building up your town. a process longer than ever?
building up your town. a process longer than ever?
so I played hotseat vs myself (read: three AIs).
and I tried to build my haven town up to max and it struck me that it took longer than ever.
you don't start with any dwellings and not even a fort. aside from that there seems to be more buildings than before and isn't the reasource cost higher as well?
and, at least to me, it seemed like you'd have a very formidable low level force by the time you got up to level 7 units.
and the sacrificial pit in inferno is garbage. it's not so easy to use early game (would you really sacrifice your own townbought units for experience?) and late-game it's not so effective.
that's it for now.
and I tried to build my haven town up to max and it struck me that it took longer than ever.
you don't start with any dwellings and not even a fort. aside from that there seems to be more buildings than before and isn't the reasource cost higher as well?
and, at least to me, it seemed like you'd have a very formidable low level force by the time you got up to level 7 units.
and the sacrificial pit in inferno is garbage. it's not so easy to use early game (would you really sacrifice your own townbought units for experience?) and late-game it's not so effective.
that's it for now.
- Gaidal Cain
- Round Table Hero
- Posts: 6972
- Joined: 26 Nov 2005
- Location: Solna
Re: building up your town. a process longer than ever?
Starting without anything in your town seems to be somewhat common among nival maps. Fortunately, the Fort is much cheaper now. Still, it isn't likely that it'll be standard for usermade maps. As for more things to build- paerhaps, but only a few extra buildings per town. Certianly not enough to prolong the satge on it own. What is new is that upgraded dwellings are generally more expensive, which means that the last part of the building is going to take a while. Rushing for higher levels or capital is also no longer possible with the city levels. I haven't decided on whether this is for the better yet.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett
Re: building up your town. a process longer than ever?
Agree its quite useless late on. For balance sake you should get experience depending on type of lvl the creature is from different towns. Lets say you get 500 exp to sacrifice 5 Assassins from the Dungeon town, 300 exp for sacrificing 5 Imps from the inferno town.Short said, the more costly the unit is thus more exp do you get. And you should get quite an amount of xp since troops is just as important, a bit hard to balance but its possible.Arzang wrote: and the sacrificial pit in inferno is garbage. it's not so easy to use early game (would you really sacrifice your own townbought units for experience?) and late-game it's not so effective.
- Thelonious
- Round Table Knight
- Posts: 1336
- Joined: 06 Jan 2006
- Location: right behind the next one
Re: building up your town. a process longer than ever?
Troop that aren't your alignment aren't important. And anyway balancing experience on creature cost is quite balanced so I don't see a problem there.Orfinn wrote:And you should get quite an amount of xp since troops is just as important, a bit hard to balance but its possible.
Grah!
Re: building up your town. a process longer than ever?
As of right now I enjoy it. Most of the upgraded dwellings in Heroes III just seemed there just for the sake of existance. I tried getting the Chaos Caverns upgrade for my Hydras...that didn't go as planned. It makes people choose more as to what unit they want, and I like that.Gaidal Cain wrote:Starting without anything in your town seems to be somewhat common among nival maps. Fortunately, the Fort is much cheaper now. Still, it isn't likely that it'll be standard for usermade maps. As for more things to build- paerhaps, but only a few extra buildings per town. Certianly not enough to prolong the satge on it own. What is new is that upgraded dwellings are generally more expensive, which means that the last part of the building is going to take a while. Rushing for higher levels or capital is also no longer possible with the city levels. I haven't decided on whether this is for the better yet.
Getting the capitol is now, I think, quite an accomplishment. Odds are that it's going to be late week two or even week three. By then you've likely expanded enough so that the building does not just seem like a token structure, but now it may mean something. Although now the blacksmith/marketplace are useless structures, IMO.
Hell has frozen over...
Re: building up your town. a process longer than ever?
Yeah you right I forgot to note that.Thelonious wrote:Troop that aren't your alignment aren't important. And anyway balancing experience on creature cost is quite balanced so I don't see a problem there.Orfinn wrote:And you should get quite an amount of xp since troops is just as important, a bit hard to balance but its possible.
The balance is good but it could be just a bit better. I guess theres always something to fix.
ah. the deal with usermade maps. I always seem to forget them whereas the rest of the community say they're the core of homm singleplayergaming.Gaidal Cain wrote:Still, it isn't likely that it'll be standard for usermade maps.
yeah I noticed upgrades were expensive as hell. but my main gripe was that on the maps that are with the game so far, precious resources are very scarce. sure you start with a lot of them but getting your hands on more of them was pretty hard. especially since the marketplace seriously rips you off, capitalism-style.What is new is that upgraded dwellings are generally more expensive, which means that the last part of the building is going to take a while. Rushing for higher levels or capital is also no longer possible with the city levels. I haven't decided on whether this is for the better yet.
the city level thing is a good thing IMO. but I'd like them to bring back a city plan which is more old school. the one they have now is highly functional, but the old one should be included for nostalgia. building without using the city plan is icky though.
I agree. I mentioned the sacrificial pit randomly. it's not something that bothers me. it's kinda like the training grounds to me: I can't see how I'd use it. unless I have a ridiculous abundance of creatures/money.Thelonius wrote:Troop that aren't your alignment aren't important. And anyway balancing experience on creature cost is quite balanced so I don't see a problem there.
it's nice to see someone sharing my thoughts on the capitol. I just thought I sucked since it took quite a while for me to get my hands on everything.
what REALLY bothers me though is that it tries to be complex and unique for each town but there seems to be many similarities when looking at the cityplan. I'd love it if it got more diverse.
@orfinn: I don't think you should get more XP. not at all but I think you should get more exp for sacrificing your own units than you get for sacrificing units of another alignment. the bigger the morale penalty is for including them in your army, the less exp you should get. my reasoning behind this is the same as thelonius. personally; I never liked using mix-alignment armies.
- Infiltrator
- CH Staff
- Posts: 1071
- Joined: 06 Jan 2006
As long as all towns are equally crippled to upgrade I'm cool with that. I remember upgrading Castle in H3 so I could have Angels by the end of the first week. If I remember well you needed to build MAgic Guild lv. 1, Monastery and then you could build Angel structure, I forgot how it was named back then.
The prayers of the soul tend towards the helping angels discovering the griefs of the heart when pains are consuming it burning.
- Gaidal Cain
- Round Table Hero
- Posts: 6972
- Joined: 26 Nov 2005
- Location: Solna
- Symeon Star-Eyes
- Peasant
- Posts: 66
- Joined: 14 Jan 2006
- Location: Bergen, Norway
I kinda like the new building scheme. Sure it'll go slower than before, but as was mentioned before - if it goes slowly for all factions, then it's ok.
It does seem as though deciding between buying more troops or a new building or upgrade will be harder than ever.
The only thing that worries me is whether all the upgraded creatures are so much better than their unupgraded counterparts that it justifies the (often) extremely high cost of upgrading dwellings.
For instance, the upgraded Rakshasa dwelling costs 10.000 gold plus resources - including the original dwelling it makes for a grand total of 16.000 gold plus resources. More than most HIV lvl 4 dwellings.
It does seem as though deciding between buying more troops or a new building or upgrade will be harder than ever.
The only thing that worries me is whether all the upgraded creatures are so much better than their unupgraded counterparts that it justifies the (often) extremely high cost of upgrading dwellings.
For instance, the upgraded Rakshasa dwelling costs 10.000 gold plus resources - including the original dwelling it makes for a grand total of 16.000 gold plus resources. More than most HIV lvl 4 dwellings.
- Infiltrator
- CH Staff
- Posts: 1071
- Joined: 06 Jan 2006
Its called balance Quick combat + Slow building pace = medium-fast/slow gameplay depending if you build alot or battle alot.RK wrote:it's no biggy imo. the pacing is fine. unlike H3 where u rush for lvl 7 dwellling at the first week to get the double pop advantage by 2nd week's start.
I appreciate their effort to slow down the pace but wondered why the heck they made efforts to quicken the combat.
But yeah I like the new building style And the building lvl system keeps eager 5-7 lvl rushers to slow down, a great asset!!!!!
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
slower is definitely better for me as well. and as 'Cain said; not all maps need to start with the town at scratch. if a mapmaker wants the game to proceed more quickly he could make the towns start with some key buildings. like the mage guidl, fort and such..
and if all towns have it slower then there's really nothing to complain about.
and if all towns have it slower then there's really nothing to complain about.
- Gaidal Cain
- Round Table Hero
- Posts: 6972
- Joined: 26 Nov 2005
- Location: Solna
Can't see the relation here. Even if buillding up a town takes 2 months, the time that's spent on doing that isn't much when compared to the time spent in battles.DaemianLucifer wrote:Really whats the point of speeding up battles so much,and then slowing down the building?
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett
- Thelonious
- Round Table Knight
- Posts: 1336
- Joined: 06 Jan 2006
- Location: right behind the next one
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
No,it just means less strong units,but well still have an abundance of low levels.Thelonious wrote:He means that if you want games to go fast you'd have to be able to build up your town fast as well. But this is really no argument as longer time to a fully build town means longer to get 7th level units, means less units, means less time on battling...
Who is online
Users browsing this forum: No registered users and 37 guests