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#61
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Well, if sabotage is planned for the endgame, then the price can be increased;)
Besides, one cannot ignore the small number of secondary castles and the fact that dwellings may also be located near them...
 

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#62
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Updated the mod. Uploaded it to the first post. I haven't implemented all the planned features yet.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#63
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Dyrman
5000 on a hero is no joke right now.
And who was it that told me that 5000 for upgrading a mine is very little, especially when a similar warehouse costs that much?

What you're going to do with warehouses/mines will ultimately be much cheaper than the option I suggested (mines at 5000), which you called "too cheap." And it's in this form that there's a risk of mass mine upgrades.
Yeah, I thought about it, and I would actually make it free.
No comment. Maybe then it would be easier to switch to G6 if you like free conversions so much?
Demon worshiper:)
Not at all. I just respect Urgash more, for political reasons.
Разработчик Heroes 5.5 WarGame Edition.
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#64
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Nargott
And who was it that told me that 5000 for upgrading a mine is very little, even though a similar warehouse costs that much?
I said I would add another rare resource for the upgrade later.
Nargott

No comment. Maybe then it will be easier to switch to G6 if you like free conversions so much?
The coincidence of rarity with the race of dwellings allows you to do this even for free. The mod needs to be made for existing maps, not the other way around. How often and at what stage can you steal another player's dwelling on regular maps? Often, it's not even captured; it's just not worth the distraction. Conversion will provide some incentive. We need to consider the created world, not judge the object from its side - subjectively (is the world part of the dwelling, or is the dwelling part of the world, or is it completely independent?). This is precisely the expression that will prevent us from agreeing (a different approach is understood differently). However, at such stages, money doesn't have that much of an impact on the game, so even the cost of conversion is negligible - Ment pointed this out well.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#65
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Dyrman
I said I would add another rare resource as a bonus for upgrading later.
What difference does it make? Your main cost is in gold, and it's heading towards zero. I don't understand this policy at all; why offer a discount for warehouses? You're encouraging both mass warehouses and mass mines. You're motivating players much more than my option (with just 5000).
How often and at what stage of the game can you steal another player's dwelling on regular maps? Often, it's not even captured; it's just not worth the distraction.
Well, well. The main point of stealing another player's dwelling is to reduce their growth; why distort it by turning it into income?

If we're talking about a neutral, non-native dwelling, then yes, it's only for the Roach faction. But this problem can be solved in another way by doubling or tripling the growth from all external dwellings; then, even neutral dwellings won't be ignored. This approach allows you to combine troops instead of accumulating a homogeneous mass.

If we're talking about the very late game, then ignoring such dwellings is logical because a well-equipped hero ignores weak artifacts lying around in slots that are already occupied. The same applies here.

In any case, even with conversion, you're essentially buying a new native dwelling, and it should cost accordingly (at the appropriate level), not 500 gold. I don't understand the double standards: developing mines is expensive, but developing dwellings is free.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#66
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Nargott
I don't understand the double standards: developing mines is expensive, but developing dwellings is free.
Mines are captured in the first week, while non-native dwellings are captured in the last week (on normal maps), and that's the difference. Even for a cockroach to reach it, you still have to break through the enemy's defenses. Therefore, everything here is logical. No one will pay 5000 to improve an already unnecessary dwelling!
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#67
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Dyrman
Mines are captured in the 1st week, and non-native dwellings in the last (on normal maps), that's the difference. Even for a cockroach to reach it, you still need to break through the enemy's defenses. Therefore, everything here is logical. No one will pay 5000 to improve an already unnecessary dwelling!
I don't know how you play, but in a normal game, situations often arise where you encounter enemy dwellings starting from the 2nd or 3rd week. And the benefit of converted dwellings will clearly be greater than that of developed mines, especially at a high level.

In the late game, isn't the weekly increase of certain native creatures (let's say it's a fortress) needed to "save" 5000 for conversion (although I was talking about a fair price for a dwelling, corresponding to its level)?
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#68
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Nargott
I don't know how you play, but in a normal game, situations often arise where you encounter enemy dwellings starting from week 2-3. And converted dwellings are clearly more useful than developed mines, especially at higher levels.

In the late game, isn't the weekly increase of certain native creatures (let's say, a Fortress) needed to "control" some 5000 (although I was talking about a fair price for a dwelling, corresponding to its level)?
Well, even choose the most suitable standard map ;) Dwellings are usually placed between mines of common and rare resources. High-level dwellings are further away. That's the first thing.
Secondly, if all players have an equal opportunity to convert, where is the balance broken? (a balance break is when 2 Elves and one Magician, for example, when one Elf takes a dwelling from another Elf and transports it to his own castle over huge distances (also a plus in favor of conversion) ).
The only thing that can be done is to make it so that when capturing a dwelling, a non-removable guard accumulates in it over time.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#69
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Dyrman
Well, choose even the most suitable standard map ;) Dwellings are usually placed between mines of common and rare resources. Higher-level dwellings are located further away. That's the first thing.
Secondly, if all players have an equal opportunity to convert, where is the imbalance? (An imbalance is when, for example, there are 2 Elves and one Academic, and one Elf takes dwellings from the other Elf and transports them to his own Castle over long distances (which is also a plus in favor of conversion)).
The only thing that can be done is to make it so that when a dwelling is captured, a non-removable guard accumulates in it over time.
The concept of "balance" is broader than you think. It is completely unbalanced to grab someone else's outpost and convert it into your own for 500 coins, getting your own dwelling for free. This is the same as converting for free; in that case, it would be easier to make auto-conversion so that you don't have to click the mouse mindlessly.

I don't understand at all why G5 should be turned into G6. Apparently, your mod is written exclusively for a narrow circle of people (your clan); otherwise, I wouldn't risk putting the "conversion" label (including cities) on Heroes 5, because it is too controversial. Moreover, this is not one of those cases where "more options - more strategy," because these options are unbalanced and turn into an obligation (especially in the case of dwellings), changing the gameplay and nothing more.

Dwellings are like mines. Most mines, especially in the late game, are practically unnecessary, depending on the situation. And this (the fact that objects play a role depending on the situation) is a completely normal part of the gameplay of Heroes 5.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#70
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Nargott
Dwellings are like mines. Most mines, especially in the late game, are practically unnecessary, depending on the situation. And this (the fact that objects play a role depending on the situation) is a perfectly normal part of the gameplay in Heroes 5.
Unlike non-native dwellings, mines are captured much earlier ;) Hmm... For dwellings - conversion, for mines - improvement. The procedures are different. If we were to make improving dwellings as a bonus, then they would already be comparable to mines, but as it is, considering the different procedures, they are different not only in their application but also in their result.

I had an idea for alternative buildings in the city. For example, either a warehouse or a capitol. In this case, the cost of improving mines would decrease significantly, while the cost of the warehouse would increase.
For example, the price of upgrading a mine without a warehouse = 5000, with a warehouse 1500.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#71
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Dyrman
For dwellings, it's a conversion; for mines, it's an upgrade. The processes are different. If upgrading dwellings were a form of growth, then they would be comparable to mines. But, considering the different procedures, they are different not only in application but also in result.
Indeed, they are different: zero useful increase versus a full useful increase through conversion. It's like converting a paper mine into the resource you need. If this is not comparable to developing mines with a + to income, then there's nothing more to comment on.

From my side, I can suggest developing the ideas of conversion further – up to mines and heroes. That would be fun. And I can use the same arguments. Why do I need a mercury mine when I need a sulfur mine? Let's convert it. Why do I need a mage hero with high magic and knowledge when I need a warrior hero with high attack and defense, or change their specialization? In *Heroes of Might and Magic*, they even introduced rituals for this.

Oh yes, we also need to be able to convert neutral creatures, in case an inconvenient army appears. Plus, of course, artifacts. If I have a great mace, why do I need a weak sword? Let's turn it into a shield instead
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#72
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Nargott
The concept of "balance" is broader than you think. It's completely imbalanced to simply take an enemy outpost and, for 500 coins, convert it into your own, getting a free dwelling. It's the same as converting it for free; in that case, it would be easier to make auto-conversion so that you don't have to click the mouse mindlessly.
What prevents another player from doing the same?

Added 4 minutes later
Nargott

I don't understand at all why you would turn a G5 into a G6. Apparently, your mod is written exclusively for a narrow circle of people (your clan).
No. It's not just for a narrow circle. If it were only for the clan, it would be in a clan-specific thread.

Added 5 minutes later
Dyrman

I had an idea about alternative buildings in the city. For example, either a warehouse or a capitol. In this case, the cost of upgrading mines will decrease significantly, while the cost of the warehouse will increase.
For example, the price of upgrading a mine without a warehouse = 5000, with a warehouse 1500.
In addition to this, the upgrade could be completely prohibited without building a warehouse (let's call it a "workshop" for now). In addition to this, there are other special buildings that could be made different and, indeed, with a good bonus, and not just +2 to the luck of the defending army, for example.))

Dwellings in Heroes 5 are not the same as in 6 – there, everything is together in one place. And it's not such a crucial issue in Heroes 5 for the gameplay that it can be left, so to speak, "to the discretion of the parties."
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#74
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The idea arose of alternative buildings in the city. For example, either a warehouse or a capitol.
So, first we create a problem (free warehouses, which open access to free mine development), and then we will solve it by imposing various restrictions on the capitol, etc.? Interesting approach.
And what prevents another player from doing the same?
I repeat, the concept of "balance" is broader than you think. For example, you can lower some alt-upgrades to an unacceptably low level, and no one will choose them, but the "balance" in your sense will not suffer, because the faction as a whole will maintain its overall statistics due to other upgrades. Balance is also about equal choice, which you will not have (converting dwellings will happen almost automatically, just like in Heroes 6).
In addition, the upgrade can be completely prohibited without building a warehouse (hereinafter "workshop" - well, you can rename it that way).
This is already a more mature idea than discounts.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#75
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Nargott

I'm saying it again, the concept of "balance" is broader than you think. For example, you can lower some alt-upgrades to an unacceptably low level, and no one will choose them, but the "balance" in your sense won't suffer, because the faction as a whole will maintain its overall performance statistics due to other upgrades. Balance is also about equal choice, which you won't have (converting dwellings will happen almost automatically).
Yes, of course... :confused:
I've already given an example where one player gets non-native dwellings, while another gets native ones on free land belonging to their opponent (for example, out of 4 possible dwellings, only 2 are available, so there's almost a freebie). Where's the balance in that? At least that...
As for upgrades, this won't really affect things, as the second branch will serve as a reserve, which won't be used much, except perhaps for the Elves with their nimble units...
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#76
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Dyrman
Yes, of course... :confused:
I've already given an example where one player gets non-native dwellings, while another gets native ones on free land belonging to an opponent (for example, out of 4 possible dwellings, only 2 are available, which means there's almost a freebie). Where's the balance in that? At least that...
But with upgrades, it won't really affect things, as the second branch will serve as a reserve, and there won't be one, except perhaps for the Terran Empire with its nimble units, where it might be a bit worse...
You're trying to solve map balance issues with conversion, but different dwellings are just a drop in the ocean. Play balanced maps/templates, and conversion won't be necessary.

Added 4 minutes later
But with upgrades, it won't really affect things, as the second branch will serve as a reserve, and there won't be one, except perhaps for the Terran Empire with its nimble units, where it might be a bit worse...
In your understanding, "balance" won't be affected, but in the understanding of many other players, it will; and they will be upset that you ruined the game's balance by killing choice.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат