Skip to content

Do we get the source files?

#45
Auto-translated
Ment
Well, to be more specific, I would like the following changes:
1. Allow combat scripts in Multiplayer. It was probably done this way initially as a protection against cheaters, but in reality, it only gets in the way and prevents creating interesting specializations for heroes.
2. Remove counterattacks. In theory, this change could be implemented now by giving everyone immunity to counterattacks, but that's not a good solution either – a small number of units with counterattacks wouldn't be a problem. Why? It would immediately eliminate annoying tactics like focusing fire and improve the dynamics. Well, in theory, of course, but such a theory is worth testing. Moreover, this type of game modification is reversible – if it doesn't work out, you can give all creatures the "counterattack" skill, and everything will be exactly as it was.
3. Limited firing and casting ranges for units. I'm tired of many online games ending with someone stumbling upon a "yellow druid" squad near a portal. Creatures, while relatively balanced in the player's army, become inadequate overpowered units as neutrals, against which you suffer significant losses regardless of tactics. This shouldn't happen – the player should always have the opportunity to tactically counter the AI. To achieve this, instead of various half-range firing and other things, which are only half-measures, all range penalties should be removed, but the range should be limited. If you want to shoot, get closer. Then measures can be taken against this.
4. By the way, it would be good to modify the damage calculation formula for creature spells as well. Ideally, give them different spells that don't match the hero's magic. The a-la hero magic formula doesn't work well for them.
5. That is, the number of IDs for spells in the game should be increased.
6. When limiting the firing range, archers and casters find themselves in a rather unfavorable position. But here, another change is needed – so that a turn and an attack/shot/cast can be combined (unless specifically set otherwise for each specific case). This is a-la a new King's Bounty, for example.
Nargott spent a lot of time trying to "improve" archers by finely adjusting their speeds and firing ranges, especially noticeable in his crossbowmen with enhanced firing at short ranges, but this method of solving the problem is simpler and more comprehensive. To avoid making archers too overpowered, one could, of course, consider some means of "locking" them down, but that's already a second iteration.
7. Obstacles. Already implemented in the form of a city wall, but it would be better to extend these algorithms to rocks and other things, as in Heroes 7. This means that there should be cover from archers.
8. Perhaps some new abilities for creatures/heroes that cannot be implemented with scripts. Including the scripts themselves.
Something like that, I guess.

1. Source code is probably needed.
3, 6, 7 - this is exactly what is included in the idea of adopting the combat system from Heroes Online. Source code is needed.
2. Then we need to rethink the human race and their main ability.
4. Source code is not needed.
5. It is possible without source code, using hex code.
8. Source code is also needed