No recruitment from opposing town alignments.
- Slayer of Cliffracers
- Hunter
- Posts: 549
- Joined: 11 Jul 2006
- Location: Gateshead, England.
No recruitment from opposing town alignments.
Basically I am thinking that your ability to recruit troops in towns that are opposed to your faction alignment is a little silly.
I don't think that you should be able to recruit say undead if you are playing a Life faction, even if you do capture a necromancer town. If this cannot be managed, then you at least shouldn't be able to recruit new ones, the creature growth of the town should be reduced to 0.
Creature dwellings are more complicated beacause I don't think there is likely anything they can do to change the recruitment rate. Probably the best way would be to delete them from the map the moment they are captured by an opposing alignment or something.
They could be replaced by a ruin marker, which would then allow a player of that alignment to rebuild the creature dwelling.
Special treatment could be given to Necromatic Towns. Basically Death players should be able to convert any town into an unupgraded Necropolis.
Anyone should be able to raze a town of an opposing alignment, but it shouldn't be turned into one of their own towns, but would become a ruined town, which can be turned into a town of their type by a player with a vast amount of resources. Ruined towns would also be available in the scenario editor.
Anyone should be able to raze necromatic towns, even those who can potentially raise necromatic troops.
Razing towns gives you a certain amount of gold and resources (from loot) .
Opposing towns do however pay taxes, at 50% of the normal rate. So keeping them as a gold-mine is a profitable option unless you can replace them with one of your own towns.
One ideas I came up with was the possibility of disarming towns, which destroys creature dwellings within the town along with all the creatures in it. In this way one can deny troops to one who may recapture the town.
You should be able to disarm any town, but you only get resources from destroying creature dwellings in opposing towns.
I don't think that you should be able to recruit say undead if you are playing a Life faction, even if you do capture a necromancer town. If this cannot be managed, then you at least shouldn't be able to recruit new ones, the creature growth of the town should be reduced to 0.
Creature dwellings are more complicated beacause I don't think there is likely anything they can do to change the recruitment rate. Probably the best way would be to delete them from the map the moment they are captured by an opposing alignment or something.
They could be replaced by a ruin marker, which would then allow a player of that alignment to rebuild the creature dwelling.
Special treatment could be given to Necromatic Towns. Basically Death players should be able to convert any town into an unupgraded Necropolis.
Anyone should be able to raze a town of an opposing alignment, but it shouldn't be turned into one of their own towns, but would become a ruined town, which can be turned into a town of their type by a player with a vast amount of resources. Ruined towns would also be available in the scenario editor.
Anyone should be able to raze necromatic towns, even those who can potentially raise necromatic troops.
Razing towns gives you a certain amount of gold and resources (from loot) .
Opposing towns do however pay taxes, at 50% of the normal rate. So keeping them as a gold-mine is a profitable option unless you can replace them with one of your own towns.
One ideas I came up with was the possibility of disarming towns, which destroys creature dwellings within the town along with all the creatures in it. In this way one can deny troops to one who may recapture the town.
You should be able to disarm any town, but you only get resources from destroying creature dwellings in opposing towns.
Working on tracking the locations of Heroes IV battles. Stage 6 of campaign map finished, all initial Heroes IV campaigns mapped.
http://www.celestialheavens.com/forums/ ... hp?t=11973
http://www.celestialheavens.com/forums/ ... hp?t=11973
-
- Leprechaun
- Posts: 41
- Joined: 28 May 2006
- Location: Israel
I don't know, maybe make it so you can't recruit them with opposing-allignment heroes. Besides, if your opponent gets back the razed town, what happens to it? Do all the buildings come back? Does he have to build all his creature dwellings from scratch?
This could be too easily abused.
The town could maybe be "under siege". Creature growth will be 0 during a siege, and no creature dwellings (and creatures) could be bought. The existing creatures in the dwellings will still survive though.
Again, we might be trying to change the game too much. This doesn't hurt the game that much, and as flavorful as it is, it might make gameplay worse.
But I do think razing could be a very useful option. You captured a nature town, where the AI build unicorn glades, but you want griffins? Raze the glades*, and you will be able to build griffin cliffs.
* and maybe any buildings that have the razed building as a requirement? Maybe only the ones who HAVE to have it (such as buildings that produce creature growth for the specific creature whose dwelling was razed)
This could be too easily abused.
The town could maybe be "under siege". Creature growth will be 0 during a siege, and no creature dwellings (and creatures) could be bought. The existing creatures in the dwellings will still survive though.
Again, we might be trying to change the game too much. This doesn't hurt the game that much, and as flavorful as it is, it might make gameplay worse.
But I do think razing could be a very useful option. You captured a nature town, where the AI build unicorn glades, but you want griffins? Raze the glades*, and you will be able to build griffin cliffs.
* and maybe any buildings that have the razed building as a requirement? Maybe only the ones who HAVE to have it (such as buildings that produce creature growth for the specific creature whose dwelling was razed)
I don't really agree with these. Except with changin a captured town's dwelling into another one(e.g. a Hydra Pond to a Dragon Cliff). Or changing the whole town slowly into a native one, like in WoG.
"Rage against the system, the system, what kills the human spirit."
- BrennusWhiskey
- Pixie
- Posts: 134
- Joined: 23 Feb 2007
- Contact:
- Grumpy Old Wizard
- Round Table Knight
- Posts: 2205
- Joined: 06 Jan 2006
- Location: Tower Grump
Not being able to recruit opposing creatures would break some maps. The moale penalty already imposes a penalty for using creatures of opposite alignment. That is enough IMHO.
GOW
GOW
Frodo: "I wish the ring had never come to me. I wish none of this had happened."
Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."
Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."
- HodgePodge
- Round Table Knight
- Posts: 3530
- Joined: 06 Jan 2006
I agree with Jeff & GoW. If I capture a town, I want to defend it with its own type of creatures. Otherwise my efforts may all be in vain. Of course, like Age of Wonders, changing a town's alignment is fine but it really puts a crimp in managing stuff. Afterall, you sacrificed creatures & Heroes to capture a completely built town, you should get some reward. Leave it as it is.jeff wrote:I agree with GOW, now if you want to make it more expensive then that is a horse of a different color.
Script controlled options to block certain players/factions from hiring troops of specific alignments might generate some interesting new strategies/design possibilities.
The same can be said for options to convert captured cities to your own aligment.
But it probably shouldn't be enforced by default on all maps.
The same can be said for options to convert captured cities to your own aligment.
But it probably shouldn't be enforced by default on all maps.
Nookrane wrote:I would like a way to switch between hiring different creatures.
Or maybe be able to destroy allied buildings to build others.
For example: be able to destroy level 1 dwellings and build instead all both lvl3 and 4 dwellings.
Can this be made?
"Not a shred of evidence exists in favour of the idea that life is serious." Brendan Gill
Who is online
Users browsing this forum: No registered users and 0 guests