Auto-translated
I still wanted to ask, you said you wouldn't repeat creature models, but eagles and winged serpents have the same model (phoenix), or did you have no other choice but to do it that way?
New here? I'm Roha — want a quick tour?
I still wanted to ask, you said you wouldn't repeat creature models, but eagles and winged serpents have the same model (phoenix), or did you have no other choice but to do it that way?
My opinion is probably unnecessary here, but instead of continuing this, why doesn't your team just get together somewhere in nature and take some photos for the community? :D
It's much more interesting to look at real people, especially those who have put in so much effort. I haven't played Heroes or created maps for a long time, but I'll tell you that the lives of interesting people are much more interesting than a game where a stupid computer can't even put up a fight unless you give it a 15x advantage :D.
So, if you can get together and visit a couple of cities or villages in Russia, why not?;D. And in general, who told you that you can't make vlogs? Real life is much more interesting.
My opinion is probably unnecessary here, but instead of continuing this, why doesn't your team just get together somewhere in nature and take some photos for the community? :D
It's much more interesting to look at real people, especially those who have put in so much effort. I haven't played Heroes or created maps for a long time, but I'll tell you that the lives of interesting people are much more interesting than a game where a stupid computer can't even put up a fight unless you give it a 15x advantage :D.
So, if you can get together and travel to a couple of cities or villages in Russia, why not?;D. And besides, who told you that you can't make vlogs? Real life is much more interesting.
Here I am again with my questions:
1) So, what's the decision regarding the central perk for the Dwarves – is studying all spells not suitable for them (although, of course, this could be adjusted with a description, but it would still look strange)?
2) Why is the magic arrow in the fire element? I would rename it to a water (ice) arrow and place it in the water element, especially since there are already many spells in the fire element.
3) What will you do with the old creatures that are still in the mod files (Kudokops, Manticores, Mountain Giants, Thought Elementals, Firebirds, etc.)? Some of them could be good neutral creatures, although there would be too many of them.
1) and 2) SRD worked on the skill wheel; the decision was made to revert to the old schools of magic and rework the main skill upgrade, replacing some with more logical ones. I don't remember the details, as it was a while ago.
3) The plan was to add neutral creatures.
Yeah, that's right :D - sorry for the expectations - I needed a break from Heroes, and I got hooked on Total War: Warhammer (mainly Mortal Empires). I learned a lot of new things there and, in part, revised my view of strategy games (many of the things I don't like in Heroes are presented differently there, or don't exist at all). I definitely want to return to Heroes.
P.S.: We decided not to abandon the old school, but to move the wheel from Harmony to RTF (with edits to racial perks), meaning that the original magic will also be included.
That's funny. I also hang out there regularly :)
But keep in mind: the balance there is also far from perfect.
The main thing I dislike about Heroes is the so-called "final battle," which is often the only instance of interaction between players, as the entire game leading up to the final battle is just tedious clearing of neutral creatures (which you can do in single-player without worrying about playing online), and the entire game after the final battle simply doesn't exist.
To turn Heroes into a decent strategy game, it's necessary to increase the importance of territory control, encourage players to have multiple armies, and significantly reduce the number of neutral armies so that players don't focus on boring, repetitive battles with mobs, but instead fight against other players.
This would require either creating maps manually or modifying the map generator – maps should have a minimum number of neutral units, the number of cities on maps should be significantly increased, and the city development schemes should be edited.
Also, something needs to be done about the heroes themselves – losing your main hero often means defeat, so at the very least, the "Shackles of War" artifact should be banned, or the losing hero should be sent to the tavern of the winning player so that they can be hired immediately.
Victory over a player should mean depriving them of all their troops and cities, not just winning the "final battle," and losing the "final battle" should not eliminate your chances of overall victory.
The main thing I dislike about Heroes is the presence of the so-called "final battle," which is often the only instance of interaction between players, as the entire game leading up to the final battle is just a tedious grind through neutral creatures (which you can do in single-player without worrying about playing online), and the entire game after the final battle simply doesn't exist.
To turn Heroes into a decent strategy game, it's necessary to increase the importance of territory control, encourage players to have multiple armies, and significantly reduce the number of neutral armies so that players don't focus on boring, monotonous battles with mobs, but instead fight against other players.
This would require either creating maps manually or modifying the map generator – maps should have a minimum number of neutral units, the number of cities on maps should be significantly increased, and the city development schemes should be edited.
Also, something needs to be done about the heroes themselves – losing your main hero often means defeat, so at the very least, the "Shackles of War" artifact should be banned, or the losing hero should be sent to the tavern of the winning player so that they can be hired immediately.
Victory over a player should mean depriving them of all their troops and cities, not winning the "final battle," and losing the "final battle" should not deprive you of your overall chances of winning.
Still, I agree, there should be "zones of increased utility" that significantly enhance the player who owns them, and for which players will eagerly fight and try to defend.
Now the Gnolls have new legs; thanks, Oversun! I shortened them a bit (apparently, I can do that now) because they didn't fit well.