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19 years ago
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and in general, the idea of outcasts is quite good – they will be very strong, but the morale of other creatures will decrease, or something like that...
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19 years ago
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It's cool with the Russian faction, but let's come up with a Chinese or Jewish one.
Убей в себе государство...
Е.Летов царство ему небесное...

Ибо во многой мудрости много печали,умножающий познание умножает скобь...
Царь Соломон
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19 years ago
Tak, davaite bez narodnostei! Ved mir HOMM i nash mir - sovershenno raznie miri!
Fantaziia i ia - vmeste mi - lychshie dryzia!:D
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19 years ago
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Braineater

Yeah, in our world, there are no hydras or Koschei!

And if you think about it, the dragons in Heroes are from China.
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19 years ago
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No, they are not from China; they are long and have a distinctive snout, resembling flying snakes. Also, ours do not have the inscription "Made in China".
Убей в себе государство...
Е.Летов царство ему небесное...

Ибо во многой мудрости много печали,умножающий познание умножает скобь...
Царь Соломон
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19 years ago
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I would like to suggest adding a nomadic faction. They do not have a city; instead, they have external dwellings and buildings scattered across the map. They have the ability to raid other cities, earning money for capturing them and destroying part of the buildings. The main hero carries a "Camp" unit with him. When the main hero is defeated, the faction is considered destroyed.
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.
In reply to AlexeyPank
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19 years ago
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Why? You can easily take any hero, give them scattered buildings, deprive them of a city, and you have a nomad.

Using the new editor, I want to create a historical campaign about Joan of Arc. Anyone who likes this idea can help me create it.
Бог есть любовь
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19 years ago
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No, Alexei, you had a good idea, but... It would be too easy for the Necropolis to capture the city. And what's the point??? Only in the early game.




"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
19 years ago
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Suggestions: I. Add a hero with the personal skill "MORNING WARRIOR," meaning that when attacking an enemy in the early stages, he receives a bonus (+ to attack or damage, etc.). You could also add fatigue in the evening (- to attack or damage, etc.). Similarly, "MORNING WIZARD." (If the bonus is given in the later stages of the hero's turn, it will be an exploit, as you can circle around the enemy and only then (in the later stages) attack). As the level increases, add a certain percentage and "morning steps" (or reduce the bonus for each subsequent step). II. Similarly, "WEEKEND ENTHUSIAST" (bonus on days 6 and 7). III. Add gates to the upper level in some Castles (if the Castle is underground, then to the upper level; if there is land or water there, allow the construction of a shipyard in the Castle, even if there is no water at the Castle level). Similarly, add gates to the lower level. Charge the player a lot of money for such a Gate (like for a Castle gate). The hero can exit through this gate, but cannot re-enter. Add a building to some Castles - an upgrade to the gate, which allows friendly heroes to enter the Castle from another level. Thank you. Idea for balancing the turn order of enemy units with the same move length. (It is designed so that there will be the same unit with the same number of soldiers in enemy armies, or two identical units in one army). 1. The unit with the naturally longer move length goes first (i.e., as if without a hero). The influence of the terrain on which the battle takes place is taken into account (i.e., the bonus for fighting in the desert is not removed from nomads). If, after point 1, the move length of the units is still the same, then: 2. Units move in descending order: a) teleporting -> b) flying -> c) walking. If, after point 2, the units have the same movement method, then: 3. Units of higher rank move. If, after point 3, the ranks of the units are the same, then: 4. The unit with the fewest soldiers moves (there are fewer of them, which means less time to change formation). If, after point 4, the number of units is the same, then: 5. The unit of the most experienced hero moves. If, after point 5, the heroes have the same experience, then: 6. The unit of the attacking hero moves. And in one army, the unit that is closer to its hero moves first (it will hear the hero's command first). For the entire army, there are two ways to calculate: A. For all units, as described above. B. For the first unit, as described above, and then alternate for different sides. (The fastest unit moves -> The fastest enemy unit -> The slower friendly unit -> The slower enemy unit). For this method, hypnosis and similar spells (including blindness) do not change the turn order.
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19 years ago
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Moses, you are certainly a great person, but!!!
I. How do you know if it's morning or evening underground???
Or... how do you know that maybe 1 turn for 1 player is morning (evening), and how do you determine that??? (but the idea makes sense!)
II. I disagree with the idea. It makes Heroes too "mundane"... And how do we know that maybe for the heroes, 4 days of the week is like Saturday for us???
It needs to be thought through.
III. Specifically, point 6, the second half.
RESPECTED!!! In all times in Heroes, it has always been the same (!!!), regardless of where the unit is in relation to the hero! Otherwise... maybe we should remove 1 turn




"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
In reply to Tengro
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19 years ago
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It’s great to see that the flow of ideas hasn't dried up!
The issue of changing day and night is indeed a very important one!
Dividing heroes and units into daytime and nighttime ones opens up new gameplay possibilities.

I have been thinking about this for a long time. For now, the best solution seems to be to make a day last 2 weeks (14 game days/turns). That is, 5 days of daylight, 5 days of darkness, with 2 days each of morning and evening in between.
All sorts of jokes about eclipses and leap years are generally welcome!
However, it would be better to abolish the days of the week altogether. Let there be separate holidays assigned by the map developer's script.

Issue #62 about Day and Night Change has been released! Read it here!
Рассылка "Heroes: Новые Идеи" <== Все еще жива :)
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19 years ago
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I suggest introducing the following elements into the game: the Valley of Death, the Mirror of Time, and the Judgment of Fate. The Mirror of Time is located in the Valley of Death, and upon visiting it, the Judgment of Fate occurs (it determines whether the hero has committed more good or evil deeds). After the judgment, a verdict is delivered: the hero's level increases by five points (if good prevails) or decreases by five points (if evil prevails). For "light" heroes (humans, mages, elves, etc.), good is defeating "dark" neutrals (skeletons, zombies, devils, demons, etc.). Evil for "light" heroes is destroying "light" neutrals (gremlins, djinns, angels, etc.). Good for "dark" heroes is destroying "light" neutrals (angels, gremlins, djinns, etc.). Evil for "dark" heroes is destroying "dark" neutrals (devils, demons, skeletons, etc.).
Once you enter the Valley of Death, you cannot return!
The only way is to approach the Mirror of Time and undergo the Judgment of Fate! You cannot turn back halfway!
The Valley of Death and the Judgment of Fate can be seen as a kind of chance for a losing player. Because if a player is doing well, they are unlikely to risk their hero. Only someone who has nothing to lose might dare to test their fate. Therefore, the reward (or loss) can be so great (tragic).
Also... the Valley of Death can only be visited, for example, from level 20 onwards. This is to prevent players from taking a newly purchased hero there and gaining a significant advantage at the beginning of the game.
ДУРАКОВ ОЧЕНЬ МАЛО, НО ОНИ РАССТАВЛЕНЫ ТАК ГРАМОТНО, ЧТО ВСТРЕЧАЮТСЯ НА КАЖДОМ ШАГУ.
Прошу прощения у Arandor-а. Я слишком резко отреагировал. Просто очень люблю спорт. Извини...[/SIZE]
In reply to Андрей
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19 years ago
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Well, the idea is worth discussing.
First, the controversial points:
- 3 new concepts (buildings?) are introduced at once.
- It's unclear how to lure a hero and prevent them from leaving the valley.
- Where does the hero go after entering the mirror, and how do they exit the valley?
- It's necessary to divide everyone into Good and Evil (where, for example, would Swamp or Dungeon factions go?).
- In scenarios with infighting, both sides will be omitted.
- On small maps, heroes may not reach level 20.
- When 5 levels are reduced, which specific skills and abilities will be removed from the hero?

Now, the actual ideas for development:
- Implementation in the style of WoG scripts, i.e., not as an element of the game, but as a map author's script.
- The mirror is activated when stepping on a specific cell with an invisible event.
- Make it one-time use: one hero passes through the mirror and destroys the valley.
- The hero fights their copy, enhanced by evil creatures, proportional to the darkness of their reputation.
- Reward: the hero receives unexpected EXP; Punishment: the hero loses and loses their army.
- There are no level restrictions on the hero
Рассылка "Heroes: Новые Идеи" <== Все еще жива :)
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19 years ago
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- Yes. Three concepts are introduced (two structures and... the Judgement of Fate));

- There's no need to lure them. If they want to enter, they enter; if they don't, they don't. I don't know how to prevent them from entering, but they shouldn't be allowed to;
- They don't disappear or enter the mirror. They approach it, like an obelisk. There's no need to fight your own copy. A calculation simply takes place (is this difficult to implement?) of the number of neutral creatures destroyed;
- Swamp heroes can be considered "good" in a relative sense. Neutral monsters from the swamp Castle can be considered neutral (there is neither Good nor Evil when destroying such monsters);
- There's nothing to do on small maps))). Although... you could lower the required level to 15;
- Levels are removed in reverse order (the last five levels gained);
There must be limitations!!!! The Valley should not be destroyed!!!

Added 11 minutes later
Another thought occurred to me... it's a bit crazy. I think it would be good if you could hide one of your Castles for four days and move it to another (random) location once per game.
For this, a hero with a level of 15 or higher must be in the Castle. The Castle disappears from the map for four days (along with the hero) and reappears on the 5th day in another (random) location on the map.
ДУРАКОВ ОЧЕНЬ МАЛО, НО ОНИ РАССТАВЛЕНЫ ТАК ГРАМОТНО, ЧТО ВСТРЕЧАЮТСЯ НА КАЖДОМ ШАГУ.
Прошу прощения у Arandor-а. Я слишком резко отреагировал. Просто очень люблю спорт. Извини...[/SIZE]
In reply to Андрей
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19 years ago
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If I remember correctly, in the last or second to last version of WoG, an artifact called the Key to the City Gates appeared. It seemed to allow you to lock down a Castle for a day. Teleporting cities is quite something. This isn't even like Starcraft with buildings taking off! Usually, maps are designed so that there is practically no free space – the applicability of this feature will again be severely limited. Well, it’s obvious that this disrupts the gameplay originally intended. In my opinion, it’s not worth introducing ideas into the game just to implement them on individual maps. Scripts are available for that. As for other ways to protect a Castle using magic, see the “Sandcastle” section here: /topic/1190/ There was also an idea about luring a hero there! See the “Mirage” section!
Рассылка "Heroes: Новые Идеи" <== Все еще жива :)

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