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#590
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Is there any news? It's been 3 weeks already.
In reply to Nargott
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#591
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Nargott
Thanks to the news from MMH5.5, there is now a technical possibility to finally adjust the damage of towers!

Therefore, a preliminary question: by how much should their damage be increased (relative to the original)? Currently, the central tower deals up to 70 damage, and each of the side towers deals up to 50 (with the maximum number of buildings).
Here, in my opinion, everything is exactly as it should be, and nothing needs to be changed.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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#592
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I would rather say that the damage of towers, the health of walls, and other similar things are minor aspects and should be changed last. Simply because, in any case, the defender in a city has a significant advantage, and it is much more important to create an interesting and balanced battle in the field. Any player, if they are not suicidal and not in a losing situation at the moment, will strive for this.
 

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#593
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I realized that lower tiers had too weak a boost from fortifications in the current version.

New fortification concept.
Terminology:
Base/upgrade arrival - one-time arrival of creatures upon construction of the base/upgraded dwelling.
Growth - weekly growth of creatures.
Both values are calculated as % of the base growth.

Tiers 1-6 dwellings: arrival 50/50%, growth 100%.
Tier 7 dwellings: arrival 100/100%, growth 100%.
Fort: for tiers 1-2 +50% upgrade arrival, +50% growth.
Stronghold: similar for tiers 1-4.
Castle: similar for tiers 1-6.
Forts affect arrivals from both future and past upgrades.

Thus, under a Castle:
Tiers 1-2: 50/200% arrival, 250% growth
Tiers 3-4: 50/150% arrival, 200% growth
Tiers 5-6: 50/100% arrival, 150% growth
Tier 7: 100/100% arrival, 100% growth (not boosted by Castle)

While a fort is standing, tiers 1-2 perform no worse than 3-4 in the long run (due to the boost). If a Stronghold is built, tiers 3-4 gain an advantage and perform no worse than tiers 5-6 in the long run. If a Castle is built, tiers 5-6 come out on top, often overtaking tier 7.
Important note regarding the long term: since the immediate effect of base buildings is not boosted, high tiers always have an advantage here and now in terms of arrival (except for upgrades).

City schemes are designed to provide high variability for top builds (building up the city in week 1 to get maximum meat by week 2).


Base troop growth, totaling:
1) militia = 1,5k (boosted up to 3,75k)
2) archers = 2k (up to 5k)
3) swordsmen = 2,4k (up to 4,8k)
4) monks = 3k (up to 6k)
5) griffins = 4k (up to 6k)
6) Knight = 6k (up to 9k)
7) angels = 6k
Total full growth: totaling up to 40,55k

Starting buildings are highlighted in red; the second player additionally starts with a prefecture (one more building).

F fort
D Stronghold
C Castle
1-7 tier numbers
+ upgrade

Example:
F24+7 = archers + upgraded monks + angels (under fort)

Top week 1 builds (by meat by week 2):

ANGELS (only for 2nd player)
F24+7 = 22k (4 + 6 + 12)
F14+7 = 21k (3 + 6 + 12)

KNIGHTS
D3+56 = 22,2k (7,2 + 6 + 9) only for 2nd player
C3+6 = 21,6k (9,6 + 12) only for 2nd player
D23+6 = 21,2k (5 + 7,2 + 9)
D13+6 = 19,95k (3,75 + 7,2 + 9)

GRIFFINS
D12+35 = 22,55k (3,75 + 8 + 4,8 + 6)
D123+5 = 21,95k (3,75 + 5 + 7,2 + 6)
D1+235 = 21,8k (6 + 5 + 4,8 + 6)
D2345 = 21,8k (5 + 4,8 + 6 + 6)
D1235+ = 21,55k (3,75 + 5 + 4,8 + 8)
D2+3+5 = 21,2k (8 + 7,2 + 6)
D1245 = 20,75k (3,75 + 5 + 6 + 6)
D1+2+5 = 20k (6 + 8 + 6)
D2+45 = 20k (8 + 6 + 6)
C235 = 20k (6 + 6 + 8) only for 2nd player


Base troop growth, totaling:
1) scouts = 1,5k (boosted up to 3,75k)
2) beasts = 2,4k (up to 6k)
3) minotaurs = 4k (up to 8k)
4) predators = 3k (up to 6k)
5) witches = 4k (up to 6k)
6) hydras = 6k
7) dragons = 6k
Total full growth: totaling up to 41,75k

A peculiarity is rounding down when receiving 50% hydra growth; thus, when building a hydra dwelling, the hydra effectively does not arrive immediately (50% of 1 = 0), only with the weekly growth the following week. Hydra upgrade requires a Castle and gives 50% + 50% = +1 hydra. Weekly hydra growth even under a Castle is 150% of 1 = 1 (rounding down).

Top week 1 builds (by meat by week 2):

HYDRAS
D346 = 20k (8 + 6 + 6)
D14+6 = 18,75k (3,75 + 9 + 6) only for 2nd player
C146 = 18k (4,5 + 7,5 + 6) only for 2nd player
D246 = 18k (6 + 6 + 6)
D1+46 = 18k (6 + 6 + 6)
D456 = 18k (6 + 6 + 6)

WITCHES
F1235 = 19,8k (3 + 4,8 + 6 + 6)
F2+35 = 19,2k (7,2 + 6 + 6)
F23+5 = 18,8k (4,8 + 8 + 6)
F1245 = 18,3k (3 + 4,8 + 4,5 + 6)
F12+5+ = 18,2k (3 + 7,2 + 8)
D245 = 18k (6 + 6 + 6)
F2+45 = 17,7k (7,2 + 4,5 + 6)
F1+2+5 = 17,7k (4,5 + 7,2 + 6)
F13+5 = 17k (3 + 8 + 6)

PREDATORS
D3+4 = 18k (12 + 6)
D134 = 17,75k (3,75 + 8 + 6)
C34 = 17,5k (10 + 7,5) only for 2nd player
D34+ = 17k (8 + 9)


Base troop growth, totaling:
1) goblins = 1,5k (boosted up to 3,75k)
2) centaurs = 2k (boosted up to 5k)
3) brutes = 2,4k (boosted up to 4,8k)
4) shamans = 2,4k (boosted up to 4,8k)
5) alphas = 3k (boosted up to 4,5k)
6) wyverns = 4k (boosted up to 6k)
7) cyclops = 6k
Total full growth: totaling up to 34,85k

Top week 1 builds (by meat by week 2):

CYCLOPS (only for 2nd player)
F23+47 = 24,4k (4 + 4,8 + 3,6 + 12)
D23+7 = 24,2k (5 + 7,2 + 12)
D3+47 = 24k (7,2 + 4,8 + 12)
F123+7 = 23,8k (3 + 4 + 4,8 + 12)
D3+57 = 23,7k (7,2 + 4,5 + 12)
F13+47 = 23,4k (3 + 4,8 + 3,6 + 12)
D13+7 = 22,95k (3,75 + 7,2 + 12)
F2+3+7 = 22,8k (6 + 4,8 + 12)
F3+4+7 = 21,6k (4,8 + 4,8 + 12)
C3+7 = 21,6k (9,6 + 12)
F1+3+7 = 21,3k (4,5 + 4,8 + 12)

WYVERNS + CASTLE
C2+36 = 24k (10 + 6 + 8)
C2+46 = 24k (10 + 6 + 8)
C2+56 = 24k (10 + 6 + 8)
C12+6 = 22,5k (4,5 + 10 + 8)
C2+6+ = 22k (10 + 12)

WYVERNS + STRONGHOLD
D2+346 = 23,6k (8 + 4,8 + 4,8 + 6)
D2+356 = 23,3k (8 + 4,8 + 4,5 + 6)
D2+456 = 23,3k (8 + 4,8 + 4,5 + 6)
D12+36 = 22,55k (3,75 + 8 + 4,8 + 6)
D12+46 = 22,55k (3,75 + 8 + 4,8 + 6)
D12+56 = 22,25k (3,75 + 8 + 4,5 + 6)
D2+3+6 = 21,2k (8 + 7,2 + 6)
D2+4+6 = 21,2k (8 + 7,2 + 6)

WYVERNS + FORT
F12+346 = 22,2k (3 + 6 + 3,6 + 3,6 + 6)
F1+2+46+ = 22,1k (4,5 + 6 + 3,6 + 8)
F12+4+6+ = 21,8k (3 + 6 + 4,8 + 8)
F1+2+4+6 = 21,3k (4,5 + 6 + 4,8 + 6)
F2+346+ = 21,2k (6 + 3,6 + 3,6 + 8)

ALPHAS + CASTLE
C2345 = 24k (6 + 6 + 6 + 6)
C1235 = 22,5k (4,5 + 6 + 6 + 6)
C1245 = 22,5k (4,5 + 6 + 6 + 6)
C1345 = 22,5k (4,5 + 6 + 6 + 6)
C2+35 = 22k (10 + 6 + 6)
C2+45 = 22k (10 + 6 + 6)
C23+5 = 21,6k (6 + 9,6 + 6)
C3+45 = 21,6k (9,6 + 6 + 6)
C34+5 = 21,6k (6 + 9,6 + 6)
C24+5 = 21,6k (6 + 9,6 + 6)
C235+ = 21k (6 + 6 + 9)
C245+ = 21k (6 + 6 + 9)
C345+ = 21k (6 + 6 + 9)

ALPHAS + STRONGHOLD
D12345 = 22,85k (3,75 + 5 + 4,8 + 4,8 + 4,5)
D2+345 = 22,1k (8 + 4,8 + 4,8 + 4,5)
D23+45 = 21,5k (5 + 7,2 + 4,8 + 4,5)
D234+5 = 21,5k (5 + 4,8 + 7,2 + 4,5)
D12+35 = 21,05k (3,75 + 8 + 4,8 + 4,5)
D12+45 = 21,05k (3,75 + 8 + 4,8 + 4,5)

SHAMANS
C2+34 = 22k (10 + 6 + 6)
C23+4 = 21,6k (6 + 9,6 + 6)
C234+ = 21,6k (6 + 6 + 9,6)
D12+34 = 21,35k (3,75 + 8 + 4,8 + 4,8)


Base troop growth, totaling:
1) fairies = 1,5k (boosted up to 3,75k)
2) dancers = 2,4k (up to 6k)
3) hunters = 4k (up to 8k)
4) druids = 3k (up to 6k)
5) unicorns = 4k (up to 6k)
6) ents = 6k (up to 9k)
7) dragons = 6k
Total full growth: totaling up to 44,75k

Top week 1 builds (by meat by week 2):

ENTS
F346 = 19,5k (6 + 4,5 + 9)
F246 = 18,3k (4,8 + 4,5 + 9)
1+4+6 = 18k (3 + 6 + 9) only for 2nd player
F14+6 = 18k (3 + 6 + 9) only for 2nd player
F1+46 = 18k (4,5 + 4,5 + 9)

CASTLE (only for 2nd player)
C2+5 = 20k (12 + 8)
C125 = 19,7k (4,5 + 7,2 + 8)
C25+ = 19,2k (7,2 + 12)
C35 = 18k (10 + 8)

UNICORNS
D235 = 20k (6 + 8 + 6)
D12+5 = 19,35k (3,75 + 9,6 + 6)
D1+25 = 18k (6 + 6 + 6)
D245 = 18k (6 + 6 + 6)
D3+5 = 18k (12 + 6)
D125+ 17,75k (3,75 + 6 + 8)
D2+5+ = 17,6k (9,6 + 8)

HUNTERS
D23+ = 18k (6 + 12)
D123 = 17,75k (3,75 + 6 + 8)
D2+3 = 17,6k (9,6 + 8)


Base troop growth, totaling:
1) skeletons = 2k (boosted up to 5k)
2) zombies = 2k (up to 5k)
3) ghosts = 3k (up to 6k)
4) vampires = 3k (up to 6k)
5) liches = 4,5k (up to 6k)
6) reapers = 6k (up to 8k)
7) dragons = 3k (6k with farm)
Total full growth: totaling up to 42k

Base growth for vampires, liches, and reapers is odd - 3. This means rounding down applies. When building a base dwelling, 50% * 3 = 1 creature arrives (effectively 33% growth, not 50%). Similar rounding down applies to 50%/150% upgrades/growth, which slightly reduces the number of these creatures.

Top week 1 builds (by meat by week 2):

DRAGONS
D1+47 = 19k (8 + 5 + 6)
D1+27 = 19k (8 + 5 + 6)
D1+77 = 17k (8 + 9)

REAPERS
D136 = 19k (5 + 6 + 8)
D236 = 19k (5 + 6 + 8)
D346 = 19k (6 + 5 + 8)
D3+6 = 17k (9 + 8)

LICHES
F1235 = 18,5k (4 + 4 + 4,5 + 6)
D135 = 17k (5 + 6 + 6)
D235 = 17k (5 + 6 + 6)
F2+35 = 16,5k (6 + 4,5 + 6)
F1+35 = 16,5k (6 + 4,5 + 6) may become unavailable if skeleton upgrades are done via Stronghold
F135+ = 16,5k (4 + 4,5 + 8)
F235+ = 16,5k (4 + 4,5 + 8)

VAMPIRES
C124 = 19k (6 + 6+ 7) only for 2nd player
D1+24 = 18k (8 + 5 + 5)
D12+4 = 18k (5 + 8 + 5)
C1+4 = 17k (10 + 7) only for 2nd player
C2+4 = 17k (10 + 7) only for 2nd player

GHOSTS
D1+23 = 19k (8 + 5 + 6)
D12+3 = 19k (5 + 8 + 6)


Base troop growth, totaling:
1) gremlins = 1,5k (boosted up to 3,75k)
2) gargoyles = 2k (up to 5k)
3) golems = 2,4k (up to 4,8k)
4) mages = 4k (up to 8k)
5) djinn = 6k (up to 9k)
6) rakshasas = 6k (up to 9k)
7) titans = 6k
Total full growth: totaling up to 45,55k

Top week 1 builds (by meat by week 2):

RAKSHASAS
14+6 = 19,25k (2,25 + 8 + 9)
F246 = 19k (4 + 6 + 9)
F346 = 18,6k (3,6 + 6 + 9)
1+46 = 18k (3 + 6 + 9)
F146 = 18k (3 + 6 + 9)

DJINN
14+5 = 19,25k (2,25 + 8 + 9)

MAGES
D23+4 = 20,2k (5 + 7,2 + 8)
C3+4 = 19,6k (9,6 + 10) only for 2nd player
D3+4+ = 19,2k (7,2 + 12)
D13+4 = 18,95k (3,75 + 7,2 + 8)
F12+34 = 18,6k (3 + 6 + 3,6 + 6)
F1234+ = 18,6k (3 + 4 + 3,6 + 8)
F1+234 = 18,1k (4,5 + 4 + 3,6 + 6)
F123+4 = 17,8k (3 + 4 + 4,8 + 6)
F2+34+ = 17,6k (6 + 3,6 + 8)

GOLEMS
C123+ = 20,1k (4,5 + 6 + 9,6) only for 2nd player
C2+3+ = 19,6k (10 + 9,6) only for 2nd player
D12+3+ = 18,95k (3,75 + 8 + 7,2)
D1+23+ = 18,2k (6 + 5 + 7,2)


Base troop growth, totaling:
1) imps = 1,5k (boosted up to 3,75k)
2) demons = 2k (up to 5k)
3) cerberi = 3k (up to 6k)
4) succubi = 3k (up to 6k)
5) nightmares = 4k (up to 6k)
6) balors = 4k (up to 6k)
7) devils = 6k
Total full growth: totaling up to 38,75k

Top week 1 builds (by meat by week 2):

BALORS + STRONGHOLD
D1246 = 20,75k (3,75 + 5 + 6 + 6)
D2+46 = 20k (8 + 6 + 6)
D24+6 = 20k (5 + 9 + 6)
D246+ = 19k (5 + 6 + 8)
D14+6 = 18,75k (3,75 + 9 + 6)
D1+46 = 18k (6 + 6 + 6)
D346 = 18k (6 + 6 + 6)

BALORS + FORT
F12+46 = 19,5k (3 + 6 + 4,5 + 6)
F1246+ = 19,5k (3 + 4 + 4,5 + 8)
F1+246 = 19k (4,5 + 4 + 4,5 + 6)
F124+6 = 19k (3 + 4 + 6 + 6)
F2+46+ = 18,5k (6 + 4,5 + 8)
F24+6+ = 18k (4 + 6 + 8)
F2+4+6 = 18k (6 + 6 + 6)

NIGHTMARES
D1235 = 20,75k (3,75 + 5 + 6 + 6)
D2+35 = 20k (8 + 6 + 6)
D23+5 = 20k (5 + 9 + 6) only for 2nd player
D13+5 = 18,75k (3,75 + 9 + 6) only for 2nd player
D1+35 = 18k (6 + 6 + 6)
D345 = 18k (6 + 6 + 6)

DEMONESSES
D12+4+ = 20,75k (3,75 + 8 + 9)
D1+24+ = 20k (6 + 5 + 9)
D234+ = 20k (5 + 6 + 9)
D134+ = 18,75k (3,75 + 6 + 9)
D3+4+ = 18k (9 + 9)

SUCCUBI
D1234 = 20,75k (3,75 + 5 + 6 + 6)
D1+2+4 = 20k (6 + 8 + 6)
D2+34 = 20k (8 + 6 + 6)
D23+4 = 20k (5 + 9 + 6)
D13+4 = 18,75k (3,75 + 9 + 6)
D1+34 = 18k (6 + 6 + 6)

CERBERI
D12+3+ = 20,75k (3,75 + 8 + 9)
D1+23+ = 20k (6 + 5 + 9)
D1+2+3 = 20k (6 + 8 + 6)
C23+ = 18k (6 + 12) only for 2nd player


Base troop growth, totaling:
1) shields = 2k (boosted up to 5k)
2) spears = 2k (up to 5k)
3) bonebreakers = 2,4k (up to 4,8k)
4) bears = 3k (up to 6k)
5) priests = 3k (up to 4,5k)
6) thanes = 6k (up to 9k)
7) dragons = 6k
Total full growth: totaling up to 40,3k

Top week 1 builds (by meat by week 2):

THANES
F1256 = 21,5k (4 + 4 + 4,5 + 9)
F1356 = 21,1k (4 + 3,6 + 4,5 + 9)
F2356 = 21,1k (4 + 3,6 + 4,5 + 9)
F1+56 = 19,5k (6 + 4,5 + 9)
F2+56 = 19,5k (6 + 4,5 + 9)
F15+6 = 19k (4 + 6 + 9) only for 2nd player
F25+6 = 19k (4 + 6 + 9) only for 2nd player
F35+6 = 18,6k (3,6 + 6 + 9) only for 2nd player
F3+56 = 18,3k (4,8 + 4,5 + 9)

PRIESTS
F1+2+35 = 20,1k (6 + 6 + 3,6 + 4,5)
F12+3+5 = 19,3k (4 + 6 + 4,8 + 4,5)
F1+23+5 = 19,3k (6 + 4 + 4,8 + 4,5)
F1+245 = 19k (6 + 4 + 4,5 + 4,5)
F1+345 = 18,6k (6 + 3,6 + 4,5 + 4,5)

BEARS
D1+2+4 = 22k (8 + 8 + 6)
F1+2+34 = 20,1k (6 + 6 + 3,6 + 4,5)
F1+234+ = 19,6k (6 + 4 + 3,6 + 6) only for 2nd player
F1+23+4 = 19,3k (6 + 4 + 4,8 + 4,5)

BERSERKERS
D1+2+3 = 20,8k (8 + 8 + 4,8)

SPEARMEN
C1+2+ = 20k (10 + 10)
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#594
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It is planned to change the ratio of the strength of units of different tiers. There are 2 main points here: 1) realism - the strength of knights was excessively inflated; neither the 1:5:12 ratio as it was in WGE (knights:swordsmen:archers), nor 1:13:21 as in the original (based on prices) reflects the real strength of a cavalryman relative to an infantryman. 2) reduced numbers improve gameplay, making it more discrete, and therefore more skill-based (with smaller numbers, you don't just need to deal more damage, but also make sure that this damage kills someone). According to the new standards, the ratio is 1:3:4:6:10:12:16 (dragon, knight, griffin, monk, swordsman, archer, militia). The 1:16 ratio of a dragon to a militia may seem strange, but here the militia is not peasants with pitchforks, but a normally armed unit, like spearmen/halberdiers from Heroes 3. There is no doubt that 5 such halberdiers can easily take down 1 knight without any problems. And 3 knights can take down a dragon (according to the original), so there are no contradictions here. As a result, for WGE, I will try the following format (increase/unit, where unit = 1 dragon): TIER 1 8/32 goblin 7/28 fairy 6/24 imp 8/24 skeleton 5/20 gremlin 4/16 militia (the peasant visual has been replaced, closer to a spearmen from Heroes 3) 4/12 guard 3/12 assassin TIER 2 6/18 zombie 5/15 demon, gargoyle 4/12 archer 4/10 dancer 3/9 javelin thrower, brute (orc) 3/7 beast TIER 3 6/12 ghost 5/10 cerberus 4/10 swordsman 3/7 golem, shaman 4/6 hunter 2/5 berserk 3/4 minotaur TIER 4 4/8 succubus 3/6 druid, monk, vampire 2/5 centaur 3/4 mage 2/4 bear, lizard TIER 5 3/4 nightmare, griffin 2/4 leader, priest 2/3 unicorn, witch, lich 2/2 djinn TIER 6 3/3 knight 2/3 wyvern, balor 2/2 ent, than, reaper, rakshasa 1/1 hydra TIER 7 1/2 necrodragon 1/1 dragons, cyclops, titan, angel, devil The ratio of a tier 7 creature to a tier 1 creature is thus about 1:20 (up to 1:32 dragon/goblin). Compared to the original, the following are significantly improved: centaurs (from tier 2 to tier 4), bears (from tier 3 to tier 4), griffins (from tier 4 to tier 5), hydras (from tier 5 to tier 6). Scaling the hero's attack power across tiers (from 7 to 1) kills: 1/2/3/5/8/12/20% of (hero level + 2) creatures. For example, an 8th level hero kills only 20% of a knight with one attack (tier 6). Equivalent units by troop groups: CASTER 1 angel 2 djinn 3 balor, lich, witch 4 priest, mage 6 monks, druids 7 shamans 8 succubi ARCHERS 1 titan, cyclops 3 lich, witch 4 priest, mage 5 centaurs 6 monks, druids, hunters 8 succubi 9 javelin throwers 12 assassins, archers 20 gremlins 24 skeletons CAVALRY 3 unicorn, knight 4 lizard, bear, nightmare 5 centaurs 10 cerberuses GIANTS 1 northern dragon, cyclops, hydra, titan 2 ent, than, reaper, rakshasa 3 balor 4 leader FLYING UNITS 1 light dragon, dark dragon, devil, angel 2 necrodragon, djinn 3 wyvern, witch 4 griffin 6 vampires 12 ghosts 15 gargoyles 28 fairies INFANTRY 4 minotaur 5 berserk 6 vampire 7 golem, beast 9 brute 10 swordsman, dancer 12 guard 15 demons 16 militia 18 zombie 20 imp 24 skeleton 32 goblin Centaurs are moved from tier 2 to tier 4 (orcs from tier 3 to tier 2, shamans from tier 4 to tier 3), and in general, non-human cavalry becomes comparable to knight cavalry (centaurs, bears, lizards). This can only be a good thing, because the superiority of a knight over a white bear by a factor of several times seemed at least strange, considering that a bear can easily break any horse, let alone the rider.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#595
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Considering such constant factors in the upgrade process as defense, attack bonus, and ranged attacks (50 damage), which impose certain limitations on the creature's and unit's hit points, and also taking into account the training, due to which the difference between adjacent Human tiers should be significant, I came to the following option:

(X/Y = basic increase / standard unit, the price of 1 creature in gold is indicated in parentheses)

TIER 1 (average standard 40 creatures per dragon)
14/56 goblin (100)
12/48 gremlin, fairy (125)
10/40 militia, imp (150)
12/36 skeleton (175)
10/30 guard (200)
6/24 assassin (250)

TIER 2 (average standard 24)
10/30 pikeman, zombie (200)
9/27 demon, gargoyle (225)
8/24 archer (250)
8/20 dancer (300)
6/18 shaman (350)
6/15 beast (400)

TIER 3 (average standard 15)
10/20 ghost (300)
8/20 berserker (300)
9/18 succubus (350)
6/15 swordsman, ogre (400)
8/12 hunter (500)
5/12 golem (500)
6/9 minotaur (700)

TIER 4 (average standard 10)
7/14 cerberus (450)
5/12 centaur (500)
5/10 monk, druid (600)
6/9 mage (700)
4/8 bear, predator (800)
3/6 vampire (1000)

TIER 5 (average standard 6)
4/8 priest (800)
5/7 nightmare, unicorn (900)
6/6 knight (1000)
4/6 witch (1000)
3/6 leader (1000)
4/4 djinn (1500)
3/4 lich (1500)

TIER 6 (average standard 3)
4/6 griffin (1000)
3/4 wyvern (1500)
3/3 reaper, rakshasa (2000)
2/3 balor (2000)
2/2 ent, than (3000)
1/2 hydra (3000)

TIER 7 (average standard 1.5)
1/2 necrodragon (2000 + 2m)
2/2 angel (2000 + 2c)
2/2 devil (2500 + m)
1/1 light/dark dragon (4000 + 4g/s)
1/1 titan, dwarf dragon, cyclops (5000 + 2g/s/c)

The number of creatures in tiers 1-3 was reduced, and in tiers 6-7 slightly increased.
The following ratio was adopted for the Knights: 40 militia = 24 archers = 15 swordsmen = 6 knights.

Informal division into a 4-level system:

TIER I
56 goblins (100)
48 gremlins, fairies (125)
40 militia, imps (150)
36 skeletons (175)
30 guards, pikemen, zombies (200)
27 demons, gargoyles (225)
24 assassins, archers (250)

TIER II
20 dancers, berserkers, ghosts (300)
18 succubi, shamans (350)
15 beasts, ogres, swordsmen (400)
14 cerberuses (450)
12 hunters, golems, centaurs (500)
10 monks, druids (600)

TIER III
9 minotaurs, mages (700)
8 bears, predators, priests (800)
7 nightmares, unicorns (900)
6 vampires, knights, leaders, witches, griffins (1000)
4 liches, djinns, wyverns (1500)

TIER IV
3 balors, reapers, rakshasas (2000)
2 hydras, ents, thans, angels, devils, necrodragons (2000-3000)
1 light/dark/dwarf dragon, titan, cyclops (4000-5000)
Разработчик Heroes 5.5 WarGame Edition.
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#596
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Having analyzed various wargames in terms of the balance of power, I came to the conclusion that the standard balance of power of "40 militia = 24 archers = 15 swordsmen = 6 knights" is generally justified (provided that the swordsmen and knights are elite units). However, there is another ratio, namely the ratio of knights to a dragon (a top-tier creature), which, according to various sources, ranges from 20:1 to 60:1. This kind of scaling is used to create epic battles, where there are numerous squads (hundreds and thousands of warriors) on one side and single epic monsters (dragons, giants) on the other. A distinctive feature of such battles is their high difficulty and duration (due to managing a large number of units), as well as the prevalence of maneuvers and formations. In the Heroes game mechanics, however, everything is different and much simpler. It is possible to convey maneuvers (as is done in the WGE mod), but it is impossible to convey formations, because even a numerous squad of militia occupies only 1 small cell. In addition, in the Heroes game mechanics, even 1 warrior is a tactical unit, not to mention the fact that the hero himself is capable of killing entire squads. Plus, archers can shoot across the entire field. Plus, perks tailored for small numbers (like deadly cold). Plus, the ship's capacity, which limits the number of troops for transport to 100-200 fighters (as we remember, the battle on ships is fought with 1 ship on each side). All this indicates that the Heroes combat is based on the "adventure" role-playing model (remember Kings Bounty), battles with small squads, and in no way reaches full-scale battles by any criterion. From a gameplay point of view, this is a plus, because full-scale battles take a lot of time and, in reality, happen rarely, and in the game, the player wants to fight every turn. That is, due to the game mechanics, it is impossible to compete in the epicness of battles with wargames; the niche of Heroes is something in between role-playing tactics (personal clashes of several creatures) and a large-scale battle. This is the level of troops that a single medium-sized medieval city can provide - about a hundred fighters in total in the army. But not the level of troops of the scale of a kingdom, gathered from all over the country in several thousand warriors. Therefore, the ratio of knights to a dragon is 6:1, and not 60:1, as it would be in large-scale battles. As I wrote before, there should be only a few dragons in the army, and not five or ten; this approach (focusing on single legendary creatures) was adopted in WGE from the beginning. All this fits well with the planned game time, because when you only get 1 dragon per week, and the total duration of the game is 2-3 weeks (including the first one, where there are no dragons in the army yet), it is impossible to gather a large squad of dragons. Just as, in reality, it is impossible to gather and provide a thousand-strong army in a short time, but squads of several dozen and hundreds of fighters are quite possible. In conclusion, here are some small calculations showing what troop numbers can still realistically fit into the Heroes combat. The main criterion here is the range of general and targeted archer fire. As you know, targeted archery was carried out at a distance of up to 50-70 meters, and general fire rarely exceeded 150 meters, from which it is concluded that the length of one cell does not exceed 10 meters. On this cell, with an area of 100 square meters, an entire squad of creatures is placed. Obviously, it is impossible to accommodate more than 100 warriors in a normal combat formation here, and optimally - up to 30-50. In WGE duels, 40 militia are planned in one squad, but on the map, this squad should rarely exceed 100 fighters in long games. The linear dimensions of a classic dragon also reach about 20 meters, which is exactly 2 cells in length (a dragon is large, 2x2 cells). It is, of course, possible to conduct battles in Heroes with hundreds and thousands of warriors, but this is essentially self-deception, when the player controls a thousand-strong army with the same mechanics and simplicity as the starting squads of several dozen creatures. Scaling fundamentally changes the very essence of the battle; epic battles are fought according to completely different rules and mechanics. In large-scale battles, in order to even start firing, it is necessary to bring the archers to positions, and in order for hundreds/thousands of infantry to inflict significant damage on the enemy, they need to be deployed in a front line (and not use an abstract square cell), which is not always possible and strongly depends on the terrain, the location of other troops.
Разработчик Heroes 5.5 WarGame Edition.
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#597
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When was the last update?
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#598
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You can follow the project's development on the stream at https://goodgame.ru/channel/Nargott/; I also cover RTA maps (which are not related to WGE).

Currently, a small update for the Humans (duel units) has been released, but this is only for internal testing among a trusted group. The public release of new duel units for all factions will be later, after updates for other factions. Only after that will I switch to implementing other planned features, such as unit upgrades and city layouts.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#599
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by the way, I noticed something: I moved all racial perks into the racial skill, and it turns out that the first-level racial skill allows you to upgrade one racial perk, the second-level racial skill allows you to upgrade two racial perks, and the third level of the racial skill allows you to take 4 perks. So, if you build the skill wheel according to the scheme suggested on the first page, there is no need to take the Amulet of Mastery – you can take four perks at the third level of the racial skill.

Added 2 minutes later
in the regular 3.1 ToE, Spell Surge wasn't obtained so easily, as it required perks from external skills (I'm talking about the list specified in SkillPrerequisites).
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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#600
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It's not enough to simply move all the perks to the racial category; you also need to change their category from racial to standard (like with other skills). Then everything will be fine, and it won't be possible to take 4 perks from the Expert skill.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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#601
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Nargott
It's not enough to simply move all perks into the racial category; you also need to change their category from racial to standard (like with other skills). Then everything will be fine, and it won't be possible to take 4 perks from the skilled category.
Well, that's obvious. I already have them all as standard or special (special - if we specify SkillPrerequisites differently, it won't look at SkillPrerequisites and will become available regardless of what is specified in SkillPrerequisites).
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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#602
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In the latest version, especially after the magic overhaul, the Chaos magic skill has become significantly weaker compared to its previous state. Considering the same conditions, the damage output has become too low, making the "Chaos magic" skill less effective than before. It also becomes insignificant compared to other magic skills. Perhaps you could reconsider this issue. Also, the "Guardian Angel" skill still doesn't work; the angel appears, doesn't resurrect anyone, and flies away, resulting in a lost battle. Please also pay attention to this bug.
Dzhoman Demon
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#603
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[email protected]
In my opinion, Chaos magic has been weakened too much compared to what it was before. Considering the same conditions, the damage has become too small, which makes the "Chaos magic" skill less effective than before, and compared to other magic skills, it becomes useless. Perhaps you could reconsider this.
Considering that the balance is calculated for a maximum of two months of gameplay, Chaos magic is quite normal. If you play with this mod for a longer period, Chaos magic is indeed useless, but as mentioned above, the mod is not designed for extended gameplay.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
User Avatar
#604
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Actually, the balance of the original game is designed for a maximum of two months of gameplay, while here, the maximum is one month. This is to allow players to complete an entire game in one evening (2-3 hours). And to prevent the game from dragging on to the point where cities are fully built, and there is nothing left to do on the map.
As I mentioned before, it's pointless to try the mod on full-sized maps right now because:
1) maps need to be adapted to the new dynamics.
2) a complete version of the mod is needed (currently, only the duel format is ready).
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат