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Posts from Druid Island REMASTERED

4.5 (2 ratings)
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Okay, I figured it out. Turns out, each building provides a +1 bonus to the Castle. Damn, I didn't know that. So, since the Orcs have more external buildings for recruiting level 7 units, they have a greater advantage. That is, on the map, Inferno and Elves have 2 military outposts with level 7 units. The Orcs have 5, hence the larger increase in Cyclops during the later stages of the game. This is a serious balance issue. ((((( It needs to be fixed, but I don't have the ability to do it right now. This is a good reason for the next version. By the way, it's kind of absurd - it turns out that not only can you recruit a level 7 unit once a week in the dwelling, but it also gives a +1 bonus to the Castle. As a result, we get 2 units from each dwelling!

Added after 23 minutes
By the way, I know how to easily solve this - in the Orcs' second city, we need to remove the Cyclops Cave from the available buildings. This will completely balance the game, so that in the later stages, Inferno and Elves will have a total of +14 level 7 units, while the Orcs will have a total of +15. At the same time, we can remove the ability to recruit Cyclops from one of the recruitment buildings, and then the Orcs will also have +14.
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If you remove it from the Dwelling, it will also be -1 in the Castle.
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No, it won't.
In my map, each of the five Orc dwellings is missing one type of unit. One is missing Shamans, another is missing Chieftains, and the third is missing Wyverns.
I checked – the growth rate is still +5 for each of these units. That is, the main thing is the building. There may not be anyone in it at all, but the growth will continue for all possible units from that building.
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Why +10? Let's calculate: The Castle provides +2 Cyclops per week. By capturing all five dwellings, we add another +5 to the city's production. We also collect 5 Cyclops from each dwelling once a week, which is another +5. And by digging up the Tear of Ashera, we add another +3 per week. In total, the maximum number of Cyclops that the Orcs can produce in a week is 2 + 5 + 5 + 3 = 15.
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Doesn't the Tear of Ashi significantly increase the growth rate of level 7 creatures? It goes from 2 to 5? That's what it looks like in your case.
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How is that possible? Tear gives +3. Castle gives +2. Dwelling gives +1 growth and +1 directly in the dwelling itself. There are a total of 5 dwellings. In total, castle + tear + dwelling + growth from the dwelling in the castle: 2 + 3 + 5 + 5 = 15
In reply to Ment
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Ment
A tear seems to give +2, right?
no - it gives a +1 increase (i.e., 50%)

Added 8 minutes later
codenameray
How is that possible?
A tear gives +3
A Castle gives +2

A Dwelling gives +1 increase
and
+1 directly in the Dwelling itself

There are 5 Dwellings in total.
So, Castle + tear + Dwelling + increase from the Dwelling in the Castle
2 + 3 + 5 + 5 = 15
You have some kind of unusual Tear, don't you think? Or is it in every Castle? But even so, it only increases the base increase by 50% - therefore, thanks to the Tear, there will be 1 more Cyclops (50% of 2); the other modifiers are calculated correctly.
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No, it was just written in a way that wasn't entirely clear, but otherwise, everything was correct. 2 in 1: Castle and a second Castle + Tear give an additional 3. But in general, we're writing some nonsense, it's just pure spam now...
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Skull
Isn't it a bit too generous to have a Tear of Asha with such high growth rates?:smile32:
And if the growth rates are so high, why is gold prohibited in the second castle?:( There's a catastrophic shortage of gold!

Read all the posts carefully.
The Tear of Asha is given to the Orcs to compensate for the lack of a third castle.
Furthermore, Inferno and Elves also have high growth rates towards the end, with three castles and two dwellings, so with full development, everyone is in roughly equal conditions. I wrote about this.

Gold is prohibited in the second castle for balance reasons.
Firstly, the Orcs have more gold mines, in general + they have more abandoned mines, some of which may be gold mines if they are lucky.
Secondly, the Tear of Asha gives +5000.

I don't remember the exact calculations anymore, but this is how the balance is maintained.
By fully controlling their territories, in the late stages, Inferno and Elves will receive, it seems, +11 or +12 thousand.
The Orcs will receive the same amount, and if they are lucky with an abandoned mine, one or even two thousand more.
The only difference is that Inferno and Elves can reach their maximum earlier, while the Orcs will find the Tear of Asha and reach their maximum later. Thus, for a certain time, the Orcs will be behind the others in gold production, but then, with the Tear of Asha, they will take the lead.
These are the unequal conditions for all races that I was talking about.

Furthermore, resources have always been used as a limiting factor in all games and on this map in particular.
You are contradicting yourself again - you say that the growth rates are too high, but there is not enough gold for everything. That's the point - you won't have enough money to buy all the units that are available, even though you have them. You will have to choose which units to include in your army, taking into account the amount of your resources.
The same situation applies to mercury. It's a limitation. Although I'm still thinking about that.

By the way, the Tear of Asha in my case gives +3
It seems to be calculated as follows:
+2 in the castle and +5 growth from the dwellings gives a total growth in the castle of +7. The Tear of Asha is based on this value, 7+50%=10. That is, the Tear of Asha gives me a growth of +3 and the total amount of growth is +10.
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Seriously, maybe I don't sleep well, but...
2 Castles = in one, 2 Cyclops (increase per Castle) + 3 Cyclops (Castle with Tears) + 5 Dweller with Cyclops + 10 for both cities, with five Dwellers each, five for each, totaling 5 + 5 + 10 = 20, is that all correct?
And I didn't make a mistake with 2 Castles, right?
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Slightly incorrect.

You forgot to account for the fact that the second Castle also provides +2 Cyclops (unit increase per Castle).
That is, 2+5+5+10=22

Which is a significant imbalance, as Inferno and Elves have a maximum unit increase of 7th level +14 per week.

In the second Castle, I prohibited the construction of the Cyclops cave, which gives 22-7=15
Balance restored.

Here is the new version with the corrections made.
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I haven't done anything with the mercury yet. I'm still not sure if it's necessary to make any of these changes, which, as a reminder, Skull asked me to do. However, I did give the Orcs an extra bottle of mercury, not far from their main castle, just in case. I was able to make the change because I downloaded my own map and editor onto my laptop. I brought a very old laptop with me, and it took about ten minutes to open the map, but I managed. Nevertheless, I still can't make any major changes because it's impossible to work in the editor on this hardware. Please keep that in mind. By the way, could someone possibly make this map multiplayer, if that's possible?
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After such comments, it's unlikely that anyone will play this map again. :(

Is it really that easy? I somehow managed to extend the enjoyment to 3 months of gameplay, with quite interesting battles.
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It's a shame that computers are so slow. The map is actually very interesting, at least in my opinion. And artificial intelligence is still artificial intelligence.
So far, no one has responded about the multiplayer, and what I was advised to do didn't work. I'm still really looking forward to comments about the multiplayer. I would like to play this map with my friends.

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