a few problems with map.
first, hero revivals. if a hero gets killed before the first hero that died's time is up, the second hero will revive first and the first hero to die wont revive at all. the 'triggering unit' function overwrites itself. you need to use variables to save the hero as a variable and then revive the hero variable instead of using a default function.
secondly, the cost of tomes. the medium tomes are, right now, more worth their cost then large ones are. for example:
2 large tomes=+10 to a stat=-900 gold
5 med tomes=+10 to a stat=-750 gold
when using single, sellable items, this can be an okay way to make things. but when you have permanent things like tomes, it makes it completely retarted. the cost imbalance problem could be totally fixed by changing the gold cost for large tomes to somewhere between 350 and 374. although 350 is probably the best choice for a change.
also, the castles have too much hp. period.
lastly, the castle defense towers are way too weak. they basically dont effect a thing.
first, hero revivals. if a hero gets killed before the first hero that died's time is up, the second hero will revive first and the first hero to die wont revive at all. the 'triggering unit' function overwrites itself. you need to use variables to save the hero as a variable and then revive the hero variable instead of using a default function.
secondly, the cost of tomes. the medium tomes are, right now, more worth their cost then large ones are. for example:
2 large tomes=+10 to a stat=-900 gold
5 med tomes=+10 to a stat=-750 gold
when using single, sellable items, this can be an okay way to make things. but when you have permanent things like tomes, it makes it completely retarted. the cost imbalance problem could be totally fixed by changing the gold cost for large tomes to somewhere between 350 and 374. although 350 is probably the best choice for a change.
also, the castles have too much hp. period.
lastly, the castle defense towers are way too weak. they basically dont effect a thing.
