Lunar, nice ideas, but you'd have to be able to mod the pictures and animations of creatures to do that. IIRC, that's not possible atm.
I have figured out the format of these tables, so i don't need help with this
Are you sure you want to decline help from an experienced guy (even if it's an undead half-orc)?
Good ppl helping you are a rare and valuable thing..
@Jollyjoker:
If, on the other hand you have a smaller map without the towns the cheaper faction will come knocking at your door before you can even think of building the biggies.
This is a good point and I’m sorry I didn’t respond to it earlier. Following the discussions in the “balance between factions” thread, the consensus seems that the “cheaper factions” somewhat have the edge on small maps, but wizards/warlocks will almost invariably win on L to XL maps. Kristo worded it well:
Heroes II was close. Then they added the Well. That building screwed everything up. When Warlocks are eventually building 3 Black Dragons per week, a Knight's 4 Crusaders don't have a prayer. That's why Knights always have to capture something else to survive in an extra large map. If the growth ratio there were 1:2 like it should be, a Knight castle might stand on its own.
So that’s the reason dragons/titans need a nerf. Restricting growth and substracting 50 HP may be too much, but they do need some sort of nerf. I also see a need for giving paladins and cyclops a bit more HP or perhaps growth, because the well makes their higher growth almost insignificant. The phoenix at the other hand is quite good already, buffing doesn’t seem necessary when dragons/titans are nerfed? Their great speed compensates for their fragility quite well, I’d say?
Another imbalance in H2 is between might/magic heroes. Imo, might heroes are way better, because:
- they get better secondary skills (best chance of logistics, leadership, luck, archery..)
- they can easily learn some good spells (blind, haste, slow)
- because building a mage guild beyond level 2 takes too long, considering you get random spells
- because +1 att/def means +10% / -5% damage, making a lot of difference
- you can only cast 1 damage spell each round, but might gets used in each attack
The only saving grace for magicians is Dimension Door. But that spell can only be learned on larger maps, where you have the time to build up several mage guilds to level 5. On such maps, a might hero will have the time to learn wisdom and build up his spellpoints, so he can use it too. Also, the advantages of a might hero increase with army size, which increases with map size. In H2 I would never pick a magic hero as main (with the possible exception of a necromancer). Magic heroes are no good, unless they use hit-and-run tactics. The sorceress is worst of all, even her spellpower is low.
So what can be done about this? I was thinking lowering the costs of higher-level mage guilds could help. (5 recources of each kind for each level, for example? Instead of cumulatively growing numbers?) Combined with raising the mana of spells like haste, slow and blind. Raising mana for DD seems good as well, it would make the spell harder to use, especially for the might heroes.