I am very sorry, but a few questions have come up.
1. Is this mod a setup for Heroes 5.5?
2. Am I correct in understanding that only the duel part is ready so far?
3. Why does the link to the project website lead to a hentai site?))
That said, later in my project, I began using the same tools for editing the exe as those used in the English version. From a technical standpoint, that is what unites them.
But from a conceptual standpoint, both projects are complete opposites:
- The English 5.5 focuses on single-player and very late game, so perks and stats are weakened
- Our project focuses on Multiplayer; everything is initially centered around combat, and the map gameplay is planned to be very dynamic (2-3 weeks), so perks and stats are strengthened
2. Yes, but the duel part is also awaiting a fundamental update.
3. I removed the link to the website from the signature. There are no plans to restore it for now, as all efforts are better spent on the development of the game itself, and information can be gathered from the forums.
In the city properties (selection + space), you can set a shipyard to be built immediately, but only if the city is located near water. The fact that the city is located near water will be indicated by a green marker on the water when placing the city
1. This mod has nothing to do with Might and Magic: Heroes 5.5. Nargott, during the stream with Remix, you mentioned that you wanted to rename it to avoid confusion? That was when the mod review happened.
The idea is very interesting. Especially since it encourages everything I like: mixing Factions, conducting tactical combat. In real life, however, I prefer single-play. I'll see how it turns out)
I've noticed so far that many changes work even without the exe. And some mods require their own exes, for example NCF (Yes, today I felt like getting new impressions in Heroes and installed a bunch of things at once. If it doesn't crash — it will be an engineering miracle. But so far everything has launched.)
Hence the question: what exactly does the WGE exe handle in general terms, and what exactly will go wrong without it?
And one more thing. If I risk replaying some Campaign through the current version of WGE, how likely is it that something will break and make it unbeatable?
And yes, do I understand correctly that the latest version of WGE is in the first post?
At the moment, the exe affects:
- number of hero classes (24 instead of 8)
- starting ATB spread 0-15% instead of 0-25%
- tent heal
You can have several exes simultaneously by renaming them and launching the one you need. It's even easier to have several installed game folders, each for a separate global mod or the original.
The mod will likely never be tailored for Campaigns. I've finished the Campaigns, and after that it's not interesting, unless some of the map makers write new campaigns.
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Currently testing city build-up in Arena mode, the efficiency of different builds using the human Castle as an example. For now, I don't quite like that too few resources are given and early development of the income branch is critical for buying troops (town hall on day 1, magistrate on day 3, capitol on day 5 or 8). On the other hand, if there are too many, the interest in building disappears. It is necessary to balance resources so that one could avoid building income entirely and still buy all troops, but without upgrades, and so that from a troop count perspective this option has advantages (because from a money perspective it obviously loses).
Starting bonuses will be as follows:
- 3000 gold
- either +2 of each resource (tried +3 — it's significantly stronger than gold)
- or 2 minor artifacts (exactly 2, because one is not enough to compensate for the advantages provided by early gold or resources)
The second player also receives an additional +3000 gold (compensation for the first-move advantage), but at the same time cannot build on the Arena on the last, 15th day and does not receive income for it (but receives growth for 3 weeks and income from hiring garrison troops for 2 weeks, just like the first player).
Training will still be paid (at a rate of 100% of the cost of the creatures being trained). I tried the free version; firstly, it's not as interesting (you don't need to adjust the economy for it), and secondly, it gives an undue advantage to the strongest unit (and thus pushes out other builds without training).
Arena is a mode (map) that is currently tailored toward city build-up (refining builds) and shows the efficiency of builds at the end (in terms of gold, troops, magic). In the future, leveling and a finale will be added based on the Arena (but not in the immediate releases).
Each turn of construction on the Arena generates 10 portions of income ("collected by heroes from the map"), with each portion containing 500 gold or 1 rare resource or 2 wood or ore. The chance of a particular resource appearing in a portion = 15% - amount of resource held by the player (and 15 - amount/2 for wood or ore); gold is dropped based on the remainder principle (the lower the chances for resources, the higher for gold, and vice versa).
In addition, each turn of construction provides income from the city (from the prefecture/town hall/magistrate/capitol).
Furthermore, at the end of week 2, the player receives income equal to the troops bought in the city garrison during week 1.
And at the end of all construction — income equal to the troops bought in the garrison during week 2 (plus those bought in week 1).
This income reflects the fact that early hired troops "pay off in the breakthrough."
I am also thinking about introducing "income" from the Mages' Guild on the Arena, at the end of week 1, end of week 2, and end of construction, equal to 1000 gold for each floor number (i.e., a total of 1/3/6/10/15 thousand gold for guild levels 1/2/3/4/5).
This income will reflect the fact that early-developed magic also "pays off in the breakthrough."
And by design, building the guild will be an alternative to the income branch, less efficient in terms of gold, but sufficient for buying troops.
That is, 3 types of build-up should work:
1) meat + gold (artifacts) — in this version a magistrate/capitol is built plus many troops
2) meat + magic — in this version a high-level Mages' Guild is built plus many troops
3) magic + gold (artifacts) — in this version a magistrate/capitol plus a high-level guild are built, and troops are bought based on the remainder
A total of up to 15 slots are allocated for a city "build" on the Arena (15 construction turns, 14 for the second player) out of 28-29 possible:
1) 3 slots for town hall/magistrate/capitol (administration is there from the start)
2) 2 slots for Stronghold/Castle (fort is there from the start)
3) 4-5 slots for Mages' Guild (some castles have a starting level 1 Mages' Guild)
4) 6-7 slots for basic troops (some castles have a starting level 1 dwelling)
5) 7 slots for troop upgrades
6) 3 slots for additional buildings: smithy, market, warehouse (shipyard is not relevant on the Arena and will be used as a skip day of construction)
7) 3 slots for racial buildings (for example, humans have farms, stables, training halls)
At the same time, some buildings are "pass-through" (for example, Smithy — Swordsmen, Mages' Guild — Monks, Stables — Knight), so a maximum meat build of "all troops with all upgrades under the castle" will not be possible. The theoretical maximum for troop development is 6 levels with 6 upgrades (or 5 upgrades and a castle), or all 7 levels with 3 upgrades (or 2 upgrades and a castle).
For dwarves, the scheme will differ in that there will be 2 guilds, each with 3 levels (Mages' Guild and Runes' Guild). That is, dwarves will not be able to obtain magic higher than level 3 from the city.
For orcs, the scheme will differ in that instead of a Mages' Guild they will have a shouter building up to level 3, plus 4 slots for racial buildings (traveler's hut, slave market, pile of skulls, centaur farms).
The same rate as 3 markets (from 3 cities) will apply to the Market on the Arena immediately, meaning at the external market rate (5:1 instead of 10:1). For now, the external market is always available, even without building a market (this is convenient for testing builds with favorable resource layouts).