Added 18 minutes ago
My modest proposal for the Unit mod (changes relative to version 3.1 or the EWA 2.2.2 modification)
1) Haven - slightly increase the defense or hit points of griffins (+2 hit points). And that's it. Leave the archers alone.
2) Sylvan - increase the hit points of sprites (+2), reduce the attack of dancers (-1), reduce the defense of dryads (-2) - they are too hard to defeat. And that's it.
3) Orcs - weaken cyclops (-2), slightly increase the defense of executioners and wyverns (+2), add 1 spell to shamans (summon elementals). 4) Dwarves. Weaken thanatos (remove the cheating ability). Berserkers (add defense or hit points).
5) Necromancer. Reduce the ability of ghosts (etherealness), slightly strengthen archers (+2 to hit points). Strengthen the dragon (+1 to minimum damage).
6) Dark Elves. In general, this is probably the strongest faction, in my opinion. You can weaken hydras (-2 to defense) and dragons (-1), and the Night Queen (-1 to defense).
7) Demons. Strengthen cerberuses (+2 hit points). Hellhounds (+1 to initiative).
8) Mages. Add defense to djinn - they die constantly - a weak link (+1). Reduce the maximum damage of rakshasa (-2). Points 1 to 8 are currently a priority. Only after a technical solution to these, can we move on to points 9 and 10. ---------------------------------------------------------------- 9) Battle Wagons. Definitely strengthen them, as they are weak by default. It is not always advisable to develop them. Even the developers themselves admit this. For example, in Heroes 7, battle wagons were significantly strengthened. There are many options; I have already written articles on this topic - I don't want to repeat myself. I would like to hear your suggestions on this issue.
10) Artifacts. I would like to add new ones, as well as adjust the old ones. For example, you can add artifacts for battle wagons. In addition, you can add new composite artifacts. ----------------------------------------------------------- (I do not claim to be the ultimate authority, but after studying this issue for quite some time, I have come to some conclusions. I will be glad to receive constructive criticism and your suggestions)
Added 5 minutes ago
Regarding "summon elementals" as a working spell, the idea is well suited for the RPE mod, where elementals are given out for a silence. The problem is that such functionality (elementals for silence) can only be implemented "fanatically," it's not just about changing a couple of numbers.
Yes, you are right, but as far as I know, you are one of the best mathematicians in this matter. Therefore, I am always interested in your suggestions and reasonable arguments. By the way, maybe we shouldn't touch the Daughters of Heaven at all?