Skip to content

Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

4.5 (8 ratings)
Open
Do you like the WarGame Edition global mod?
178 voters
Single choice Public votes
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
In reply to DirtyLiar
User Avatar
6 years ago
Auto-translated
DirtyLiar
I'm not arguing, I'm just stating a fact. :)

By the way, are you planning to update the executable file? Judging by RTA 2.0, you can pull off a lot of "tricks" in battle, including with spells.
Yes, but first, I need to finish perfecting the old version, and then I'll start exploring the new technical possibilities. From what I've seen in RTA 2.0, nothing has really caught my attention yet, except for what's already implemented in the new executable.
In reply to Nargott
User Avatar
6 years ago
Auto-translated
Nargott
Yes, but we need to finish working on the old stuff first, and then I'll start exploring the new technical possibilities. From what I saw in RTA 2.0, nothing particularly interested me yet, except for what has already been implemented in the new executable file.
Well, personally for me, the main benefit of the patched executable is the operation of combat scripts in Multiplayer. And with the help of scripts, you can add all sorts of things.
By the way, the change to Chain Lightning, which you complained about on HL, is a separate patch for the executable that you don't have to use.
And they made quite a few different patches. For example, this one:

Attachments 1
1 file attached • Total size: 416.3 KB
User Avatar
6 years ago
Auto-translated
Interesting to try...
14x16 - that's quite a large map :)
The main question is, what to do with the creatures' speeds then?


Added after 10 minutes
In principle, on such a map, you can try these speeds:
3 -> 4
4 -> 5-6
5 -> 7
6 -> 8 (large cavalry) and 9 (small flyers)
7 -> 10 (large flyers)
8 -> 11-12 (top-tier large flyers)
In reply to Nargott
User Avatar
6 years ago
Auto-translated
The size of the clearing changes. It can be 20x20 or 6x6. You can adjust the speed of the units, but non-adjustable bonuses, such as "+1 to speed," are either more or less useful, respectively.
User Avatar
6 years ago
Auto-translated
In that case, I would prefer a 14x14 map with the following movement speeds: 3 -> 4 4 -> 5 5 -> 6 6 -> 7 (heavy cavalry) and 8 (small flying units) 7 -> 9 (large flying units) 8 -> 10 (top-tier large flying units)
In reply to Nargott
User Avatar
6 years ago
Auto-translated
Well, here it is: here. A collection by Mr. dreadknight.
User Avatar
6 years ago
Auto-translated
Here are some interesting new features: 1) Expert Berserk lasts only for 1 turn? That's good; it will allow us to undo the 50% damage nerf to the Berserk. A Tier 4 spell shouldn't require mandatory investment in advanced Dark Magic to be effective. 2) 4x cost for mass spells of Light/Dark. This is interesting, but perhaps too expensive; again, it doesn't apply to Dispel for some reason. It's a shame there isn't an option for 3x cost. 3) Deadly Miscast with -2. Very good. 4) Enhancement for the Witch specialist. Very good. 5) Gnome Hirelings working for all factions. Interesting. 6) Change to the Guardian specialist (adjusting the HP bonus), which is relevant, as this bonus in addition to the standard special ability is clearly unnecessary.
In reply to Nargott
User Avatar
6 years ago
Auto-translated
Yeah. And all of this will be in separate patches that can be enabled or disabled.
Maybe people will find something else interesting...

By the way, there's something else I wanted to ask specifically about spells, since we're talking about them.
Are you planning to use the Extra-Expert level?
User Avatar
6 years ago
Auto-translated
Extra Expert is potentially good for caster units. For example, to remove the dependence on Magic for buffs/debuffs, while still allowing heroes to use it when needed. When a large stack of casters casts many attack/defense/initiative spells, it becomes dangerous in a prolonged game. But for a hero, the dependence on magic is good, as it allows you to effectively invest this parameter in attack/defense/initiative. But there is a significant problem - these are Orc bans, which lower the skill. You can, of course, cancel this mechanic and create some kind of replacement with another effect. I tried an extended clearing of 14x14 - it's awesome! There will definitely be a transition to this format! For archers, the radius of a direct shot on such a clearing is 8 instead of 6. And indeed, why does an Orc need suppression? It is enough that 3 skills in each of them weaken the corresponding school. It is worth unlinking the suppression of magic from the skill itself and hanging, for example, passive bonuses to the corresponding stats. This will also free up the possibility of using Extra Expert for caster units.
In reply to Nargott
User Avatar
6 years ago
Auto-translated
Yeah. Magic is clear now. I tried other EE skills besides magic. Working: Dampening (specified in defaultstats), Wizardry (-40%), Education (+20%), Logistics (+40%), Leadership (+4), Luck (+4). Conditionally working: Machines (the tent can't heal for an unknown amount, so it heals for wild negative numbers; the ballista fires correctly). Not working: Attack, Defense (they don't know how much bonus to give and revert to advanced). Funny screenshot:
Attachments 1
1 file attached • Total size: 389.4 KB
User Avatar
6 years ago
Auto-translated
I experimented further with the battle arena sizes. As it turns out, the range of a direct arrow shot is equal to 60% of the arena's width, regardless of its length. For example, with a width of 10 (standard), it will be 6. And with a width of 14 (to accommodate all 7 large units), it will be 8. However, the camera's viewing distance over the battlefield depends on its length, i.e., the distance between the players' sides. The longer the arena, the higher the camera, and the smaller the units appear.

Added 1 hour 49 minutes ago
In general, 14x14 is the optimal size, but the arenas themselves will need to be reworked (not all of them are visually suitable). I played around with the speeds - +1 for everyone, including flying units, is the optimal solution. Small flying units will then have a speed of 7. Archers will not be able to approach them within direct attack range without cover (at the same time, flying units will be able to attack them diagonally from a safe distance). Large flying units will have speeds of 8-9 (enough to attack archers from any side). But they won't be able to reach the first row on the first turn (without tactics or skills/artifacts that increase speed).

Added 1 hour 2 minutes ago
Out of 70 dueling arenas on a 14x14 grid, only 9 are currently playable (2 of which are plain arenas without obstacles). I will remove the rest for now; they will need to be manually adjusted.
6 years ago
Auto-translated
Will you reduce the experience required for each level, or will you leave it as is? What percentage of the mod is complete?
In reply to Nazarian
User Avatar
6 years ago
Auto-translated
14x14 is quite good, even for the original game (or rather, almost the original). Dragons and Phoenixes in the Treasure Rooms provide some time for casting spells/bombarding.
User Avatar
6 years ago
Auto-translated
On a 14x14 map with General speeds, WGE will be very close to the original, except for: 1) All top speeds are only for flying units (7 for small and 8-9 for large) 2) Increased speed for ranged units (no slower than usual) On such a map, the range of direct fire plays a much stronger role, therefore, maneuvering ranged units and positioning them closer to the center is especially important (placing them in the corner is almost always bad). There will be 2 versions of the mod: 1) new (with a 14x14 map) 2) old (with a 12x10 map), all speeds (and ability ranges) are 1 lower (3+), with the same balance It is clear that on a smaller map: 1) area-of-effect spells and abilities will be ~10% stronger 2) ranged units (except for shooting without penalty) will be slightly weaker (about -1 attack) 3) abilities that depend on running speed will be 15-20% weaker But everything else remains the same. It will be interesting to compare the old and new versions, which will differ only in the size of the map and speeds/ranges. Added 7 hours 5 minutes ago I'm outlining the magic for duel heroes. KNIGHT (1 branch of humans) 9/7/3/5 (25 mana): Developed Light: 1 Dodge (2/3 x 6 rounds) 2 Blessing (max x 6 rounds) 3 Haste (+30% x 3 rounds) 4 Hide (+7 x 3 rounds) 5 Might (+7 x 3 rounds) 6 Exorcism Developed Darkness: 1 Weakness (-2/3 x 3 rounds) 2 Curse (min x 3 rounds) 3 Feeblemind (-7 x 6 rounds) 4 Slow (50% x 6 rounds) 5 Ray (-6) 7 Plague (21 x 3 rounds) KNIGHT (2 branch of humans) 9/7/3/5 (25 mana): Skilled Light: 1 Dodge (2/3 x 8 rounds) 4 Hide (+7 x 4 rounds) 6 Exorcism 8 Antimagic (3 rounds) Basic Darkness: 2 Curse (min x 2 rounds) 3 Feeblemind (-7 x 4 rounds) KNIGHT (3 branch of humans) 9/7/3/5 (25 mana): Skilled Darkness: 1 Weakness (-2/3 x 4 rounds) 4 Slow (50% x 8 rounds) 5 Ray (-7) 15 Berserk (1 turn) Basic Light: 2 Blessing (max x 4 rounds) 3 Haste (+30% x 2 rounds) DRUID (1 branch of elves) 3/7/9/5 (25 mana): Developed Light: 1 Dodge (2/3 x 6 rounds) 2 Blessing (max x 6 rounds) 3 Haste (+90% x 3 rounds) 4 Hide (+13 x 3 rounds) 5 Might (+13 x 3 rounds) 6 Exorcism Developed Summoning: 1 Crystal (54) 2 Fist (55) 3 Wasps (27, 60% knockback) 6 Phantom (1-6) 8 Wall of Swords (900 x 6 rounds) 10 Reanimate (165) DRUID (2 branch of elves) 3/7/9/5 (25 mana): Skilled Summoning: 2 Fist (60) 3 Wasps (27, 80% knockback) 10 Reanimate (180) 20 Hive (800) Basic Light: 1 Dodge (2/3 x 4 rounds) 4 Hide (+13 x 2 rounds) DRUID (3 branch of elves) 3/7/9/5 (25 mana): Skilled Light: 2 Blessing (max x 8 rounds) 3 Haste (+90% x 4 rounds) 5 Might (+13 x 4 rounds) 10 Teleport Basic Summoning: 1 Crystal (54) 6 Phantom (1-5) ARCHMAGE (1 branch of mages) 3/5/7/9 (45 mana): Skilled Summoning: 1 Crystal (42) 6 Phantom (1-7) 8 Wall of Swords (700 x 8 rounds) 12 Mines (35 x 12) Basic Chaos: 2 Spikes (30) 6 Stone (72) ARCHMAGE (2 branch of mages) 3/5/7/9 (45 mana): Skilled Chaos: 1 Bolt (52) 4 Lightning (78) 8 Fireball (65) 15 Chain Lightning (104) Basic Summoning: 2 Fist (40) 3 Wasps (21, 40% knockback) ARCHMAGE (3 branch of mages) 3/5/7/9 (45 mana): Developed Summoning: 1 Crystal (42) 2 Fist (45) 3 Wasps (21, 60% knockback) 6 Phantom (1-6) 8 Wall of Swords (700 x 6 rounds) 10 Reanimate (135) Developed Chaos: 1 Bolt (44) 2 Spikes (39) 4 Lightning (66) 6 Stone (81) 7 Ring (54) 8 Fireball (55) VETERAN (1 branch of dwarves) 5/9/3/7 (35 mana): Skilled Light: 1 Dodge (2/3 x 8 rounds) 4 Hide (+7 x 4 rounds) 6 Exorcism 8 Antimagic (3 rounds) Basic Chaos: 1 Bolt (20) 4 Lightning (30) VETERAN (2 branch of dwarves) 5/9/3/7 (35 mana): Developed Light: 1 Dodge (2/3 x 6 rounds) 2 Blessing (max x 6 rounds) 3 Haste (+30% x 3 rounds) 4 Hide (+7 x 3 rounds) 5 Might (+7 x 3 rounds) 6 Exorcism Developed Chaos: 1 Bolt (28) 2 Spikes (27) 4 Lightning (42) 6 Stone (45) 7 Ring (30) 8 Fireball (35) VETERAN (3 branch of dwarves) 5/9/3/7 (35 mana): Skilled Chaos: 2 Spikes (36) 6 Stone (54) 7 Ring (36) 12 Meteor (48) Basic Light: 2 Blessing (max x 4 rounds) 3 Haste (+30% x 2 rounds) DESTROYER (1 branch of demons) 9/5/7/3 (15 mana): Developed Chaos: 1 Bolt (44) 2 Spikes (39) 4 Lightning (66) 6 Stone (81) 7 Ring (54) 8 Fireball (55) Developed Darkness: 1 Weakness (-2/3 x 3 rounds) 2 Curse (min x 3 rounds) 3 Feeblemind (-11 x 6 rounds) 4 Slow (50% x 6 rounds) 5 Ray (-10) 7 Plague (49 x 3 rounds) DESTROYER (2 branch of demons) 9/5/7/3 (15 mana): Skilled Chaos: 1 Bolt (52) 4 Lightning (78) 8 Fireball (65) 15 Chain Lightning (104) Basic Darkness: 2 Curse (min x 2 rounds) 3 Feeblemind (-11 x 4 rounds) DESTROYER (3 branch of demons) 9/5/7/3 (15 mana): Skilled Darkness: 1 Weakness (-2/3 x 4 rounds) 4 Slow (50% x 8 rounds) 5 Ray (-11) 15 Berserk (1 turn) Basic Chaos: 2 Spikes (30) 6 Stone (72) REAPER (1 branch of undead) 7/3/5/9 (45 mana): Skilled Summoning: 2 Fist (40) 3 Wasps (15, 80% knockback) 10 Reanimate (120) 20 Hive (800) Basic Darkness: 1 Weakness (-2/3 x 3 rounds) 4 Slow (50% x 6 rounds) REAPER (2 branch of undead) 7/3/5/9 (45 mana): Developed Darkness: 1 Weakness (-2/3 x 3 rounds) 2 Curse (min x 3 rounds) 3 Feeblemind (-9 x 6 rounds) 4 Slow (50% x 6 rounds) 5 Ray (-8) 7 Plague (35 x 3 rounds) Developed Summoning: 1 Crystal (30) 2 Fist (35) 3 Wasps (15, 60% knockback) 6 Phantom (1-6) 8 Wall of Swords (500 x 6 rounds) 10 Reanimate (105) REAPER (3 branch of undead) 7/3/5/9 (45 mana): Skilled Darkness: 2 Curse (min x 4 rounds) 3 Feeblemind (-9 x 8 rounds) 7 Plague (35 x 4 rounds) 10 Blind (3 rounds) Basic Summoning: 1 Crystal (30) 6 Phantom (1-5) WARLOCK (1 branch of shadows) 5/3/9/7 (35 mana): Developed Chaos: 1 Bolt (52) 2 Spikes (45) 4 Lightning (78) 6 Stone (99) 7 Ring (66) 8 Fireball (65) Developed Darkness: 1 Weakness (-2/3 x 3 rounds) 2 Curse (min x 3 rounds) 3 Feeblemind (-13 x 6 rounds) 4 Slow (50% x 6 rounds) 5 Ray (-12) 7 Plague (63 x 3 rounds) WARLOCK (2 branch of shadows) 5/3/9/7 (35 mana): Skilled Chaos: 2 Spikes (54) 6 Stone (108) 7 Ring (72) 12 Meteor (72) Basic Darkness: 2 Weakness (2/3 x 2 rounds) 3 Slow (50% x 4 rounds) WARLOCK (3 branch of shadows) 5/3/9/7 (35 mana): Skilled Darkness: 2 Curse (min x 4 rounds) 4 Feeblemind (-13 x 8 rounds) 7 Plague (63 x 4 rounds) 10 Blind (5.4 rounds) Basic Chaos: 1 Bolt (44) 4 Lightning (66)
6 years ago
Auto-translated
Will there now be only 1 class for each faction?

Statistics

Welcome our newest member: recijeb