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

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#907
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Taxpayer is a useless ability when the cost of creatures starts at 100 gold and above. Goblin - 100, militia - 150, rock warrior - 200. In order for it to function properly, it would have to be boosted by scripts by at least a factor of 10, and it wouldn't even be displayed in the income graph. It would also lead to an increase in the cost of the corresponding creatures, for the effect of "combat unit + income". Plus, there are no classic peasants in the game - there are militia, recruits, and fanatics. They even have different models, they are not chubby.
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#908
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Tours are a great idea. Imps are not evil spirits, but rather small demons. Standard names suit them better than contrived names like parasites. Why is there such an imbalance in the starting armies? Some have much more army strength than others. Replacing peasants is a good thing.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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#909
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"AstralLein"
Why is there such an imbalance in the starting armies? Some have a much stronger army than others.
Where exactly? Check the prices of the creatures in the first posts of the topic (on the first page). The total value of the army is about 2,500 gold. Minus the wagon (0.5), tent (1.0), or ballista (1.5), if they are available.
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In reply to AstralLein
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#911
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Tors are not a good name because the first association is with Thor, the god. You could instead use the race of Thor – the Aesir. Jotunn (or Yotun) – this name is associated with cold! (Ment correctly described that there is confusion between the elements of different universes; the storms of the Jotunn are cold, blizzards, and snowstorms, not thunder and lightning).
... 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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#912
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There will be tournaments. The Aesir are not associated with giants; they are simply Scandinavian gods.
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In reply to Nargott
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#913
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tournaments are good :smile20:
... 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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#914
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Goblins: bandits/marauders?
Assassins: cutthroats/stormtroopers/butchers/ogres?
Erls: thors/turs/jotuns/erls?
Lava Dragons: lava/volcanic dragons?
Arcane Priests (grade): flame priests/Flame veterans?
Flame Priests (alt): polar/arctic/snow priests/elders?

(I couldn't create online polls for the last 3 points due to limitations, so please write in the thread)

Added 1 minute ago
Regarding parasites, in the English version of the game, these units are called vermin. Therefore, I don't see much point in changing them to lemurs.
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#915
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bandits/robbers?
Robbers. But I wrote "raiders" in the poll, since it's possible to do so.
ruffians/stormtroopers/butchers/ogres?
Butchers > ogres > ruffians > stormtroopers
trolls/turs/jotuns/erls?
Turs.
lava/volcanic dragons?
I like "volcanic" more in terms of sound, but the final name is too long, I'm afraid.
Anyway, it doesn't really matter.
flaming priests/Flame veterans?
Flaming priests.
polar/arctic/snow priests/elders?
"Snow elders" – I like it.
Elders > priests (if the previous upgrade is priests, otherwise it doesn't matter)
Snow > polar >>> arctic (Arctic is completely irrelevant, it's earthly geography, not Ashan's)
 

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#916
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I also plan to change the experience-based level-up system; you can manually adjust it from 2 to 12 levels, and then adjust the progression multiplier up to level 24 (what's beyond level 24 isn't important). Experience gained for killing creatures will be linearly proportional to their strength: from 10 for a goblin to 600 for a dragon (10 times less than the unit's cost). Proposed (in parentheses - the original values): Level 1 = 0 Level 2 = 300 (1000) Level 3 = 900 (2000) Level 4 = 1800 (3200) Level 5 = 3000 (4600) Level 6 = 4500 (6200) Level 7 = 6300 (8000) Level 8 = 8400 (10000) Level 9 = 10800 (12200) Level 10 = 13500 (14700) Level 11 = 16500 (17500) Level 12 = 19800 (20600) After that, up to level 24, the progression will be the same as in the original (20%), and above level 24 (levels that are not relevant), you can also leave it as in the original, with an increasing progression of +30%, +40%, etc. Level 13 = 23760 (24320) Level 14 = 28512 (28784) Level 15 = 34214 (34140) ... At level 12, the peak of development is reached; after that, guards don't become stronger, so the rate of experience gain doesn't change, and level progression slows down. When setting the experience values, I took into account that, on average, a hero should gain a level for each battle/day. Minimum guards - from 50% of the ED (standard dragon), i.e., from 300 experience. Starting hero armies - 40% of the ED.
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#918
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"Ment"
Bandits. But I wrote "raiders" in the poll, since that's an option.
Raiders - the name for the lizard upgrade. Predator / Raider / Reaver.
"AstralLein"
The alt-grade for priests needs something else....
In WGE, the alt unit line is associated with ice, and alt priests cast ice spells and have a freezing ability (stun).

But there are heroes with a level 6 unit, and there are those with a couple of level 1-2 units...
I asked for specific examples that could be analyzed based on their value.
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#920
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It doesn't seem quite right; the base/upgrade for the priest is one thing, but the alternate unit has a separate name. There's a unit called "Guardians" (an upgrade for druids). Regarding the examples, I only found these with level 6 units: Frida = 6 crossbowmen + 1 paladin Erin = 6 archers + 1 shadow witch Shak = 1 paokai + 10 defilers Let's compare this to something simpler, like: Ellaina = 16 militia Daleb = 4 sulfur demons + 1 ballista Frida: The paladin is only level 6 in name (and even then, it's possible it will become a level 5 unit; there are many reasons to believe this). Its cost is 1,000. A crossbowman costs 250. The total cost = 1000 + 250*6 = 2500. Erin: The witch, unlike the original, is a level 5 unit. Its cost is 1,000. An archer costs 250. The total cost = 1000 + 250*6 = 2500. Shak: The paokai is a rather weak level 6 unit. Its cost is 1,500. A defiler costs 100. The total cost = 1500 + 10*100 = 2500. Ellaina: A militia is a level 1 unit. Its cost is 150. 16 militia cost 2400. Unlike the original, a group of ten militia is quite capable of defeating both a paladin and a wyvern. However, the strongest level 6 units (hydra, ent, than) are beyond their capabilities, but no one has such creatures in their starting army (their cost is 3,000 each). Daleb: The ballista is a level 6 unit (conditionally). Its cost is 1500. 4 demons at 225 each are included as support personnel. The total cost of the army is 2400.
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