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Posts from Harmony - Troop SymmetryAuto-translated
"Perfect accuracy." The idea is that a critical/lucky hit is essentially a precise strike at the opponent's vulnerable spot (as one of the interpretations).
By the way, the old icon would then be quite fitting. :) - In short, the option has been accepted for consideration.
... 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...
I have an idea to slightly modify the skill trees for the creature units (remember that each skill should be a foundation for a creature unit exactly twice, and changes within one race will lead to shifts in other races).
In the original game, the dwarves learned "Absolute Protection" through "Chaos Magic," which is strange, as defensive skills would be more logical for protection. They also took "Defense" (which is logical) and "Summoning Magic" (in my opinion, not a suitable choice). Currently, dwarves learn "Absolute Protection" through "Defense" and "Machine Management," but perhaps they should learn it through the "Protective Gift" branch from "Light Magic," replacing the Machine Management branch? Then, the Elves would lose the Light branch, and in return, they would regain the Logistics branch. The Logistics branch would then be moved away from the Demons, but replaced with the Machine Management branch, which has already been moved away from the Dwarves (Demons have a connection to machinery, and their ballista is the most effective because the damage depends on the "attack" and "knowledge" parameters, which grow well together only for the Demon).
Added 20 minutes later
Another point: for the most part, I use concept art by Olivier Ledroit, created for Heroes 5, as the image of the hero in the center of the wheel. I also use art from Heroes 6/7 if they don't differ too much in style. But here's the problem: the Necromancer concept art for Heroes 5, although it looks great, stands out from what we actually have. Should I use it? I generally like it, but the sword seems completely out of place, which bothers me.
http://www.might-and-magic.ru/gallery/album/24-kontcept-art-olive-ledrua-olivier-ledroit/
... 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...
Let's return to the question of "machines": It's not possible to create a branch of ballista -> rapid-fire ballista -> firearms because of the synergy between firearms and advanced ballistics – firearms would provide +150 fire damage and significantly increase the damage from three shots that ignore defense. If we do this, we'll get an overpowered unit and an imbalance in the machinery branches (everyone will only upgrade the ballista, except perhaps the Balsamizer; the other branches will be neglected). That's why I decided to move firearms to the end of the catapult branch, but again, this presents the following choice: let's say we decide to go down the catapult branch and reach its second perk, "sulfur rain." Then, when choosing the third machinery perk, we'll have the following options: 1) start a new branch (tent) 2) start a new branch (ballista) 3) continue the catapult branch – take firearms If the goal is to take a perk related to the ballista, the choice will be between the "ballista" and "fire arrows" perks, and in my opinion, it's more promising to take "ballista" because in both cases, we get ballista regeneration after battle and an increase in its damage, but the "ballista" perk additionally provides the ability to control the ballista independently. Based on the above, we can conclude that no one will take firearms, and my goal is to make the choice equal (as with the choice between upgrading and alt-upgrading creatures). P.S.: In this situation, the developers' decision to place firearms in the attack category doesn't seem so strange (but I'll still leave firearms in the machinery category).
Suggest your ideas, write down your options; for now, the machines will remain as they are
... 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...
I'm still in favor of buffing combat units, but in a way that doesn't create an overpowered build.
As always, you're not very specific :smile42: If we keep the connections between perks as they are now (in the latest version of the skill tree), we need to find a way to buff the "fire arrows" perk.
... 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...
Then like this: ballista -> rapid-fire ballista_tent (without firearms)
strange, incomprehensible scheme
... 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...
then it will still be possible to upgrade all three perks at once, and this needs to be avoided. in general, I think the solution is this: give firearms some additional bonus - Nargott's idea of reducing the enemy army size by a certain percentage (artillery preparation for battle) actually sounds interesting.
... 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...
they already exist in separate branches, and going to a tent or catapult after a ballista seems strange to me – if you have a suggestion, please describe it in the form of a diagram. Currently, it looks like this: ballista --> rapid-fire ballista tent --> plague tent catapult --> sulfur rain --> fire arrows
... 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...
SRD, is it possible to make it so that with the following perks:
ballista --> rapid-fire ballista the player cannot obtain fire arrows?
Yes, it's possible if we move fire arrows to a different branch - it's already done that way - fire arrows are in the catapult branch, but the problem is that when choosing between the "fire arrows" and "ballista" perks, it's more advantageous to take the latter rather than the former. In short, we need to add some kind of bonus to fire arrows so that there's a reason to take it, and not just the "ballista" perk. I'll leave it unchanged for now, as good ideas on this topic can only be implemented using scripts, which I don't know how to use. After the first versions of the mod are released and the balance is refined, I will contact people who know about this - maybe they can help.
... 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...