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He would be too strong. As it is, the guard defends dwellings and mines, which cannot be captured, and therefore does not increase the hero's army.
This isn't essential. We can skip it. Any ideas for other heroes? Preferably a dwarf, human, or orc, to bring the pack up to 32. Without using special game mechanics.
Orc Avran. Specialization description:
Every Monday, the hero sends trappers (if there are 5 * level of them) to steal gold from other players. They return on Thursday with an amount of gold equal to 20 * the number of trappers. The gold is stolen from a random player. There is a 10 + level * 2% chance to steal an unused artifact from a random hero of that player.
Orc Avran. Description of the specialization: Every Monday, the hero sends trappers (if there are 5 * level of them) to steal gold from others. They return on Thursday with money equal to 20 * the number of trappers. The gold is stolen from a random player. There is a 10 + level * 2% chance to steal an unused artifact from a random hero of that player.
An artifact thief will already be in the Eastern Expedition, but in the 2nd tier (the second group of 32). And a gold thief is interesting.
Should we implement Avran? Without the artifact stealing mechanic?
Probably, this isn't enough; it needs some refinement. And the specialization shouldn't be too random; instead, it should target the player whose city with a capitol (magistrate, town hall, etc., in descending order) is closest. If the closest city is the player's own, stealing should be impossible. Additionally, the player whose resources are stolen should receive a message indicating that money was stolen. The ability should be linked to a custom spell, so the player can click "Steal" in the spellbook, and voilà. The spell's cooldown should be in the player's own city. Also, any goblin can steal, so it shouldn't be tied to a specific tier (either all goblins or only tier 2 goblins). For example, 50 goblins are sent to steal, and they are either detected (with an interaction with the enemy hero closest to our hero) or the theft is successful, and they all return to the army with gold. Each of these points can be implemented with scripts. If it works roughly like this, it will be excellent. ;)
Added 33 minutes later Here are a few possible outcomes of the theft: 1) They stole successfully. 2a) They were detected and killed. 2b) They were detected but not killed and brought back the money with the remaining troops. 3) They chickened out because there were too many troops in the castle and simply returned to the army. The larger the army in the castle, the higher the chance of them chickening out (being cowardly is characteristic of goblins).
The hero's level increases the chance of a successful theft, and the number of goblins increases the chance of a successful theft. Using the ability consumes the rest of the hero's turn.
Why is it impossible to steal if your own town is nearby? Perhaps the cooldown could be automatically reset one day after the goblins return, and the number of days they spend traveling would depend on the distance to the town.
Otherwise, I completely agree.
Why is it impossible to steal if your own town is nearby? Perhaps you could implement an automatic cooldown after the goblins return, with the number of days they spend traveling depending on the distance to the town.
Otherwise, I completely agree.
Because with this hero, you can simply stay in your own castle or near it, essentially treating the hero like an object, such as a "mine," which isn't ideal. With the proposed option, we would have to move closer to the enemy castle, partially exposing ourselves to danger, which would at least eliminate the "just stand and steal" label. Also, the hero has too minor a role: just give him more goblins, and that's it.
By the way, I rushed too quickly when talking about custom abilities. It's very problematic for the Orc. They simply won't fit in his limited spellbook, even with all the talismans. So, we need to think about this.
Only question boxes remain. Should I summon them every day (except on the days when goblins steal gold, and if possible)? It is known how to find the distance between objects. But how to find the shortest distance?
Only quest boxes remain. Should I summon them every day (except for the days when goblins steal gold, and if possible)?
"Except for the days": It's possible to filter out those events when the hero is far from enemy castles, for example, when there are no goblins.... I still need to think about it. Maybe move the special ability to another faction?RedHeavenHero
It's known how to find the distance between objects. But how to find the shortest one?
Is there some kind of problem with that? :) The sum of the squares of the legs is equal to the square of the hypotenuse. We calculate all the distances, check for the shortest length; it's not difficult to write a loop to find the minimum, even if Lua doesn't have a function like "min".
I didn't come up with a hero, but here's a special one:
Name: Architect
Description: Every week, the hero can build a barracks or an archer tower (randomly). Construction takes 4 days, and they don't work on Saturdays and Sundays.
Added 3 minutes later
And here:
Name: Warlord
Description: Zealots and Footmen arrive randomly each week; the count depends on the hero's level.
I didn't come up with a hero, but here's a special ability: Name: Architect Description: Every week, the hero can build either a barracks or an archer tower (randomly). Construction takes 4 days, and they don't work on Saturdays and Sundays.
Heh... Mент was working on such a special ability (it was intended for a dwarf), but he ended up abandoning it. So, it's currently on hold.zehir12
And here's another one: Name: Commander Description: Zealots and Footmen arrive randomly each week; the count depends on the hero's level.
There's already a hero with a similar ability related to Footmen; I wouldn't want to add another one with the same mechanic, even if it's a different special ability.
Ideally, it wouldn't hurt to give almost all standard heroes the ability to gain creatures over time (except for Ingvar, Ossir, Haggeesh, and perhaps others). This could be similar to Keegan's ability, or even like in "The Succession Wars."
The sum of the squares of the legs is equal to the square of the hypotenuse.
The catch isn't in that:smile52:.
I think this function will work. It returns the index with the smallest value.
function min(array) local l = length(array); local index = {}; local r; for i1, n1 in array do index[i1] = 0; for i2, n2 in array do if n1 < n2 then index[i1] = index[i1] + 1; end; end; end; for i, c in index do if c == l - 1 then r = i; end; end; return r; end;
Assuming that the index of the argument passed to the function is the name of a city, and the value is the distance. That is, it will return the name of the nearest city (from those in the array).
Here's a suggestion for a hero (or rather, for an ability).
Aenaen: Mage
Specialty: Time Warper: at the start of the battle, he can change the distribution of creatures on the initiative bar and move a creature of his choice on the initiative bar.
I'll explain the ability: At the start of the battle, all creatures are randomly distributed on the initiative bar, and Aenaen can change this distribution (i.e., redistribute the creatures on the bar again, but again randomly). In addition, he can move his creature (of his choice) forward on the initiative bar or move an enemy creature (of his choice) backward on the initiative bar (0.1 + 0.1 for every three hero levels, respectively, forward and backward). If the hero likes the arrangement on the initiative bar, he can simply click on "Wait" and simply get the opportunity to go half a turn earlier.
How the ability is used: at the very beginning of the battle, the hero uses it on any creature on the initiative bar, and if it is an enemy creature, he moves it backward, if it is his creature, he moves it forward, and at the same time, the distribution on the initiative bar is randomized again (i.e., two actions together, it is not possible to use only one of them).
The ability already exists, and it can simply be added as a mod, but I don't know how to make it dependent on the hero's level.
Sincerely, Haosfortum