DuneDog, big thank you for the review!
•Admiral and Paladin/Arthas/Garithos had a strange interaction where, if you clicked one to train, but canceled, it'd completely remove the other from your roster of hero options. So if you click Admiral, then cancel, Pal/Ar/Gar poof from your list and vice versa with them > Admiral.
Thank you, but it's okay for my idea. Because Arthas and Admiral had never met in the original campaign, also they are the same type of units (Paladins). It is wrong to play several paladins I think.
Also, if you pick an Arthas, you will block the Evil Arthas for other players who plays Undead. So the first pick is defines the time period in which the melee takes place. It is hard to realise to change your pick for other players. Also, this ability can provoke deceptive peaks among players.
When casting "Raise Dead Orc" with Gul'dan near enemy orc corpses, not only do you not get a Skeleton, you still get +2 added to your population.
Should be fixed on 0.7.1 version.
Population growths because players can abuse their army by killing their units because skeletons not have expiration timer. But... I think to fix this for fun.
•Being able to train Pack Horses and Wagons is AWESOME. I'm a sucker for stuff like that, but if you're going to make Wagon a tier 3 unit, it should at least have a movement speed on par with the pack horse.
Okay i'll change it to tier 2 in 0.8 version.
•I think you're going to strike gold with the idea of unique units/upgrades being available or unavailable based on your choice of hero. It'll take tons of work and creativity to execute properly, but it'll not only diversify options, but give personality to a player's army/playstyle.
I continue to work in this direction. In v0.8 if you pick Rexxar or Ogre Lord, you will unlock a unique building in which you can buy ogres.
On that note, Night Elves + Humans can train a "Captain" unit depending on your choice of hero. However, you can only train one, and then they're gone for good upon death. I'd recommend treating these captain units like mini heroes, like how the Naga Royal Guard felt in the Frozen Throne campaign-- powerful, but not so much so that they overshadow actual heroes, but like heroes you only get a singular one in your army that you'll have to re-train if they perish.
It is good idea, but I'm worried about the balance. Yes, I have already violated it quite badly. But unique units have non-standard characteristics, and if the player can revive them, it will be able to use the strengths of these units too often. On the other hand, there's more fun, so I guess I'll do it.
If you haven't played 0.7.1, I don't recommend downloading it yet because of these bugs. In version 0.8, I will try to fix and find as many bugs as possible. So wait for 0.8.