Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
Posts from Resources - Changing the hiring cost of creatures.
Based on the fact that opinions on this mod are roughly split, I would do the following: I would leave the original prices for the 1st creature upgrade (and the prices for non-upgraded creatures as well) and create a "resource-based" price option for the 2nd (alternative) creature upgrade (according to the scheme: we add resources to the hiring price, but the price itself is slightly lower than the original). As a result, in each new game, you can act according to the circumstances: if there is a shortage of resources, buy the 1st upgrade option, if there is an excess, buy the 2nd option. All this needs to be tested on a dozen diverse maps with different difficulty levels. And then adjust the prices if the test shows that it is necessary. I think that's how it should be. .... In general, I liked the author's idea.
Revealing a military secret:), I will say that when... how long ago was it? 5 years ago, when I was making this mod, the idea of making the hiring prices for 2 upgrades different was also THERE. But the obstacles that arose in my path prevented its implementation :). The problem was that it is possible to make the prices themselves different (bringing even more color to the game :)), BUT, in this case, a serious problem arises when - UPGRADING creatures from one upgrade to another (in the original game, a very symbolic amount is taken for such an action - in gold), here everything will be completely different. For example: one red dragon (RD) cost 3 sulfur and 3 crystals when hired, and then you suddenly decide to transform it into a black dragon, the cost of which in resources is, say, 6 mercury, and what do you think you will pay the difference in price of 6 mercury for this (in reality, you will not pay, but more on that later), and will someone return the 6 units of other resources previously spent on the RD to you? Not really :D, NO. In the end, you will pay twice (yes, yes, like Russian banks work with loans, you take an apartment in a mortgage, after 10 years you will pay for it as if it were two). Exactly the same "awkward" situation will arise if one of the upgrades requires only gold. It will be IMPOSSIBLE to transfer a "resource-based" upgrade to a "gold" one without losing what was spent before. And that's not all:rolleyes:. This very "trick" with upgrades can also be used as a bug for selfish purposes. That is: we buy creatures at the original cost (in gold), and then upgrade them to "resource-based" for which no resources are charged from you anymore:rolleyes:, this is such a cunning trick, but this can no longer be fixed by the mod, as I then understood that such things are already embedded deeper in the game code, to which ordinary mortals have limited access :smile15:.
Added 51 minutes ago
Are you still working on the mod?
No, since the mod did not cause the "stormy ovations" that I expected from the community, support for the mod was completely discontinued:D
CDNA, does your proposal relate only to resources (their availability/shortage), or do you also plan to change the characteristics of those creatures for which additional resources will be required for hiring?
..and I had such a mod, but unfortunately, it never saw the light of day.
Seriously? Do we have hundreds of unnecessary resources on a hero? Or ten Dragon Utopias under the castle. This mod is a freebie for the rich, a mod for players on recruit. Or for hardcore players.
What "hero" are you even talking about, sir?:). You probably meant that parody of a difficulty level that the developers of the fifth game had the audacity to call a "hero"? The difficulty of the game, even at this level, exists only as long as the AI has an advantage in the form of a pile of resources given to it at the very beginning of the game, and this can be significant for the first month of the game, at most the second, after which the AI opponent actually surrenders :smile15:. And since this mod does not affect this very FIRST time of the game, I find what you said not entirely logical ;). When playing multiplayer with people, yes, criticism would be acceptable, BUT there, no one has this very - resource ADVANTAGE.
Oh, the author of the video really scared people :). It's not as scary as it seems). In general, if in practice, and not in words, then in order to have, say, all non-upgraded troops from level 5 (they are quite playable and combat-ready, I don't understand why everyone dislikes them so much and considers them some kind of "under-creatures:D"), all that is needed is to capture one single mine with a deposit of the resource needed for that faction, ah yes, and you also need to deign to build a silo in your own castle, that's it. Want cooler troops, pay money, isn't that logical? If I'm wrong, then why aren't we all living/relaxing somewhere in the Maldives right now?:p
Or ten Dragon Utopias under the castle.
Or for hardcore players.
Did you really test it, and did you really need 10 Dragon Utopias?), nevertheless, it is clear that in the now distant 2013, when the mod was created, IMHO, only true fans of the game were still playing the fifth game, and not those who clung to the initial hype of the sixth year), the mod was hardly aimed at beginners or those who wanted to relax after work playing "something simpler".
HOWEVER, this raises a serious problem when - UPGRADING creatures from one tier to another (in the original game, such an action costs a very symbolic amount in gold), here everything will be completely different. For example: one red dragon (RD) cost 3 sulfur and 3 crystals when hired, then you suddenly decide to transform it into a black dragon, which costs, say, 6 mercury in resources, and what do you think, will you pay the difference of 6 mercury for this (in reality, you won't, but more on that later), and will anyone return the 6 units of other resources previously spent on the RD? No, they won't. In the end, you will pay twice (yes, yes, just like how Russian banks work with loans, you take out a loan for an apartment, and after 10 years you pay for it as if it were two apartments). The same "flaw" will apply if one of the upgrades requires only gold. It will be IMPOSSIBLE to upgrade a "resource-based" tier to a "gold-based" one without losing what was previously spent. And that's not all. This same "trick" with upgrades can be used as a bug for selfish purposes. That is: we buy creatures at their original cost (in gold), and then upgrade them to "resource-based" tiers, for which no resources are charged from you anymore. This is a clever trick, but it cannot be fixed with a mod, as I then understood that such things are already embedded deeper in the game's code, to which ordinary mortals have limited access.
This is not a problem at all - the upgrade coefficient can be adjusted in DefaultStats to 100%. Then, when upgrading to a more expensive creature, you will pay 100% of the difference, there is no abuse. And for switching to a cheaper option, no one is obliged to return money, of course
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Actually, that's not a problem – the re-modernization coefficient can be adjusted in DefaultStats to 100%. Then, when upgrading to a more expensive creature, you'll pay 100% of the difference, and there's no abuse. And for switching to a cheaper option, no one is obliged to return money, of course :)
So, that's how it is; I didn't know, I didn't know, I didn't find it then.
Added 5 minutes later
Creatures traditionally require gold, and building requires resources + gold, and why erase the difference between these two aspects of the economy.
Well, it's not completely erased, because for the most part, buildings require wood and ore.
all unupgraded units from level 5 (they are quite playable and effective, I don't understand why everyone dislikes them and considers them some kind of "inferior creatures")
The thing is that upgraded creatures have abilities. And this, in turn, adds variety to the tactics. This mod cuts down on this variety. The idea itself is not bad, but it still needs a lot of work.
That's not a problem at all – the re-modernization coefficient can be adjusted in DefaultStats by 100%. Then, when upgrading to a more expensive creature, you will pay 100% of the difference, and there is no abuse.
No, changing this setting will not make you - PAY 100% OF THE DIFFERENCE in upgrade costs, but rather - pay an amount equal to the initial cost of the creatures. Or any other amount that has been adjusted in the settings, but not - the difference in prices.
Added 16 minutes ago CDNA
Given that opinions on this mod's idea are roughly split, I would do the following: leave the prices for the 1st upgrade of creatures (and the prices for non-upgraded creatures) as they are, and create a "resource-based" price option for the 2nd (alternative) upgrade of creatures (according to the scheme: we add resources to the hiring cost, but the price itself is slightly lower than the original). I think it could work like that. .... In general, I liked the author's idea.
Unfortunately, this is not possible. In order to make this possible, the SECOND upgrade must have the same mechanics as the regular upgrade (from simple creatures to improved ones); then everything would work correctly, and only the price difference would be paid. But in the current case, the game simply does not accept upgrades of different costs and is not able to handle them correctly. CDNA
As a result, in each new game, you can act according to the circumstances: if resources are scarce, buy the 1st version of upgraded creatures; if there is an excess, buy the 2nd version.
Yes, but, in my opinion, such a choice would become too - economically driven, and as a result, in the vast majority of cases, the player would tend to spend their GOLD reserves in an attempt to make the game easier for themselves, thereby depriving themselves of the pleasure of having troops that are more tactically suitable for the given situation. However, setting 2 upgrades to different TYPES of resources seems quite interesting; in this case, the player would no longer be able to "escape the problems" by buying troops for gold by choosing the first upgrade, but at the same time, he would still have some choice, where to get out of the situation, it would be enough to correctly prioritize the capture of mines. Unfortunately, this is also not feasible. Added 12 minutes ago [/U]sergey379
The thing is that upgraded creatures have abilities. And this, in turn, provides variety in tactics. This mod cuts down on this variety. The idea itself is not bad, but it still needs a lot of work.
I'll polish up my creation a little more (it's 5 years old: D), but there won't be any fundamental differences.
Revealing a military secret, I'll say that when... how long ago was it? 5 years ago, when I was making this mod, the idea of making the hiring prices for the two upgrades different was indeed present. But obstacles that arose along the way prevented its implementation. The problem was this: it's possible to make the prices different (which would add even more variety to the game), but this raises a serious issue when upgrading creatures from one upgrade to another. In the original game, such an action costs a very small amount of gold. Here, however, it would be completely different. For example: one red dragon costs 3 sulfur and 3 crystals to hire, and then you decide to upgrade it to a black dragon, which costs, say, 6 mercury. Do you think you'll just pay the difference of 6 mercury for this? (Actually, you won't, but more on that later). And will anyone return the 6 units of other resources that were previously spent on the red dragon? No, they won't. In the end, you'll pay twice (yes, it's similar to how Russian banks work with loans: you take out a loan for an apartment, and after 10 years, you'll pay for it as if it were two apartments). The same "flaw" will occur if one of the upgrades requires only gold. It will be IMPOSSIBLE to upgrade a "resource-based" upgrade to a "gold-based" one without losing what was previously spent. And that's not all. This same "trick" with upgrades can be used as a bug for selfish purposes. In other words: you buy creatures at their original cost (in gold), and then upgrade them to "resource-based" versions, for which no resources are charged. It's a clever trick, but it can't be fixed by the mod, because I realized that such things are already deeply embedded in the game's code, and ordinary mortals have limited access to it.
But don't you think that such a trick is not entirely fair in terms of balance; it's closer to cheating?
I really liked this mod. Gold doesn't deplete as quickly when buying units, and there's now a reason to capture and control additional mines. Thanks to the author.