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Posts from TBM - Tournaments balance mod Auto-translated

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In reply to Nargott
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#230
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Nargott
What, then, does strategy degenerate into?
Here! This is the key phrase! And now we can smoothly move on to the question of new tournament formats!
I propose the following:
1) Specially trained people create a map, without regions (or with regions, but with several entrances and exits), without restrictions but with obstacles and mobs. It should also обязательно include various types of storage (preferably with all types). The map must also обязательно include the Tear of Ascha and many witch huts. And in the middle, a mentor (an old man for forgetting skills) (or equidistant from all players). It would be a plus if the map is an island, and "astral gates" are not prohibited.
2) Other specially trained people, who do not participate in the tournament and do not know the participants, test the map, preferably with all races.
3) And only after that, the tournament can begin. Players should not have restrictions; everything should be accessible (here, the concept is flexible, so I will clarify: so that it is possible to capture mines and occupy strategically important buildings, etc. in two or three weeks), the presence of an artifact shop equidistant from each player, and other nuances that do not сильно affect, but do not create a large gap between players.
Another question: in HMM5.5, is it possible to rebuild cities? (I haven't played in a long time, I don't remember well). If so, then it can be added to this mod and "scatter" random cities all over the map to add some excitement.
As an experiment, it will be possible to create various conditions, for example, prohibit a certain upgrade in all castles, or take away part of the resources on the first day of the week, etc.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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#231
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The situation with cities is ambiguous. On the one hand, for most factions, the second non-native city will be almost useless; on the other hand, some factions will benefit significantly more from an additional native city than others.
^by the way, buddy, will you provide proof of how you destroy everyone in online games?
Нет войне.
In reply to Gerter
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#232
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Gerter
The cities are a mixed bag. On the one hand, for most factions, the second non-native city will be almost useless; on the other hand, some factions will benefit significantly more from an additional native city than others.
^by the way, friend, will you provide proof of how you destroy everyone in online games?
That's exactly why I'm interested in the city rebuilding feature; those who need it will rebuild.
Regarding the proof, I can say that it won't be available for technical reasons; I can provide more details in a private message.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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#233
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What does it mean that the second non-native city will be almost useless? And why only the second one? For 3 heroes on good maps, it's a normal situation when in the first few weeks you already capture several cities and start developing them (some for income, some for armies). But the situation when secondary cities match the native city in terms of race is usually not very interesting. In my opinion, it would be desirable for the cities to be of different races so as not to funnel everything into the same army and to add creativity to the army composition by mixing races. Rebuilding cities is an absolute evil in this regard. UPDATE: Actually, we are going off-topic, because I already asked a question about secondary cities in TBOM, and most players simply didn't understand why secondary cities are needed, because it changes the gameplay they are used to, where you just beat and level up endlessly. But the point of my post was that besides this strategic element, there are also others, yes, they are not very developed in Heroes 5, but why degrade them to zero, reducing the interaction between players to zero, even up to the finale.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
#234
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For some reason, the mod doesn't change the primary and secondary skills of heroes at the start or when hiring them, even though it's stated that it should. I've removed all other mods and maps. Other changes from the mod are being applied.
In reply to AlexAnt
#235
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AlexAnt
For some reason, the mod doesn't change the primary and secondary skills of heroes at the start or when hiring them, even though it's stated that it should. I've removed all other mods and maps. Other changes from the mod are applied.

The mod developers forgot to mention that their mod only works on specific maps. It doesn't work on standard scenarios or random maps.
In reply to Witness
#236
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Witness
The mod developers forgot to mention that their mod only works on specific maps. It doesn't work on standard scenarios or random maps.
But what if you really want to use it against the AI on regular maps? Question for the developers: how do you activate the hero changes? I know it's possible.
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#237
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AlexAnt
What if you really want to play against AI on regular maps? It's a question for the developers: how do you activate the changes to the heroes? I know it's possible.
What if you try running it through the NHF MP program, which is in the archive with the NHF mod?
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#238
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Is the tournament balance of mod version 2.2.0 compatible with NHF mod 0.88 from 07/29/18?

Can anyone share a download link for mod version 2.2.0?
In reply to Dyrman
#239
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Dyrman
What if you try running it through the NHF MP program, which is in the archive with the NHF mod?
Thank you for your answer; it's clear that you, as the author of such a significant mod as NHF, are knowledgeable about the subject.

I'm curious, do the changes in the TBM mod only apply to the heroes themselves without additional patching, or does it also affect other things, such as:
- Changes to hero skills, abilities, and specializations
- Scripts for certain abilities, such as "dark ritual"
- Prices, stats of units, and buildings
- Changes to spells and their mechanics

Simply put, if everything except the configurations of the starting hero settings works without patching, then that's great. I was planning to use this mod with H240 anyway. By the way, nothing needs to be patched there. I understand that patching is needed so that in single-player maps and campaigns, heroes are not replaced (in 240H) with different ones.
In reply to AlexAnt
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#240
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AlexAnt
Thank you for your response; it's clear that you, as the author of such a significant mod as NHF, are knowledgeable about the subject.

I'm curious, do the changes in the TBM mod only apply to the heroes themselves without additional patching, or do they also affect other things, such as:
- Changes to hero skills, abilities, and specializations
- Scripts for certain abilities, such as "dark ritual"
- Prices, stats of units and buildings
- Changes to spells and their mechanics

Simply put, if everything other than the configurations of the initial hero settings works without patching, then everything is fine. I was planning to use this mod with H240 anyway. By the way, nothing needs to be patched there. I understand that patching is needed so that heroes are not replaced (in 240H) in single-player maps and campaigns.
I see scripts in this mod, and that program enables them on any map (in which, by default, they are disabled).
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
#241
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Dyrman
I see scripts in this mod, and that program enables them on any maps (where they are disabled by default).
In your NHF mod, I read that "standard maps and campaigns have already been patched." Does this mean they are patched to allow the use of third-party scripts, rather than being specifically patched for the scripts and other changes in NHF? If so, could you upload them as a separate file (.pack?) to a file-sharing service and provide a link, please?
In reply to Уриэль Септим Х
#244
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Uriel Septim X
What if you copy the mod's content into another mod, but don't copy the scripts?
If you're talking about the pack with the modified standard maps/campaigns from NHF, I don't know where it is in the mod, and I'm too lazy to look. If you're suggesting "ignoring" the TBM scripts and only using the other content, it will be a mess. For example, with the "dark ritual," the old version will already be disabled, the parameter in the XML will be reset to zero, and the script that allows you to restore mana for free after a battle will not work. It will be an empty skill. And I'm afraid this isn't the only example.