Posts from Harmony - Troop Symmetry
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Isn't a hero with such a powerful spell not very strong? You can do a lot with a phantom...
Guys, what do you think, should we stick to the general fantasy canons or primarily follow the lore of Ashan? The question is whether to make the magic of destruction and primal magic the main schools of magic for the Inferno guild, while discarding the magic of darkness:smile04: (Shock - I understand, but according to the lore, demons primarily correspond to primal magic, secondarily to fire magic, and thirdly to the magic of darkness).
I'm not against such an experiment, but for the hardened old-school players and supporters of the general fantasy canon, this will be like a blow to the head.
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...
It’s just not very convenient (from a lore perspective) to divide magic into 4 schools when there should be 7.
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...
It's quite inconvenient (from a lore perspective) to divide magic into 4 schools when there should be 7.
I agree, but there's nothing that can be done about it now.
I agree, but there's nothing that can be done about it now.
The idea would be to present the magic school and the suppression of that school as two opposing elemental magic skills (e.g., chaos is transformed into fire magic, and the suppression of chaos into water magic), with fire magic spells being learned in the guild, and water magic spells being given as perks and placed in the SPECIAL magic school.
Well, as I said, it would require a lot of workarounds. Plus, it would be incompatible with many user-created maps (primarily single-player scenarios, not multiplayer ones).
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...
I heard about an upcoming review on Remix's channel, which will be dedicated to the Harmony mod. I would like to know if this is true? Is everything ready for the review?
In general, I played several test maps (small ones), everything works as it should, the only question is about the units – most likely, there will be no major changes in this regard in the first version – I will start working on Friday and Saturday – I have two free days:smile03:
Drawing textures is an unpredictable process – at one time, Belket took half a day from me, Sarah took much more, but after that, already having templates for angels, Lauriël was created in approximately two or three hours, and one of the first versions was the final one.
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...
We will compare them based on how many times the same spell can be used.
So, we have:
x - total mana volume;
n - cost of a spell;
z - coefficient of increasing the total mana volume from "Mana Attraction";
y - coefficient of reducing the spell cost from "Secret Knowledge".
We get the following formulas:
1) x/(n*y) - number of spell uses for a hero with "Secret Knowledge";
2) (x*z)/n - number of spell uses for a hero with "Mana Attraction".
For these perks to be equivalent, the results obtained must be equal - that is, we compare both formulas and, after simplifying the expression by reducing x/n, we get:
1/y = z
Therefore, with a 20% discount (the spell cost becomes 80%, i.e., y=0.8), we get 1/0.8 = 1.25, i.e., the increase in mana volume from "Mana Attraction" should be 25%, not 50% as in the original.
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...
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...
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...
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...
The idea is to introduce racial and class bonuses to differentiate characters.
Currently, there are 10 races and 8 classes (classes will remain unchanged – we won’t be using the new .exe file).
Races:
1) Humans
2) Demons
3) High Elves
4) Dark Elves
5) Dwarfs
6) Orcs
7) Djinns
8) Angels
9) Faceless Ones
10) Nagas
General principle:
1) Initially, before applying racial and class bonuses, all hero stats are equal to one.
2) Then, depending on the character's affiliation, they receive bonuses (two stat points or one skill point per race and two stat points per class).
3) Specialization bonuses will be applied on top of the results obtained, so even heroes from the same city will start the game with different stats.
Explanation of the table:
Class - bonuses for the class
Race - bonuses for the race
Total - sum of bonuses for the class and the race
Total_2 - sum of the total and the base values of the stats (one for each parameter)
Keep in mind that in Ashan, there is no "Mage" or "Necromancer" race – characters like Zehir, Ora, Arantir, and Zoltan are humans. This creates a small problem: it turns out that at the start, they should have bonuses just like other representatives of this race, which are not magical abilities (starting bonus +1 to attack and defense), so I had to introduce an eleventh race: human-mages.
P.S.: The four races highlighted in blue are represented by a small number of characters, and their racial bonus is proficiency in one type of magic. Thus, any angel (4 heroes), including Belket (Necropolis) and Sarah (Inferno), must have light magic at the start; every djinn (3 heroes) has innate magic; the Faceless Ones race (1 hero), represented by the character Jorgen, possesses dark magic; and the Naga race (1 hero), represented by the character Osiro (Dungeon), wields Frost Nova from the Destruction school of magic.
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...
The idea is interesting. Why, in your case, is the bonus equal to 2 units? After all, initially, before applying racial and class bonuses, all hero stats are equal to 1. Wouldn't it be easier to reduce the bonus to 1 unit?
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...