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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Town bonus - full details
Thread: Town bonus - full details
Maurice
Maurice

Hero of Order
Part of the furniture
posted July 17, 2006 05:32 PM bonus applied.
Edited by Maurice at 13:33, 20 Jul 2006.

Town bonus - full details

Triggered by this post in this very forum, I went and checked the various town benefits that exist ingame. They do work, albeit somewhat different in some cases than you would expect according to the post I linked to.

Before I state the town names and their corresponding bonus, I will make a few general notes and remarks:
- The various benefits are totally unbalanced; some are worth far more than other (check below to see for yourself what I mean);
- I think I got all possible towns in multiplayer, but being bound by the random number generator, there is still a (very small) chance that I missed one or two towns;
- I didn't check the various towns in the campaign missions, which may or may not have been purposefully designed for that particular mission;
- The spelling errors! While checking, I read each and every town Biography - and the amount of spelling errors was pretty ... large. Based on that, and the lack of information to begin with, I'd say this is a feature they did implement (it works, after all), but which they didn't fine-tune properly;

Towns that I didn't get, despite thorough checking, based on the linked listing:
- Ur-Alzevoth (Inferno, cheaper ships?)
- Hikm (Academy, cheaper ships? I know this one occurs in the campaign missions, though)
- Shamal (Dungeon, cheaper ships?)
- Ashur-Gamil (Necropolis, cheaper ships?)
- Timberwood (Haven, daily Wood bonus?)
- Shalaya (Sylvan, cheaper ships?)
Note that most of the missing towns are supposedly offering cheaper ships and are therefore useful on Island maps with towns edging at the water. The map I tested on was all land (besides a few puddles of water), so either these towns are really excluded, or the game didn't select them because there were no water tiles next to towns, making this town bonus obsolete. I couldn't find any with my game, but are there maps at all where you can build docks in your town?

And a final note: Blacksmiths offer by default Ballistae for 4500 Gold, First Aid Tents for 1500 Gold and Ammo Carts for 2250 Gold. Each of the six factions has a "Standard War Machine", which costs only 1/3 of the normal price (like Haven has Ballistae as standard and in Haven towns you only pay 1500 Gold instead of 4500 Gold for them). Each faction has towns, however, that has a specialty in one of the other two War Machines. In those towns, you only pay 1/3 for that particular War Machine, and the full price for the other two (even for the one that is the - otherwise - default for that faction). As such, a town with a War Machine specialty may not be a benefit at all (especially for Haven or Inferno, which have the Ballista as standard).

Anyway, here are the various Town benefits:

INFERNO
Standard Siege Weapon: Ballista


Siege Towns
* Ur-Raag: -1 Luck for attackers
* Ur-Kurgan: +25% bonus damage for towers
* Ur-Henoch: -1 Morale for attackers
* Ur-Chardros: +1 Attack for defenders
* Ur-Melphas:+50 HPs for all Walls, Towers and the Gate

Discount/Economic Towns
* Ur-Tarsh: 10% price reduction to hire Heroes
* Ur-Vramin: Thieves' Guild reveals more information (Rare Resources and Best Creature also shown)
* Ur-Gorthol: Ammo Cart specialty
* Ur-Korsh: +2 Crystal per week
* Ur-Toth: +2 Crystal and +2 Gems per week
* Ur-Sphaal: Market counts for two normal markets
* Ur-Mangor: First Aid Tent specialty

Creature Growth
* Ur-Ischin: Imp growth +2 per week
* Ur-Kharg: Demon growth +1 per week
* Ur-Shangor: Hell Hound growth +1 per week
* Ur-Vesphaal: Succubus growth +1 per week

ACADEMY
Standard Siege Weapon: Ammo Cart


Siege Towns
*Bahiyaa: +1 Morale for defenders
*Mutazz: +50 HPs for all Walls, Towers and the Gate
*Yumn: +1 Luck for defenders

Discount/Economic Towns
*Azhar: +2 per rare resource every week
*Fidaa: 10% price reduction to hire Heroes
*Hadiya: +2 Crystal per week
*Janaan: First Aid Tent specialty
*Nawal: Thieves' Guild reveals more information (Rare Resources and Best Creature also shown)
*Nudhar: +250 Gold per day
*Tarfah: +1 Wood per day (requires Resource Silo)
*Thaqib: Ballista specialty
*Tharaa: Market counts for two normal markets
*Yasaar: +1 Ore per day (requires Resource Silo)

Creature Growth
*Johara: Gremlin growth +2 per week
*Omran: Golem growth +1 per week
*Ziyad: Gargoyle growth +1 per week

DUNGEON
Standard Siege Weapon: Ammo Cart


Siege Towns
*Colris: +25% bonus damage for towers
*Sorfail: -1 Luck for attackers
*Talgath: -1 Morale for attackers
*Talosthra: -1 Attack and -1 Defense for attackers
*Thilgathal: +50 HPs for all Walls, Towers and the Gate

Discount/Economic Towns
*Myrthin: +2 Crystal and +2 Gems per week
*Ristyrris: Ballista specialty
*Salgūnsal: +250 Gold per day
*Shansyl: +1 Wood per day (requires Resource Silo)
*Sweristal: +1 Ore per day (requires Resource Silo)
*Talmon: +2 per rare resource every week
*Thralsin: First Aid Tent specialty
*Vantalost: Market counts for two normal markets
*Yeshad: Thieves' Guild reveals additional information (Rare Resources and Best Creature also shown)
*Yonchall: 10% price reduction to hire Heroes

Creature Growth
*Halad: Blood Maiden growth +1 per week
*Virbeth: Minotaur growth +1 per week
*Seishnec: Dark Raider growth +1 per week
*Torost: Scout growth +2 per week

NECROPOLIS
Standard Siege Weapon: First Aid Tent


Siege Towns
*Ea-ditana: -1 Morale for attackers
*Nadin-eshah: +1 Attack and +1 Defense for defenders
*Sumu-ilum: +50 HPs for all Walls, Towers and the Gate

Discount/Economic Towns
*Abi-libur: Market counts for two normal markets
*Adad-usur: Ballista specialty
*Amel-ishkun: +1 Ore per day (requires Resource Silo)
*Ammi-eshuh: +1 Wood per day (requires Resource Silo)
*Apal-shipak: Ammo Cart specialty
*Eriba-ishkun: 10% price reduction to hire Heroes
*Nergal-shum: +250 Gold per day
*Ninurta-usur: +2 Crystal per week

Creature Growth
*Apil-Sīn: Vampire growth +1 per week
*Enlil-saduga: Zombie growth +1 per week
*Shagarakti: Skeleton growth +2 per week
*Nabu-shuma: Ghost growth +1 per week

HAVEN
Standard Siege Weapon: Ballista


Siege Towns
*Castlegate: +50 HPs for all Walls, Towers and the Gate
*Chillbury: +1 Luck for defenders
*Stormdale: +1 Attack and +1 Defense for defenders
*Vigil: +1 Morale for defenders

Discount/Economic Towns
*Bailey: Market counts for two normal markets
*Brookshire: 10% price reduction to hire Heroes
*Cogston: Thieves' Guild reveals more information (Rare Resources and Best Creature also shown)
*Northcross: +250 Gold per day
*Palespring: +2 per rare resource every week
*Sheller: Ammo Cart specialty
*Talonguard: Unknown (Biography says “Undefined”, I could not figure out if this town has a bonus at all)

Creature Growth
*Glenheim: Footman growth +1 per week
*Merlon: Archer growth +1 per week
*Millfield: Peasant growth +2 per week

SYLVAN
Standard Siege Weapon: First Aid Tent


Siege Towns
*Aglan: -1 Attack for attackers
*Anfail: +1 Luck for defenders
*Damlad: +25% bonus damage for towers
*Hallin: +1 Morale for defenders

Discount/Economic Towns
*Altyr: +1 Ore per day (requires Resource Silo)
*Erewel: +250 gold per day
*Falltyl: Market counts for two normal markets
*Giladan: Ballista specialty
*Nargorad: +2 Crystal, +2 Sulfur and +2 Gems per week
*Rael: +2 Crystal per week
*Thalirn: +1 Wood per day (requires Resource Silo)
*Vinlad: Ammo Cart specialty
*Vintyl: 10% price reduction to hire Heroes

Creature Growth
*Diraen: Blade Dancer growth +1 per week
*Sylina: Druid growth +1 per week

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Zeldor
Zeldor


Known Hero
The Bringer of Pestilence
posted July 17, 2006 07:17 PM

Great job What lack of map editor can do with a good man

We now just need a mod that shows all tha info in game.

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pitsu
pitsu


Adventuring Hero
posted July 17, 2006 09:14 PM

Quote:
Great job What lack of map editor can do with a good man

We now just need a mod that shows all tha info in game.


You actually do not need the editor for that. Game files are open enough to read the script names and then test each script. A script with TIER2_CREATURE works the same no matter of town name or type. For example in necro campaign, when you convert academy towns to necros, you won't change the specialties of the towns. It was +1 to gargoyle, and it turns to +1 to zombies.

One that i have not seen here is SHIPS specialty halves ship cost to 500 gold and 5 wood. ("modded" C5M2 starting sylvan town to figure it out)
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Maurice
Maurice

Hero of Order
Part of the furniture
posted July 17, 2006 09:52 PM

Ahh, that's a good one to know.

Actually I didn't plunge myself into the datafiles themselves, I just checked them by trial-and-error. That's also why I don't have the cheaper ships benefit ... I simply didn't get the towns for which this bonus exists (let alone check the factual workings).

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Zeldor
Zeldor


Known Hero
The Bringer of Pestilence
posted July 18, 2006 04:02 AM

Pitsu:

Well, data files did not give exact bonuses, there was just bonus to thar or smth without any numbers...

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BigBadVoodoo
BigBadVoodoo


A poster
posted July 18, 2006 05:46 AM

town bonuses are a stupid idea, and they should be removed

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted July 18, 2006 07:24 AM

I didn't even know there were town bonuses. You should be able to chose your starting town, like you can for your hero, then.
____________
I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.

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LastSuRvivoR
LastSuRvivoR

Tavern Dweller
Wanderer of Magic
posted July 18, 2006 09:48 AM

You need luck to get good bonuses ,
that is a little bit....
..overpowered..


But good job making them known , i didnt even know they exist too !

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Betruger
Betruger


Known Hero
empowered mind
posted July 18, 2006 11:18 AM
Edited by Betruger at 11:18, 18 Jul 2006.

The bonuses would be fine if not for one of them.
Generating extra 250 gold per day is so much powerful than other bonuses that it really should be there.

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Shauku83
Shauku83


Promising
Famous Hero
posted July 18, 2006 11:39 AM

Quote:
The bonuses would be fine if not for one of them.
Generating extra 250 gold per day is so much powerful than other bonuses that it really should be there.


Agreed, as I believe you ment that it shouldn't be there.

Obviously that is the stupidest bonus ever. In a game of three months it would have provided extra 21 000 Gold. Now compare that to Ammo Cart specialty or others alike.

500 Gold/week would be perfect.

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Klaital
Klaital


Known Hero
posted July 18, 2006 01:40 PM

Quote:
Quote:
The bonuses would be fine if not for one of them.
Generating extra 250 gold per day is so much powerful than other bonuses that it really should be there.


Agreed, as I believe you ment that it shouldn't be there.

Obviously that is the stupidest bonus ever. In a game of three months it would have provided extra 21 000 Gold. Now compare that to Ammo Cart specialty or others alike.

500 Gold/week would be perfect.


Eh so how is this any more overpowered than having a hero that gives you 350 gold per day (estates skill)?
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Shauku83
Shauku83


Promising
Famous Hero
posted July 18, 2006 03:12 PM

Quote:


Eh so how is this any more overpowered than having a hero that gives you 350 gold per day (estates skill)?


Actually it is 250. Where is the hero that gives you ammo cart discount? Don't compare Heroes to town discounts.

250 a day is way better than for example 10% discount over Heroes. Just do the math.

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hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted July 18, 2006 04:09 PM

This is good idea to choose town type, but more balance is needed for this bonuses

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Maurice
Maurice

Hero of Order
Part of the furniture
posted July 18, 2006 05:09 PM

Well .. since you can't exactly choose which town you're starting with, I can't say the implementation is right - and couple that to the imbalance between the various benefits (not to mention that the number of different towns varies from faction to faction) ... they really need to work on this feature some more to get it right.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 09, 2006 09:54 AM

Besides the obvious bugs (some towns produce more resources than they should, for instance), here is a detailed overview of the existing benefits themselves:

Siege
+1 Morale for defenders
+1 Luck for defenders
+1 Attack and +1 Defense for defenders
-1 Morale for attackers
-1 Luck for attackers
-1 Attack and -1 Defense for attackers
+50 HPs for Walls, Towers and the Gate
+25% damage for Towers

Campaign specials
+2 Attack and +2 Defense defenders (Al Safir, Zakiv)
-2 Attack and -2 Defense attackers (Bel-ibni)
+500 Gold per day, +2 Morale and +2 Luck for defenders (Sylis Thalla)

Economic
+2 Gems per week
+2 Mercury per week
+2 Sulfur per week
+2 Crystal per week
+250 Gold per day
+1 Wood per day (Resource Silo)
+1 Ore per day (Resource Silo)
-10% recruitment cost of Heroes
First Aid Tent specialty
Ballista specialty
Ammo Cart specialty
+1 Thieves' Guild information
+1 Marketplace exchange rate
-50% resource cost for Boats

Creature Growth
+2 growth for Tier 1
+1 growth for Tier 2
+1 growth for Tier 3
+1 growth for Tier 4

That makes for a total of 26 distinctly unique town benefits, excluding the 3 campaign specials mentioned above. Since each faction has a Siege Weapon specialty by default, each faction can only have 2 of the 3 Siege Weapon specialties, bringing the final number of town specialisations per faction to 25.

Currently, the factions have the following unique town numbers in multiplayer:
Inferno: 16
Academy: 16
Dungeon: 19
Necropolis: 15
Haven: 14 (of which 1 is bugged, Talonguard)
Sylvan: 15

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pitsu
pitsu


Adventuring Hero
posted August 09, 2006 04:02 PM

Quote:
Besides the obvious bugs (some towns produce more resources than they should, for instance),



For me patch 1.2 fixed all rare resource bonuses, do you have a local version?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 09, 2006 06:02 PM

Hmm, you say they're fixed? Odd, I will run some more tests then, see what's the case for me ...

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