Comments (1)
This is a lot of work and personally I don't like the idea of merging city and merchant objects together because there are already not so many interactive objects on a strategic map in the game. Merchants in PvP and PvE scenarios can become points of interest, when player is forced to go and buy/sell items to get strategic andvantage. Same applies to mage towers, mercenaries and training camps.
There are some ideas for new interactive scenario map objects which I find interesting. I personally think it will be better to implement some of them instead of merging existing objects together. Amount of work to implement them looks the same as for merge.
Here's the list:
- Teleport
- Fortification. Same as city, but without garrison, unit hiring and inventory. Allows visiting leader to hide from spells and provides some armor bonus during siege. Does not convert nearby terrain. Occupies 2x2 area on a map.
- Resource marketplace. Allows visiting leader to exchange all resources between each other.
- 'Place of power'. Occupies 1x1 area. When controlled by playable race applies some modifier on stacks in area around it. Modifier can be buff for allies or debuff for enemies.
- 'Mage obelisk' 1x1 object that allows visiting leader to cast any of spells specified for obelisk.
- Object that converts terain in a large area when one of its tiles is captured
from d2moddingtoolset.
Related Issues (20)
- Храм для Воина по-умолчанию HOT 2
- XPKILLED для отряда не работает HOT 1
- New eqiupement slot, DOTA attack, bonuses on tiles, spells HOT 2
- New ideas, attack effects, neutral city rebuild etc HOT 1
- Different costs of Rod-planting for every race HOT 5
- Information on what is this project about, and how to write scripts HOT 5
- Guideline for developers HOT 3
- Info about build process and requirements HOT 6
- How to place Critical Hit text in Attack section of unit info instead of Damage (as it was before) HOT 2
- Ward and Immunity for Critical Hit
- Two levels of Lower Initiative debuff HOT 2
- Change unit attack sequence when initiative debuff or buff is applied
- Option to apply poison, frostbite, blister, lower initiative, lower damage effects on retreating units
- Option to change regeneration bonus of native terrain
- Wards should prevent positive effects from being applied on a unit
- The mechanics of generating neutral units on the map every certain turn. HOT 3
- New areas HOT 7
- Concerning the map editor HOT 4
- Interface related proposals and suggestions (refreshed) HOT 1
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