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Е.Летов царство ему небесное...
Ибо во многой мудрости много печали,умножающий познание умножает скобь...
Царь Соломон
Yeah, in our world, there are no hydras or Koschei!
And if you think about it, the dragons in Heroes are from China.
Е.Летов царство ему небесное...
Ибо во многой мудрости много печали,умножающий познание умножает скобь...
Царь Соломон
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.
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.


"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
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
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!
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.
Прошу прощения у Arandor-а. Я слишком резко отреагировал. Просто очень люблю спорт. Извини...[/SIZE]
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
- 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.
Прошу прощения у Arandor-а. Я слишком резко отреагировал. Просто очень люблю спорт. Извини...[/SIZE]