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Posts from Resources - Changing the hiring cost of creatures.

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12 years ago
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Hello everyone! I present to you a small mod that changes the cost of hiring higher-level creatures. (I apologize if modders have already created something similar. I didn't find it.)
Now, dragon resources (Mercury, Sulfur, Crystals, and Gems) will be required not only for hiring 7th-level creatures but also 6th-level and even upgraded 5th-level creatures. Even more resources will be required for the 7th level.
Why is this needed?
The goal of the mod is to make mines REALLY valuable in the game. ;)
The reason for creating the mod: In my opinion, throughout the game (especially on fairly large maps), the player, and even the AI player, experience too little need for resources. After the first 2 game months, capturing new mines and protecting your own hardly seems to matter, and if it does, it is often only to exchange piles of accumulated excess resources for gold on the markets. From now on, almost all types of resources are necessary for each Faction, and regardless of whether it is an early or late stage of the game, capturing any dragon resource mine on the enemy's territory is a quite serious tactical decision, while capturing several enemy mines at once will completely deprive the opponent of the ability to hire elite troops (a good way to "smoke out" the enemy's main hero from the castle, forcing him to fight on equal terms). However, despite the shortage of necessary minerals, the game will not become unreasonably more difficult, because the player will have a little more gold than before - each additional dragon resource spent on hiring reduces the cost of the creature by 100 gold (which is the same as if you sold this resource on the market on the adventure map or having 3 castle ranks). Example: Titan - previously cost 2 units of gems and 3300 gold, now - 5 units of gems and 3000 gold.
Let's get down to business: rolleyes:. Each Faction will need 30-31 units of dragon stones to be able to buy the entire weekly increase in castle troops (the exception is 2 castles: Dwarves and Conflux, in general, they need slightly fewer resources, this is done to balance, because these 2 Factions also need resources after the construction of their native castle is completed (although their troops will, accordingly, cost a little more in gold). Given that capturing at least one mine of each type + a power tower provides 35 units of precious resources per week, "hiring everyone" becomes quite realistic, however, some type of resource will be missing in the amount of 1-3 units, this is done intentionally, to further motivate the player to capture new territories (or castles with the necessary power tower), so a mill or other additional source of valuable resources located nearby will become a real find :). If it is difficult to capture mines (say, due to the specifics of a particular map), in principle, you can manage by hiring non-upgraded troops, which require SIGNIFICANTLY LESS valuable resources.
So, where did the data on the types and amount of resources required by creatures come from? I didn't invent anything myself, there is no "personal touch":). Everything is distributed depending on which resources were required when building the creature's dwelling. Thus, if crystals and sulfur were needed for the dwelling, then the creatures themselves also require both of these resources, the amount of resources spent on construction is also taken into account, of course, there are also many "corrections", as, for example, in the case of Messengers and Banshees, when building the structure itself, fewer crystals are needed than mercury, but the cost of the creature says something else, here, of course, a correction was made in favor of the uniformity of resources consumed by this Faction AS A WHOLE. Another small plus is that now all 7th (and 6th) level creatures have their own unique cost. :)
P.S. I use the mod myself, the game has become more interesting :)
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12 years ago
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Jantz
Hello everyone! I present to you a small mod that changes the cost of hiring high-level creatures. (I apologize if modders have already created something similar. I didn't find it.)
Now, dragon resources (Mercury, Sulfur, Crystals, and Gems) will be required not only for hiring 7th-level creatures but also 6th-level and even upgraded 5th-level creatures. Even more resources will be required for the 7th level.
Why is this needed?
The goal of the mod is to make mines REALLY valuable in the game. ;)
The reason for creating the mod: In my opinion, throughout the game (especially on fairly large maps), the player, and even the AI player, experience too little need for resources. After the first 2 game months, capturing new mines and guarding your own hardly matters, and if it does, it is often with one goal - to exchange heaps of excess resources for gold on the markets. From now on, almost all types of resources are needed by each faction, and regardless of whether it is an early or late stage of the game, capturing a dragon resource mine on the enemy's territory is a quite serious tactical decision. Capturing several enemy mines at once will completely deprive the opponent of the ability to hire elite troops (a good way to "smoke out" the enemy's main hero from the castle, forcing him to fight on equal terms). However, despite the shortage of necessary minerals, the game will not become unreasonably more difficult, because the player will have a little more gold than before - each additional dragon resource spent on hiring reduces the cost of the creature by 100 gold (which is the same as if you sold this resource on the market on the adventure map or having 3 castle ranks). Example: Titan - previously cost 2 units of gems and 3300 gold, now - 5 units of gems and 3000 gold.
Let's get down to business: rolleyes:. Each faction will need 30-31 units of dragon stones to be able to buy the full weekly increase in castle troops (the exception is 2 castles: dwarves and mages, in general, they need slightly fewer resources, this is done to balance, because these 2 factions need resources even after the construction of their native castle is completed (although their troops will be slightly more expensive in gold). Given that capturing at least one mine of each type + a power tower provides 35 units of precious resources per week, "hiring everyone" becomes quite realistic. Nevertheless, there will be a shortage of some type of resource by 1-3 units, this is done intentionally, to further motivate the player to capture new territories (or castles with the necessary power tower), so a nearby mill or other additional source of valuable resources will become a real find. If it is difficult to capture mines (let's say, due to the specifics of a particular map), in principle, you can do without hiring upgraded troops, which requires SIGNIFICANTLY LESS valuable resources.
So, where did the data on the types and amount of resources required by creatures come from? I didn't invent anything myself, there is no "personal touch". Everything is distributed depending on which resources were required when building the creature's dwelling. Thus, if crystals and sulfur were needed for the dwelling, then the creatures themselves also require both of these resources. The amount spent on building the resources is also taken into account, of course, there are also many "corrections", as, for example, in the case of messengers and banshees, when building the structure itself, fewer crystals are needed than mercury, but the cost of the creature says something else, here, of course, a correction is made in favor of the uniformity of the resources consumed by this faction AS A WHOLE. Another small plus is that now all 7th (and 6th) level creatures have their own unique cost. :)
In general, if you want to try it out, download it here - http://www.mediafire.com/download/9ei0h09tk0e0e51/Resources.h5u
Image - http://www.mediafire.com/download/sl55z5krrlmkmg4/%D0%93%D0%B5%D1%80%D0%BE%D0%B8_5_%D0%A0%D0%B5%D1%81%D1%83%D1%80%D1%81%D1%8B.jpg
P.S. I use the mod myself, the game has become more interesting :)

In my opinion, it is better to increase the demand for Mercury, Sulfur, Crystals, and Gems by increasing the cost of construction and significantly increase it or make it so that mines produce resources not every day, but once a month!
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12 years ago
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Quite a few mods or mod ideas come from people who prefer to prolong games. The length of a single-player game can vary depending on the map, but multiplayer rarely exceeds six weeks (on large maps). That is, instead of speeding up their own pace of play, players are trying to adapt to a non-existent late-game stage that lasts more than two months, which doesn't exist for others. But what's the point if it takes five weeks to fully build up a starting castle? That's where the resources go. And if you want to use more of them, as Psatha pointed out, it makes more sense to increase the resource cost of buildings (and decrease the gold cost). Creatures traditionally require gold, while building requires resources + gold, and why erase the difference between these two aspects of the economy? However, the idea of using resources when hiring creatures deserves attention in a different context, namely if the start of the map already has developed cities that cannot be built up during the game (although, unfortunately, I haven't encountered maps of this type, except for RTAs - but there it's an arena (upgrading + final battle), not a map).
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12 years ago
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I don't know about making the game drag on, but it will make resource gathering and mine profits a more significant factor when building a city close to its full potential. Of course, if there are many cities on the map, there will always be something to build, but in other cases, I find the idea useful. And, to prevent the game from dragging on, it might be worth reducing the number of resources required to build creature dwellings along with these new features.
Jantz, I would very much appreciate it if you could attach the mod and an image of it to the message. First, it won't be lost if the file storage period on the hosting expires. Second, the image can be viewed directly from the browser without downloading it to your computer via the hosting. If you are interested, you can find out how to do this here.
However, the idea of using resources when hiring creatures deserves attention in a different context, namely if the map starts with already developed cities that cannot be built up during the game (although, unfortunately, I have not encountered maps of this type, except for RTAs - but there it is an arena (leveling up + final battle), not a map).
But with such game changes, the very idea of such maps has gained meaning, which it did not have before.
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12 years ago
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I don't know, I don't know... On the one hand, the mod is well-designed and definitely worth a look... But on the other hand... Never mind.
In reality, during the first three weeks of the game, the main hero will have a particularly large number of creatures of levels 1-4 in their army, while the rest will either be built in the city or their numbers will not yet be large enough to deploy them on the battlefield and waste them there. At least, that's always how it works for me.
However, in Multiplayer, games generally end in almost a month, and this raises a serious question. The question is mainly related to the fact that in a month, all the starting resources will be spent on building up the city, and the new resources coming from the mines will not yet be quite enough to buy a full-fledged army. In this case, we will either end up staying in our own castle until the mines bring in resources, or we will finish the game at the same time, but using creatures of levels 1-4 on average, while suffering huge losses in the Global Offensive. In this case, having a hero of a high level will no longer help; in the end, the one who accumulates more resources and buys creatures of levels 5-6-7 will win, and not the one who runs around the map with low-level creatures until they are completely wiped out somewhere in a treasure.
In reply to psatkha
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12 years ago
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psatkha
In my opinion, it would be better to increase the demand for Mercury, Sulfur, Crystals, and Gems by increasing the cost of construction and significantly increasing or making it so that mines produce resources not every day, but once a month!
Once a month? ...that would be hardcore. It might be interesting to play like that sometimes, but only for variety! :) Such an innovation certainly won't please everyone :o, and besides, the game might become too long, or players will complete it without having time to build top-tier structures. In this mod, problems might only arise with upgrading creatures or the inability to buy out all the elite units before the end.
Nargott
Quite a few mods or mod ideas come from people who prefer to make games longer.
In general, if you capture all the necessary mines in time, the game won't become too long. Besides, markets still exist; sometimes it wouldn't hurt to buy the missing resource.
Nargott
Creatures traditionally require gold, and construction requires resources + gold, and why erase the difference between these two aspects of the economy?
I don't want to argue, but you know that this isn't entirely true. What about level 7 troops? Why do they also require resources? Dragons aren't buildings. Why should they necessarily be different from troops of a slightly lower level? If you disagree with the HoMM developers in this case, that's another matter :)
Ment
And to prevent the game from becoming too long, it might be worth reducing the amount of resources required to build creature dwellings along with these new features.
Perhaps. But this needs to be tested, because it's not entirely clear how much the cost of building dwellings should be reduced, and of course, there will be many who disagree ;)
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12 years ago
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I don't want to argue, but you know that's not entirely true. What about the 7th-tier troops? If they require resources, what's the point?
1-2 gems for a dragon is purely symbolic (gems and dragons are used as examples). The resources that make up the cost of the building for dragons are much more significant.
In reply to Ment
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10 years ago
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Ment
I don't know about making the game drag on, but it will make resource gathering and mine profits a more significant factor when building a city close to completion. Of course, if there are many cities on the map, there is always something to build, but in other cases, I find the idea useful. And, to prevent the game from dragging on, it might make sense to reduce the number of resources required to build creature dwellings along with these new features.

I agree with the author. Such a mod could exist, but it needs to be refined so that there is no imbalance.

Added 3 minutes ago
psatkhaIn my opinion, it would be better to increase the demand for Mercury, Sulfur, Crystals, and Gems by increasing the construction cost and significantly increase or make it so that mines do not produce resources every day, but once a month!

That's also an option. The only question is how much should the demand for resources be increased?

Regarding mines, it's better not to make it once a month (that's clearly an exaggeration), but once every 3 days.
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9 years ago
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Are you still working on the mod?
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9 years ago
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:smile11: Seriously? Do you have hundreds of useless resources on your hero? Or ten Utopias under the castle. This mod is just free stuff for rich players, a mod for players on Recruit difficulty.
Or for hardcore players. ;)
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9 years ago
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If you play for months, you can accumulate thousands of unnecessary resources, because resources are needed for building, but there is nothing left to build. Accordingly, this mod offers a solution: when there is nothing left to build, convert resources into hiring creatures (instead of exchanging them for gold at the market rate).
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9 years ago
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And how many will there be by that point? Hundreds of monks?
8 years ago
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Considering that opinions on this mod idea are roughly split, I would suggest the following: leave the original prices for the first upgrade of creatures (and the prices for non-upgraded creatures) unchanged, and create a "resource-based" pricing option for the second (alternative) upgrade of creatures (following this scheme: add resource costs to the hiring price, but the price itself is slightly lower than the original).
As a result, in each new game, you can act according to the circumstances: if resources are scarce, buy the first variant of upgraded creatures; if there is an abundance, buy the second variant.
All of this needs to be tested on a dozen diverse maps with different difficulty levels. And then adjust the prices if the test shows that it is necessary. I think this is a good approach. .... Overall, I liked the author's idea.
In reply to CDNA
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7 years ago
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CDNA

Ultimately, in each new game, you can act according to the circumstances: if there is a shortage of resources, buy the first upgrade option for creatures; if there is an abundance, buy the second option.
All of this needs to be tested on a dozen diverse maps with different difficulty levels. And then adjust the prices if the test shows that it is necessary. I think that's how it should be done. ... In general, I liked the author's idea.

CDNA, does your proposal relate only to resources (their availability/shortage), or do you also plan to change the characteristics of the creatures that will require additional resources to hire?

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