a rune if they have learned the skill.
It turns out that mechanically, the original runes are learned by the hero but passed on to the creatures (only to the dwarves, in the original). And similarly for the Artifact Rune of Flame.
You can come up with hidden mechanics, for example, for my "Factory," but of course, I would like more.
*I hope to return to the forum and my Heroes projects in the coming days. I haven't been around for a long time...