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Posts from Heroes 5.5 WarGame Edition - Tactical Edition. Auto-translated

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In reply to AstralLein
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#696
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I don't really agree with the idea of completely removing any one skill – it negatively impacts the variety, so it's better to just set it to 2%, but ultimately, it's up to the player. And if we're going to do it that way, then here's my suggestion from above.
... 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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#698
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Nonsense. It's all against logic. Without logistics, dwarves are useless. Dark elves with magic is strange. Barbarians have a lot of special skills in education. Demons, on the contrary, are good at defense. Mages study martial arts. What's the point of possible and impossible skills!?
The main reasons for developing the idea were: leadership for the necromancer and education for the barbarian. Barbarian education stands out from the general system (besides, it's buggy with a mentor). All common bases have common perks, especially at level 1 (for example, in defense, everyone has: resilience, resistance, evasion). But barbarians don't have that in education. Instead, they have unique perks, which naturally translate into racial perks. Why was the "endurance" perk forgotten in education?

That is, there was a choice: either to patch up necromancer leadership with additional bonuses for leadership, retribution, empathy, or simply to ban the base. The situation with barbarians is slightly different; barbarians have 6 incomplete bases (suppression, chants, and education), of which education is clearly atypical and not really needed for barbarians. Instead, the freed-up perks can be distributed among other bases, making them more complete.

Plus, it fits the numbers: 20*3 + 10*3 = 90% for primary and secondary bases, and the remaining 10% are divided by 2% among the other 5. It doesn't divide by 6.

Added 2 minutes later
"SRD"
Humans - light
Elves - luck
Mages - education
Dwarves - defense
Orcs - leadership
Undead - darkness
Dark elves - magic
Demons - attack
Well, I'm really disgusted by the mono-light human. This isn't Heroes 6-7, and the prototype isn't abstract, cloying fireflies, but real humans from the Middle Ages. And it's not a magical race to base it on a school of magic. Why should a knight have 20% primary skills in light, if there's a paladin for that, and the knight is more of a fighter?

Regarding dark elves with magic, it doesn't suit all classes. It definitely doesn't suit an assassin. But darkness can be a common skill, which follows at least from the name of the race. As for the undead and darkness, the reanimator class definitely doesn't need darkness in the primary bases; its task is to resurrect corpses, not to create abominations.
Разработчик Heroes 5.5 WarGame Edition.
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In reply to Nargott
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#699
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Nargott
The main reasons for developing this idea were: leadership for the necromancer and education for the barbarian. Barbarian education stands out from the general system (besides, it's bugged when using a mentor). All general bases have common perks, especially at level 1 (for example, in defense, everyone has: resilience, resistance, evasion). But barbarians don't have that in education. Instead, they have unique perks that would be perfect for a racial skill tree. Why was the "endurance" perk forgotten in education?
I agree with you here; I placed the "endurance" perk in defense. Regarding the 0% - well, for the necromancer, it's really justified, but what about the others? Should everyone lose something just because one of them shouldn't have it?
Nargott
Well, I really dislike the "monolight" human. This isn't Heroes 6-7. And it's not a magical race, so why base it on a school of magic? Why should a knight have 20% primary skills in light if there's a paladin for that, and the knight is more of a combatant?
I also agree that he's more of a combatant, but I didn't like the logistics for the demons; attack suits them better, so I had to take attack away from the orcs and give them leadership, which I took away from the humans. Defense also suits humans, but I suggested it for the dwarves, so by elimination, humans got light
... 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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#700
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Leadership suits humans perfectly; even the racial perk, Prayer, primarily boosts morale. The racial bonus for Demons is actually directly tied to logistics (the method of delivering troops to the battlefield), although not in a gameplay sense. Regarding the numbers 20 and 10%, let me explain. The numbers were chosen so that, firstly, there would be a significant difference between the groups (there is no significant difference between 10 and 12%). And secondly, for ease of calculating the chances of acquiring a new skill. For example, at the start, you have a racial +1 base (20%). This means that the chance of acquiring a primary base is 20/80 (80 = 100-20), and a secondary base is 10/80. If another popular base is acquired, the total will change from 80 to 60 or 70, which is also convenient for calculations (round numbers). If a rare base (2%) is acquired, the number is so small that it can be ignored. That is, the option 20*3 + 10*3 + 2*5 seems to me to be the most convenient, simple, and intuitive. The racial bonus is set to 0%, as it is always present by default from the start.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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#701
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Nargott
Leadership suits humans perfectly; even the racial perk, Prayer, increases morale.
The demons' racial ability is actually directly tied to logistics (the method of delivering troops to the battlefield), although not in a gameplay sense.
Well, in my opinion, Prayer is more suitable for light magic if it's still Prayer - I, for example, renamed Prayer to "Heroism" and assigned it to Leadership (while the Orcs had to remove "Warchief's Command" because there wasn't enough space in the Orcish spellbook, and Warchief's Command is almost a duplicate of Inspiration).
I understand that the Humans' special ability has changed - wasn't there a guardian angel?

Added 1 minute ago
You convinced me about the demons - I actually immediately thought that you would explain it exactly like that :) (the connection between logistics and the hellgates).
... 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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#702
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"AstralLein"
Demons, on the other hand, are good at defense. Mages study martial arts. What's with all these possible and impossible skills!?
Mages have 2 problems with attack. The first is conceptual. In attack, there is a branch dedicated to direct hero attacks (heroic attack with increased damage, stunning, weakening); this is not really suitable for a mage. A mage will never engage in melee combat because he has magic (and mana).
The second is a balance issue. In attack, there are the perks "shooting" and "battle frenzy." Both work great for gremlins (low-level archers). In addition, there is a specialist for gremlins - Hafiz. What do you think is Hafiz's strongest base? Naturally, attack. Therefore, if possible, the hero should have this base from the start. Otherwise, he will strive to get it throughout the game, without any alternative gameplay. But if attack is prohibited, Hafiz has no other choice but to be content with machines, which are actually better suited for him in terms of non-gameplay meaning.

Added 2 minutes later
"SRD"
"leader's order" is almost a duplicate of "inspiration."
The "order" skill is very important for orcs because it removes blindness and grants "bloodlust," just like other warcries. "Inspiration" does not grant "bloodlust." And "prayer" is not needed in leadership because one of the types of orcish shamans casts it in the Warlord's Guild.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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#703
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Nargott

Let me explain the numbers 20 and 10%. These numbers were chosen so that, firstly, there would be a significant difference between the groups (there is no significant difference between 10 and 12%). And secondly, to make it easier to calculate the chances of acquiring a new skill. For example, at the start, you have a racial +1 base (20%). This means that the chance of getting the primary base is 20/80 (80 = 100-20), and the secondary base is 10/80. If another popular base is acquired, the total will change from 80 to 60 or 70, which is also convenient for calculations (round numbers). If a rare base (2%) is acquired, the number is so small that it can be ignored. That is, I find the option 20*3 + 10*3 + 2*5 to be the most convenient, simple, and intuitive. The racial bonus is set to 0% because it is always present by default from the start.
Regarding the racial bonus, it's clear – I did the same. When I wrote about 0%, I was referring to one of the commonly available bonuses (like the Necromancer's leader skill, etc.).
I did it this way:
3*15 + 3*10 + 3*6 + 3*2 = 99 (1% was assigned to the racial bonus because there was nowhere else to put it).
I did it this way because I don't want it to be impossible to acquire any particular skill – there should be a minimum of 2%. Ideally, I see it as: 3 with a high probability, 6 with a medium probability, and 3 with a low probability; or 4-4-4
... 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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#704
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That's exactly the point – 1% was allocated to a racial ability, which is essentially unnecessary (there's no point in allocating a percentage to something that's never chosen by new players because it already exists). And this distorts the calculations unnecessarily.
I understand that the human special ability has changed – wasn't there a guardian angel?
No, the human special ability hasn't changed.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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#705
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So, how can we distribute the percentages so that there is a noticeable contrast between the groups (in terms of drop rate percentage), and the racial skill has 0%, and there are no other skills with 0%?
... 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
#706
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It still doesn't work out. There should definitely be 3 primary and 3 secondary skills. Making more than 6 skills for a class is clearly excessive (remember that each race has 3 classes, so together they can cover more than 8 standard skills for the race, but each of them individually is more specialized). 3 primary skills are easily recognizable as the "face" of the class (and the starting skills are also chosen from the primary skills). It is simply impossible to divide 3+3+6 in a normal way, because it equals 3*(1+1+2), and 100 is not divisible by 3.

However, there is an option to try 20*3+10*3+5*6 = 120, based on the fact that all classes have a starting 20% skill, so the total starting chance of getting a new skill is exactly 100 (120-20). This is still convenient, but there is a downside: the 5% skills are too easy to acquire (and the idea is that they should be acquired exclusively as a surprise, since these are non-core skills).
Разработчик Heroes 5.5 WarGame Edition.
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In reply to AstralLein
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#708
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And if calculated this way: 20*3 + 10*3 + 2*6 = 102
... 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
#709
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102 is not 100. Okay, I understand your point, I'll think more about the impossible skills.
"AstralLein"
You guys are such nags. The new name for the mod: "The Ideal Game". Yeah, some skills are very rare even in the standard game.
Modding is tedious. Normal people play games, not make mods, especially for free. And balancing is even more tedious, even for me.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат