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#108
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Nowizard;51976
That's an interesting idea... But it would be better to come up with your own zodiac signs, like in Morrowind. For example, such as: unicorn, griffin, lizard, dragon, etc. That would be more interesting. IMHO.


I was speaking hypothetically. Of course!

The signs need to be carefully selected. 12 of them. Off the top of my head:

- Griffin.
- Dragon.
- Werewolf.
- Nymph.
- Shadow.
- Angel.
- Void.
- Lizard.

We link the zodiac sign to the hero, each one.

And so on. But the names need to be chosen very carefully.

Silvanis;52001
The zodiac idea is indeed interesting, but just imagine how you'll start cursing your computer if you lose the final battle in a tournament just because, during the week of the Snake, the enemy hero wearing the Dragon sign gets a bonus to initiative?

Firstly, there are no initiative bonuses planned. Small bonuses to movement, experience gain, and money, pluses to the amount of mana, etc. That is, it doesn't affect things too much. And the comparison to a roulette wheel is inappropriate; the outcome of the battle is determined by skill, and random factors only add... unexpectedness and excitement.

By the way, it could be more brutal: each week, a hero with a certain zodiac sign "wears" a random ability. That is, for example, "ranged attack." At the end of the week, "ranged attack" is replaced with "resistance," or something like that. A separate slot is allocated for this.

As a result, the hero not only buys creatures, etc., at the beginning of the new week, but also looks at the updated skill. You don't even have to use skills like "ranged attack"; you can create a special astrological skill - some original bonuses for the week.
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#109
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I may have exaggerated when talking about the luck factor, but there is some truth to it! Sometimes, luck favors the enemy at the most crucial moment, while it only helps you when you're finishing off the last unit in an enemy squad... it's hard not to get frustrated!
And how often does it happen that you leave your castle with a hero, head out to attack the enemy, and then some weakling manages to capture your castle on the 7th day... no, Heroes isn't like chess. The element of luck is very significant, although, of course, skill is MUCH more important.
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#110
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gamehuntera;52021
So, on a new week, the hero not only buys creatures, etc., but also checks the updated skill. You don't even necessarily need skills like "archery"; you can create a special astrological skill – some original bonuses for the week.
You can also add racial special abilities! I imagine a ranger with a pumped-up super ability and a weekly super ability from another race (for example, dwarves)). Of course, super abilities will only be added to the week if the hero already has their own ability and with a very small probability, about 5-7%.
Бог есть любовь
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#111
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Well, then it will be a gamble, as I said:(
The idea is beautiful, but the gameplay needs to be preserved.
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#112
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Yes, I was just joking about the super abilities. That would be overpowered. But if it were some kind of parameter... then yes.
It's Unicorn Week, Horse Month! The gods favor you, and you'll receive a bonus to morale (+2) and luck (+1) until the end of this week.
Бог есть любовь
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#113
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It's Unicorn Week, the month of the steed! The gods favor you, and until the end of this week, you receive a +2 bonus to morale and a +1 bonus to luck.
You are suggesting new ideas, and it's implemented in the game as different themed weeks? Simply brilliant... I have no words...
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
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#115
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No, it's discrimination. Regarding the weekly horoscope abilities: they can be of two types – those that provide advantages in combat (icon color – blue) and those that provide advantages on the global map (icon color – green). For example, blue ones: - Speed +1 to all creatures of a specific tier in the hero's army. - Health +1 to all creatures of a specific tier in the hero's army. - Attack +1 to all creatures of a specific tier in the hero's army. - Magic immunity 20% to all creatures of a specific tier in the hero's army. - Adds a random spell of level 1 or 2 for the week. - Adds +1 to the luck of troops of a random level. And green, global ones: - Adds +100*n gold each day. - Adds one resource unit each day. - Adds 10% to the hero's movement points each day. - Removes the movement penalty for rough terrain. If the hero already has this skill, it is impossible to have it appear in the Zodiac slot. Something like this. P.S.: I also want to give demons the "marauding" ability. When a demon defeats an enemy hero, it receives an amount of gold equal to half of the experience gained. With improved marauding, the demon receives an amount of money equal to the experience gained.
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#116
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Yes. The idea about zodiac signs is interesting. It would be nice to implement that. I also suggest adding spells that can be cast on the global map, not just in battle. For example, something like a "thundercloud" over an enemy castle. As a result of this spell, there is a chance that some of the castle's buildings will be destroyed. The spell doesn't take effect immediately, but after some time (it takes time for the cloud to reach its destination). The spell can be cast not only on a castle, but also on a specific point 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]
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#117
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gamehuntera;52191

- +1 Speed to all creatures of rank n in the hero's army.
- 20% Magic Immunity to all creatures of rank n in the hero's army.
- Adds 10% to the hero's movement points each day.
- Removes the movement penalty for traversing difficult terrain.

This is what imbalance looks like:mad:
gamehuntera;52191

- +1 Life to all creatures of rank n in the hero's army.
- +1 Attack to all creatures of rank n in the hero's army.
- Adds a random spell of level 1 or 2 for a week.
- Adds +1 to the luck of troops of a random level.
- Adds +100*n gold each day.
- Adds one resource unit each day.

And this is awesome!:cool: I fully support it!

gamehuntera;52191
P.S.: I also want to give demons the ability "plundering". When a demon defeats an enemy hero, it receives an amount of gold equal to half the experience gained. With improved plundering, the demon receives an amount of money equal to the experience gained.
I don't want to disappoint you, but such an ability already exists... If I'm not mistaken, it's "trophies" for the knight... Although, a demon could also have it:). Although, if you think about it, why would it need resources?:confused:...
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#118
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Silvanis;52496

I don't want to disappoint you, but there's already a similar ability... If I'm not mistaken, it's the "trophies" ability of the Knight... Although a demon could also use it :). But if you think about it, why would a demon need resources?:confused:...

Okay, it wasn't that important:rolleyes:

So, I need to come up with more abilities. Interesting, original, and weak enough to avoid unbalancing the game. I had a couple of ideas, but I forgot them... Anyway, I'm going to think about it.
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#119
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For example, it could be implemented so that the movement penalty is not completely removed for every type of terrain, but only for specific ones – for instance, during the week of Sand, a hero with the Tarantula artifact would have unhindered movement across the desert...

And instead of a 10% movement bonus, a 2% bonus could be implemented! And that would still be like a special ability for Rutger at a low level.

And, by the way, it's possible to introduce not only bonuses but also drawbacks! For example, during the week of Fire, a hero with the Squid artifact (or any other water-related artifact) would take 2% more damage from Fire element spells...
С Пути сбивают мелкие достижения, а изощрённые суждения скрывают смысл слов. И вот уже возникают "правильное" и "неправильное"...
- Чжуан-цзы
Сильванис
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#120
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Yes, I also initially wanted to implement negative effects. But over time, this idea evolved: 1. Would you be happy if you received a negative effect for an entire week? 2. Imbalance. One hero might receive a negative effect, while another receives a positive one. Of course, it's a very minor imbalance, but it still exists. In general, I initially thought about implementing it this way: the hero would have a Zodiac button within the hero menu. After clicking the button, a window would appear, describing the positive bonus of the week and the current penalty of the week. In other words, both the penalty and the bonus would be displayed simultaneously. This would compensate for each other and provide more variety and combinations of bonuses and penalties.
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#121
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gamehuntera;52512
Actually, I was initially thinking of doing it this way: the hero has a Zodiac button within the hero menu, and after clicking the button, a window appears – it describes the positive bonus of the week and the current penalty of the week. That is, both the penalty and the bonus are displayed simultaneously. This would compensate for each other and provide more variety and combinations of bonuses and penalties...

That's really cool:cool:. And the Zodiac button should definitely be implemented!
There still need to be downsides; it will also be like in real horoscopes:D

By the way, you could even create special abilities that neutralize the downsides or enhance the bonuses of the week... Especially the Academy should offer such abilities often:)
С Пути сбивают мелкие достижения, а изощрённые суждения скрывают смысл слов. И вот уже возникают "правильное" и "неправильное"...
- Чжуан-цзы
Сильванис
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#122
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You could offer a special hero with the "astrologer" skill. This skill removes the negative traits of astrology and allows you to see the bonus that will be available next week. Icon:
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