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

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#726
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Wouldn't this make the hit-and-run tactic more applicable?
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#727
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Sure, with the difference being that after fleeing, the hero will only appear in the tavern after 3 days (a special delay so that fleeing has a noticeable impact on the hero and isn't used as an instant teleport). However, this might not help at all in single-player if the dwarf is just a minor character.

But if that dwarf is stationed in a garrison or city, the idea is that artillery won't deal damage to troops, only in open battles where they can't hide behind walls.

If we're talking about multiplayer and swarming with cockroaches and artillery, we'll need to test it. It's possible that artillery harassment will be too strong, and then we'll have to reduce it to 15%. But initially, cockroaches can be killed by other cockroaches; the player isn't obligated to send a bare hero without vanguard cover. Artillery harassment isn't the only option; low-level heroes can also harass with berserkers using only a well-developed/skilled Dark faction. Or with Deadly Cold.
With an army costing around 70,000, losses from artillery harassment are around 10,000 (due to rounding). Each cast of Deadly Cold causes losses of over 6,000 (with 7 Tier 1 creatures deployed in battle). The cost of hiring a hero with a minimal set of troops to harass and escape (in WGE, even 1 Tier 1 creature costs 100-150 or more) is around 5,000.
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#728
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In this case, the army (there are also other units, similar in number) is stationed in the castle, but the computer cannot take it. As soon as the player takes the garrison in front of the city, defeats the boss, the gnomes activate a hero with skills focused on combat (strength is present, magic is not needed), he takes the army and runs away like any other, I haven't even checked how to defeat him, I haven't tested the unfinished map.

Added 1 minute ago
Ideally, darkness is needed against him, but if the player doesn't take it... how does this mod change the balance on the map?
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#729
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"AstralLein"
Ideally, you need Darkness to counter it, but if the player doesn't take it... how does this mod change the balance on the map?
It's hard to say, because, as I mentioned before, most of the changes related to gameplay on the map are still in the project and haven't been implemented yet. When the mod for gameplay on the map is released, I will definitely announce it in the thread.
I'm not rushing the release because I prefer well-thought-out work and balancing, in conjunction with other numerous and systemic changes, rather than just releasing raw, isolated changes and hoping for the best, like, here's a perk - try it out!
Guys, is it possible to create a script for a standard bearer for 5 heroes? I think there are a couple of skilled people here! I'm really asking, I'm begging! This is (for me) one of the best features in the game, if not the best (unlike overpowered commanders). I don't even know if I should ask someone for money... Hasn't this feature caught anyone's attention, or is it very difficult (impossible) for 5 heroes?
Specifically, what are they, from a gameplay perspective, and what are they for?
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#731
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Well, technically it is possible. Using NCF, you can create "duplicates" of all creatures in the game, add scripts (combat scripts don't seem necessary here), and voilà. But I don't think it's worth the effort.
 

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#732
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SRD
Yeah, the celestial shield was indeed returned to the light skill, and teleport to summon:D - he did the right thing, but now I'll have to redraw the build.
So, what's the new build now? - The one on the first page is no longer suitable because it has the runic shield in the summon skill, and sudden attack in the light skill.
... 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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#733
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Teleport to a light-aligned creature, shield in the summon. I.e., here, I reverted it to the original. The reason is the teleport rollback, which previously allowed teleporting, including enemy units. Under these conditions, it was suitable for summoning. But it was too powerful.
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In reply to Nargott
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#734
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well then, this needs to be fixed: /attachments/29747/
... 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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#735
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And what is the purpose of such eloquent names?
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
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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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#736
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What exactly?
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In reply to Nargott
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#737
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Nimble satyrs, untamed cerberuses, lustful lilims, mirror succubi (better as unyielding), dvoly-destroyers, resilient scalabores, risky bonebreakers (better as desperate), marauding maniacs, plachi-bogatyrs, monstrous cyclopes, nimble invisibles (better as inconspicuous), treacherous megaras, lightning-fast raiders, unholy liches, midnight banshees, all neutrals except elementals, templars not from the world of Ashan, dancing with leaves, elusive and avengers (the sniper must be calm, otherwise how will he hit?), wondrous unicorns, magnetic golems, guild wizards (better as wizards of the guild), relentless and mighty titans, zealous rebels, assault archers—isn't this for an assault?, long-range and armor-piercing—this is about weapons, not people (make snipers and assault crossbowmen), fanatical crusaders, all angels. This is what stands out.
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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#738
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This is no longer relevant, as most of the names have been reverted to their shorter versions. Of the ones listed, only these remain: - Monstrous Cyclops (to distinguish them from the upgraded versions, which are also Cyclops) - Unholy Liches (to distinguish them from the upgraded versions, which are also Liches)
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#739
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Preliminary new concept for hero classes: Each race has 3 common core skills (and shares 2 rare skills common to all classes). Each class has 3 primary skills (20% each) and 3 secondary skills (10% each). The remaining skills are distributed at 2% each (with some exceptions). Any 2 classes have at least 2 out of 6 distinct core skills (at least 1 out of 3 - a difference in primary skills). Humans = Leadership + Light + Dark (all classes have very rare Chaos and Summoning - 1% each) Elves = Offense + Light + Summoning (all classes have very rare Dark and Chaos - 1% each) Mages = Offense + Chaos + Summoning (all classes have very rare Attack and Defense - 1% each) Dwarves = Defense + Light + Chaos (all classes have very rare Summoning and Dark - 1% each) Demons = Logistics + Dark + Chaos (all classes have very rare Light and Summoning - 1% each) Dark = Attack + Dark + Chaos (all classes have very rare Light and Summoning - 1%, rare Logistics - 2%) Undead = Offense + Summoning + Dark (all classes have rare Light and Chaos - 2%, no access to Leadership - 0%) Orcs (not ready yet) Primary (and secondary) skills: 4/3/2/1 Knight = Attack + Leadership + Logistics (Defense + Light + Dark) 2/4/3/1 Paladin = Defense + Leadership + Light (Engineering + Offense + Dark) 3/2/4/1 Templar = Offense + Light + Dark (Attack + Offense + Leadership) 1/4/2/3 Ranger = Attack + Offense + Logistics (Defense + Light + Summoning) 1/3/4/2 Guardian = Defense + Offense + Light (Leadership + Offense + Summoning) 1/2/3/4 Druid = Offense + Light + Summoning (Offense + Engineering + Offense) 3/2/1/4 Alchemist = Leadership + Offense + Engineering (Offense + Chaos + Summoning) 1/3/2/4 Mystic = Offense + Offense + Offense (Logistics + Chaos + Summoning) 2/1/3/4 Archmage = Offense + Chaos + Summoning (Offense + Light + Dark) 3/4/2/1 Berserker = Attack + Defense + Offense (Leadership + Light + Chaos) 2/4/1/3 Veteran = Defense + Leadership + Engineering (Logistics + Light + Chaos) 1/4/3/2 Priest = Offense + Offense + Chaos (Defense + Offense + Light) 4/3/1/2 Demonologist = Offense + Leadership + Logistics (Defense + Dark + Chaos) 4/2/3/1 Destroyer = Attack + Engineering + Chaos (Logistics + Offense + Dark) 4/1/2/3 Outlaw = Attack + Logistics + Dark (Offense + Offense + Chaos) 4/1/3/2 Assassin = Attack + Offense + Dark (Leadership + Engineering + Chaos) 3/1/2/4 Witch = Offense + Leadership + Offense (Attack + Dark + Chaos) 2/1/4/3 Warlock = Offense + Offense + Chaos (Attack + Defense + Dark) 2/3/4/1 Reaper = Offense + Logistics + Dark (Attack + Offense + Summoning) 3/1/4/2 Necromancer = Defense + Engineering + Summoning (Attack + Offense + Dark) 1/2/4/3 Cultist = Offense + Summoning + Dark (Defense + Logistics + Offense) (not ready yet) 3/4/1/2 Barbarian 4/2/1/3 Chieftain 2/3/1/4 Shaman
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#740
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However...

Added 1 minute ago
But now, version 3.1 is in effect, and before that, the Necromancer was given the "Prayer" spell as a summoning ability...
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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#741
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Actually, version 3.1 is currently in effect, because before, the Necromancer would receive the Prayer spell as a summoning spell...
This has never happened; it must be some other mod.
Currently, the mod uses the old concept (see the first post in the thread).

Added 11 minutes later
By the way, there's an idea to compensate for the Orcs' dead "Magic" stat. Each day, they would receive a random temporary bonus until the end of the day: +X to attack, defense, or knowledge, where X is the Orc's Magic value (like the Orc's power is overflowing and temporarily increases their stats).
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