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Posts from Town Points – Is development becoming too formulaic?
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Uke-by_HoMM![Zавулон]
20 years ago
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Regarding town points. There were some messages circulating about the fact that due to town portals, it's impossible to build a Capitol on the second week, but I'm going to disprove that! I played as Haven, developed at a leisurely pace, and built a Capitol on day 12.
If you hadn't declared so loudly that you were going for a rush, you would have also said that you were going for a hit & run. :)
Incidentally, hit & run was also something people wanted. Initially, you couldn't retreat any unit by one turn, only the hero. And 90% of the Nival forum audience welcomed this. But now, for some reason, no one is upset:confused: I may have been too hasty about the rush. But I don't know... If the opponent has exactly the same set of units, what's the point of a rush? You can't catch them off guard in terms of development. The reason is the Town Points, which clearly indicate when each building should be built. :) [QUOTE=Uke-by_HoMM![Zavulon]Regarding Town Points. There were some messages about the fact that due to the Town Points, you can't build a Capitol on the second week, I will refute this information! I played as Humans, developed slowly, and built a Capitol on the 12th day.[/QUOTE] 2 Town Points at the start +7 +7=16:) Therefore, the Capitol is built on the last day. Look at the building choices for 15 Town Points. I will definitely build the 7th level for everyone except Humans. That's exactly what I meant.
Uke-by_HoMM![Zавулон]
20 years ago
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I had 4 towns at the start. In general, I definitely remember what I built on day 12.
I wouldn't say that there are few opportunities for rushing in the 5th installment. Necromancy and training peasants into archers are well-suited for this kind of tactic; the quantitative advantage is significant, and there are few or no high-level units at the start. Besides, rushing can also be done with magic, not necessarily with troops: D
I often use hit-and-run tactics, taking only Furies and dividing them into 7 stacks of different sizes. This is especially effective against the Necropolis hero Vladimir; I deliver a devastating blow with an Enhanced Spell and say "Goodbye" to his Furies. And if I also get lucky with the spell, it's even better: cool:
He won't have the opportunity to raise the fallen undead anymore.
Points are just numbers; they don't really mean anything. It's like an "intoxication level" indicator in an RPG – you can have it, but why bother?
Damn, I wrote a whole essay on this topic, but there was a lag, and it all disappeared. In short:
In Heroes 3, the last building in almost all Castles required ALL the other dwellings from levels 1-6 (sometimes one wasn't needed; the Stronghold is a complete exception to the rule). Here, you don't know what to expect in a Castle with dragons – to build dragons, you only need 15 town points, and no one ever knows whether those 15 town points were spent on creatures or on auxiliary structures like the artifact merchant's shop... And where else is there such a cookie-cutter development system?
However, at the same time, there are amazing, direct, and obvious paths of development. There isn't a single Necropolis without zombies because you need a Crypt to build the Town Hall (8)). Why??? Probably for the same reason you need to build a Tower of Ghosts to build a Stronghold (which is a building, not a Castle, of course :cool:). I don't understand this at all, even though it's interesting. And in general, the Necropolis has a completely strange and unique Castle building scheme – what about the dragon, which can only be built after the Castle itself is built? (the only case). For the Mages, the mandatory construction of the Mage Guild is easily explained, at least
I think I know! The developers call it "diversifying the game"...
They could also have added an indicator showing the total number of creatures killed during the game or the number of artifacts found. That would have been more useful.