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...
New here? I'm Roha — want a quick tour?
Naturally, Trolls are mountain giants, not Dwarves.
A Dwarf, by definition, cannot exceed 1.5 m in height; a Troll is 3 m tall.
Dwarfism implies a height below 1.47 m, which corresponds to Dwarves.
Gigantism implies a height above 2 m, which corresponds to Orcs.
And by the way, it has already been established that the reason for the enormous height of Orc leaders is that they are a separate, large breed of Orcs (Ogres), and not a product of pharmacology (the key factor is the greater number of fingers on their hands).
I would like to change the scale of the models, but I don't see such an option yet. This needs to be discussed with those who work with these models, for example, with Psatha.
It would also be great to try giving dragons epic wings that match the description (up to 20 meters).
Even based on proportions, it intuitively became clear how huge the dragon is and how difficult it is for it to take off, and therefore these are really the maximum possible sizes, and the current dragons look like proportionally enlarged flying mice. Now, emerald dragons have visual dimensions of no more than 8.5 m (length) x 10.5 m (wingspan), but they should be 12 x 20, with a more slender body.
By the way, it has already been established that the reason for the huge increase in the number of orc leaders is that they are a separate, large breed of orcs (ogres), and not a product of pharmacology (the key factor is the greater number of fingers on their hands).
Regarding the perk wheel, there isn't one yet, as the perk functionality hasn't been implemented in the scripts. There is a framework for the wheel (connections, classes) + a concept that can be read in the first posts of the thread.
Regarding the presence of ifrits in the game and their place among the Wizards:
1. Djinns/ifrits/marids are 3 different types of elemental spirits, which is more interesting than just plain djinns.
2. Ifrits are one of my favorite units in Heroes 3, which can be implemented in Heroes 5 (unlike pegasi, basilisks, and roc, for which there are still no adequate models).
3. If ifrits are introduced, it will be based on the djinn model (there are no other implementations), therefore as an alternative. Because I consider the idea of making different units from different factions based on the same general model unacceptable, especially among the units of a faction. Since this means replacing the original model with a duplicate.
1) criterion of systemacity: each class, in addition to the racial one (0% chance of being taken, since it always exists from the start), has 3 primary bases (20% chance each) and 3 secondary bases (10% chance each), plus 5 rare bases (2% chance each) and 1 impossible base (0%)
General profile skills:
Humans - leadership
Elves - luck
Wizards - education
Dwarves - defense (or engineering?)
Orcs - attack
Undead - magic (or defense?)
Dark Elves - darkness (or magic?)
Demons - logistics
Racial impossible skills:
Humans - chaos (or summoning?)
Elves - darkness
Wizards - attack
Dwarves - summoning (or logistics?)
Orcs - education
Undead - leadership
Dark Elves - light (or defense?)
Demons - defense (or light?)