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Thread: Heroes II and III/WoG mods ideas/questions for discussion | |
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o
Tavern Dweller
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posted December 12, 2004 11:21 PM |
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Heroes II and III/WoG mods ideas/questions for discussion
Heroes II and III/WoG mods for discussion if possible:
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Heroes III/WoG/II global spell learning (as a game option):
To allow all your heroes to instantly gain any spell available at any of your castles (or just from your starting/main/capitol castle. or a special buildable structure could do this at any town its built in, or in one town, allowing spells learned by any of your heroes to be globally available to all your heroes?) (if they have the wisdom level capability to learn it of course)
and/combined with:
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Mage guild level/spells loss on city defeat:
making it so you cant gain spells (or at least not upper-level ones) from enemy-built mage guilds (but can rebuild them yourself after capturing the castle)
[even storywise, it makes sense that the spell scrolls would be destroyed if the defending occupants knew they were going to fall into enemy hands...]
[this would also increase the value of "Eagle Eye" ability and places to learn spells on map locations]
(In both H2 and H3 Ive noticed much of the time Ive ended up only buying 1-2 levels of mage guild at my starting castle, and then gaining spells free by capturing an enemy castle (even temporarily) [who worked/spent to build their mage guilds all the way up], because my strong(est) hero(s) are usually farthest away from my starting castle and its also a big hassle [not worth it] to try to backtrack all the way to update spells continually..)
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How possible/easy/difficult would it be to add a new town type in Heroes II mainly just using pre-existing things/creatures put together?
example Heroes II new town type: (Genie , Elementals, Rogue..):
Rogues
Nomads
(ghosts if modified/weakened?)
Air Elemental
Fire Elemental
Earth Elemental
Medusa
Genie (more per week)
Could have more creatures per week than any other town, more than 6 recruit structres, and/or a discount for costs to offset that they have no shooters. Might be a really interesting different strategy..)
Implemented just as an added selectable/randomly placeable town type. Could use the regular pool of heroes,
wouldnt need extra graphics (though would be nice too if easy to add), could even use the creature map/recruit dwelling graphics for: Elemental Alter's, Ruins, etc..
[it would be fun to be able to have large genie armies or medusa armies for instance, in the look and context of Heroes II ...]
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Heroes II/III/WoG random map generator mods/improvement:
would it be possible/difficult to mod Armageddons Blade's built-in random map generator to function better and have more options/controls (or create a new random map generator?)?
[is it feasable to make similar/better random map generator for Heroes II?]
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Instant standard/expansion map change/playable mechanism for Heroes II:
So that the few new features like Necromany Amplifier and new heroes are automatically included in "Standard game" maps (because they dont even cause any outer map changes right?)
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greek_god_su...
Famous Hero
Bringer Of Light
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posted December 13, 2004 02:59 PM |
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Quote: Air Elemental
Fire Elemental
Earth Elemental
Huh? There is conflux already in homm3..
But I think you can change creatures offered in different castles via erm-scripting. At least the wog team made this "neutral castle" (or something like that) script (what replaces conflux) where I remember were halflings and rogues and other creatures normally recruitable only from external dwellings.
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After all, marriage and murder are not too different - one ends your life and the other is a crime
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted December 13, 2004 09:20 PM |
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He was talking about Heroes 2.
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greek_god_su...
Famous Hero
Bringer Of Light
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posted December 13, 2004 09:48 PM |
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Oh, sorry, didnīt notice that.
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After all, marriage and murder are not too different - one ends your life and the other is a crime
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