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How are they useless, and why is it no longer necessary to use the remaining stacks to protect against arrows?
New here? I'm Roha — want a quick tour?
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.
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.
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.
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?
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).
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, there was a mistake.
Thank you for pointing it out.