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https://steamcommunity.com/sharedfiles/filedetails/?id=2968319205
Whereas it's pretty feasible to focus a single unit type and buy the armory upgrades and get a huge power boost right away, some of the tech bonuses for specific units are absurdly strong. If you're fighting another player this is better, and even if you aren't it can let you more easily make secondary armies to loot the map faster.
I can only answer on academy researchs as i never tried armory upgrades. Here there s two options for lava potion to design academy :
1) As i suggest you split the academy in one building + one upgraded building to delay upgrades
2) You tweak ressources cost with a variation (like the mage guild in Homm)
- all stack upgrades now cost 4 / 6 / 9
Example for Arleon :
- Militia : +10 / +10 / +15
- Ranger/Minstrel/Footman : +4 / +6 / +10
- Knight : +2 / +3 / +4
You can also mix the two options ofc, I hope Lava potion can hear this problem because it s pretty easy to rush with knights. (If they add an upgraded building on academy, with let s say the "high academy", then player is forced to spend more gold so it will slow his rush in stacking knights)
it s easy to argue that academy is overpowered or did too much effects because as it unlocks all stacks limits for every hero, it s like if your skill command cap for each hero can be virtually multiplied by two. So it seems really important to me to control this scaling.
Maybe i have bad explained the problem, i m the only one to be annoyed by the academy research building ? It s quite simple, as soon as you get your second castle with larger emplacement, build academy research max out this unit which will snowball on other units (to me it was knight). I didn t play anymore since this option which looks like to a simplification of the stack cap size, allow the player to reach out his maximum units in a stack with only one building.
Seriously i m the only bother by this feature ? You can compare if you wanna to the mage guild (and i know this isn t the best example), i.e you need more and more ressources to build the mage guild level of spells and learn the best spells. In comparaison, SoC reduced the number of ressources, which is a great choice, but all you have to do is to put all one's eggs in one basket, without been afraid of investing too many ressources in research at the expense of something (like a waste of money and by the way less hired troops).
I think people here have already discussed about this stack cap limit and it s pretty sure that heroes-like-game must be limited by the number of troops to avoid stupid strategy that s why it s easy to point out a second problem with the building for hire troops from another castle, i think it should only target one of your castles list.
Then why not add a fourth level of upgrades to the academy research ? You will unlock each level of upgrades by paying "X" gold (i don t know, i have no experience oof the game) and then you will have this smooth curve of number :
Tier 3 : +10 / +10 / +15 / +15
Tier 2 : +6 / +6 / +9 / +9
Tier 1 : +2 / +2 / +3 / +3
Now totals are round : +50 for Tier 3, +30 for Tier 2, +10 for Tier 1
Beside, i question depending how rich the map is, when should the player decide to build his academy (or armory), into the second castle ? into the third castle ? etc ...