Talk:Creature Bank: Difference between revisions

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:Yes, I believe they're determined at the start of a game.  The number of creatures/size of the reward determine the size of the guard (i.e. the 'wandering creature stack' on the adventure map that you have to defeat in order to step onto the creature bank), and reloading the map doesn't change the size of guards, so it'd be unfair for reloading to change the size of creature banks. [[User:Ibraesil|Ibraesil]] ([[User talk:Ibraesil|talk]]) 09:00, 16 October 2016 (CEST)
:Yes, I believe they're determined at the start of a game.  The number of creatures/size of the reward determine the size of the guard (i.e. the 'wandering creature stack' on the adventure map that you have to defeat in order to step onto the creature bank), and reloading the map doesn't change the size of guards, so it'd be unfair for reloading to change the size of creature banks. [[User:Ibraesil|Ibraesil]] ([[User talk:Ibraesil|talk]]) 09:00, 16 October 2016 (CEST)


:I second this. –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 07:47, 17 October 2016 (CEST)
::I second this. –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 07:47, 17 October 2016 (CEST)


: I just created a map with a single dragon utopia (dragon utopias are not editable in the editor (i.e. you can't set the rewards manually)). I then played the map multiple times and found that restarting the map completely will in fact change the rewards given by the utopia. Loading a previous save will not change the rewards.
::: I just created a map with a single dragon utopia (dragon utopias are not editable in the editor (i.e. you can't set the rewards manually)). I then played the map multiple times and found that restarting the map completely will in fact change the rewards given by the utopia. Loading a previous save will not change the rewards.
: The rewards are set at the beginning of each new game. <br>
::: The rewards are set at the beginning of each new game. <br>
: --[[user:imahero|imahero]] 10:10, 17 October 2016 (CEST)
::: --[[user:imahero|imahero]] 10:10, 17 October 2016 (CEST)
 
== Sulfur or gems from the Naga Bank? ==
Naga Bank gives sulfur, not Gems (as shown here). Editor help says "Gems", but in game it is sulfur. Possibly a bug.
 
:I have at least once corrected this "problem" in this page and a couple of more times from [[Naga Bank]] page. In the orginal versions and patches the Naga Bank gives Sulfur. But at least in the HD-mod it has been fixed so that the bank gives Gems, because this seems most logical. –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 06:46, 27 December 2017 (CET)
 
:: Since most people are using the HD Mod these days, I think we should we update the wiki accordingly. We can add a note to the bottom of each page that changes if using HD+.
:: --[[user:imahero|imahero]] 18:16, 27 December 2017 (CET)
 
:::I do not share your point of view, and I say this as a great admirer of the HD-mod. Perhaps in the discussion section there could be an mention why Gems would be more logical choise for Naga Bank, or perhaps even that HD-mod has changed it. However, I see this wiki as an extension to the official game. –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 06:43, 28 December 2017 (CET)
 
:::: I like what you've done with the discussion sections! Much better idea!
:::: --[[user:imahero|imahero]] 07:23, 28 December 2017 (CET)
 
== HoTA Creature Banks ==
 
Add them, please.
 
==...==
 
  In last month’s ‘feature highlight’, I described the Troop Rally Ability as an old idea which never made it past the conceptual stage.  Legendary Boss Battles is another such idea... and another logical one. If you look at HoMM3, it is clear where I wanted to have these events, specifically the ‘creature banks’.
  Why were full boss battles not implemented in HoMM3?  Time.  We simply didn’t have the time.  Like the Troop Rally Ability, it was a new feature and would require new programming and more unique art.  So, I quickly discarded the idea, and instead settled for battles where the Hero’s Army was ‘surrounded’ by the Enemy Army (versus the typical Left against Right arrangement).  Later, with the Armageddon’s Blade expansion, we implemented the four neutral dragons (Faerie, Rust, Crystal, and Azure), which were arguably the game’s first boss creatures.  While these dragons were more powerful, they were not what I ultimately wanted.
  Almost 10 years later, I specifically remember playing ‘King’s Bounty: The Legend’, encountering the ‘giant turtle’, and thinking to myself, “Yep.  There it is.”  There were other such encounters in ‘King’s Bounty: The Legend’: a giant spider, a giant lizardman, a giant demon, a giant mech, etc.  My favorite was the Kraken.
 
Greg Fulton, the lead designer of HoMM3 (RoE and AB)
 
[https://www.fanstratics.com/fstnewsletter08 Fanstratics Newsletter #8 (April 2021)]

Latest revision as of 08:22, 23 November 2022

Is it known when the number of creatures defending a bank and the subsequent reward is determined? I once tried to clear a Dragon Utopia in one map several times to see if I would get different reward and I got the same artifacts every time. So are creature banks determined at the moment you start to play the map?

Yes, I believe they're determined at the start of a game. The number of creatures/size of the reward determine the size of the guard (i.e. the 'wandering creature stack' on the adventure map that you have to defeat in order to step onto the creature bank), and reloading the map doesn't change the size of guards, so it'd be unfair for reloading to change the size of creature banks. Ibraesil (talk) 09:00, 16 October 2016 (CEST)
I second this. –Kapteeni Ruoska (talk) 07:47, 17 October 2016 (CEST)
I just created a map with a single dragon utopia (dragon utopias are not editable in the editor (i.e. you can't set the rewards manually)). I then played the map multiple times and found that restarting the map completely will in fact change the rewards given by the utopia. Loading a previous save will not change the rewards.
The rewards are set at the beginning of each new game.
--imahero 10:10, 17 October 2016 (CEST)

Sulfur or gems from the Naga Bank?[edit | hide | hide all]

Naga Bank gives sulfur, not Gems (as shown here). Editor help says "Gems", but in game it is sulfur. Possibly a bug.

I have at least once corrected this "problem" in this page and a couple of more times from Naga Bank page. In the orginal versions and patches the Naga Bank gives Sulfur. But at least in the HD-mod it has been fixed so that the bank gives Gems, because this seems most logical. –Kapteeni Ruoska (talk) 06:46, 27 December 2017 (CET)
Since most people are using the HD Mod these days, I think we should we update the wiki accordingly. We can add a note to the bottom of each page that changes if using HD+.
--imahero 18:16, 27 December 2017 (CET)
I do not share your point of view, and I say this as a great admirer of the HD-mod. Perhaps in the discussion section there could be an mention why Gems would be more logical choise for Naga Bank, or perhaps even that HD-mod has changed it. However, I see this wiki as an extension to the official game. –Kapteeni Ruoska (talk) 06:43, 28 December 2017 (CET)
I like what you've done with the discussion sections! Much better idea!
--imahero 07:23, 28 December 2017 (CET)

HoTA Creature Banks[edit | hide]

Add them, please.

...[edit | hide]

 In last month’s ‘feature highlight’, I described the Troop Rally Ability as an old idea which never made it past the conceptual stage.  Legendary Boss Battles is another such idea... and another logical one. If you look at HoMM3, it is clear where I wanted to have these events, specifically the ‘creature banks’. 
 Why were full boss battles not implemented in HoMM3?  Time.  We simply didn’t have the time.  Like the Troop Rally Ability, it was a new feature and would require new programming and more unique art.  So, I quickly discarded the idea, and instead settled for battles where the Hero’s Army was ‘surrounded’ by the Enemy Army (versus the typical Left against Right arrangement).  Later, with the Armageddon’s Blade expansion, we implemented the four neutral dragons (Faerie, Rust, Crystal, and Azure), which were arguably the game’s first boss creatures.  While these dragons were more powerful, they were not what I ultimately wanted.
 Almost 10 years later, I specifically remember playing ‘King’s Bounty: The Legend’, encountering the ‘giant turtle’, and thinking to myself, “Yep.  There it is.”  There were other such encounters in ‘King’s Bounty: The Legend’: a giant spider, a giant lizardman, a giant demon, a giant mech, etc.  My favorite was the Kraken.

Greg Fulton, the lead designer of HoMM3 (RoE and AB)

Fanstratics Newsletter #8 (April 2021)