Attention! Read, before you vote:
Update - this change is now offered as an option (see.)
Let's first look at this map (my suggestion is after the description of the map):
2 Underlord. They don't have portals. There are shrines - to the mana, gold and research. The middle map - neutral territory with 3 portals. Neutral territory is closed by impenetrable stone (gray) and Holy land (in white, the Holy land is impossible to capture). Neutral grounds not to grab.
In order to fight and defeat an opponent, you need to lure neutral creatures on their territory. It stimulates the choice of priority digging into the chamber pillars of brimstone (dark - red) and seized the land. You need to choose which rooms to dig through a passage in the first place, to lure the appropriate creatures. For example, in the archive you can find cultists, and in the tavern and the barracks can sometimes be everything.
Accumulating an army, go on the attack of the opponent, will have to go through neutral territory. By this time can be seized all 4 shrines observations that are close to the opponent, and your campaign will notice.
In the end, on this map there is a lot of strategy and choice - who to involve, what to study and to use (in what sequence), may advance to invade part of the earth through the neutral, through the tunnel and use Outpost, perhaps, to send some troops on neutral territory closer to the opponent to kill neutral creatures who can pass up (unit and become creatures of the opponent).
Interested? There is intrigue in this map?
But all this is now impossible, because neutral creatures work differently than you expect in such a map.
"This is not a bug, it's a feature".
I thought neutral beings cease to be neutral only in 1 case if they came on the territory of Underlord or Empire.
But it turned out that the purple tramps swear allegiance automatically if they get into the field of view of Underlord (or Empire), this may be the field of view from the captured cells, a unit or even the wall! And become, of purple, my creature automatically turns my creatures the next who gets in his field of vision, and so on until the end!
For the moments all the creatures on the purple site will be either my or the opponents! But the new creatures from neutral portals - will be either dead or too will automatically go on the same side!
What does it mean? This means that the map I suggested above, only 1 effective strategy - a fast tunnel under neutral territory. All, now put the flag into the enemy dungeon core, GGWP!
Map of interesting, divergent, was laid waste by testing have less lag when loading the game!
Please developers - change the way the transition of the neutral creatures on the sides! It should be only 1 case - the transition of being on neutral territory! This is logical and will allow to create maps with the active role of the neutral creatures, it diversifies the gameplay!
So far I haven't found any 1 argument against,but "we do not want a simple transformation of creatures defeated Anderlorda changed", which is important for maps with 3 or more sides. And I said - ok, let the mechanic (after destroying the enemy core) does not change.
The argument "so works in DK" are not well off, since many WFTO works differently - for example, spell "Possession" does not increase the characteristics of being (damage done, at least).
I believe that the true motives of the naysayers - this conservatism. "Simply leave everything, "as is" now." This conservatism prevents you think hinders see the obvious advantages of the proposed change namely, the emergence of new game mechanics (which is now dead, for all solve the digging speed and lag).
With conservatism does not go far. It would not have to stay
The argument "so works in DK" are not well off, since many WFTO works differently - for example, spell "Possession" does not increase the characteristics of being (damage done, at least).
I believe that the true motives of the naysayers - this conservatism. "Simply leave everything, "as is" now." This conservatism prevents you think hinders see the obvious advantages of the proposed change namely, the emergence of new game mechanics (which is now dead, for all solve the digging speed and lag).
With conservatism does not go far. It would not have to stay
In London, an Arab taxi stops. To sit down and requests to turn off the music, arguing as follows: "In the days of the Prophet, peace be upon him, there was no music."
The driver stops the car and says, - "Come out!"
Arab - "What, why?"
Taxis - "In the days of the Prophet there were no taxis, so get out and wait for passing a camel!"
The driver stops the car and says, - "Come out!"
Arab - "What, why?"
Taxis - "In the days of the Prophet there were no taxis, so get out and wait for passing a camel!"

Let's first look at this map (my suggestion is after the description of the map):

2 Underlord. They don't have portals. There are shrines - to the mana, gold and research. The middle map - neutral territory with 3 portals. Neutral territory is closed by impenetrable stone (gray) and Holy land (in white, the Holy land is impossible to capture). Neutral grounds not to grab.
In order to fight and defeat an opponent, you need to lure neutral creatures on their territory. It stimulates the choice of priority digging into the chamber pillars of brimstone (dark - red) and seized the land. You need to choose which rooms to dig through a passage in the first place, to lure the appropriate creatures. For example, in the archive you can find cultists, and in the tavern and the barracks can sometimes be everything.
Accumulating an army, go on the attack of the opponent, will have to go through neutral territory. By this time can be seized all 4 shrines observations that are close to the opponent, and your campaign will notice.
In the end, on this map there is a lot of strategy and choice - who to involve, what to study and to use (in what sequence), may advance to invade part of the earth through the neutral, through the tunnel and use Outpost, perhaps, to send some troops on neutral territory closer to the opponent to kill neutral creatures who can pass up (unit and become creatures of the opponent).
Interested? There is intrigue in this map?
But all this is now impossible, because neutral creatures work differently than you expect in such a map.
"This is not a bug, it's a feature".
I thought neutral beings cease to be neutral only in 1 case if they came on the territory of Underlord or Empire.
But it turned out that the purple tramps swear allegiance automatically if they get into the field of view of Underlord (or Empire), this may be the field of view from the captured cells, a unit or even the wall! And become, of purple, my creature automatically turns my creatures the next who gets in his field of vision, and so on until the end!
For the moments all the creatures on the purple site will be either my or the opponents! But the new creatures from neutral portals - will be either dead or too will automatically go on the same side!
What does it mean? This means that the map I suggested above, only 1 effective strategy - a fast tunnel under neutral territory. All, now put the flag into the enemy dungeon core, GGWP!
Map of interesting, divergent, was laid waste by testing have less lag when loading the game!
Please developers - change the way the transition of the neutral creatures on the sides! It should be only 1 case - the transition of being on neutral territory! This is logical and will allow to create maps with the active role of the neutral creatures, it diversifies the gameplay!
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