Цитата(Лорд Хаарт @ 28 Oct 2010, 01:00)

Agree. I just want to say that Heroes 1-3 were desighned mostly for so called "standart maps" so you should never blame developers (or game itself) for such limitations as limited object size. If you want to make RPG-style map for a game that wasn't intended for RPG-style maps, you should expect problems and be ready to solve them. That's goal of modding, isn't it?
Heroes was designed 10 years ago, when no company gave a shit about modding. Companies learned the hard way since then and today a game without modding possibilities has no chance to survive. I am so happy WoG came out, because it corrected in some way the laziness of original developers. It is not easy to use and script, but millions times better than the original, where even inserting one new object is a nightmare.
About RPG, I am not sure you are right. There are border guards, quest guards, and events which open the way to a poor RPG, but still present. Why one could not push this a little more and improve the RPG aspect? And now, with ERA and TE, we can change everything, from the interface to the spells used.
The interesting thing is that Ubisoft designer tried to achieve more than what we think they did. For example, when you want to open a border guard asking for an artefact, it does not ask " bring me this", but instead it says"
A powerful wizard owns this tower. He refuses to let you pass unless you bring him the X artefact".Or:
"Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the X artefact, you would be well rewarded. "So, if people read those messages, on thing comes to the mind: Heroes is more than a "hack and slash". It has the small details already present for creating a story in the story. Who are those wizards? How can them enchant an item? What happens to that item, can we use it later? Why a powerful wizard does not want to let me pass, while I have 15000 black dragons, he is stronger than them?! And so on.
Or take those poor events "lose resources", "plague". Is there a way to prevent being stoled? While I have the biggest army, why someone can steal from me and get out unharmed? That's not normal. Why the plague comes, while I can invest in medicine and prevent it?
So, instead of
"bring me the centaur axe to pass", it could be
"bring me a centaur axe stoled from the centaur at 10/10/1 and I will enchant it for you when full moon is coming". Nothing wrong here, in my opinion. That is the RPG dimension, where the player brain has to solve a little more puzzles than placing a force field and hide behind. We need to adapt the mapmaking style to the continuous evolution WoG had those last years. How? To each one its own way, mine is already choose