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There are value creatures for the zone. (Guards are even generated there, and after them, there are valuable creatures with guard value.) Usually, it's written as 10 guards with 3-6k value, 5 guards with 6-10k value, and one guard with 12-15k value. Therefore, either obelisks will be present, or dwellings of level 5-7, and valuable creatures.
What is this? How does it work against neutral creatures and AI heroes? Wicc
Why 5 ore? :) 2500 gold is quite enough.
I don't understand why 5 ore is needed either. Maybe 5 wood and ore would be better? :D
kalababa
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Regarding the 5 ore, there was an explanation in the m200 thread and why you can't give wood at 200%. As for the obelisks, I've long decided that they are unnecessary; even the Captain's Hat adds a certain level of trolling to the game, and these damn pillars should have been removed long ago.
=Stinger=
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Satyr correctly pointed out that 5 trees is a bonus for Dungeon, and Necropolis at the start.
Added 1 minute ago Maybe it would be better not to ban cutting down trees, but allow digging instead? It's not very clear why it's forbidden. In the same Warlords of the North, they completely removed quests, which made the game less interesting.
Juristis
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The "value" thing is complete nonsense. Palach and I played today, for example, a tournament template on Panic. One of the Treasures had the following spawn: a town, a gold mine, and 4 piles of gold. That's it! That's it!!! I'm not arguing that there are some general trends, like Dragon Fly Hives and Dragon Utopias appearing in Treasures more often than in regular zones, but believing that Obelisks and Cartographers eat up the respawn value and prevent something fat from appearing is the lot of people who don't want to think and analyze. Although a Cartographer with a fort really might be worth removing. But Obelisks are normal objects; they might not be needed on M-size templates, but on other templates they don't interfere at all, and besides, you can level up and raise Necropolis on their guards.
The main benefit of the obelisk is that you can fight over its protection. Everything else is not so important; you can level up and not focus on critical hits in many places (unless it's Balance/Panic/M-keys, etc.).
Added 1 minute ago =Stinger=
Maybe it's better not to remove it, but allow players to dig for it?
That's a good idea. Anyway, players will only dig for this Grail in 1 out of 50 games, so it won't affect the balance, but it will add some fun.
Obelisks combined with some kind of junk can create annoying blocks, because they often generate near roads. By the way, another useless object is the keymaster's tent. IMHO. Juristis
Value is complete nonsense .......... but believing that obelisks and cartographers eat up the respawn value and prevent something fat from appearing is the lot of people who don't want to think and analyze.
But you analyze and compare the starting respawn on Jebus in SOD and in HotA. I think (though I could be wrong) that HotA has a much richer content.
Wicc
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Juristis simply doesn't distinguish between strict logic and probabilistic logic; this happens sometimes...
Сатир
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It turns out that the value of this patch for a player who knows the rules is practically zero. So, let's create a poll right now about removing the Hill Fort and Cartographer. Everyone has already discussed it a million times; only the laziest old-school player didn't push for not making the second tier unit.
Wicc
Juristis simply doesn't distinguish between strict logic and probabilistic logic; this happens...
He didn't even learn that in school, why are you burdening the guy?
Не бійся коли ти один, бійся коли ти нуль.
484800548
Pyre
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It should also be possible to select Mullich at the beginning, before creating a map.
Только в тишине ответит вселенная, только в наших сердцах мы обретем смелость следовать её зову. ;)
It turns out that the value of this patch for a player who knows the rules is practically zero. So, let's create a poll right now about removing the Hill Fort and Cartographer. Everyone has discussed it 100,500 times; only the laziest old-school player hasn't pushed for not making the second Town Hall.
+1.
Regarding the obelisks, I posted a topic as an example from the M200 patch. It might not be worth removing them from large templates, but then it would be logical to allow digging for the Grail right away. Or, remove them altogether, which would slightly simplify (fewer blocks at the beginning of the game), enrich (something useful will be generated instead of obelisks), and thus speed up the game.
If Vidome and Isre simply give one skill, roughly speaking, when choosing between an expert Necromancer and something else, then that would be great.
WHY CAN'T YOU MINE FOR THE GRAIL? Can anyone explain?
+100500!
It's like saying, "Mages at level 4 create a terrible imbalance in the game." This is an outdated concept. They simply took it out of the gameplay. And the repercussions still linger. They've dealt with the mages (finally!), but the Grail issue remains. Besides the Tower and the Conflux, the Grail doesn't create any imbalance; it just adds variety.
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того
=Stinger=
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What imbalance are you talking about (even in Conflux and Tower)? It's clear that finding the Grail requires a lot of effort, which makes it unbalanced. Sometimes you just want to find it for fun, but you can't.