Forts worth converting?
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Forts worth converting?
Is there any actual benefit of converting forts?
I think forts come with a moat when assaulted, right? Correct me if I'm wrong, but don't the abilities of your moat change depending on your faction?
If so, that'd be the sole benefit I could think off - you'd have your own factions moat when defending a fort against a siege. Which I guess is a seriously minor thing, but hey, some people might've based their strategies around defending cities and forts and have more benefit from their own moat because it slows/dispels/whatever, right?
If so, that'd be the sole benefit I could think off - you'd have your own factions moat when defending a fort against a siege. Which I guess is a seriously minor thing, but hey, some people might've based their strategies around defending cities and forts and have more benefit from their own moat because it slows/dispels/whatever, right?
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As far as I remember, forts have no moat, only walls (level 1). In a proper town, a moat is added when you build level 2 city walls, towers for level 3.
So converting forts would be a waste of resources.
So converting forts would be a waste of resources.
I believe the answer to both questions is yes.Can you town portal to a fort that is of a different race?
Can you convert dwellings in the area of control of the fort?
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Forts of your own faction give you more gold per day, check the fort's income before and after you convert it. I think it's 500 for your own fort and 250 for any other. Since it's about 1500 gold to convert a fort, it would pay for itself after a week.
As for town portal, I'm pretty sure you can.
You can convert the dwellings and you have to, because otherwise you'd just produce some units you don't use and they won't be sent to your town either. Don't ask me how many units I've lost because I forgot to re-convert a dwelling...
As for town portal, I'm pretty sure you can.
You can convert the dwellings and you have to, because otherwise you'd just produce some units you don't use and they won't be sent to your town either. Don't ask me how many units I've lost because I forgot to re-convert a dwelling...
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Oh really? So conversion isn't pointless after all. I still would not do it though, as wood and ore are much more precious in this game than gold, unless I were already rolling in resources, but then what would be the point anyway?Ell1e wrote:Forts of your own faction give you more gold per day, check the fort's income before and after you convert it. I think it's 500 for your own fort and 250 for any other. Since it's about 1500 gold to convert a fort, it would pay for itself after a week.
Jesus saves, Allah forgives, Cthulhu thinks you'd make a nice sandwich.
I was under the impression that same alignment forts also boosted a bit of core unit weekly growth, or perhaps they just make it available to hire units from dwellings in their zone? I don't know this.
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Right, I think.Panda Tar wrote: ..or perhaps they just make it available to hire units from dwellings in their zone? I don't know this.
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Too be honest forts aren't very useful the way they are now. You can only hire un-upgraded core troops from them. Like already mentioned converting is expensive and has little reward.
I would like a fort to be like a mini town, which you can upgrade.
Like being able to build core dwellings inside it. And upgrading the defenses to citadel/castle.
You can build a town portal inside it allowing you to travel to cities through it.
You can make a building which allows you to hire elite and champion units from it, if you are able to hire them of course.
I would like a fort to be like a mini town, which you can upgrade.
Like being able to build core dwellings inside it. And upgrading the defenses to citadel/castle.
You can build a town portal inside it allowing you to travel to cities through it.
You can make a building which allows you to hire elite and champion units from it, if you are able to hire them of course.
treants are dendrosexual 0_o
Well, adding some Zoning capacities to a fort would be good, imho. Like if you have control over a fort, on that zone, all armies within that area (neutral creatures) could become completely hostile against any opposing hero (so they wouldn't join or so easily diplomatic). Increases 1 or 2 movement points to heroes in that area due their "knowledge" of local terrain under control. Well, things like that.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
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I like this idea. If you controll a zone you should be able to build/flag things that give you bonus'.Panda Tar wrote:Well, adding some Zoning capacities to a fort would be good, imho. Like if you have control over a fort, on that zone, all armies within that area (neutral creatures) could become completely hostile against any opposing hero (so they wouldn't join or so easily diplomatic). Increases 1 or 2 movement points to heroes in that area due their "knowledge" of local terrain under control. Well, things like that.
Owning a zone could make neutral creatures completely hostile to enemies not owning the zone. Buildings in fort/town that give zone boosts like move speed, snatch ability, magic bonus, def bonus, -move points to enemies and more. And maybe make it multible choice, meaning you can't get all, but can choose to build x amount of buildings out of X. This would add a new layer of depth to defending you zones.
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