Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
NTBF – New buildings for the towns in Tribes of the East 3.1.Auto-translated
Plan: Inferno: - Sacrificial Pit - in addition to its function, every Monday it increases the experience of the hero sitting in the castle by 666 units. Necropolis: - Abode of Souls - an upgrade that improves the stats of upgraded ghosts. All captured mines produce ghosts in a certain quantity. Dungeon: - Sacrificial Pit - in addition to its function, it immediately restores the mana of all heroes who visit the city. I have an idea for an artifact that would allow creatures from the city to move to the hero on the map for free.
The following options are being considered:
- Grants any bonus to the defending army's stats (attack, defense, knowledge, magic, initiative, speed, hit points, leadership, luck);
- Instantly restores mana to a hero who has entered the city;
- Increases the castle's vision range by +50;
- Adds a crystal resource gain of +5 per week;
- Increases the gain of not only priests but also other units;
- Grants a small amount of hero experience on the map or to a hero stationed in the garrison, possibly with a recurring effect;
- Allows instant travel between cities, like a portal;
- Increases the resource gain from captured mines or reduces the cost of upgrading them;
- Allows learning a random spell, based on the mastered lords in the schools of magic;
- Allows recruiting a random, non-native army at the beginning of the week;
- Slows down the turn of enemy heroes who are near the city;
- Increases the mana or movement point gain for native heroes near the city;
- Grants a bonus army to the defending hero;
- Reduces the speed and morale of the besieging army by 1.
Added 14 minutes later
In addition, the game has "appendix buildings," such as the sacrificial pits of the Shadow League and Inferno. In the AG mod, for example, the following bonuses have been added:
- Inferno: +666 experience to heroes who are in the castle at the beginning of the day;
- Shadow League: Partially restores mana to heroes who are near cities where the pit has been built (instant gain is also possible when something is built).
The idea of a resource warehouse (a new building that stores the player's resources) is that it can be built in other cities, allowing resources to be moved or distributed. It has a limit or not. When a city is captured, the resources are given to the capturer. If there is a limit, it is reset at the beginning of the day.
NTBF will be a mod that adds new buildings to the cities. The project is currently in the planning stage, but ideas are already overflowing. To avoid forgetting them, I suggest discussing what players need most from the new buildings. The active development phase will begin after the beta version of the NHF mod is released. The main task at the moment is to collect ideas for implementation.
Finally! The main question: what are the technical possibilities in principle?
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Finally! The main question is: what are the technical possibilities in principle?
Everything is done with scripts (this is the main thing). The implementation of the appearance of new buildings against the backdrop of the city is currently at the level of effects for the old ones, without models, but, for example, I don't care about that at all.
Added 9 minutes later Ple-Sen
Here's an idea: Every week, it spawns neutral units of its own faction around the city.
In my opinion, I don't really like that. It's like Kiin, built into the city :D
Why not create a treasure trove for the Dwarves, like in the Tier 3 Rampart?
The Mages already have one. It's quite similar. And it's very interesting how to determine how many resources have accumulated at the beginning of the week in order to add 10%. I can't even come up with such a script (if you list all the peasants, gold mines, all the buildings in all the cities, abilities, specializations, hero skills... you could go crazy).
The mages are quite boring; they don't live up to their name. Calculating income is great, but you could do it in a simpler way: check the amount of gold at the end of the week (the script should check the day number each time and record our money. When the day changes to the first, we retrieve the last value of the variable and rejoice).
I had an idea for a structure that places troops in mines closest to the city, with the number of troops depending on the day of the week. Basically, it's an analogue of the Dwarven Tower, but the defenders are stationed in the mines.
Calculating income is great, but you can also take a simpler approach: look at the amount of gold at the end of the week.
How? Just imagine: 1) 5000 at the start of the day 2) Spent 500 gold on the market (4500) 3) Sent 1500 to an ally (3000). But the script will only return 5000 at the start of the day. The amount of gold can constantly change throughout the day, even when we are not playing. Here's another example: an ally sent us money - with absolute accounting (the last moment of yesterday to today in a while loop), it will be added, but in reality, it shouldn't be considered income, hence the need to account for everything. If another method is found, it will only be a plus.
Here is my suggestion.
I propose to strengthen the Capitol (or create a building after it, if the first option is not feasible). The bonus will be given when defending the city:
Humans and Elves: +2 to luck and defense of the defending army.
Mages and Dungeon: The "Spell Power" of the defending hero is increased.
Necromancers: -2 to luck and defense of the attacking army.
I haven't come up with anything for the others yet.
502 Bad Gateway __________________________________ nginx/0.8.54
Gold can constantly fluctuate throughout the day, even when we are not playing. Here's another example: a teammate sent us money – if we take into account the absolute value (the last moment of yesterday compared to today in a while loop), it will be added, but in reality, it shouldn't be considered income, which is why it's necessary to account for everything.
So, what else can we add? ) I think it's okay if there's a little bit of freedom in the approach. We can even change the formula fundamentally: for example, add +5% to the gold that is already available at the beginning of the week. Essentially, the difference is small; whether we do it this way or that, the goal is to accumulate more gold by the end of the week so that we have more at the beginning of the next week.
Idea:
Once a week, generates a pile of resources near any nearby mine that belongs to the player.
Idea 2:
Resets the opponent's action points before entering the town, giving an extra turn for preparation.