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

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#1058
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I read the information on the website. (http://www.heroes5wge.ru/index.php/c...evelshtml.html)
There's a suggestion regarding a bonus for taking a turn that isn't the first in the order.
If there are multiple players, could it give them more creatures (in the hero's starting army)? Or a monetary bonus/experience?
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#1059
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In my opinion, Nargott's option is the most balanced.
У меча предназначения два острия, одно из них ты.

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#1060
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What’s wrong with having an extra tempo in terms of development? It’s structurally simpler; there’s an extra building, and no questions arise about having too many creatures, money, or experience, or too little. Moreover, the building is neutral and generates money (tempo + gold). The tempo of the town + gold versus the tempo of the heroes + the resources they manage to acquire. If this bonus turns out to be unbalanced, then we can look for alternatives.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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#1061
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Nargott

Regarding the more complex mathematics:

The "200% or x2" model for boosting your own unit and "50% or /2" for debuffing the enemy works when there are only 2 units involved, your unit and the enemy's, and no other active participants (including heroes).

As soon as other participants are added (units and heroes), the model starts to work differently, based on the sum. For example:
- Increasing the initiative of 1 unit by 2 times = increasing its strength by 1.5 times (+50% to the unit)
- Decreasing the initiative of 1 unit by 2 times = decreasing its strength by 1.5 times (-33% to the unit)
If, for example, we have approximately 4 equal units on each side, we get a change in the balance of power in the first case from 4:4 to 4.5:4 (112.5%), and in the second case to 4:3.67 (109%). Obviously, in the first case, the relative strength of the army increases more.

Furthermore, duration also matters. A simple example: if we increase the initiative of a unit with 10 initiative by 2 times, it will perform 2 actions in 1 round (+1 extra action). And if we decrease the initiative of a unit with 10 initiative by 2 times, it will lose its full action only after 2 rounds (performing 1 action instead of 2).

In short, "similar" buffs work more powerfully and have a faster impact, while "similar" debuffs work less effectively and have a slower impact. This is the fundamental difference, which is very noticeable in practice with large numbers (on the order of doubling the initiative).
And isn't this the reason why the developers gave different bonuses to the "attack" skills (5%, 10%, 15%) and "defense" skills (10%, 20%, 30%), and perhaps it wouldn't be worth making them the same (10%, 20%, 30% in both cases)
... 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
#1062
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SRD
Isn't this the reason why the game developers gave different bonuses to the "attack" (5%, 10%, 15%) and "defense" (10%, 20%, 30%) skills, and perhaps it wouldn't be worth making them the same here (in both cases 10%, 20%, 30%)
Hello, with attack and defense parameters, only their absolute difference matters, not the percentage.

Also, I think it's because in the vanilla game, the focus tactic works: whoever attacks first in a battle has the advantage (many attacking units and archers). Defense is less advantageous, so the developers gave a smaller percentage for improving attack.

Nargott in his mod increased the role of defensive units and tactics: less movement, Heavy class, improved "Defense." That's why the percentage increase in attack and defense parameters is the same in this mod.
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#1063
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SRD
Isn't this the reason why the game developers gave different bonuses to the "attack" (5%, 10%, 15%) and "defense" (10%, 20%, 30%) skills, and perhaps it wouldn't be worth making them the same (in both cases 10%, 20%, 30%)?
No, not because of that: that's why I wrote about "large numbers." While 10-30% are small numbers. Besides, defense is even more powerful than attack, even with equal numbers (countering attack and defense is not the same as power versus weakness in classes).
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
#1064
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Nargott asks: When is the mod version update planned, and where can I find information about the latest changes? There's different information on the creature forum and on your website. I downloaded the mod, but there's no description in it.
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#1065
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For now, only the tactical part has been implemented, that is, the duel.
У меча предназначения два острия, одно из них ты.

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In reply to Заинтересованный
#1066
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Interested
For now, only the tactical part has been made, that is, the duel.
Okay, then I'm interested in the following: when is the mod (duel) version update planned, and where can I find information about the latest changes to the creatures in the duel?
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#1067
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The last update seems to have been when Nargott posted the creature table and explained all the changes in detail.
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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#1068
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From March 8th to 11th, I will be heavily focused on WGE duels (about 20-40 hours), so I might finally be able to release an update.

For now, I'll share my current progress.

Hierarchy of creature strength (strength is proportional to cost):


It was decided to make the gradation of creature strength and prices more discrete, for convenience and ease of memorization.

Compared to previous publications, nothing has changed for humans and dwarves, while there are changes for elves, mages, dark elves, undead, demons, and orcs.

First of all, the changes affected Tier 1: it has become more numerous, while the human Tier 1 (updated recruits) is now considered more elite (stronger than all, except for guards and assassins). Weaker than recruits are various minor creatures such as imps, goblins, gremlins, fairies, and skeletons. Which is logical, given their super-lightweight category.

Write your comments or suggestions regarding the relative strength of creatures, while there is still time to change something.

Increase x Cost:

TIER 1

(20-50) x 75 Goblin
(20-50) x 100 Skeleton
(15-37) x 100 Imp
(12-30) x 125 Gremlin, Fairy
(10-25) x 150 Recruit
(10-25) x 200 Guard
(6-15) x 250 Assassin

TIER 2

(10-25) x 200 Zombie, Spearman, Gargoyle
(8-20) x 250 Archer, Demon
(8-20) x 300 Dancer
(6-15) x 400 Beast
(5-12) x 400 Shaman

TIER 3

(10-20) x 300 Ghost
(8-16) x 300 Berserker
(6-12) x 400 Swordsman, Brute
(8-16) x 500 Hunter
(6-12) x 500 Succubus
(5-10) x 500 Golem
(6-12) x 600 Minotaur

TIER 4

(6-12) x 500 Cerberus
(6-12) x 600 Mage
(5-10) x 600 Monk
(4-8) x 600 Centaur
(4-8) x 750 Lizard, Bear, Druid
(3-6) x 1000 Vampire

TIER 5

(4-6) x 750 Priest
(6-9) x 1000 Knight
(4-6) x 1000 Nightmare, Unicorn, Witch, Leader
(5-7) x 1200 Djinn
(3-4) x 1500 Lich

TIER 6

(4-6) x 1000 Griffin
(3-4) x 1500 Wyvern
(3-4) x 2000 Rakshasa, Reaper
(2-3) x 2000 Balor
(2-3) x 3000 Ent, Thane
(1-2) x 3000 Hydra

TIER 7

2 x 3000 Angel (2000 + 2 crystals)
2 x 3000 Devil (2500 + 1 mercury)
(1-2) x 3000 Necrodrake (2000 + 2 mercury)
1 x 6000 Light Dragon (4000 + 4 gems)
1 x 6000 Dark Dragon (4000 + 4 sulfur)
1 x 6000 Dwarf Dragon (5000 + 2 sulfur)
1 x 6000 Cyclops (5000 + 2 crystals)
1 x 6000 Titan (5000 + 2 gems)
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
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#1069
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Aren't vampires considered light infantry?
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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In reply to Заинтересованный
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#1070
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did the griffin still fly away to tier 6, and the Knight gallop away to tier 5?
... 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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#1071
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There's a distinction: ghosts are light flyers, vampires are heavy (but their base isn't a flyer, it's infantry). In general, the heavy class (heavy infantry) is a class of weaponry, not the weight of the creature. Yes, the griffin is at level 6, considering the stat increases (an increase of 6 on a level 6 unit seems too extreme). And in principle, if it were necessary to scale the troops further (e.g., not 6 knights per dragon, but 10 or more), it would be logical to leave griffins where they are and move the basic troops, i.e., perceptually, a knight is clearly not higher than a griffin.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
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#1072
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Heavy units are slow and usually well-defended, while unupgraded vampires move quite quickly. However, in my opinion, zombies are a good example of a heavy unit (they move slowly, are durable, and are also similar to demons, which are considered heavy units).
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%