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Posts from The fourth column in mercenary towns.

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In reply to wildcat
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13 years ago
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wildcat
By the way, the Naga are already done. True, the generals need to be refined.

Added 16 minutes later
http://vk.com/club40470309 you can find it here as a base. The Kappa and Shark Raiders are quite functional. The Naga generals only need their death animation refined. And both need their movement animation fixed, as it was based on Rakshasa and, accordingly, they don't crawl but jump visually. The Orcs and Black Guard look great and are normal, functional models. The Giant Spiders definitely need to be reworked.
I hope this is helpful...

I'm aware ;)
13 years ago
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I think that if there were a fourth column, it should contain random creatures from other factions. Here's why: Arguments: 1. Perhaps these are mercenaries, but then each faction would need to have specific restrictions, for example, for the human faction, demonic creatures could not be hired in this column, and so on. 2. This would make it possible to profitably purchase heroes of other races as full-fledged commanders. 3. This would allow you to create a fairly powerful army without capturing castles of other races; for example, Zealots and Elven Archers are quite powerful together.
In reply to HAndOS
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13 years ago
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revived
I think that if there were a fourth column, it should contain random creatures from other factions.

Reasoning.
Arguments:
1. Perhaps these are mercenaries, but then each faction would need to have settings, for example, for the human faction, demonic creatures cannot be hired in this column, and so on.

2. This would make it possible to profitably buy heroes of other races as full-fledged commanders.

3. This could create a fairly powerful army without capturing the cities of other races; for example, Zealots and Elven Archers are quite powerful together.
Arguments against:
1. The increase is the same for the entire row, so if the same number of Assassins run to the Goblins... It's unbalanced.

2. Heroes from other factions are already often used as main heroes.

3. Mixing armies should be done by those who capture cities, and not by those who just sit in one city or don't build in others.
13 years ago
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The increase applies to the entire row, so if the same number of assassins join the goblins... It's overpowered, basically.
But I explained that this can be balanced by, for example, prohibiting certain creatures from spawning in cities of other factions.
In reply to HAndOS
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13 years ago
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revived
Well, I explained that this can be balanced by, for example, prohibiting certain creatures from spawning in cities of other factions.
It cannot be balanced. For Goblins, due to their growth rate, you can only give them Peasants, and for Assassins, there's no point in giving them anyone. And such situations (minimum, maximum) will occur on almost every map.
In reply to HAndOS
13 years ago
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revived
I think that if there were a fourth column, it should contain random creatures from other Factions.

Here's why.
Arguments:
1. Perhaps these are mercenaries, but then each Faction would need to have settings, for example, for the Human Faction, demonic creatures could not be hired in this column, and so on.

2. This would make it possible to profitably purchase heroes of other races as full-fledged commanders.

3. This would allow you to create a fairly powerful army without capturing the castles of other races; for example, Zealots and Elven Archers are quite powerful together.

You could also use related Factions for mercenaries, for the light Factions, or generally use spirits, animals, and monsters. And for Necropolis and Inferno, you could hire converted creatures. That is, you capture them, bring them to the city, convert them, and then you can place them in the column (with an irreversible replacement if there is already someone in the column). Of course, new models would be needed. But it's simpler here. You won't have to overcomplicate things. Mostly, you just need to recolor them. In mods that expand neutral creatures, almost everything has already been done, except for the Dwarves. You can use these developments.
In reply to wildcat
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13 years ago
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wildcat
You can also use related factions for mercenaries, either for light-aligned factions, or generally use spirits, animals, and monsters. And Necropolis and Inferno could hire converted creatures. That is, you capture them, bring them to the city, convert them, and then place them in a queue (with irreversible replacement if there's already someone in the queue). Of course, new models would be needed. But it’s simpler here. There won’t be much need for complex solutions. Mostly just recoloring. Most of this has already been done in mods that expand neutral creatures, except perhaps for dwarves. You can use these developments.

Yes, there are few dwarves, but if you have any ideas, share them in this thread: /topic/7937/
13 years ago
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Actually, there's no need to come up with anything new. If you remember the old lore, there were light and dark dwarves. Adding a dark dwarf faction to the third (or fourth) column would fit in quite well.
By the way, not only dwarves, but also the Inferno faction is somewhat lacking in new creatures. I've found a few quite good options, but there's not enough variety.
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10 years ago
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I added the new building level a long time ago, and I also added new creatures to it, but it didn't change anything. You can build the third level, but it doesn't change anything in the list of upgrades; it only changes the standard altars, just like before. The "upgrade" arrow doesn't appear for creatures that have already been upgraded.
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10 years ago
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Will there be 4 columns?
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9 years ago
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An interesting question, especially relevant for the EWA mod.

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