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You seem to forget that no one is going to pick them for the final battles. But they significantly boost the Warlock in early game skirmishes with minimal losses.
I don't know about you, but I prefer archers because they deal damage and inflict a 3-turn poison effect, which is very effective against minotaurs, and if you also have furies, no one will make it.
I don't know about you, but I prefer archers because they deal damage and inflict a 3-turn poison effect, which is very effective against minotaurs, and if you also have furies, no one will reach you.
What will you do when facing 4 stacks of archers? And with rogues, you can go invisible and cast spells.
Ment
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Why? Can you give a couple of examples of battles?
I won't be able to do that, I'm a newbie myself in this regard and will definitely face a mana shortage. We need to ask more experienced players.
It's obvious - reducing initiative or duration will only work well against a player, not against neutrals.
I still don't see it. 1) If the invisibility duration is shorter, you can kill fewer enemy units during the invisibility, so the breakthrough limit becomes stricter. 2) If the initiative is lower, various druids will definitely have time to thin out the hunters before they go invisible. Therefore, it will become more difficult again (sooner or later they will come out of invisibility, and it will be easier for the enemy to kill them after that) 3) A combined approach may be even more effective 4) A counter-argument to myself - there is the Battle Standard of Defense, which, in combination with such invisibility, will remain super effective. A counter-argument to the counter-argument - obviously, the Battle Standard of Defense is quite overpowered in itself, and the question is, what is the bigger problem, the invisibility or the Battle Standard of Defense?
Okay, guys, let's stop rehashing the same thing. We'll play the original version with invisibility for the hunters, if necessary. After all, this is a tournament mod, and it's being made by the tournament organizers. Maybe we're right, and then they'll fix it, most likely. Well, I think the tournament participants will get used to the changes.
Our mod is well-structured in the video, and I can find the detail I'm interested in within 4 minutes. But if you sit down and write out time codes, you'll go crazy – 8 factions with 7 creatures each is already 56 time codes, and you need a time code for each spell, so I don't want to write 150-200 time codes. It will all be cumbersome. Please spend a couple of hours, write me the time codes, and I will gladly publish them.
Only this structure is invisible to those who have not yet watched the video. How do you know, for example, that the league starts at 30:00? You don't need many time codes, just for the main sections and factions. Time codes solve the problem of a huge video because they allow you to break it down into several small ones, on a topic that interests a person. For example, a person disagrees with a particular change and can quickly find the arguments for it.
Added 11 minutes ago For example, with the Rogues, was the option of reducing the duration to 2 rounds and/or reducing the initiative (while increasing stats for compensation) considered? In the Test Environment, invisibility has also been removed, but I haven't seen any arguments yet as to why an alternative solution won't work.
Or here's another question, why do things like Blood Dragon or early invisibility break the game? Because they significantly simplify breaking through defenses. And why is this bad? Because breaking through is the main element of the game. The Test Environment continues to be built around breaking through, but that doesn't mean you can't try to build Multiplayer in such a way that breaking through doesn't play a decisive role in it, and thus the problem of overpowered units in breaking through will be solved. Specifically, either weaken the breaking through factor by generally weakening neutrals and speeding up the game, or weaken only the problematic neutrals so that other races can break through them with acceptable losses in weeks 2-3. In the Test Environment, it has already been suggested (by me or someone else) to generate a reduced number of neutral archers/casters in the guards.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Only this structure is invisible to those who haven't watched the video yet. How will they know, for example, that the league starts at 30:00? You don't need many timestamps, just for the main sections and Factions. Timestamps solve the problem of a huge video because they allow you to break it down into several small parts, on a topic that interests a person. For example, a person disagrees with a particular change and can quickly find arguments about it.
Thank you, Nargott and Uriel Septim X, for the constructive feedback about timestamps for the main sections. Now I think the arguments about the four-hour video review will no longer be valid. Everything can be found easily and quickly. Uriel Septim X
My friend, write the timestamps in the description of the stream, then people will be able to find the review of a Faction by the code (I would do it that way, but you have more experience, so decide for yourself).
Uriel Septim X, I went to your YouTube channel and, to my disappointment, didn't find a single timestamp under the videos. Some mod reviews don't even have a download link. Therefore, the statement "I would do it that way" is not applicable in this situation. If the channel owner does not indicate timestamps in their videos, they have no right to demand this from other channels. Once again, thank you for the idea of timestamps for key mod changes.
Added 5 minutes ago Ment
But a brief summary wouldn't hurt (and for more details, you can watch the video).
I wouldn't mind if you, as the forum administrator, watched the video and created a brief summary for everyone who wants it. They say that brevity is the soul of wit; unfortunately, I am not talented, but I think you, as the person who suggested this, know a thing or two about this difficult task. We would appreciate your help with this sensitive issue.
Or here's another question: why do things like Battle Pathfinding or early invisibility break the game? Because they significantly simplify clearing the map. And why is that bad? Because clearing the map is the main element of the game.
I've always disliked this in multiplayer – the main element (in my opinion) should be the interaction between players (by the way, this should also remain the main element in single-player, with the only difference being that the human player now interacts with the AI player), but instead, we've gotten used to the fact that 90% of the game is just clearing mobs – it's not a very appealing experience, and the cherry on top is a couple of battles between player armies (sometimes it even comes down to just one final battle – which is absurd, because it's no longer a strategy game!).
... 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...
Or here's another question: why do things like early-game Blood Dragons or early Invisibility break the game? Because they significantly simplify clearing out neutral creatures. And why is that bad? Because clearing out neutral creatures is a core element of the game. The game continues to be built around clearing out neutral creatures, but that doesn't mean you can't try to build a Multiplayer mode in such a way that clearing out neutral creatures doesn't play a decisive role, and in this way, the problem of overpowered neutral creatures will be solved. Specifically, either weaken the factor of clearing out neutral creatures through a general weakening of neutral creatures and speeding up the game, or specifically weaken the problematic neutral creatures so that other races can also clear them out with acceptable losses in the 2nd-3rd week. In the game, it was already suggested (by me or someone else) to generate a reduced number of neutral archers/casters in the guards.
I've always disliked this in Multiplayer – the main element (in my opinion) should be the interaction between players (by the way, this should also remain the main element when playing in Singleplayer, with the only difference being that the human player now interacts with the AI player), but instead, we're used to the fact that 90% of the game is just clearing out mobs – it's not a very appealing experience, and the cherry on top is a couple of clashes between player armies (sometimes it even comes down to just one final battle – which is absurd, because it's no longer a strategy game!).
Reducing the number of neutral creatures, in my opinion, won't help much. It will lead to monotonous, highly efficient strategies – various Warlocks and Necromancers on Chaos with Rogues + Mentorship. I'm not saying that this is bad – fast battles, territory control, etc. But such games also have problems: - There is no proper timer. You need to play, for example, 3 PVP battles, but since time doesn't stop during the battle, you only have time for one. - Glitches and lags when transferring armies and artifacts. There are no quick transfer buttons. - Map generator. Minimum hero positioning, mana point saving – just running from one guard to another (but here, the fact that the game is in 3D also plays a role – another plus for singleplayer, but a minus for Multiplayer). The original generator with its bugs is simply terrible, Irmg is a little better, but only in conjunction with the game (which emphasizes clearing out neutral creatures, which is generally more suitable for singleplayer). Ps: Well, that's where some balance mods come to the rescue. Although I believe that you need to adapt the map to the game, and not create workarounds and patches to improve (supposedly!) the balance, which is not always needed.
Although I believe that the map should be tailored to the gameplay, rather than patching it up with quick fixes to improve (supposedly!) the balance, which isn't always necessary.
It seems like a good idea, especially if developed towards creating a new Global Strategic Campaign.
In general, for a game where the strategic aspect is more prominent than usual, I sometimes play large, single-level maps with a large number of towns and players (and if you also limit the maximum hero level to 15-20, it turns out that the key to victory is maximizing territorial control, achievable through several strong heroes, whose strength is also based on their army, because it won't be possible to create uber-strong heroes due to the level limit, which means that the role of towns increases again, and therefore also mines and resources, which are required throughout the game) Um... well, I think I've strayed from the topic - sorry:D
... 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...
Actually, for a game where the strategic aspect is more prominent than usual, I sometimes play large single-level maps with a large number of towns and players (and if you also limit the maximum hero level to 15-20, it turns out that the key to victory is maximizing territorial control, achievable through several strong heroes, whose strength also depends on their army, because it won't be possible to create uber-strong heroes due to the level limit, which means the role of towns increases again, and therefore also mines and resources, which are needed throughout the game) Um... well, I think I've strayed from the topic - sorry:D
Yeah, it's a pretty good way to have fun. Better than drinking vodka in an alley :) And regarding GSC, what's so complicated about it - you just do it, no problems.
JonnyP
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Andrail
Yes, yes, considering that IRMG took quite a while to develop. But if it's a piece of cake for you, feel free to do it. P.S. If this was sarcasm, then never mind.
No, it's not sarcasm. But I didn't say I would do it. I just said it's not difficult. It's a large amount of monotonous routine work, and I don't want to spend time on it.
No, it's not sarcasm. But I also didn't say that I would be doing it. I just wrote that it's not difficult. It's a large amount of monotonous routine work, and I don't want to spend time on it.
So, basically, you're just talking, right? Come, criticize, tell everyone how easy it is to do, but don't do anything yourself. Okay.
Basically, you're just a chatterbox, aren't you? You come, criticize, tell everyone how easy it is to do things, but you don't do anything yourself. Okay.
No. But if you want to 'chat', then let me explain a little. Firstly, I don't care about other people's opinions. Secondly, there are some developments in this area. Namely, while digging through the GroundTerrain.bin file with a hex editor, I identified several dependencies, and by experimentally changing the values in the file, I was able to change the map. I managed to change the terrain, height, ramp, water, and its type, and the mask. The relationship between the ramp and height is not yet fully understood, but I think I'll spend some time and figure it out. Basically, knowing the memory address, the number of bytes per value, and the block length (I already have everything recorded using a medium map as an example), I can programmatically change their values. All that remains is to create a generation template, write the code, create an XML file similar to the map... and so on. Do you want to be a sponsor?
P.S. I'm not even close to being a programmer, and I may not be expressing myself correctly in some of the formulations.