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hoping that, like in a fairy tale, the situation will suddenly change for the better
Such topics are inspiring; it's interesting when you can improve something yourself. You can apply your experience with Warlord Tower (WT) here if you reduce its stats (Mulich's +2 speed, +6 attack, defense), and when you have inspiration, you get the desire to do something. Regarding learning to program, my specialty is indirectly related to PC programming, but I will learn it as well.
And changing the cost (changing a bit) is not the same amount of work that was done with the Heroes of Might and Magic rules mod.
Added after 2 hours 28 minutes Dirty_Player
Regarding "making the Inferno portal cheaper"
If Dungeon creatures are killing everyone on Map 200, why can't Inferno creatures kill everyone on Hell difficulty? By the way, is there any statistics available for Map 200?
If Dungeon can wipe everyone out on M200, why can't Inferno do the same on HL? By the way, is there any statistics available for M200?
Maybe because...? Are you here to play or to have a perfect balance where you can't lose under any circumstances? For that, there are chess, Starcraft, and 100499 console games.
Do you want to play the game or achieve perfect balance?
I'm curious what would happen if the Dungeon portal cost as much as the Inferno portal, and the Inferno portal cost less instead? What would happen then?
And if the Dungeon portal doesn't require a Fortress, why does the Necropolis converter require one?
Balance means equal conditions; both neutral factions have morality – that means it's balanced, and it adds interest to the game.
Chess is a thing of the past... We need to turn Heroes into chess.
If Dungeon can defeat everyone on M200, why can't Inferno defeat everyone on HL? By the way, is there any statistics available for M200?
Maybe it's because the game developers decided to do it that way? DaU
I'm curious what would happen if the Dungeon portal cost as much as the Inferno portal, and the Inferno portal cost less. What would happen then?
And if the Dungeon portal doesn't require a Fortress, why does the Necropolis converter require one?
If you fix every "why," you end up having to fix EVERYTHING. And who should decide how to fix it and in what direction? You say "make it cheaper," but someone else says "make it more expensive." Why is your opinion better than theirs? If someone decides to rebalance the game, then games like HOTA or WT appear.
As one famous Ukrainian politician would say: The original is original in its originality. :D
That's why we need these topics – to discuss, test, calculate, and make things better together. Everyone should understand that in these topics, you can not only engage in idle chatter but also develop someone's idea or refute it.
On M200, the Dungeon portal should be banned because if there is any hiding spot (like Medusas, for example) on turn 121, there will be 9+8+8+2 of them, which is more than 9+8+2 with a hiding spot but without the portal. And if Manticores or Minotaurs are used, the difference is even more noticeable, and even more so if there is a portal in two cities. I would like to hear the judges' reasoning for why it wasn't banned.
And why does the color change on M200 after a restart? What is the reason for this?
The Dungeon portal should be banned on M200, because if there is any hiding spot (like Medusas, for example) on turn 121, there will be 9+8+8+2 of them, which is more than 9+8+2 with a hiding spot but without a portal. And it becomes even more noticeable if Manticores or Minotaurs are used, and even more so if there is a portal in two cities. I would like to hear the judges' reasoning for why it wasn't banned.
I also believe it is necessary to ban Guildhall 4 and 5 on all templates, as it cannot be built in every castle.
I also think it's necessary to ban Guildmaster 4 and 5 on all map templates, as it can't be built in every castle.
Increasing the growth rate by +30% (from air units) is the same as in Necropolis, which is equivalent to a win in the late game; you're just being foolish.
Has anyone been working on developing new templates for M200? I'd be interested to hear some ideas, as what's currently available isn't quite right.
If you have any experience, could you advise on what can and cannot be done?
Or, could you explain what I need to create a template?
I have an idea for a template, m200. I'll try to explain it. There are 2 respawns (Zones 1 and 2) separated by a central treasure zone (Zone 3), which contains a town with a fort. From each respawn, there are also: a road passage to one of the sand zones and an off-road passage to one of the sand zones (Zones 4 and 5) - it is important that each player has a road only to one of the zones, and that the roads lead to different zones. Zones 4 and 5 contain identical villages + they do not generate towns that are the same as the players' starting towns. Additionally, each player has a road from their respawn to a treasure zone with a village - Zones 6 and 7. From these zones, there are off-road teleports to Zones 5 and 4, respectively, containing villages the players do not have a direct road to (but in Zones 5 and 4, the road leads from the respawn to the village and the teleport). Passage block cost: 1-3 and 2-3 - 22k (approximately 1/2 of a Guard Oblivion as on Jebus Cross) 1-5 and 2-4 - 3k (off-road passage to a sand zone) 1-4 and 2-5 - 6k (road passage to a sand zone) 1-6 and 2-7 - 9k (passage to treasure zones) 6-5 and 7-4 - 12.5k (teleports from treasure zones to sand zones)
Terrain Zones 1, 2, 3 - correspond to the town type Zones 4, 5 - sand Zones 6, 7 - random terrain with no movement penalty
Let's discuss why some players prefer HotA and others prefer SoD, and what they would like to see in the future.
For example, I:
SoD:
- Bug with native land;
- Poor naval units;
HotA:
- 3 stacks of creatures appear at once;
- Necromancers are too weak;
+ Some bugs have been fixed;
+ No more poor art;
+ No more heroes with navigation issues;
+ New objects;
In the future, I would like to see:
- Increase the growth rate of creatures from level 1-6 by 50%, i.e., the growth rate of wyverns without a citadel +3 instead of +2.
- Reduce the cost of a fortress to the cost of a citadel (in gold and resources). Even a little lower.
As you can see, HotA has more advantages.
I would like to hear the opinion of avid SoD players, why not HotA?