Skip to content

Posts from TBM - Tournaments balance mod

1.0 (1 rating)
User Avatar
Auto-translated
How are they useless, and why is it no longer necessary to use the remaining stacks to protect against arrows?
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
Auto-translated
Bone Warriors have 2 abilities that increase their survivability: 50% resistance to arrows and 25% resistance to magic. Therefore, I believe that to make Archers relevant in the endgame, they should be given one of these abilities. Which one to give them is something to consider.
User Avatar
Auto-translated
the first option is much more logical – after all, shooting at skeletons is quite ineffective. However, then you would have to give it out without any upgrades.
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%
In reply to Заинтересованный
Auto-translated
Interested
the first one is much more logical – shooting at skeletons is quite ineffective. However, then you would have to give it out without any upgrades.
Players don't really fight with unupgraded Bone Warriors due to their 1-1 attack. It will be only slightly more difficult to defeat them on the map with archers. This makes it even more interesting: they will similarly hinder the breakthrough of ranged builds, just like Guardians.
In reply to InoyOleh
Auto-translated
Why does no one talk about the fact that almost all ranged units, especially low-level ones, should cost 50-80% more than they do now? For example, archers and their upgrades should cost as much as swordsmen and their upgrades. After all, even if we disregard the effect of being able to attack any cell, ranged attacks also offer retaliation-free attacks (in most cases). By the way, in Heroes of Might and Magic III, ranged units cost noticeably more than melee units with similar stats, but not in Heroes of Might and Magic V.
In reply to AlexAnt
Auto-translated
AlexAnt
Why doesn't anyone talk about the fact that almost all ranged units, especially low-level ones, should cost 50-80% more than they do now. For example, archers and their upgrades should cost as much as swordsmen and their upgrades. After all, even if we disregard the ability to attack any cell, ranged attacks are at least also a form of retaliation (in most cases). By the way, in Heroes 3, ranged units cost noticeably more than melee units with similar stats, but not in Heroes 5.
Price is only one of the balance factors; it would be enough to give ranged units worse characteristics (including damage or attack) than melee units.
In reply to AlexAnt
User Avatar
Auto-translated
AlexAnt
Why doesn't anyone talk about the fact that almost all ranged units, especially low-level ones, should cost 50-80% more than they do now. For example, archers and their upgrades should cost as much as swordsmen and their upgrades. After all, even if we disregard the effect of being able to attack any cell, ranged attacks also offer retaliation in most cases. By the way, in Heroes of Might and Magic III, ranged units cost noticeably more than melee units with similar stats, but not in Heroes of Might and Magic V.
because the availability of resources depends on mines (and to a lesser extent, artifacts, weeks, and skills), while the characteristics of creatures depend directly on the hero (and to a lesser extent, external buildings and weeks).
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
User Avatar
Auto-translated
I tried playing with this mod, and here's what I noticed: why does the map generator persistently scatter dozens (if not hundreds) of Eyes of the World artifacts across the map?
... 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
User Avatar
Auto-translated
SRD
I tried playing with this mod, and here's what I noticed: why does the map generator persistently scatter dozens (if not hundreds) of Amulets of the Seer across the map?
The issue isn't with the mod, but rather with the standard map generator. The appearance of the amulets is indirectly influenced by the rebalancing of artifact prices. Four artifacts (chaos enhancers became relics) and disappeared from the category of minor artifacts, meaning the selection of minor artifacts is limited. The Amulet of the Seer became 1000 cheaper, so I think the generator, when placing artifacts, might place 2 Amulets of the Seer and a Clover instead of 1 Emerald Boots, 1 Phoenix Robe, and 1 Ice Collar (as it used to be).
Мой канал по героям 5 - "Heroes for Fan"
Мой канал по King's Bounty - "Remix Play"
Моя группа по героям 5 - Здесь отвечу быстрее
In reply to Remix
Auto-translated
Remix
It's not about the mod, but rather about the standard map generator. The appearance of crowns was indirectly influenced by the rebalancing of artifact prices. 4 artifacts (chaos enhancers became relics) and disappeared from the category of minor artifacts, i.e., the choice of minor artifacts is limited. The crown became 1000 cheaper, so it seems to me that the generator, when placing artifacts, can put 2 crowns and a clover instead of 1 pair of emerald boots, 1 phoenix cloak, and 1 ice embrace amulet (as it used to be).
If so, maybe it would make sense to increase the variety when generating maps: move 2-4 artifacts (weak ones) to the "minor artifacts" category + reconsider their prices?
In reply to InoyOleh
User Avatar
Auto-translated
the holy and unholy word spells have become extremely unpromising – of course, in the case of, for example, a Necromancer, where magic is usually high, the unholy word hits quite hard, but don't forget that we have, for example, a Knight, whose magic barely increases, and in his case, the holy word is unprofitable in any scenario. That's why both the holy and unholy word in the original have such a formula (unlike the powerful spells of chaos magic) where the base damage is represented by a large number, and the magic coefficient is not large (144+12*sp), meaning that with this formula, all factions can benefit from using the word, but it doesn't turn into an overpowered spell, including in the case of a Necromancer using the unholy word.
... 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...
Auto-translated
Good day – as I understand it, this setting is for:
- Warlords: the "Warlord Command" ability now reduces the cooldown by a maximum of 0.5 turns (it was 0.6)
There are three lines that correspond to this in the file DefaultStats.xdb:
1
1
60
However, in your mod, these lines remain unchanged. Is this a mistake by the modder, or is the "Warlord Command" ability edited somewhere else?
In reply to 13zl
User Avatar
Auto-translated
13zl
Good day – as I understand it, this setting affects:
- Warlords: the "Warlord Command" ability now reduces the cooldown by a maximum of 0.5 turns (it was 0.6)
Three lines are responsible for this, and here they are by default in the DefaultStats.xdb file:
1
1
60
However, in your mod, these lines remain unchanged. Is this a mistake by the modder, or is the "Warlord Command" ability edited somewhere else?

Indeed, I was mistaken.
Thank you for pointing it out.
In reply to Someone Unknown
Auto-translated
Someone Unknown
Indeed, there was a mistake.
Thank you for pointing it out.

Then, another observation: the Liquid Flame effect still damages allies. This parameter needs to be corrected in the "LiquidFlameEffect.xdb" file. Your mod doesn't include this file.
In reply to 13zl
User Avatar
Auto-translated
New version 2.0.0 of the mod is available
You can find the main changes here.

Main changes in the mod compared to version 1.2.4 (for those who like to read in the bathroom)

======== FIXES ============

Fixed the arrow in the Necromancer building tree.

======== UNITS ============

Gremlins: sabotage coefficient changed from 10 to 1.
Obsidian Gargoyles: 2 attacks, 6 defense.
Elemental Gargoyles: 20 HP, 10 initiative.
Thunderers: 5% damage reduction for each unit in the stack.

Scouts: power, experience, and price changed.
Assassins: power, experience, and price changed.
Stalkers: swift attack, power, experience, and price changed.
Beasts: power, experience, and price changed.
Furies: power, experience, and price changed.
Hags: power, experience, and price changed.
Shadow Lords: 23 attack, 17 defense, new model.

Vampires: power, experience, and price changed.
Greater Vampires: power, experience, and price changed.
Vampire Princes: blindness factor 1.5, power, experience, and price changed.
Archliches: 19 attack, 17 defense.
Greater Liches: 17 attack, 19 defense.

Fire Demons: "explosion" ability removed, "fire shield" and "fire immunity" abilities added.
Greater Demons: 4 attacks, 2 defense.
Nightmares: 18 attack, 16 defense.
Hell Hounds: 16 attack, 18 defense.
Cave Lords: spell and meteor shower at advanced level.

Blade Dancers: experience and power increased by 20%.
Death Dancers: experience and power increased by 20%.
Wind Dancers: experience and power increased by 20%.
Archers: initiative 11.
Forest Archers: initiative 10.

Battle Griffons: "devastating dive" ability removed, "taunt" ability added.

Orcish Warriors: growth 10.
Orcish Fighters: growth 10.
Warmongers: growth 10.

======== HEROES ============

Academics received an additional point in magic and knowledge.
Nura: starting skills: magic, mana attraction, fire trap.
Faiz: beam damage 10*level (no base damage).
Hafiz: haste.

Warlocks received an additional point in attack and magic.
Irbet: magic arrow.
Kifrah: ice block.
Sorgal: basic defense + resilience.

Gnomes received an additional point in defense and knowledge.
Erling: basic chaos magic + fire mastery.
Svea: basic enchantment + mana regeneration.

Humans received an additional point in attack and defense.
Iris: basic dark magic + mind control, slow.

Demons received an additional point in attack and knowledge.
Nimus: basic leadership + troop gathering.

Necromancers received an additional point in defense and magic.
Deidra: grief.

Elves received an additional point in defense and knowledge.
Dirael: enchanted arrow removed, charm mastery added.
Ilfina: regeneration removed, dispel.
Talannar: Frida's specialization, basic light magic + righteous wrath, punishing strike.
Ossir: divine power removed.

Smart Orcs received an additional point in attack and defense.

======== ARTIFACTS ============

Mask of Justice removed from the generation list.
Sandals of the Saint: major, 15000.

======== SPELLS ============

Raise Dead: 20/30/40/50*(SP+1).
Resurrection: 20/30/40/50*(SP+1).
Wall of Swords: 5 turns.

======== RMG ================

Old templates disabled.
Two new templates created: "hourglass".
Spell shop removed from the steppes
Мой канал по героям 5 - "Heroes for Fan"
Мой канал по King's Bounty - "Remix Play"
Моя группа по героям 5 - Здесь отвечу быстрее

Statistics

Welcome our newest member: Emil