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Posts from Harmony - Troop Symmetry Auto-translated

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In reply to SRD
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#712
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SRD
Here's a teaser – the latest version of the skill tree for humans (the skill was mechanically half-ready, but I suddenly decided to rework it from top to bottom, so I have to redo what's already been done :smile19: ).
In this version, it's clear that the perk progression in the racial counter-attack can go either down the path of melee or the path of magic, but only through the path of melee will the path to Special Abilities open – you could try giving one more super ability that can be developed through other generally available skills and through another branch of the racial skill perks.

Excellent option. The main thing is that everything works correctly in the game.

Added 2 minutes ago
SRD
While thinking about the "machine control" skill, I had an idea:
The ballista and tent branch is undeniably useful, but how many people will actually develop the catapult branch? – it's only useful when sieging a city, and even then, you can easily do without a catapult – there are always archers and flying units (plus the hero's magic). Oh yes, and the cart becomes "immortal."
Maybe it's worth making the "rune machines" perk the completion of the catapult branch upgrade and increasing the initiative bonus to, say, "+5"???

Yes, that's a good idea. Initiative wouldn't hurt the machines!

Added 1 minute ago
Ment
But in general, a very powerful catapult can give an advantage to those who are storming the city! This inversion would look good. But it's situational and won't suit all Factions. So, in principle, I support it.

Good idea. It's been a long time since the catapult was strengthened

Added 2 minutes ago
SRD, can you add a spell or at least some abilities to combat machines? But only at an advanced level – so that there is a bonus and additional motivation to develop this skill
In reply to atlant108
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#713
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I abandoned the idea of moving the Machine faction's allegiance to the "Machinery" skill, which led to a number of changes. The main concept of the skill wheel is that only truly racial perks should belong to a racial skill, and all perks that can function correctly for all factions should be available to everyone. However, a problem arose with the unequal number of perks in different skills. Let me explain: for example, "Rune Knowledge" has as many as 5 perks that are directly related to runes and 2 perks that only affect Dwarves, which means there will be 7 perks within this skill. Now let's look at Mages – the only perk that is actually related to mini-artifacts is the "Artifact Absorption" perk (that is, the difference in perks compared to the "Rune Knowledge" skill is colossal – 7 times). Therefore, I had to add additional perks to some racial skills that can function correctly for other factions but must remain only with one faction due to the lack of perks (for example, "Wizard's Mark" or "Enchanted Arrow" can work for both Necromancers and Humans, but they remained where they were). In order to bring the number of perks closer to 7, I had to make adjustments to the original concept, introducing some exceptions. Currently, Mages have 6 perks, most have 6 or 7, and some have 8
... 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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#714
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What do you think about the Orcs? And what are you working on right now?
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
In reply to Антон Туров
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#715
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Overall, I decided to move the Machine Affinity into the Machinery skill – mages simply have too few perks in their racial skill, so what can you do? Now they have 5 perks, while others have up to 8 (not counting the super ability). I also increased the initiative bonus from Runic Machines from +3 to +5, and increased the HP of the Machines. I also gave the Tent 5 shots. Another point – Magic Dampening was already useless for the Orcs, and now I've also deprived them of some perks (again, I developed more general perks and moved many of them there. Besides, I believe that passive perks from magical skills shouldn't be affected by Dampening. For example, if Cursed Lands exist in Dark Magic, which is used to create this curse, how should this perk be unlocked for a hero if they don't develop Dark Magic but try to suppress it?). In general, I would remove Magic Dampening if it were possible to add a Mage Guild to the Orc city (in Heroes 6 and 7, Orcs, like everyone else, can use magic, but I don't like the idea of Dampening). Unfortunately, this can't be done, so Dampening needs to be kept, and ideally, it should be made more worthwhile, as it's currently completely useless. For now, Dampening will remain as it is in the screenshot.
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... 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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#716
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Yes, it's always annoying: fire protection in the Ruined Light, fog in the Ruined Summoning, fire rage in the Ruined Chaos...
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
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#717
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Regarding the orcs, I'll add that the Barbarian's luck doesn't work properly – it's a bug in the game.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
In reply to Антон Туров
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#718
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Anton Turov
Regarding the orcs, I'd like to add that the Barbarian's luck doesn't work properly – it's a bug in the game.
The Barbarian's luck provides a fixed magic resistance, regardless of their luck stat. I've set it to 20%, and now it works like magic vulnerability and undead resistance to magic.
... 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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#719
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Regarding structures – I approve of your decision. Do you think it’s possible to make structures influence the stats of units? For example, upgrading a tent could increase the hit points of all hero units by 5%, and upgrading a ballista could increase the attack of the 1st and 3rd stacks by 10%.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
In reply to Антон Туров
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#720
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Anton Turov
Regarding buildings – I approve of your decision. Do you think it’s possible to make it so that buildings can influence the stats of units? For example, upgrading a tent could increase the hit points of all hero units by 5%, and upgrading a ballista could increase the attack of the 1st and 3rd stacks by 10%.
It might be possible to do this with scripts, but I won’t be doing it.
... 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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#721
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However, I didn't ask you to do that. My question was: is it even possible in principle? But thank you anyway – I've heard your point of view. I understand how you can change the stats of creatures or machines, but how to make it so that 1 machine affects several other units – that's beyond my understanding.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
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#722
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Anton, you and SRD are talking about different things. You are considering ways to enhance combat units, while SRD is suggesting options for changing the skill tree by moving some skills around. Although SRD has made some minor changes to the units' stats, I think these changes are insignificant and unlikely to have a significant impact on their enhancement.
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#723
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Mod for the skill wheel. I've always been happy with the standard one. But the Orcs turned out to be unintelligent in the developers' version. Orcs don't really need Corruption skills; they don't match what they damage. Orcs are about POWER!

Added 2 minutes later
Poor heroes, soon instead of leveling up heroes, they will be leveling up machines. An aura that gives +7 HP to all Warriors, an aura that reduces the enemy hero's defense by -10, etc.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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#725
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In short, something I made and thought wasn't working actually works (I noticed it by chance, as I simply forgot to delete it, and during testing of a completely different part of the mod, this thing popped up), and now I'll rework the skill tree again because it's possible that most factions will have two specializations (one from the path of magic, the other from the path of strength), or at least I'll add one strong racial perk to the list, obtaining which will make it impossible to get a specialization. I won't reveal the details until the release – suffer now:D :D :D :D :D :D :D :D :D
... 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...
In reply to SRD
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#727
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SRD
...until release...
Oh, but when will it be released?:smile04: