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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Destroyable dwellings
Thread: Destroyable dwellings This thread is 2 pages long: 1 2 · NEXT»
mightyloser
mightyloser

Tavern Dweller
posted October 08, 2008 04:35 PM

Destroyable dwellings

hey there!

I would like to see in Heroes of might and magic 6 Destroyable dwellings! Let's say that your on this scenario: you defeated your enemies armies and are now heading towards their castles. On the way you encounter a peasent dwlling (your playing inferno) and you walk to it. Now you get an option to 1.Attack it 2.Leave so if you choose attack then you must fight the 22 peasents that live there (if there are any creatures left of course!) and if you win then the dwelling will be burned to the ground!

Sounds good, eh? Actually, i would like to have this on the next Tribes of the east patch if possible

Tell me your opinions!
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 08, 2008 04:51 PM
Edited by Asheera at 16:51, 08 Oct 2008.

This is something I'd like as well, but also the possibility to destroy town buildings.

I mean, when someone attacks your town and wins you should be pretty much screwed like in any RTS

Not to mention that it's also ridiculous to see a Demon Lord control a Haven town
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted October 08, 2008 04:51 PM

well, I do not really see the pint in your example - man, if your enemy is destroyed, what shall he do with 22 peasants?
But i like the idea somehow, yet I think there should be an option to rebuild the dwellings then or you just will use much time running around destroying all the dwellings you don't weant your enemy to get...

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BlizzardBoy
BlizzardBoy


Honorable
Undefeatable Hero
Nerf Herder
posted October 08, 2008 05:01 PM
Edited by BlizzardBoy at 17:02, 08 Oct 2008.

Quote:
This is something I'd like as well, but also the possibility to destroy town buildings.

I mean, when someone attacks your town and wins you should be pretty much screwed like in any RTS

Not to mention that it's also ridiculous to see a Demon Lord control a Haven town


Why, what an excellent idea!

Heheh, I actually incorperated this ability into my Burrow Faction (the gnomes). They have a Spy Guild that allows them to perform special missions, and one of the missions is the ability to demolish buildings in enemy towns.
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zazu1
zazu1


Adventuring Hero
Makes Sense
posted October 08, 2008 06:45 PM
Edited by zazu1 at 18:46, 08 Oct 2008.

I think this would be a good idea.  And I agree with Asheera, I think you should be able to destroy your town's dwellings, it makes sense right? Can't you do this in WoG? I thought you could, was just surprised someone hasn't mentioned that.

Anyway this just adds to more strategy.  If you destroy all the buildings, or just a select few, than your conqueror would be upset.  But, on the other hand, if you reconquer your town you've gotta rebuild.  I like it.

And I like the original idea too, the ability to destroy dwellings on the adventure map.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 08, 2008 07:23 PM

Destroying town buildings is fine, because you can rebuild them. That would be a good tactic to hit your enemies financially, taking their town, tearing down the expensive dwellings and then let them rebuild them to lose cash and resources.

As for destroying Map dwellings I say no, because there's no way of rebuilding them currently. It would be extremely easy to send in a scout with a small army and destroy all dwellings - boo. If we want to implement such a feature, there should be a way to rebuild them, and preferably this should be coupled to a general means of improving map objects like Mines and Dwellings.
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Hell_Wizard
Hell_Wizard


Famous Hero
posted October 08, 2008 07:27 PM

@zazu1

No problem. The town demolition (as you know) is avaliable in WoG. So it will not be a problem creating such a script. I'll try, but I'm not sure I'll make it.
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MattII
MattII


Legendary Hero
posted October 08, 2008 08:59 PM

The only problem WoG had with this idea was the awful town-external images afterwards.

Destroying things on the adventure map is a bad idea (you can't rebuild them again), maybe just paying them to change factions (maybe upgrade cost +1 mithril for WoG).

Also Hell_Wizard, would it be possible to get a permanent upgrade to mines and such (not just the temporary ones you have currently)?

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 08, 2008 09:03 PM

Ok it seems everyone thinks that destroying Dwellings on the adv map is a bad idea, because they can't be rebuilt. This is a good point and I agree.

However, how about this: when you destroy a dwelling, you let "dwelling ruins" on the adv map, and anyone can rebuild the dwelling by interacting with these ruins - for the dwelling cost, obviously (and maybe limited to only 1 dwelling per day maximum)

Also I was thinking of being able to let guards in the dwelling (like in a garrison), so that enemy scouts won't just go and destroy it like that (you'll have to place some guards there - strong enough to defeat an enemy scout)
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MattII
MattII


Legendary Hero
posted October 08, 2008 09:45 PM


Also I was thinking of being able to let guards in the dwelling (like in a garrison), so that enemy scouts won't just go and destroy it like that (you'll have to place some guards there - strong enough to defeat an enemy scout)


Maybe you could set the weekly growth to automatically guard the dwelling (ie, no guards the first week, but on the second week the guards total the first week's creatures, and the third week its the first 'and' second weeks creatures.

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razor5
razor5


Famous Hero
Freezing...
posted October 09, 2008 12:49 PM

Quote:
However, how about this: when you destroy a dwelling, you let "dwelling ruins" on the adv map, and anyone can rebuild the dwelling by interacting with these ruins - for the dwelling cost, obviously (and maybe limited to only 1 dwelling per day maximum)


Yes,Ash,a very good idea.
If someone destroys a dweeling,that player which want to recruit some creatures ca rebuild it
This should make this a GOOD idea,not BAD

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 09, 2008 12:56 PM

Quote:
However, how about this: when you destroy a dwelling, you let "dwelling ruins" on the adv map, and anyone can rebuild the dwelling by interacting with these ruins - for the dwelling cost, obviously (and maybe limited to only 1 dwelling per day maximum)

Also I was thinking of being able to let guards in the dwelling (like in a garrison), so that enemy scouts won't just go and destroy it like that (you'll have to place some guards there - strong enough to defeat an enemy scout)


As to the first: Yes, that was exactly what I was refering to - both the option of leaving ruins on the map, which you could later re-create, and in more general, the option of upgrading a structure, which enemies could then later downgrade.

This could both apply to Dwellings, first of all, so that you could recruit upgraded units, second of all, the current +1 bonus system is town is completely stupid. After all - +1 peasant per week in town is a waste, whereas +1 Angel per week equals +100 % native growth (not counting castle), and with another Angel in the dwelling, that's a massive +200 % native growth - pretty imbalanced!

With an upgrade system, maybe the basic external dwelling would give you only + 50 % native growth in dwelling, no growth in town, and then as you upgrade, you can increase growth in dwelling and add in-town growth. For the faction garrisons or whatever the high-tier dwellings are called, in a similar way, you could start out by having only tier 4 present as native, and then add tiers 5, 6 and 7 as you upgrade, so that getting tier 7's are not that easy.

For mines, the option to upgrade to increase production is pretty obvious.




As for leaving guards in Mines, we all know that's not really going to happen. I mean, you have to leave a decent size stack to have it have any effect, and even if you leave such a stack (x 7-10 to cover all mines and dwellings!) it's easy to send in a hero with a moderate army and squash them without losses.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 09, 2008 02:04 PM

Quote:
As for leaving guards in Mines, we all know that's not really going to happen. I mean, you have to leave a decent size stack to have it have any effect, and even if you leave such a stack (x 7-10 to cover all mines and dwellings!) it's easy to send in a hero with a moderate army and squash them without losses.
Ok I agree, but then I think MattII's idea is great that at least the creatures that are there unhired should fight for you, since otherwise you'll lose them like that.
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Hell_Wizard
Hell_Wizard


Famous Hero
posted October 09, 2008 03:14 PM

Quote:
The only problem WoG had with this idea was the awful town-external images afterwards.

Destroying things on the adventure map is a bad idea (you can't rebuild them again), maybe just paying them to change factions (maybe upgrade cost +1 mithril for WoG).

Also Hell_Wizard, would it be possible to get a permanent upgrade to mines and such (not just the temporary ones you have currently)?



Contact This Guy. In wog you can make EVERYTHING
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MattII
MattII


Legendary Hero
posted October 09, 2008 09:55 PM

Quote:
Ok I agree, but then I think MattII's idea is great that at least the creatures that are there unhired should fight for you, since otherwise you'll lose them like that.


Thanks. This has also got me thinking, what if, in siege defence, you could hire unrecruited creatures for 1/3 to 1/2 their normal price as reinforcements just for that one combat (obviously any casualties will then be deducted first from your normal troops then from the reinforcements if they're sharing a stack)?

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Ronin
Ronin


Hired Hero
One cut, one life.
posted October 09, 2008 10:22 PM

Dwellings...

Hello everyone.

Talking about destroying dwellings in the adventure map, I think of HOMM4. As you can remember, in HOMM4 there are many dwellings. They're all protected by some creatures and of course if you defeat them, you take control of the dwelling.

However, there are some special dwellings. Remember those which are protected, but even when you defeat the guardians you have to build up the dwelling.

Therefore, I agree with the idea of build, destroy and rebuild dwellings as part of a tactical plan. Even the concept of upgrade a dwelling is nice.

Of course, I don't want just to be a critic, so here's my part:

You can build, destroy, rebuild and upgrade a dwelling. BUT, you can even upgrade a dwelling into a smaller town. Thinking of your original town as a capital city and your new town (limited in size and atributes) as a province.

I think this thread has possibilities. Any from Ubisoft or Nival reading? So many good ideas in the HC. So many smart people posting.

Ronin
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MattII
MattII


Legendary Hero
posted October 09, 2008 10:41 PM

Quote:
You can build, destroy, rebuild and upgrade a dwelling. BUT, you can even upgrade a dwelling into a smaller town. Thinking of your original town as a capital city and your new town (limited in size and atributes) as a province.


Sounds a lot like my townships idea here, except that I can't see your idea working, it would require either a dwelling so big as to be illogical, or a change in map size, either way, it won't work. Not a bad idea though.

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Ronin
Ronin


Hired Hero
One cut, one life.
posted October 09, 2008 11:53 PM

Developing...

Ok, how about this.

You can only upgrade a few "special" dwellings in the map (let's say there are 2 in a map for 6 players). These dwellings can be as big as the mausoleum or even the pyramid (where you fight mummies). These mini towns give its owner some gold, a few resources and generates tier 1 and 2 creatures only. Of course, its defenses are minimum (walls and one tower).

You don't need to make it big. I think it would be just a province (in a strategical position) where you send a low level hero to look after the normal dwellings around because your main town is quite far from there.

Thanks everyone for making me think.

Ronin
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LucJPatenaude
LucJPatenaude


Disgraceful
Known Hero
posted October 10, 2008 08:16 PM

I was thinking about the ability to upgrade a level 2 dwelling into a military outpost that can, now, house a village hall + a level 1 dwelling also. Once that is done, do a secondary upgrade to bring it to Citadel status(Fort walls plus the centered shooter tower). At that point, you can now send the nearest dwellings's weekly production to further grow its defensive position away from the main capitol city.

The Haven faction already have a proper outpost Icon for any sized map. I do know that Inferno and Academy also have one. I do not recall for the other factions, though.


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MattII
MattII


Legendary Hero
posted October 11, 2008 09:11 AM

Suffers from exactly the same disadvantages as Ronin's idea, to make it viable the dwelling has to be oversized, or it has to change sizes while upgrading, which raises a whole new set of problems. Better to create a new smaller town than allow dwellings to upgrade.

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