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Posts from TBM - Tournaments balance mod Auto-translated

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In reply to Yaugen
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#200
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Yaugen
Good afternoon. I don't understand how map generation works. So, are there no templates that maps are generated from?
This doesn't relate to the mod.
Templates existed even in the standard generator, back when there weren't any mods...
Будьте осторожны со своими желаниями. Иногда они исполняются.
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ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"
In reply to Yaugen
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#201
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Yaugen
Good afternoon. I didn't understand the map generation. So, are there no templates that the maps are generated from?
And also, who can I play this mod with? It would be nice to know the contacts of players who play this mod to develop connections. Maybe there is a group on Discord or somewhere else.

Hello.
Unfortunately, until version 2.2.0 of the mod, the mod did not have its own templates and used standard GSC templates. Currently, the mod is equipped with 10 of its own templates, the author of which is VeryDobro. You can familiarize yourself with them by clicking on one of the first links in the main post. One of the templates is an exact copy of the Solar template from IRMG, adapted for the standard generator.

The community of players who play this mod is mainly consolidated on the technical server of our tournaments in Discord, where you can join by writing to me or Remix: Someone Unknown#3450, Remix#3066.
#202
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Dwarves have become overpowered. As a fix, I suggest reverting the cost of clan halls to what it was in the original game (20 crystals). You could even make dragon construction possible through the construction of thanes. This would significantly slow down the dwarves. Another option is to reduce the chance of dwarves getting defense to 2-4%. Because with defense, stone skin, and runes, they become incredibly strong. Or, revert the logistics to a 2% chance to slow down their tempo. As a last resort, you could adjust their growth rates or reduce their initiative. By the way, the undead turned out to be weak. Only Mikhail was able to succeed with them. Maybe we should strengthen the undead? And the demons seem weak too. They could use a bit more defense.
In reply to Witness
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#203
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Witness
The Dwarves have become overpowered. To fix this, I suggest reverting the cost of the Clan Hall to what it was in the original game (20 crystals). You could even make dragon construction possible through the construction of thanes. This would significantly slow down the Dwarves. Another option is to reduce the chance of Dwarves getting defense to 2-4%. Because with defense, stone skin, and runes, they become incredibly strong. Or, you could revert the logistics to a 2% chance to slow down their pace. As a last resort, you could adjust the growth rates or reduce their initiative. By the way, the Undead turned out to be weak. Only Mikhail was able to succeed with them. Maybe strengthen the Undead? And the Demons seem weak too. They could use a bit more defense.
Regarding the Dwarves:
This is a rather specific race that should, in principle, be ahead of other races in terms of construction, if only because some of their buildings are cheaper than those of others. However, the saved resources are used to use runes. You can play with the price of runes and make it dependent on rune knowledge (3 if basic, 2 if advanced, and 1 if expert) at the initial stage; this will slightly slow down their growth, but then everything will go as before.
If you reduce the chance of getting defense, then it will not be possible to get "Absolute Defense" (no matter what anyone says, it's overpowered, and with proper development, it can be obtained at level 23 with the possibility of taking 2 more skills).
Regarding the Demons:
As far as I know, the Demons are underpowered in almost all parts (starting with the third, where they have only one archer, and that one is level 2, and ending with the sixth part, where they were supposedly given a balance, but only the Warrior is more playable), and in general, they have only one level 4 archer, which greatly slows down their development. Yes, they summon reinforcements, but only two heroes are relatively playable: Daleb with a rapid-fire ballista and a first aid tent, and Nimue, the Gatekeeper.
However, it seems to me that this mod balances the game well and nothing needs to be changed, except perhaps to slightly strengthen the Demons by removing the dependence of succubus construction on the Mage Guild
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
#204
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Did you watch the tournament? The Dwarves were crushing everyone. They need to be nerfed, and severely. The second overpowered faction is Humans. Training 20 Paladins a week is excessive. Either the second building for retraining needs to be removed, or the cost of training Paladins needs to be increased. Let them train Archers instead. Dwarves need to have the Rune of Exorcism, the Rune of Elemental Resistance, and the Rune of Magic Resistance banned. I think everyone saw in the tournament that they are completely overpowered. It's simply impossible to counter the Dwarves. Against Chaos, they use the Rune of Elemental Resistance, giving two creatures 50% immunity to fire. Against Darkness, they are protected by the Rune of Exorcism and the Rune of Magic Resistance. With the latter, the Dwarves even steal Vampires. So how do you kill them? With Phoenixes or Elementals? With their defense, it's impossible. In Heroes 3, the Demons had Magogs that fired Fireballs in an area, Ifrits had high speed, which gave the Demons mobility on the map. Broodlings could summon more demons, which on large maps allowed them to gather huge armies. And finally, Devils had retaliatory attacks and passively lowered everyone's luck by -1. So, in the third game, the Demons will be stronger than in the fifth. By the way, you could give the Devils similar abilities in Heroes 5. This would at least somehow strengthen the Inferno. Because right now, this faction is at the very bottom. Only the Undead are below them, and they've had everything taken away. The Undead simply have nothing to work with: Vampires have had their growth rate reduced, the blind factor has been lowered, and the duration of the blind effect has been reduced, the Temple of the Underworld has been removed, Liches have been nerfed, and the Bone Pillar has been moved to level 9, so it can't be built in the first week. Instead, Bone Archers have been strengthened, and Liches have been given the Skilled Undead Raising skill. In my opinion, this is completely unfair and unbalanced. The strength of the Undead lies in raising the dead, but where is it if there is no Temple and Necromancy has become useless? How can the Undead compensate for their low stats?
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#205
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In Heroes of Might and Magic III, Ifrits are superior in terms of attack power, which is a strong argument in favor of the Inferno faction. And in Heroes of Might and Magic V, Devils are weak, which is also true. They lack speed (like Angels or Dragons) and retaliatory abilities, and their skills are situational.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#206
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The dwarves have almost all runes that are overpowered, but their mechanics cannot be changed, so the only option is to either ban some of them or significantly increase the cost of using them. Perhaps, it is also possible to make the perk that allows reusing a rune in battle unattainable (if I'm not mistaken, this can be done).
Нет войне.
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#207
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You can definitely adjust the prices, including discounts/surcharges for perks (the ones that already exist).
In reality, the dwelling of the Than should not be easily accessible, as it is a top-tier unit of tier 6, and only vortex rakshasas might be stronger, and even that is debatable.
Разработчик Heroes 5.5 WarGame Edition.
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#208
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There, dragons are top-tier units. Plus, there are various rune-based abilities/dwarven luck, which are overpowered. In short, a lot needs to be fixed, but considering that the imbalance is mainly at the level of game mechanics, it will be really difficult to balance.
Нет войне.
In reply to Gerter
#209
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Gerter
There, dragons are top-tier units. Plus, there are all sorts of rune-based cooldown reductions/dwarven luck, which are overpowered. In short, a lot needs to be fixed, but considering that the imbalance is often at the level of game mechanics, it will be really difficult to balance.

I think that the cost of Towers should be returned to what it was in the original game, and dragons should only be built through Towers. Ban the runes of magical warding, elemental immunity, exorcism, and resurrection. There's no point in increasing the cost of using runes, as there are plenty of resources in the mid and late game. Also, the rune cooldown should be reduced to 0.5 mana per unit of hero knowledge, or even less. Otherwise, with 10 knowledge, a hero replenishes 10 mana with one rune. The dwarf's ability turns out to be better than Nura's!!!
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#210
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Banning runes is definitely not necessary. If anything, the strongest rune is the circular one.
If there are too many resources, that's a problem with excessively long game durations.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
#211
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Nargott
Runes definitely shouldn't be banned. If anything, the strongest rune is the circular one.
If there are too many resources, that's a problem with excessively long game durations.

According to the tournament rules, players must reach the final stage on map 321. At this point, the Dwarf is overpowered. I don't see any alternatives other than banning some runes. What is a circular rune?
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#212
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The Rune of Battle Fury, which allows you to attack all enemies around you without retaliation, thus enabling you to multiply your damage output (combines well with the Berserker Rune and the Rune of Draconic Form at high levels).

321 is extremely late game.
From my perspective, the late game starts around the 2-month mark (week 5), if not earlier.
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#213
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I agree with Nargott, 3.2.1 is indeed very late:

firstly, it prolongs the gameplay process,
secondly, it makes some races overpowered (take the dwarves, for example),
thirdly, it makes some heroes overpowered (this depends on the hero's specialization),
fourthly, such battles are simply uninteresting to watch, as you understand that if a battle lasts more than 7 hours, you simply won't have enough time to finish watching it - household chores, work, studies, sleep, etc.

As an option, you could reduce it to 2.2.1 or 2.1.1
But it's up to you.

There are also 2 questions for Nargott:

1) Are you planning to reduce the turn time?

2) I heard from friends that the version of the mod that was used in the last tournament is very good, and many praise it for its balance. I myself saw this mod in action when I watched the tournament battles. I would like to see your refined, improved version of the mod on the forum.
Are you planning to post it here?
I think this will increase the number of participants in your future tournaments.
In reply to atlant108
#214
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atlant108
I agree with Nargott, 3.2.1 is indeed very late:

firstly, it prolongs the gameplay process,
secondly, it makes some races overpowered (take the dwarves, for example),
thirdly, it makes some heroes overpowered (this depends on the hero's specialization)
fourthly, such battles are simply uninteresting to watch, as you understand that if a battle lasts more than 7 hours, you simply won't have time to watch it - household chores, work, studies, sleep, etc.

As an option, you can reduce it to 2.2.1 or to 2.1.1
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No one forbids rushing and finishing by turn 321. Balance in turn-based multiplayer is relative. The Undead have become very weak, while the Dwarves and Humans remain strong. Demons and the Dungeon are very predictable; they lack diversity. A Demon is usually a Machine, and the Dungeon plays Chaos.