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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Fully destroying a town/castle
Thread: Fully destroying a town/castle This thread is 2 pages long: 1 2 · NEXT»
malkia
malkia


Promising
Famous Hero
posted April 12, 2001 03:01 AM

Fully destroying a town/castle

I want to see in HOMM4 something about fully destroying enemy or your own castle.

Hero must not have been moved, and then he may destroy the castle he is currently in.

This can be used if you invaded portion of the map which you can't control well, and you want to fully destroy given castle. Or if you see that enemy is coming - and you have a lot of army which you didn't succeed to buy.

Destroying of castle should drop your MORALE to the end of the game.

Actually think of destroying a castle as mass DOWNGRADE + killing of all living creatures (which you couldn't buy).

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CGChewie
CGChewie


Hired Hero
Master of the Obvious
posted April 12, 2001 03:12 AM

Destroying a Castle?

Would this be completely removing the castke from the game or just making it "reset"? In either case, destroying an entire town isn't easy... But I'm sure it'd have its uses...
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And I'm spent!
~CGChewie

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malkia
malkia


Promising
Famous Hero
posted April 12, 2001 03:47 AM

Just making it to reset state.
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CGChewie
CGChewie


Hired Hero
Master of the Obvious
posted April 12, 2001 04:02 AM

And how long would this take?

I mean, sure an army can wreck a town pretty quickly but I think the hero should have, ohh say, half the creature output for that town and have no movement points used up. Then it can wreck their own town (Hmmm....) and not have any more movement points. Just like digging. Sound good?

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malkia
malkia


Promising
Famous Hero
posted April 12, 2001 04:09 AM

Yes... something like this,

but MORALE have to go down. And not only to this hero (cause you can hire some fake hero from tavern to destroy this town). Or probably hero can destroy the town if he is the hero with most EXPERIENCE - as he is the leader. Or MORALE penalty should fall to PLAYER - like destroying one castle - and then you have for the end of the game -1 MORALE - destroying one more castle and you have -2 MORALE - and so. Of course this will not work for NECROMANCERS - but seems kind of fair for them.
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raZor_X
raZor_X


Promising
Known Hero
The mysterious Warlock
posted April 12, 2001 06:47 AM

Destroying your castle...... i don't think that this is a good idea. If you cannot control the castle, then why the others cant. This will change the whole strategy, and the game will be too simple. Destroying the castle is not the solution, you have to defend it.... Just my opinion.

raZor_X

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kuraizen
kuraizen


Adventuring Hero
Welcome to the Killing Fields
posted April 12, 2001 07:43 AM

i like the idea

is also see this as a great opprotunity to build a different kind of castle, maby it could be a spell (5thlevel), you have to have full movement, and it takes it all, but you reset a castle, and from villige hall with no fort, you can build what ever fort you want, the spell would decimate all creatures inside, and destroy all building,
the spell would be based on "good" "nutral" or "evil" allinment, being "concencrate" "harmonize" and "corrupt" after casting the spell the town would be set by who is there next, so if you ditch the town because you can't control the area, than your opponant can get it to his alignment, also, when you take over a castle and you are playing inferno, you don't have the "damn angel devil sh*t" armies,
also, the castle should be destroyed by seige depending on percentage wall destruction when war is over,
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pluvious
pluvious


Promising
Adventuring Hero
posted April 12, 2001 08:26 AM

interesting

I kind of like the idea, as long as homm4 has a system of building that makes since if you have more towns on a map.  In homm3 one is about enough to win most maps.  

It would add a new stragegy dimension if done correctly, which I'm all for.
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...Pluvious...
-The Storm Before the Calm-

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Mystery
Mystery


Famous Hero
Hatebreeder
posted April 12, 2001 11:29 AM

Nah...

I agree with Razor, that's the point of the game, don't conquer units u can handle what u conquer.
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D3@th t0 Fals3 m3Tal!

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kuraizen
kuraizen


Adventuring Hero
Welcome to the Killing Fields
posted April 13, 2001 09:40 AM

well here is my perspective

there should at least be a way of changing the castle, because us poor necroes can't use any living creatures with out at least a -2 moral drop, and only dragons and hydras (dont' know about bohemaths) can be converted to bone dragons, anything else is a norma skelleton, NOT EVEN AN UPGRADED SKELL!!
i think same goes for inferno / castle, and i think one other town set with hate stat...
so i think at least a "concecrate" "harmonize" and "desicrate" spells should be made, so when evil takes something, it actualy TAKES it, not just controls,
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Triton
Triton


Adventuring Hero
Master of the Deep
posted April 13, 2001 11:37 AM

I agree with Mystery and Razor_X.C,mon,the fun of Heroes lies in the satisfaction of trouncing ur enemies that had more castles than u and successfully preventing them from retaking it.The exasperation of them taking it again makes u more determined to improve ur strategy.That's why I chose Heroes as my all-time favourite(I dunno abt the rest).

I hope HoMM4 preserves all the present essence of the game,while improving on some aspects.Talking abt burning castles,how abt having a random structure destroyed in seiges?The longer the battle takes,the more destruction.
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rage
rage


Adventuring Hero
Slipping Through the Trees
posted April 13, 2001 02:51 PM

I think downgrading structures should be possible at the same rate at which u build them at (1 per turn).
It should cost money to downgrade but u should get back the resources it took to build them.
This is not as extreme as demolishing castles but gives a strategic option if u want stop an

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raZor_X
raZor_X


Promising
Known Hero
The mysterious Warlock
posted April 13, 2001 05:47 PM

Now downgrading is something else, this is the soft version of one that destroys the town completely. I agree with it, but it will not give you back the resources you lost while building it and it will still take money. This should be implemented to correct your mistake while upgrading units, because instead of upgrading a unit to a shooter you upgraded it to a fighter (this is the "you-choose" upgrading system which is already discussed).

raZor_X

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CGChewie
CGChewie


Hired Hero
Master of the Obvious
posted April 13, 2001 08:24 PM

Yeah, now that i think about it...

Competely destroying a town would just slow down the game... But downgrading would be fine. That would be a good idea.
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~CGChewie

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Mystery
Mystery


Famous Hero
Hatebreeder
posted April 14, 2001 12:26 AM

The only this i agree to.....

The only thing i agree to is that after a castle battle the wall and turrets are not rebuilt but haver to be rebuilt for a fee, otherwise they would remain as they were at the end of the battle (damaged or destroyed).
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D3@th t0 Fals3 m3Tal!

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malkia
malkia


Promising
Famous Hero
posted April 14, 2001 03:59 AM

To Matthy:

Actually that is my great WISH - when enemy comes and I don't have money to buy my army - either destroy it, or destroy the town.

Otherwise the ENEMY can buy my army and use it against me.

But there have to be some PENALTY for you.
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kuraizen
kuraizen


Adventuring Hero
Welcome to the Killing Fields
posted April 14, 2001 07:03 AM

downgrading

also, you can't destroy a building that is still a prerequasit, otherwise you could say, build a fighter type, build a building that you could only get by going fighter type, the downgrading and re-upgrading to shooter type,
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BloodRain
BloodRain

Tavern Dweller
posted April 30, 2001 08:06 AM

Hi all.

How about converting the town.

When you conquer one, you should be able to choose to rebuild it into your own town type.

For example, if you are Inferno, when you conquer a Castle, you could burn it down and build a Inferno where it is.
For a cost of course.


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space3999
space3999


Hired Hero
posted April 30, 2001 03:27 PM

Converting a town

I agree with BloodRain (and anyone else who suggested converting a town type).  Upon taking over a castle, you should have the choice of keeping the castle as it is and taking any creatures available, or coverting the castle altogether.  If you convert, you would still be prompted whether or not you'd like to recruit any creatures available or allow them to flee.  When you finally do convert, all of the unclaimed creatures are gone, the town structures disappear, then it would cost some gold, wood, and ore to start another town--complete with the Fort, Village Hall, and maybe the Level 1 structure.

Or......how about this idea?  Let's say you're a Rampart hero (Druid or Ranger) and you take over a Dungeon town.  Now, it already has all of its creature buildings built.  But, what if you could still build structures that are native to the Rampart town?  Like what if you wanted to build a Unicorn Glade inside the Dungeon town?  Of course, you'd have to pay more gold and gems to build it.  And, just like the other Dungeon town structures, this new Unicorn Glade would produce unicorns each week.  However, the only way you can have the ability to build structures native to your town in other castles is with the new secondary skill that I just thought up--"Builder".  At "Basic Builder", you can build level 1-3 structures; at advanced, level 4-6 structures; at expert, level 7 and higher.  

Additionally, the new "Builder" skill would let you build multpiple structures in your own town per day.  At basic, 2 per day; advanced, 3 per day; expert, 4 per day.  But there would only be certain structures you could build on the same day using this skill.

What does everyone else think?

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space3999
space3999


Hired Hero
posted May 01, 2001 01:45 AM

Converting a town II

I had an additional idea to add to my previous post about building structures native to your own town in another type of town with the new "Builder" secondary skill.  If you wanted to build that "Unicorn Glade" in the Dungeon town, you would have to have some unicorns in your army and sacrifice like 2 or 3 of them (meaning let them die).  After all, you would need to have some way of having the unicorns reproduce if they're not in a native town type.  Of course, if they were in a Rampart town, they could reproduce in the fields, which is why all you have to do in a Rampart town is build the "Unicorn Glade" and that's it.  But in order to build this in another town type, you'd have to give up a unicorn or two and have the "Builder" skill--probably at Expert Level.

The beneficial up side of this is being able to recruit more Unicorns into your army without having to go all the way back to your Rampart town (or having another hero meet you along the map to give them to you).  I know it works along the lines of the "Portal of Summoning" structure in the Dungeon town, but I think this idea is much better--you can basically build whatever creature structure you want once you have the "Builder" skill.

Comments?


Space3999

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