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Thread: nuetral creatures. | |
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Zilpheg
Known Hero
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posted November 20, 2001 09:56 PM |
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nuetral creatures.
I think nuetral creatures should be able to move around on the map. I think this may mess up some things, but maybe some creatures could move and some couldn't. Maybe the creatures that start on the map stay there, but when it becomes 'WEEK OF THE GOBLIN" and the goblin population doubles and there are goblins all over the map, I think those should be able to move. Also they shouldn't be able to attack your castle.
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StormWarning
Promising
Famous Hero
Archmage of Thunder
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posted November 20, 2001 10:12 PM |
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That's going to be in Heroes 4.
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The calm before the storm is about to end.
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vladpopescu79
Promising
Famous Hero
a vampire of taste
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posted November 20, 2001 10:21 PM |
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I would go even further.
Neutral creatures should be able to move on the map, hell, they might even migrate every 4-5 months....and you better get out of their way.
Also, why shouldn't they attack your castle?
I once played a mission in h3 where they said the behemots were so many and so hungry that they were attacking the villages and you were to help the peasants and defeat them; in the end the behemots were crowded on a map corner; they should really attack!
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MANE, TEKEL, FARES
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Zilpheg
Known Hero
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posted November 21, 2001 04:25 PM |
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well...
maybe it should dertermine on the creatures personality and if they are against your allignment. If you had a castle and they were inferno creatures, they might attack. If they were from the same allignment, they might even join you. THAT would be interesting I think. The would make the WEEK OF THE ----- be a whole lot more interesting.
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RobinHood
Known Hero
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posted November 21, 2001 07:23 PM |
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Yeah. This is a great idea to determine the moving creatures in fuction of their alignement and/or their caracteristics.
The dragons could protect treasures, instead of the bandits which would try to enter your town....
Some creatures could let pass your armie only if you have the same alignement...
But what happens if Angels meet Devils?...
The main problem will be : how will be the A.I. behaviour if it think that he is stronger than you? Logically, you should be surrounded by all errant creatures.
It will be HAAARD to balance XL missions with many errant creatures.
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It is the province of knowledge to speak & it is the privilege of wisdom to listen.
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Zilpheg
Known Hero
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posted November 21, 2001 09:26 PM |
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also...
As I said before, probobly only the creatures that come from the WEEK OF THE --- should be able to move, otherwise, some treasures might be left ungaurded and that wouldn't be to good. Of course with that it could be a strategy, you use one hero to draw the monster away then another one comes in and takes the treasure.
Another thing is that nuetral creatures that hate each other should attack each other if they meet. That would also add somthing.
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StormWarning
Promising
Famous Hero
Archmage of Thunder
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posted November 21, 2001 10:11 PM |
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I think the way it will work in H4 ...
is that if you are within a neutral creature's patrol radius (the creatures can be set to stationary, or they can have a limited area of movement or something) and the neutral army thinks it can beat you, it will attack you. But it won't chase you down if you're outside its range limit.
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The calm before the storm is about to end.
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Djive
Honorable
Supreme Hero
Zapper of Toads
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posted November 21, 2001 10:13 PM |
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When it comes to mapmaking I believe nearly all creatures which are placed initially have a purpose, that is they're guarding something or restricting access to an area. Obviously, these creatures should never wander because then players can sneak past them.
When it comes to wandering monsters, neutral heroes will now take up the role of harassers. The recent interview said they won't pick up artifacts, but will harass you sufficiently. This probably means they'll attack towns and armies.
What I would want for creatures/armies are some attributes as follows:
Patrol raidus: How far an army may move from the start position. (Guards would have 0.)
Attack radius: This is the radius within which "guards" will attack armies that are close enough in between turns. This is assuming that the guards are more powerful than the passing army.
Movement rate: This is the number of tiles a wandering army will move each turn. Likely we would like to limit this so it's a lot smaller than the creatures' movement allowance.
Objective: This could be something of the following:
1. Attack specific town.
2. Attack specific player.
3. Join specific player, avoid other players.
4. Ferocious: attack and destroy anything and everything in sight. (Towns, armies, mines, etcetera.)
Heroless wandering armies, should seek out monsters of the same type (and perhaps also the same alinement) and offer them to join. If this offer is made to a guard, the wandering monsters will join the guard, or otherwise the two will simply merge in the case of two wandering armies.
Another idea is that if nobody recruits creatures in an external dwelling for some weeks, a wandering army may be sent out from the dwelling. (This would then need to be an attribute in the mapeditor for external dwellings.) It's also possible for some other special buildings to "produce" monsters on a regular basis.
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
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Zilpheg
Known Hero
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posted November 30, 2001 04:37 PM |
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hmmm...
Very good ideas. I think that there should be a range, and some wandering creatures would be in the sea AND some would be able to fly over mountains. Also, They might have a range, but I think that should only be a range of sight (and what land they can be on). If you pass in their line of sight, they shoulb be able to follow you untill you pass out of their line of sight or out of their passable terrain. This would make me think that maybe nuetral armies would only be able to wander in thier native terrain (titans-snow, devils-lava etc)
What do you think?
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Dajek
Known Hero
Psychedelic Knight
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posted December 06, 2001 06:29 PM |
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Well, yes. Why not? Although I think it should be disableable.
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vladpopescu79
Promising
Famous Hero
a vampire of taste
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posted December 06, 2001 09:32 PM |
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Maybe the moving creatures should take into account the weather. We all know that migratory birds fly in winter to the south and inspring back north.How about some behemoths coming down from the mountains in wintertime? It would certainly make you to avoid the mountain roads during those months....
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MANE, TEKEL, FARES
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Zilpheg
Known Hero
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posted December 06, 2001 09:45 PM |
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cool...
very good idea. Also, maybe so it doesn't get over crowded with moving creatures and also so you get more variety, maybe creatures should be able to go on and off of the map. This could also be part of the migratory thing and would also add significance to where on the map you are and what day it is. Maybe in the summer, all the birds (figuratory could be other things) come down to your place and all of the "cold" animals move up off of the map. Also would be more, but this is just an example. What you think?
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vladpopescu79
Promising
Famous Hero
a vampire of taste
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posted December 07, 2001 12:53 AM |
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Yes, that's good. Your kindom could be placed in the path of those animals (this could develop also into a subject of a campaign), and you would have either to avoid them or engage them. There could be certain routes they follow and you could be warn about this in the tavern.
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MANE, TEKEL, FARES
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Zilpheg
Known Hero
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posted December 07, 2001 04:30 PM |
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Yes...
And also, as I said before, if the creatures were the same alignment as you, then they would join you. Creatures that hate each other (Angels and devils, Titans and black dragons) would fight each other and the stronger monster group would win. This would also make it more fun in opponentless maps (one-player) because you still have things that attack you. There would be a nuetral turn and the person controlling the nuetral creatures (and heroes) could be Gaea (don't think I spelled it right but....). Also, I think if two wandering creature groups that are the same alignment meet each other, then they can combind to form one group. Wandering heroes, which can come from off of the map can buy things at unclaimed, or nuetral, external creature dwellings and other places. Also If you meet up with a wandering hero, you should be given three choices: Fight them, give them a small amount of gold and resources so they dont attack you, or you can give them a large amout of gold and resources (depending on the hero's personality and how good it is) and the hero will join your cause. Other Ideas?
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Svetac
Promising
Known Hero
Saintified Paladin
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posted December 07, 2001 04:43 PM |
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Hey, guys great ideas there
That gonna add real RPG feel to the game (and even better than RPG). Please send this migration, mering and so on, ideas to NWC
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--- Paladin of the Macedon ---
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vladpopescu79
Promising
Famous Hero
a vampire of taste
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posted December 07, 2001 11:30 PM |
bonus applied. |
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That's a fine idea to hire a mercenary neutral hero to fight by your side.You could also think the reverse:
One day, a neutral hero, who will claim to be sent by a far kingdom (which is not on your map) will knock on the gates of your castle and ask for help.His mission is to chase and kill another hero and if you will send your armies to help him in his quest there will be a reward. This time you will get paid.
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MANE, TEKEL, FARES
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Zilpheg
Known Hero
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posted December 10, 2001 04:25 PM |
bonus applied. |
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yea cool...
this somewhat connects to the thread "bounties". I think that that would be a good idea, but I also think that the nuetral hero that hired you should come with you and join your cause either until you complete the quest or forever as part of the payment. Also I think that the nuetral hero should install some kind of defense at your castle, so you can send one of your better heroes out to get the job done. There should definately be a time limit and if you go over the time limit, either the deal should be off, or you should get less payment for it. How do you send ideas to NWC, and does anyone else have any other ideas?
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Djive
Honorable
Supreme Hero
Zapper of Toads
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posted August 15, 2002 09:54 PM |
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Off-topic bonuses applied.
The bonuses are for the discussion which contain a lot of good ideas, some of which actually has been implemented in Heroes 4.
I'm not sure if Heroless armies can attack your castles (never seen that), but a hero led army can.
Also wanted to revive this thread for additional opinions and improvement wishes.
So which is the overall feeling of mobile guards?
Anyone who has explored the Map Editor for which possibilities you have as a map maker to customize what neutral creatures should do?
My guess is that the scripting could be used for some of these things, not sure about which one. It should for instance be possible to create a neutral army with a high level hero when it's triggered by some event. (Replacing another structure to make sure that the new army appears in an empty position.)
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.
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
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