Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 7+ Altar of Wishes > Thread: Destroyable dwellings
Thread: Destroyable dwellings This thread is 2 pages long: 1 2 · «PREV
Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 11, 2008 01:18 PM

What's the difference between these "upgradable" dwellings and a town with limited building capabilities, like you can do even in H5?
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted October 11, 2008 01:33 PM

Destroyable map objects.  Here is one possibility.  You can destroy a map object instead of flagging it, BUT it naturally 'rebuilds' at a certain ammount each day.  However, you only get experience for destroying it the FIRST time.

Now about destroying the objects with a scout.  You can already flag an object with a scout, and deprive the enemy of the benifits..why not be able to temporarily destroy it?

Destroyable town objects.  If you do that I would suggest a new type of 'free unit' basically a level 0 which has a larger growth then even type 1's.  Once a town object is destroyed AND in the hands of a different 'banner' then the one that destroyed it, they come out and start slowly rebuilding.  Doesn't actually cost anything BUT takes time depending on what 'level' the building is and how many free units the town has.  Free units can not be killed, but stop growing if any building is destroyed (until all is repaired) or the town comes under a different banner.
____________
Message received.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 11, 2008 01:34 PM

Quote:
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.


Why is that really a problem? Towns change appearance on map when upgraded, that should really be an issue.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
MattII
MattII


Legendary Hero
posted October 11, 2008 08:21 PM

Quote:
Why is that really a problem? Towns change appearance on map when upgraded, that should really be an issue.


Well I don't know about H4 or 5, but in H3 the largest single dwelling was the original Unicorn Glade at 2*3 with the top right corner missing, whereas I can't see a mini-town occupying anything less than 3*3, which means that for a dwelling to upgrade into a town it either has to be unworkably large in its original form.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
LucJPatenaude
LucJPatenaude


Disgraceful
Known Hero
posted October 11, 2008 09:39 PM

Isn't there a way to script within the map editor's tile descriptors that would force the editor to put temporary grasslands around any type of unit dwellings so, that the upgrading of the dwelling's script would be automatically be allowed to change the form of such dwelling into a slightly larger picture of a keep-like mini-town?

I think it would be the nasty trick of making both scripts work together as one. What do think people?


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
MattII
MattII


Legendary Hero
posted October 12, 2008 11:07 AM

Quote:
Isn't there a way to script within the map editor's tile descriptors that would force the editor to put temporary grasslands around any type of unit dwellings so, that the upgrading of the dwelling's script would be automatically be allowed to change the form of such dwelling into a slightly larger picture of a keep-like mini-town?


This would require the computer to understand pathing at a 'balance' level, and as far as I understand it that's never been done before, and would likely preclude a Random Map Generator (unless you were prepared to wait five or ten minutes for the map to generate). I fail to see the problem in creating smaller towns from the get-go.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Knut_Are_M
Knut_Are_M

Tavern Dweller
posted October 13, 2008 11:28 AM

What i would like to see is the ability to convert a city to your own towntype, by razeing the dwellings. You would only be able to raze 1 dwelling per  turn, and when  all unique buildings of that town has been razed you would be given the choise to convert it to any town type.(it is not allways your own town type that you want to change it to) Razed buildings could give 1/4 of the resourse costs of the building back to the razeing player, and you could not raze a building the turn you  took it over.

That way you would  have to keep the town for a long time if you wanted to convert  it. The  reason for not  haveing it being instant is to give the original owner  time to take it back.

The reason for allowing limited town conversion in homm 6 is so that a player does  not allmost sureley lose a ffa game if there are  4 towns of 1 type and  only 1 of your town type.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
MattII
MattII


Legendary Hero
posted October 14, 2008 12:31 AM

Quote:
What i would like to see is the ability to convert a city to your own towntype, by razeing the dwellings. You would only be able to raze 1 dwelling per  turn, and when  all unique buildings of that town has been razed you would be given the choise to convert it to any town type.(it is not allways your own town type that you want to change it to) Razed buildings could give 1/4 of the resourse costs of the building back to the razeing player, and you could not raze a building the turn you  took it over.


Most of this is already in WoG, except the rediculous 1/day demolition limit.

Quote:
That way you would  have to keep the town for a long time if you wanted to convert  it. The  reason for not  haveing it being instant is to give the original owner  time to take it back.


You're already limited to 'constructing' one building per day, no way should you limit 'destroying' to the same amount (Wog solves it by increasing the price for each subsequent building).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 2 pages long: 1 2 · «PREV
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0373 seconds