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Heroes 5.5 WarGame Edition - Tactical Edition.

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Hello everyone!
The old links indeed require access; this is due to changes in Google's policy, and they need to be re-uploaded, which I haven't done yet.
I've resumed work on the mod.
What was holding me back was not being able to come to a unified vision regarding the similarities and differences between creatures of the same type, as well as within and between Factions.
But in the end, I came to the following decisions:

1) Creatures of the same type have both common and distinct abilities (but always the same size)
2) Creatures of the same type have the same health (but different defense)
3) Creatures of the same type have the same damage (but different attack)
4) Creatures of the same type have the same speed
5) Creatures of the same type have the same initiative
6) Each Faction has its own set of initiatives, according to which its units are distributed

Point 1 (abilities) is logical and should not raise any questions.
Point 2 (health) has a symbolic meaning, as the main role is played by the difference in defense.
Point 3 (damage) has a symbolic meaning, as the main role is played by the difference in attack.
Point 4 (speed) plays a key role in the perception of infantry/cavalry, effectively defining its tactical niche within the Faction (for example, all types of swordsmen have a speed of 3, and all types of militia have a speed of 4).
Point 5 (initiative) plays a key role in the perception of ranged units (speed is not important) and flying units (speed is the same).
In the original game, speed and initiative within the same type could vary, but in WGE, the key differences within the same type are determined by abilities.
Point 6 (racial initiative set) has not only a symbolic but also a practical meaning, allowing to reduce the initial ATB spread to 5%, while maintaining sufficient randomness in mirror battles due to equal initiatives. Specifically, the initiatives for each race:

Undead: 6, 8, 10
Orcs: 7, 9, 11 (attack)
Dwarves: 6, 9, 12 (defense)
Humans: 8, 10, 12 (defense)
Demons: 7, 10, 13 (attack)
Shadows: 9, 11, 13 (attack)
Elves: 8, 11, 14 (defense)
Mages: 10, 12, 14

How the differences in initiatives work on units of the same type, using the example of large flying units (speed 7):
Djinn = 14
Devils = 13
Angels = 12
Forest Dragons = 11
Griffins = 10
Dark Dragons = 9
Necro Dragons = 8
Wyverns = 7
Tans = 6

Due to the minimal 5% spread of the initial ATB, the above units will start moving in a strictly defined order, according to their initiative.

Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат