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

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#742
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Like a type of education where, instead of levels, there's magic. Maybe in the form of battle cries?

Added after 34 seconds
So, my old laptop is glitching again.
У меча предназначения два острия, одно из них ты.

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#743
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No, education provides a permanent bonus for each level up, while here it's a random temporary bonus, lasting until the end of the day, and it changes every day.
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#744
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Installed the mod in the data folder and the executable in the Bin folder. Opened it through the executable. Version 3.1. In duels, all heroes have Logistics instead of their racial skill. Also, in Logistics, they have Keen Mind, Scouting, Pathfinding, and Wayfinding (these are the starting skills).

Added 41 seconds later
The idea about the Orc is good; I think it would be difficult to implement, but you know better.

Added 4 minutes later
There's a bug in duels with Cherubs; they appear after the army is defeated.

Added 31 seconds later
Or is it only in 3x3 mode?
У меча предназначения два острия, одно из них ты.

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Миссия 1 - Фктиф-Зобар готова на 11,5%
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#745
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The mod is currently fully playable only in duel format; the map format is only partially implemented and therefore not balanced, and many perks do not work (although connections already exist). In duels, racial units are not needed: it is 100% tactical; the format focuses on troop battles and magic, and heroes play a supporting role (only class characteristics and spells are relevant). It's like a chess match, but with units/magic and nothing extra. A separate format will be created for hero role-playing, full-fledged leveling, and artifacts. 3x3 duels are a rather experimental format in themselves, with their own quirks – but these are all features of the original game; the mod has not introduced any new bugs.
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#747
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Update:
Each race has 3 General profile skills (and has 2 common rare skills for 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 different profile skills (at least 1 out of 3 - difference in primary skills).

Changed the Demon profile from Logistics to Attack, and the Dark Elf profile from Attack to Logistics.

Humans = (Light + Darkness) + Leadership
Elves = (Light + Summoning) + Luck
Wizards = (Summoning + Chaos) + Education
Dwarves = (Light + Chaos) + Defense
Demons = (Darkness + Chaos) + Attack
Dark Elves = (Darkness + Chaos) + Logistics
Undead = (Darkness + Summoning) + Magic

Primary (and secondary) skills:

4/3/2/1 Knight = Attack + Leadership + Logistics (Defense + Light + Darkness)
2/4/3/1 Paladin = Defense + Leadership + Light (Luck + Education + Darkness)
3/2/4/1 Templar = Magic + Light + Darkness (Attack + Leadership + Engineering)

1/4/2/3 Ranger = Attack + Luck + Logistics (Defense + Light + Summoning)
1/3/4/2 Avenger = Attack + Leadership + Light (Luck + Magic + Summoning)
1/2/3/4 Druid = Education + Light + Summoning (Luck + Engineering + Magic)

3/2/1/4 Alchemist = Leadership + Education + Engineering (Luck + Chaos + Summoning)
1/3/2/4 Mystic = Luck + Education + Magic (Logistics + Chaos + Summoning)
2/1/3/4 Archmage = Magic + Chaos + Summoning (Education + Light + Darkness)

3/4/2/1 Berserker = Attack + Defense + Luck (Engineering + Light + Chaos)
2/4/1/3 Veteran = Defense + Leadership + Engineering (Education + Light + Chaos)
1/4/3/2 Priest = Luck + Education + Chaos (Defense + Magic + Light)

4/3/1/2 Demonologist = Attack + Luck + Leadership (Defense + Darkness + Chaos)
4/2/3/1 Ravager = Attack + Engineering + Chaos (Leadership + Education + Darkness)
4/1/2/3 Outcast = Attack + Education + Darkness (Defense + Logistics + Chaos)

4/1/3/2 Assassin = Luck + Logistics + Darkness (Attack + Engineering + Chaos)
3/1/2/4 Witch = Leadership + Education + Magic (Logistics + Darkness + Chaos)
2/1/4/3 Warlock = Luck + Magic + Chaos (Logistics + Defense + Darkness)

2/3/4/1 Reaper = Attack + Logistics + Darkness (Defense + Magic + Summoning)
3/1/4/2 Reanimator = Defense + Engineering + Summoning (Education + Magic + Darkness)
1/2/4/3 Cultist = Magic + Summoning + Darkness (Attack + Luck + Education)

(not ready yet)
3/4/1/2 Barbarian
4/2/1/3 Chieftain
2/3/1/4 Shaman
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#748
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I'm playing as the overpowered Dark Elves on "Rose of the Winds." In the first week, I defeated the Necromancer and now I'm using Vampires, and later I'll upgrade the Hydras and go on the offensive. Regarding the duel: You weakened Chaos, and now summoning and confusion with vengeance are dominant. I easily dealt with the Elves using Crystal Secret + Fireball/Gremlin Shot. Breath of Fire is useless against them. Regarding classes: I would add a couple of new ones. Your class is determined based on the "Marksman" and "Heavy" skills. Hydras with a speed of 4, a defense of 40, infinite retaliation, and 250 health are classified as "light," while Berserkers with a speed of 7 and low defense are classified as "heavy." And Centaurs are a special case. I would also add a "Warlock" class, as some units are only capable of that.
У меча предназначения два острия, одно из них ты.

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#749
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You're one of those players who doesn't read the warnings about the map format not being balanced yet and just tries it out.
Naturally, the Dark Elves are overpowered because the Hydras still have their old, original growth rate, while their power is new and corresponds to tier 7.

Regarding the "heavy" class, the meaning of the name isn't about weight, but about how strong the unit's defense is, and how difficult it is to damage them. There's a difference between a lightly armored beast and a heavily armored knight. The key difference is that it's not easy to break through a knight's armor with the first hit, but it's easy to damage a beast, because it's just a woman with knives :). The closest concept in meaning is "Armored," but that word is too cumbersome in Russian.

Berserkers don't have a speed of 7; you must have had another mod installed at the same time.

There are only 3 possible displayed classes, no more. Otherwise, I would have added a "flying" class.

P.S. Oh, I apologize – I misunderstood; you're talking specifically about the duel format. In that case, I don't understand the complaints; Chaos works normally, but it needs to be targeted at vulnerable troops – those with a lot of defense and low total HP. In the next version, this hardcore aspect will be reduced, and Chaos will be more versatile, posing a threat to lower tiers as well (but this isn't a buff to Chaos, but rather a rebalancing of the units).
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#750
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You can hardly kill a hydra; it has a layer of muscles, the same goes for Titans. If you remember "The Lord of the Rings," you can see an elephant. Elephants were covered in arrows from head to toe, but they only grazed the skin. The same applies to hydras, Titans, and Tanas. "Light" is not the right word to describe hydras.

Added after 38 seconds
Berserkers have a speed of 6; they just rushed forward, which made me think it was 7.

Added after 1 minute
For now, the main issue is that they build on this map in the first week, but otherwise, yes, I'm playing too early.

Added after 5 minutes
By the way, the skill wheel is interesting in such a game:
Rate of Fire - Ballista
Sulfur Rain - Engineering
Magic Resistance - Exhaustion
Prayer in Leadership (this already exists in one mod)
Unraveling Secrets and Sharp Mind in Logistics (it would be interesting if it were through scouting)
The computer sometimes comes up with interesting ideas
У меча предназначения два острия, одно из них ты.

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Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
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#751
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In "The Lord of the Rings," it's not elephants, but Oliphaunts. They could give a run for their money to any Tier 7 unit and play soccer with a Titan. The Hydra is much smaller and has relatively vulnerable necks. If I gave armor (heavy class) to any giant unit, the game wouldn't be as interesting. There are more armored giants (Cyclops), and there are less armored ones (Titan Grunts). This is a given. Although the basic Titans (non-ranged) are armored. Titans could have been made armored, but the Dwarves already have plenty of armored units. Diversity is more important than simply blindly following the visual design. Armored units play fundamentally differently than light units and have different weaknesses. Hydras are not made armored for one simple reason: there are similar tank units on Tiers 6-7, Ents, and Dwarf Dragons. And they are all heavy class. The Hydra should be fundamentally different from them.
Berserkers have a speed of 6; they just rushed, so I thought it was 7.
They don't have a speed of 6; you have some other mod installed. In WGE, their speed is no higher than 4. Small units run at speeds of 3-5, large units at 4-6. Flying units have +2 speed on top of that. If anything falls outside of this range, it means there are external mods.
For now, the main issue is that they are being built on the first week on this map, but otherwise, I'm playing ahead of time.
Building a Tier 7 unit on the first week is normal in itself. What's not normal is that the building cost is too low and the prerequisites are too simple.
Rate of Fire - Ballista
Sulfur Rain - Engineering
Magic Resistance - Exhaustion
Prayer in Leadership (this already exists in one mod)
Unraveling Secrets and Sharp Mind in Logistics (it would be interesting if it were through scouting)
Yes, that's how it was at the time - this is an experimental version. In the new version, all of the above points will be different
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#752
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So, they went twice, and I didn't pay attention. Maybe their defense mechanism triggered, but I'm still standing there with my hydras.

Added 1 minute ago
I need to swap the positions of the witches and hydras; everything will be fine then.

Added 49 seconds ago
Will the creature levels on the website reflect reality, or will griffons at level 5 be just for show?
У меча предназначения два острия, одно из них ты.

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Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
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#753
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But witches already have a speed of 5. Or are you talking about building? Actually, city layouts have already been created, including for the Dungeon, but they are not yet in the release.
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#754
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With your mod, the "Soldier's Luck" skill has become simply essential; could you perhaps make it more difficult to acquire?
And also: I would swap the icons for "Indomitable Warriors" and "Fireproof Armor".
У меча предназначения два острия, одно из них ты.

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Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
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#755
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Why did it become necessary? +1 to luck isn't as significant as in the original, since successful attacks only deal 150% damage (instead of 200%).
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#756
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You have many chance-based skills.
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%