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Thread: Heroes V: Interactive Landscape | This thread is pages long: 1 2 · «PREV |
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Gerdash
Responsible
Famous Hero
from the Animated Peace
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posted November 24, 2003 06:02 PM |
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Djive:
fee for passage might be a nice idea for troll bridge imho. btw anyone knows why the trolls were associated with bridges in the first place?
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havn't read much of the thread, so maybe i'm asking inappropriate questions here, but why should a mountain (or a peak) be so large? if a hero is a symbol of an army and a castle is a symbol of a town and a tree is a symbol of a small forest then why should a peak take half the adventure map?
and why peaks at all? why not just ordinary mountains? maybe a mountain with a lookout tower on top of it? and if forest is impassable, climbing mountains would look weird.
on other hand, as discussed in some other thread, maybe the mountains should be differenciated into impassable cliffs and climbable hills? so you can only get the scouting effect on something that you can climb. and also maybe forest could be passable, but with scouting penalties? then i guess it would look a lot like civ3 map which imho felt nice with it's movement penalties and scouting bonuses on hills (civ3 was not the source of the idea to apply this system in homm as far as i remember).
maybe this one has also been discussed, but this topic reminded me of random encounters in fallout. maybe dangerous random encounters or wandering stacks (dendroids, manticores, elves in a bad mood, etc) in forest where you cannot see too far ahead (because of the proposed scouting penalty) might make weak armies (in the beginning of game) try to avoid enetering forests as much as possible?
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actually i wanted to talk about the mirage.
instead of creatures from the mirage physically attacking you, it might be enough if it created:
* adventure map locations that aren't there. could be a disappointment if it was something as significant as a mana well, but something like a non-existing fountain of fortune might also be nice, especially considering the movement penalties in desert.
i mean, when you take your last step to drink from the well, it disappears. but there might also be real wells in the desert.
* random monster stacks that aren't there (but you don't know, because you only find out when you attack). or an enemy hero that isn't there.
combat map effects is a bit more tough imho, but i think it should be something that you don't know if it really exists or not.
maybe you could enter a combat that doesn't really exist and you are lucky if you guess that it's a hallucination before you decide to flee. so, if you didn't flee then no matter if the mirage army defeated you or not, you would have your hero with full army after the battle, maybe mana lost if you casted spells. but you don't know if it's mirage or not before the end of battle. and maybe you would have a morale penalty.
if the medieval people knew something about air reflections, maybe some effect like displacement of an existing enemy hero or random monster stack would be nice. but unfortunately they didn't, so i guess i would rather suggest deceptive hallucinations.
and, of course, natural inhabitants of desert terrain would see less or no hallucinations. maybe it's only important that the hero's natural terrain is desert.
maybe it's just a matter of taste, but imho it doesn't improve the roleplay feeling too much if the terrain effect of a mirage could be characterized by hit points. kills real roleplay imho.
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hopefully other terrains could also have effects that cannot really be characterized by numbers. quicksand-like hexes in bogs would be nice idea imho, but imho they should not make you loose all of your movement on the adventure map but some fraction of it. and imho they should not be associated with adventure map squares but be a random chance on every move in the bog. the chance would depend on being native to the terrain.
but maybe a bog might have some more unique effects, like the burning methane lights (or whatever they are) that might have some myths associated with it?
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ThE_HyDrA
Admirable
Famous Hero
The Leader of all Hydras
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posted December 10, 2003 02:39 AM |
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Discussion-centred reply
I realise that MuadDib, our Ubisoft lead developer of Heroes V, has been lurking around the forum often. I know he looks around at ideas and theories that people may have, so don't hesitate to post any ideas you may be having on this board in the appropriate topics. It is a very exciting time in the Heroes Community at the moment, and I am trying to do all I can to contribute to the best Heroes V I can imagine. We can all help by posting ideas, thoughts and opinions in threads in the Altar.
I feel as though I have exhausted myself for ideas for new interactive landscapes, and for fear of making them too prevalent in the game, I will cease creating new ones, that, however, does not stop you from making some, if you wish.
Djive
Firstly, I would like to thank you for the Quality Points, also on behalf of Dragon_Slayer, who has achieved the promising status by doing so.
"When it comes to all the observation platforms, I'd say the ones that offer some shelter should also conceal the Garrison."
Indeed, that would be a logical step to take. As you pointed out, observation platforms like the peal would indeed be large enough to shield an entire garrison from attack and view. There could be a skill that could help overcome this, like expert scouting like you said. It may add more of an element of strategy and also some surprise to an extent.
"The first player to enter the site would as mentioned also likely face a random Garrison which might join player or fight the player."
Yes, I believe that would be acceptable. This would be similar to the garrisons we have at the moment in Heroes IV. Again, this is a good example of incorporating adventure map objects into the realms of interactive landscape objects, which may also heighten the gameplay when a player does visit the area. It would also be good if the player could control the garrison and the observation peak together.
"When it comes to Garrisons, I think being able to hire a Captain to Command the Garrison troops might be a good idea."
I enjoyed this feature in Heroes II, and I thought that Captains were a helpful alternative to Heroes, especially when Heroes played more of an important role on the adventure map, since they were the only ones who could ferry creatures. The captain would be excellent to implement again into the garrison. I also had planned to implement the Captain figures into my 'Village' idea.
"When it comes to the encounters I feel this should be randomized from a number of encounters. The player should have an option to set the difficulty of the encounters which will decide the nature of the encounter. (Good intelligence - Scouting or Thieves Guild - should allow the player to view the strength of the site.) "
Yes, I agree on this. It seems logical to me and would also be more of an incentive to learn those skills rather than others. The randomisation also adds more depth to the conflicts, which I believe is essential for a place you could be visiting often. Some encounters could be considered as favourable, yes, however, maybe gold/resource/minor artifact would be more suitable than a hero skill in this case.
"Each site will have a limited number of Encounters. Once you resolve one encounter, you will have to wait a week before there is a chance for another."
I had envisaged for that to occur. I was planning to implement this style of combat priorly. It does relate to the types of encounters we have in Heroes IV, such as in the Magic Forest, etc. It is probably the best way to go in my opinion. There should be an option to have as many encounters as you like, and to turn these recurring encounters off. For example, you could set it to once, twice, 50 times, 4 per week, 1 per week, 1 per hero, 1 per player, etc. A garrison should only have conflicts according to the creatures stationed in the garrison.
"At times, a creature will not be able to traverse an area at all if they don't have the appropriate skill. Skills would be like: Mountaineering, Forestry, Swimming and so on."
That is an interesting theory. I do like this idea, but I believe when the creatures are in an army with a hero leading them, these skills shouldn't be as vital, due to the fact that the hero would be able to cross all terrains. However, these skills wouldn't become extraneous, since if they did possess them, the army as a whole could cross a bog more quickly. These skills should be reserved for creatures only, due to the fact that Heroes already know how to do these activities, and don't come naturally to creatures as they do more humanoidal heroes.
"If you have a Mirage on the adventure map. (Or you could have a Fog or Mist instead). Then I think it should hide all creatures in the spot and make them blurred. I don't see why you want to restrict this to just a few creatures."
I agree with you, in that all creatures who are actually in the mirage would become blurred. I don't think I stated otherwise, but if I did do so, then I apologise for the misunderstanding. I had planned for the mirage to affect all creatures within it.
"The Bog should risk poison any creature in it, which would simply either reduce their stats or kill a % of the creature in the stack. "Swampdwellers" and some others should be immune to this effect."
Yes, I believe this can work. The mapmaker should be able to change the percentage, and if the poison will affect anyone at all, or if it will affect swampdwellers. I agree that the swampdwellers should be immune to the effect of poison, but non-swamp dwellers within an Fortress-style army should not be exempt. Yes, flyers (and teleporters for that matter) should not be affected by the negative effects of poison and terrain difficulties of the swamp, but still are affected by interactive landscape objects like the mirage.
"For the Bogs in combat some of the hexes should have sinkholes or quicksand or other adversive effects. Native creatures will see and avoid them, while non-native will not."
Yes, I was planning to have some changes to the surface of the bog in combat, this also includes blowholes, active spots, and sinkholes like you mentioned. The native creatures will indeed know how to manouever past them, but if you direclty guide them onto that spot, they will feel the effects. Normally, though, they would navigate around them.
"The Blizzard is a weather effect. If introduced it should be placed over a random area with snow and last for say 1-3 turns."
Hmmm, I see your point. I have a solution to this. In the map editor, instead of placing blizzards, you could place 'blizzard hot-spots' where they would occur often. You would be able to set how long they last for (1 week being maximum, 1 turn minimum) and how often they occur.
"A bog or a cave I'd say should take up the full area of Combat. A Redwood Tree or a Watch Tower should not."
A bog yes, but not a cave. The entire battle wouldn't take part in a cave. It would take part in and out of it. I perceive the cave combat view to be half outside half inside, with the units being able to use the cave as more of a safe refuge. I agree on the rest of them. As an addition, I have compiled a list of which ones will take up the entire battlefield, and which ones won't.
Forest: Yes
Crag: Yes
Valley: Yes
Mirage: No
Warren: Yes
Peak: Not entirely
Lake: No
Bog: Yes
Graveyard: No
Blizzard: No
Volcano: Not entirely
Cliff: No
Shipwreck: Not entirely
'Not entirely' means that there will still be a small area of the normal terrain present in the combat map.
"When you say it would take up a part of the combat area are you then assuming a scrollable combat screen or a static one. Getting these large interactive objects to fit in a static screen would be very tricky."
Concerning this, I agree it could be hard for the larger ones, such as the peak. However, I think, maybe if it isn't scrollable, only part of it would be shown. If you can zoom in and out of the combat map, then the whole object should be able to fit. I think it will be possible to fit the objects in on any model they choose to have the combat screen as, but it would most likely look better with the 3D engine Ubisoft plan to use.
"If you have bonuses on the hazardous area, then how do you handle combats where a weaker protected unit enters the area and another strong melee creature certainly doesn't want to enter the area?"
After reading that paragraph a few times, I think I know what you're saying, but maybe not 100% sure. My solution to this is, if the AI won't leave the affecting area, then you would have to defeat it there and lose more creatures than expected. It is meant to make these sort of differences, in my opinion. However, if that is not what you mean, please elucidate.
"I actually agree with Dragon Slayer on the expansion issue. This type of content is very suitable for expansions, and placing just a couple of them in the standard game."
While I don't find it wrong for some to be in the expansion, I think what Dragon_Slayer meant was to have all of them in an expansion. What I thought would be more beneficial was to have maybe 10 or so in the original game, and then expand on them in the expansions.
"You lose creatures for Siren's in H3 (but gain in XP). You lose creatures in Whirlpools in H2, H3, and H4 (haven't you played Chaos Campaign i Stanmdard H4?). There is an artifact to negate losses in H3."
I have indeed played the Chaos Campaign in the original Heroes IV, but I attributed that creature loss to something else. Obviously I can't remember too well.
"Hmmm... correct me if I'm wrong HyDrA, but if the peak (and surrounding mountains) takes a large chunk of the adventure map, then why should the peak only take up a fraction of the combat map?"
Everyone has specific thoughts in their heads, this is mine: The peak would be a hulking mountain in the combat map too, but only 1/2 of it will be seen, with the other half not in the combat map. Like you've taken a picture of one and you can't see the top or the rest of the side, but you know they're there.
"For the Trolls. Should they require a fee for passage or attack? Normally, the army wanting to pass by would just retreat otherwise and Troll would remain empty-handed."
I think that could be implemented easily. Maybe if you have a smaller army, the fee is lighter, and you should have to pay more for a larger army. This would be difficult to exploit, too.
Gerdash
"but why should a mountain (or a peak) be so large? if a hero is a symbol of an army and a castle is a symbol of a town and a tree is a symbol of a small forest then why should a peak take half the adventure map?"
You are right, Gerdash, the hero is not actually 1/10 of the size of a castle, but that is how he appears, and a tree is not as tall as a mountain, so you are correct Gerdash, it could be entirely possible the peak is not so big on the adventure map at all. Just large enough for a hero to travel across it on a bridge to another adjacent mountain or peak.
"and why peaks at all? why not just ordinary mountains?"
I think a peak would make a more apt lookout and be more noticeable to the player.
"on other hand, as discussed in some other thread, maybe the mountains should be differenciated into impassable cliffs and climbable hills?"
Yes, that is an intriguing theory. This could also coincide with the depressions made in the landscapes by the tool present in Heroes IV. Impassable cliffs are just the mountains we have in the game now, but maybe climbable hills can be much different. The movement would decrease while scaling them, but increase when descending so it levels out. These passable hills could also be used to situate a castle on, and make the path a little more difficult for the hero to pass. The forest should have a movement penalty, but I don't think scouting should be incorporated, due to the fact that it is possible to see in front of you easily. However, you could be able to set the density of the forest, and the more dense it is, the slower the army would travel.
"* adventure map locations that aren't there. could be a disappointment if it was something as significant as a mana well, but something like a non-existing fountain of fortune might also be nice, especially considering the movement penalties in desert."
That is an excellent idea. I had never thought of that, and it would fit in perfectly. That is very devious and creartive of you. Superb idea in my opinion. I don't see any faults that could occur while implementing this, flawless.
"* random monster stacks that aren't there (but you don't know, because you only find out when you attack). or an enemy hero that isn't there."
Indeed, this could be used in a creative way, too. For example, if you are playing a scenario where you have to kill a certain hero, then you find out it is a mirage, the quest may have been in vain, providing frustration, excitement, and many perplexing twists and turns. There could also be a case where, you have set up 20 mirages to display that hero, and if you do not choose the real hero, you lose that game. Endless possibilities would be available.
"maybe you could enter a combat that doesn't really exist and you are lucky if you guess that it's a hallucination before you decide to flee."
As you did mention before, ideas like this could become slightly complicated, and possibly confusing for the player. It could become difficult to understand. However, it can be simplified so that there is a certain creature that is a hallucination, and when you go to attack it, you vanishes. The unit of hallucination would be able to move, but not attack or harm you in any way. Yes, maybe desert dwelling creatures should be immune to hallucinations since they've lived there their whole life. Creatures like mummies, rocs, etc.
"quicksand-like hexes in bogs would be nice idea imho, but imho they should not make you loose all of your movement on the adventure map but some fraction of it."
I agree here. Having different types of terrain to slow your army down is quite acceptable in my opinion. I also agree that the whole movement should not be taken away, but not far from it. The element of being a native creature could also work well, as you mentioned. Burning methane lights could be a nice touch.
Thanks for the replies, my computer was being upgraded, so I am sorry for the very belated reply.
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"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”
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UndeadLord
Known Hero
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posted December 11, 2003 12:41 PM |
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Maybe someone have mentioned this in somewhere...
Think that those creatures you have could use terrain to their advantage like hide in bush that enemies cannot see them in adventure map and cratures that are natures creatures could hide in forest better than normal creatures and death alignment creatures are more effective in area where have happened lots of deaths and murderers and that could be a death ground bonus. And in battlefield some creatures that don't have an shooting ability could throw rocks to opponent and bigger level creatures could throw bigger rocks for more damage.
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regnus_khan
Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
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posted January 29, 2004 07:05 PM |
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Some terrains edited!
Hello, everybody.
As I would say, nobody will put this in original HoMM5, but still. Creation is quite enjoyable though.
Well, once you’ve read this article, some of you may criticize, some of you don’t, but I will do it even if you say “no”. Another thing is that some things are new, something is from other places. Though, just ENJOY!!!
Terrain Properties:
Wastelands, Red Rock
Almost three quarters of land that were conquered by Citadel are red rock wastelands. Every couple of sand is shot by everlasting afterglow. Wide, curved paths are drowning with sand. Very rough wind blows a gale from the highlands in Northern region. You can even see a little, unclear figure of moon in nearly cloudless sky.
Adventure Map Effect
Red rock wastelands are native to the mighty town of Citadel. All unaligned heroes have movement cost of 1.5 per tile, only native ones have cost of 1.25 per tile. Red rock makes heroes/creatures, aligned with Citadel, to be invisible to all heroes while standing in wastelands. Heroes, who have Scouting skill, can see them.
Battle Map Effect
Red rock wastelands are pretty mountainous even if it is a wasteland. It almost hasn’t got any living vegetation, only dead one and some of those, which came from deserts. Also, the lakes, which are not a very common thing, are not very deep, but are very salty. Unfortunately, these obstacles come with unnecessary minuses:
Downhill: if a unit is standing downhill, it does 50% less melee and ranged damage to whom is standing on the top (and conversely). Spells, which require LoS and causes direct damage, do 75% of the original damage. Still, this obstacle comes with a plus. The unit can’t do and can’t suffer any damage from all the units that are behind the mound. Spells, which require LoS, cannot be cast at all. Only creatures that are aside your “temporal trench”, can do full damage.
Mountain: if a unit is standing on the top of the mountain, it does 25% more ranged damage, to those, who are further. Units, who are downhill, suffer less 50% damage (and conversely). There is one silly thing with this obstacle. If you want to go downhill, you go. But if you want to climb up or down the mountain, you have to lose one turn.
Lakes: if a unit is behind one of the uncommon lakes in the land, it’ll do less 25% ranged damage to any target behind the lake (and conversely). Also, units that have Short Range will do less 50% damage instead of 25%.
Cactus: if a unit is standing behind a cactus, it will do and suffer no ranged damage. Long Range attackers have this misunderstanding too. Only those units, who have No Obstacle Penalty, do full ranged damage. No spell that requires LoS can be cast.
Trees: trees have the same effect as cactuses.
Shrubs: if a unit is standing behind a shrub, it will do and suffer 25% ranged damage less. Also, all the spells that cause direct damage do half of the original damage.
Bushes: bushes have the same effect as shrubs.
Map Editor Properties
Map editors can edit the percentage of damage that can be done when standing on or down the mountain. Also, it can edit where to place any of these obstacles and the durability of climbing a mountain between one to three turns. Still, he/she can’t make a spell which requires LoS to be cast in the area where those spells aren’t allowed and, of course, he can’t make the cost per tile more expensive or cheaper.
Wastelands, Sun-baked
Long and wide lands are like prairies. There are many huge rocks and the lands are mountainous, but there is no such thing as small pieces of split rocks that make all the ungulate or horse-like units to gasp. In addition to, lands are not very grassy and the grass is burnt. Still, there are some green, grassy places, but not the whole thing, though.
Adventure Map Effect
Sun-baked wastelands are native to Citadel. All heroes have movement cost of 1.75 per tile, only native ones have 1.25 per tile. It can sound strange, but there is no other effect by this type of wastelands.
Battle Map Effect
Sun-baked wastelands are quite fell. It means there are many mounds. As a matter of fact, it has quite much vegetation. Dead, but still, vegetation. Still, there are some unfortunate minuses:
Downhill: if a unit is standing downhill, it does 25% less melee and ranged damage to whom is standing on the top (and conversely). Spells, which require LoS and causes direct damage, do 75% of the original damage. Still, this obstacle comes with a plus. The unit can’t do and can’t suffer any damage from all the units that are behind the mound. Spells, which require LoS, cannot be cast at all. Only creatures that are aside your “temporal trench”, can do full damage.
Mountain: if a unit is standing on the top of the mountain, it does 25% more ranged damage, to those, who are further. Units, who are downhill, suffer less 25% damage (and conversely). There is one silly thing with this obstacle. If you want to go downhill, you go. But if you want to climb up or down the mountain, you have to lose one turn.
Lakes: if a unit is behind one of the uncommon lakes in the land, it’ll do less 25% ranged damage to any target behind the lake (and conversely). Also, units that have Short Range will do less 50% damage instead of 25%.
Cactus: if a unit is standing behind a cactus, it will do and suffer no ranged damage. Long Range attackers have this misunderstanding too. Only those units, who have No Obstacle Penalty, do full ranged damage. No spell that requires LoS can be cast.
Trees: trees have the same effect as cactuses.
Shrubs: if a unit is standing behind a shrub, it will do and suffer 25% ranged damage less. Also, all the spells that cause direct damage do half of the original damage.
Bushes: bushes have the same effect as shrubs.
Also, this terrain comes with strange option. Every time, prior to the combat, in these lands (remember that they’re sun-baked) two, randomly selected creatures have “Dazzle” spell cast over them. “Dazzle” spell does the very known effect of our beloved spell “Blind”.
Sand: Beach
All the happy kids spend their journeys in beach. Water, sun and a little wind - that’s a good say. But not for everyone beach seems to be a good thing. It may bring mysteries and chaos, joy or euphoria.
Adventure Map Effect:
All elemental effects are many times bigger. As your horse travels, its hoofs stuck in sand, so movement is cost is high - 1.75.
Combat Map Effect:
There are no objects! In combat, sun shines too bright, so every creature does only half its original damage. All Death targets receive even 50% damage more. All living creatures have one spell cast over them: it’s the “Delight”. It boosts your morale by 2 points. This spell isn’t useful with Death targets, because undead ones are not affected by morale. Also, there are some quicksand puddles, so the spell “Quicksand” is already cast.
Sand: Desert
Unbearable heat, lack of water and excruciating distress creates a mirage somewhere inside the desert. Hallucinations absolutely mystify your thoughts. You become unaware of what’s happening around.
Adventure Map Effect:
Mirage it creates, causes your mind that you cannot see opponents’ heroes. Otherwise, it acts like a sanctuary, only you don’t have to pay. Still, other things can be seen. Movement cost is 1.75.
Combat Map Effect:
In combat, desert has even more effect. Mirage this time affects everybody. All creatures and heroes have permanent “Mist” spell cast over them. Also, because it is a desert, so it places quicksand puddles all over the map. Effect is same as the spell “Quicksand”. Miscellaneous objects, like cactus, does not affect by anything, only when ranged unit is aiming and shooting over a cactus, it decreases its damage by 50%. Because of the sun, all Death targets receive 25% damage more.
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ThE_HyDrA
Admirable
Famous Hero
The Leader of all Hydras
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posted January 30, 2004 10:29 AM |
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Interactive Landscape Revived
I see Regnus_Khan has revived this thread, and with also some excellent input, though I would like to point out a few elements that you have miscalculated with regard to your knowledge of what an interactive landscape object actually is.
I have thought of a new object just to remind you (or teach you if you don’t know) what this thread is actually concerning here.
Magic Garden: Magic Plains
The sprawling abundance of all things picturesque lies in these effervescent gardens. A sanctuary enjoyed by all forces of nature, the Magic Garden is a subdued dwelling for multitudinous creatures of the forest, and a tranquil place for the magically oriented. Though the gardens’ serene setting and its carefree inhabitants, doesn’t provide ideal surroundings for a battle…
Adventure Map Effect
Due to the fact that the aura that surrounds the gardens is so magnificent, any army that visits it gains +1 morale, and also +1 luck until the next combat, regardless of the alignment. Although, the alignment of Nature receives +2 for both of these bonuses. Additionally, once a week, Leprechauns, Sprites, Elves, or Dwarves (the inhabitants of the Magic Garden) will be available for recruitment. (They are ordered in which they are most likely to appear).
Combat Map Effect
The beautiful colours of the garden prove to be a distraction for the creatures, and so all of the attacks, be they melee or ranged, are reduced by a quarter. Instead of marveling at the splendour and getting sidetracked, spellcasters’ abilities are harnessed by the magical happenings of the garden. All of the damage spells do ¼ more damage, and enhancing spells also reap the benefits.
Different areas of the magic garden provide stronghold points for ranged attackers, and, as a result, their attacks return to full damage.
Map Editor Properties
The map editor is able to alter everything on this terrain. On the adventure map, the options available are the amount of luck and morale the magic garden provides, Nature bonus (as long as it is more than the rest) the frequency of recruitment, and the order of the creatures. On the combat map, the map editor can choose the fraction loss of the troops melee and ranged attacks, the bonus the spellcasters have, and also the benefit of the ranged attackers on certain parts of the garden.
Regnus_Khan
“Creation is quite enjoyable though.”
That is very evident when I look at your posts, so this is no surprise to me.
“Well, once you’ve read this article, some of you may criticize”
I notice you say that on nearly every one of your posts. Not many people have criticised your ideas because they are so laudable. And it certainly isn’t your creative proposals that I plan to criticise here, but your knowledge of the topic at hand.
“Though, just ENJOY!!!”
I did enjoy reading your proposals, Regnus_Khan, though I have a few elements which I would like to comment on.
“Wastelands, Red Rock”
I think you may have missed the point on what and ‘Interactive Landscape’ object actually is. From your proposals, I gather that you believe it is a whole new terrain within the main bracket. So, there are two types of Sand: Desert and Beach, for example. While this is true in Heroes IV, this is not what an interactive landscape object actually is. I will elucidate later.
“Red rock wastelands are native to the mighty town of Citadel. All unaligned heroes have movement cost of 1.5 per tile, only native ones have cost of 1.25 per tile. Red rock makes heroes/creatures, aligned with Citadel, to be invisible to all heroes while standing in wastelands. Heroes, who have Scouting skill, can see them.”
I also see that you have incorporated your own town idea, the Citadel into this equation. This is good, seeing as there is close correlation between your town ideas and your miscellaneous ideas. A few of the points are vague, what level of the scouting skill is required to see them? And what of creatures? I think being invisible is too much of an advantage. An army of bandits being invisible, fine, but a fully fledged army of the Citadel? Too extreme, in my opinion. Maybe we could have just the hero invisible.
Also, the effects of the wastelands aren’t different from the effects of a normal terrain (aside from invisibility, which I have already expressed my thoughts on)
“Downhill: if a unit is standing downhill, it does 50% less melee and ranged damage to whom is standing on the top (and conversely).”
That is a good idea, and many others, including myself have used this in their proposals. This acts similarly to a tower in the siege battles of Heroes IV, and needs to be implemented more widely, in my opinion.
“It can sound strange, but there is no other effect by this type of wastelands.”
Again, this doesn’t make it an interactive landscape, just a normal terrain.
“Every time, prior to the combat, in these lands (remember that they’re sun-baked) two, randomly selected creatures have “Dazzle” spell cast over them. “Dazzle” spell does the very known effect of our beloved spell “Blind”.”
This creative idea is the just about only difference between the sunbaked wastelands, and the red rock wastelands. Though I don’t think the blind-dazzle should effect Troglodytes or any other creatures who aren’t normally affected by blind, or any other spells, for that matter.
OK, now the underlying problem with the proposal:
An Interactive Landscape isn’t a whole terrain with objects on it, they are the objects. So, as you’ve mentioned the cactus in your proposals, that would be the interactive landscape object, not the actually terrain. If it were based upon terrains, I would have called it ‘Interactive Terrains’.
The interactive landscape objects appear in combat, but most don’t actually take the whole screen. On the adventure map, they are similar to an adventure map objects, that is, you have to go to it or near it or its adventure map effects to occur.
I hope you understand this, and aren’t offended by these comments. Though, it may help to read a little of the first topic, even if it isn’t on the second page.
Nevertheless, nice post, it is obvious that you have a gift for creating excellent ideas and proposals.
____________
"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”
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regnus_khan
Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
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posted January 30, 2004 12:26 PM |
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Thanks, Hydra. I must have misunderstood ya, when I read it. Still, I don't understand ya. Why did you give up red stars, when you had 31? I would give up my 2, but 31? Well, I kind o' understand if there is no floodprotect for moderators.
Also, I have mentioned about that smth may criticize me. I've just collected my proposals about terrains in one post. They've been made in December and I finally released that.
Anyway, thanks for the compliment.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted October 24, 2005 05:00 AM |
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we need more ideas like this at ubisoft!
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How exactly is luck a skill?
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kallen
Known Hero
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posted October 24, 2005 09:58 PM |
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Edited By: kallen on 24 Oct 2005
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Lava, Grass, Rough - Earthquakes? Magma rifts?
Show - Avalanches?
Desert - quicksands?
Lots of ideas
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From the beginnin' to end Losers lose, winners win This is real, we ain't got to pretend The cold world that we in Is full of pressure and pain I thought it would chane
But its stayin' the same
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted October 24, 2005 11:20 PM |
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perhaps a hero could use spells so this effects other heroes, or an artifact protects you or sth.
Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.
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How exactly is luck a skill?
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