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Posts from NHF – new heroes for Heroes V 3.1. Auto-translated

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In reply to Андраил
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#3854
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Andrail

[/U]And for the Necromancer:
If a Necromancer loses a battle against an enemy hero, he will be resurrected at his castle with part of his army. (I haven't figured out how to calculate this part yet).
necromancy spell, level 100.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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#3855
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for example, our Necromancer with level 20 lost to an enemy and was reborn at the same level 20. This way, he can continue to roam, lose again, and remain at the same level, and calmly level up to 40, even after being killed a hundred times.
And will the enemy just stand in the field and wait for the next attack? Well, then, they deserve it :P
How do you like the idea of a hero who, depending on his level, can reduce the effectiveness of enemy artifacts (all possible ones or just a specific parameter)?
Maybe...
 

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#3856
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An old version of Erathia... based on Nival's artwork...

+ Kirill, based on Might & Magic: Duel of Champions.
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2 files attached • Total size: 174.3 KB
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#3857
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Respawn – as is customary in Heroes 5 – is the tavern. If implemented, it would be simpler: when a hero is bought back from the tavern, return 30% of their army, if the buyback is done by the same player who previously controlled them. Otherwise, the more workarounds, the more inconsistent everything becomes.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
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#3858
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Dyrman
Respawn – as is customary in Heroes 5 – is the tavern. If implemented, it would be simpler: when buying a hero from the tavern, return 30% of their army, if the purchase is made by the same player who previously used that hero. Otherwise, the more workarounds, the more absurd it all looks.
It could also be done this way.
But let the amount of the army that will be returned be calculated by the formula:

Added 10 minutes later
Magic * level / 10
At the same time, no more than one-third of each unit can be resurrected.
He will have eternal servitude and summoning.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#3859
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Respawning – which is now a familiar feature in Heroes 5 – takes place in the tavern. If implemented, it would be simpler to return 30% of the hero's army when they are bought back from the tavern, provided the same player who previously controlled the hero is the one who buys them back. Otherwise, the more workarounds you add, the more inconsistent everything becomes.
In my opinion, there's no point in doing it this way. This doesn't make sense for hero recruitment with an army. No one will ever have more than 14 units, because wasting the entire army is always a bad idea (and returning 30% won't fix that), and the intermediate values between 14 units and a full army won't be that great in terms of the amount of damage inflicted on the enemy.
An automatic respawn without a tavern and with an initial non-zero army, which doesn't depend on the army the hero had before being defeated, seems more effective in this regard. Like Nicholas in the fifth campaign (but not with a thousand skeletons, hehe). But yes, this function probably needs to be disabled for neutral creatures; otherwise, you could easily gather a large army out of nowhere, which would be an effective replacement for necromancy
 

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In reply to Ment
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#3860
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Ment
Automatic respawn without a tavern.
I see this as redundant, since there is a Tavern.
Ment
which does not depend on the army that the hero had before the defeat,
You can farm an army on enemy creatures this way.
Andrail
Spellpower * level / 10
At the same time, no more than a third of each unit can be resurrected
He will have eternal slavery and summoning.
The simpler the formula, the easier it will be for the player to calculate. In this case, a simple formula will be suitable for balance. It is better to simplify.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Ment
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#3861
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Ment
In my opinion, there's no point in this. Clever players don't conduct battles like this with an army. No one will ever have more than 14 units, because wasting the entire army in any case is stupid (and a 30% return won't save the situation), and the average values between 14 units and a full army won't be that good in terms of the amount of damage inflicted on the enemy.
An automatic respawn without a tavern and with an initial non-zero army, which doesn't depend on the army the hero had before the defeat, seems more effective in this regard. Like Nicholas in the fifth campaign (but not with a thousand skeletons, hehe). But yes, this function probably needs to be disabled for neutrals, otherwise you can gather a large army out of nowhere, which would be an effective replacement for necromancy.
It should be a large army.
Maybe it should be ghosts in a quantity equal to knowledge + spellpower * level.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#3862
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I see this as redundant, since there is a Tavern.
Yes, but the respawn happens earlier, so it has an advantage. The hero will be ready for battle even before the next turn begins, and this could be one of the features.
You can farm an army on enemy roaches like this.
It's quite difficult to imagine this in the reality of online play.
This should be a large army
Maybe, let it be ghosts in a quantity equal to knowledge + spellpower * level.
No, it doesn't have to be large, the main thing is that there are seven units.
 

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#3863
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Then you can respawn with an army, with a weekly increase.

Added 47 seconds later
But only with un-nerfed units.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
In reply to Ment
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#3864
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Ment
Yes, but the respawn happens earlier, which gives it an advantage. The hero will be ready for battle before the next turn even begins, and this could be one of its unique features.
How is it best to choose the location? How do you create it on the map without duplication?
Also, a hero that was not very useful at the time becomes viable. It's not a given that you'll lose, and if you do, you get one free "get out of jail free" card.
It's much more effective to have the respawn point in the tavern, because then the hero can be used against neutral creatures, and he will be more useful in the game.

In my opinion, a hero with a redesigned Guardian Angel is much better: Restores the strongest unit after defeat or retreat (upon the hero's reappearance). And specifically in the Tavern, so that you have to spend resources on heroes when killing neutral creatures and enemy heroes, to avoid using a constant free hit-and-run tactic.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#3865
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What is the best way to choose a location?
Probably, a city garrison.
How can you create it on the map without duplication?
I don't know about that.
Also, a hero who wasn't very useful at the time appears. It's not a given that you'll lose, but if you do, you only get one free ransom.
So, if you're trying to trick the game with a small army, it's clear that you'll lose. But if you win, you won't need the special ability anymore. So, it's fine.
It's much more effective to respawn specifically in the tavern, because then the hero can be used against neutral creatures, and he will be more useful throughout the game.
I don't quite understand how that works. To break down a neutral creature, people sacrifice their army, get defeated, and then buy them back – that's it. No problems. Attacking the same neutral creature several times in a row? It slows down the pace, and there's no point. Unless you save the entire army or a significant portion of it (at least half) after losing to a neutral creature, then such a hero could serve as insurance against accidentally losing to something like yellow druids. But I don't see any other use for it.
 

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#3866
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Generally, I don't like heroes who are only good for the endgame, or heroes who don't get certain combat bonuses. But they already exist in NHF. However, this will be a problem in version 0.87 rather than 0.86.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#3867
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Generally, I don't like heroes who are only useful for the final stage, or heroes who don't receive certain combat bonuses.
Perhaps. In this regard, it's definitely better when a special ability can be used both for clearing the map and in battles against opponents. But sometimes it's difficult to achieve.
 

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#3868
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I think this idea is quite interesting, even if only for the endgame.
How do you like the idea of a hero who, depending on their level, can reduce the effectiveness of enemy artifacts (all possible ones, or just a specific parameter)?
Карты для Героев Меча и Магии 5
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