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 Nazarian
User Avatar
6 years ago
Auto-translated
Nazarian
When will 1.24 be released?
Version 1.3 is already in the works. Regarding spells, the decision has been made to make them even cheaper: Tier 1: 1 mana (previously 1-2) Tier 2: 2-3 mana (previously 3-5) Tier 3: 4-6 mana (previously 6-8) Tier 4: 8-12 mana (previously 10-15) Tier 5: 15-25 mana (previously 20-30) The amount of mana for heroes in duels will be 15, 25, 35, and 45, respectively. The prices have been adjusted so that Tier 5 spells can be used in duels. Tier 1-3 spells will become 1.5 times cheaper, and Tier 4-5 spells will be 1.25 times cheaper. When playing on a map, the assumption is that a hero's knowledge will not exceed 15-20, so the amount of mana will remain around 75-100, which is ideal for actively using top-tier spells. If the most expensive spells for a hero cost less than 20-25% of their maximum mana, then in most cases, there is an obvious excess of mana, and knowledge begins to lose its value. This is what we see in the original game (mages' 45% knowledge is justified solely by mini-artifacts; for others, knowledge is 30% or less), and especially in MMH5.5 (where, as far as I know, no one has knowledge above 30%, even mages with mini-artifacts, and this is despite the fact that knowledge is enhanced by additional bonuses). I am in favor of knowledge being relevant and fully utilized. The effectiveness of "Tactical Knowledge" will increase even more for low-level spells due to rounding (Tactical Knowledge, -20% to spell cost). With Tactical Knowledge: Tier 1: 0 mana (free) Tier 2: 1-2 mana (60% of the price) Tier 3: 3-4 mana (60% of the price) Tier 4: 6-9 mana (75% of the price) Tier 5: 12-20 mana (80% of the price) This perk provides an answer to the question of how magical classes with low knowledge will be played – the focus will be on very cheap Tier 1-3 spells and a high tempo (spellcasting).
In reply to Nargott
6 years ago
Auto-translated
Nargott
Version 1.3 will be released soon.

A decision has been made to further reduce the cost of spells:
Tier 1: 1 mana (previously 1-2)
Tier 2: 2-3 mana (previously 3-5)
Tier 3: 4-6 mana (previously 6-8)
Tier 4: 8-12 mana (previously 10-15)
Tier 5: 15-25 mana (previously 20-30)

The amount of mana for heroes in duels will be 15, 25, 35, and 45, respectively.
Prices have been adjusted so that Tier 5 spells can be used in duels. Tier 1-3 spells will become 1.5 times cheaper, and Tier 4-5 spells will be 1.25 times cheaper. When playing on the map, the assumption is that a hero's knowledge will not exceed 15-20, so the amount of mana will remain around 75-100, which is ideal for actively using top-tier spells. If the most expensive spells for a hero cost less than 20-25% of their maximum mana, then in most cases there is an obvious excess of mana, and knowledge begins to lose its value. This is what we see in the original game (mages' 45% knowledge is justified only by mini-artifacts; for the rest, knowledge is 30% or less), and especially in MMH5.5 (it seems that no one has knowledge above 30%, even mages with mini-artifacts, and this is despite the fact that knowledge is enhanced by additional bonus "crutches"). I am in favor of knowledge being relevant and fully utilized.

The effectiveness of "Tactical Knowledge" will increase even more for low-level spells due to rounding (Tactical Knowledge, -20% to spell cost).
With Tactical Knowledge:
Tier 1: 0 mana (free)
Tier 2: 1-2 mana (60% of the price)
Tier 3: 3-4 mana (60% of the price)
Tier 4: 6-9 mana (75% of the price)
Tier 5: 12-20 mana (80% of the price)
This perk answers the question of how magical classes with low knowledge will be played – the focus will be on very cheap Tier 1-3 spells and a high tempo (spellcasting).
When will it be released?
User Avatar
6 years ago
Auto-translated
I'll try to finish it by the end of July. At least, there's an incentive to meet that deadline.
6 years ago
Auto-translated
Is there a video review of the mod?
6 years ago
Auto-translated
Could the author share the source code?
I want to create something interesting, and for that, I need the source code (both for the original game and for version 5.5 for comparison) + a description and parameters of the DLL functions called from the game.
In reply to Nargott
6 years ago
Auto-translated
Nargott
I'll try to finish it by the end of July. At least, there's motivation to meet that deadline.
What's the progress on the mod?
6 years ago
Auto-translated
Wouldn't it be possible to combine this mod with the NHF mod?
User Avatar
5 years ago
Auto-translated
Are there any news?
5 years ago
Auto-translated
I'll bump the thread, maybe the author will wake up.
My friend and I played this mod together on a map and noticed some bugs:
1) As far as I understand, upgrading buildings should increase the growth rate (the description clearly states this), but in reality, it doesn't increase the growth rate; instead, it immediately provides the maximum number upon construction.
2) The "Sacrifice" button for the Shadow League doesn't work; clicking it causes the game to crash.
3) Some strange skills sometimes appear in the attack list, for example, +1 to maximum damage for the Forest faction (I thought it might work for everyone, but no, it didn't give me anything for the Necromancer), and other things like Necromantic resistance for the Shadow League, Dwarven defense, etc.
4) If you don't buy an army in the castle, it won't increase on the next week; instead, it will replenish to the growth rate. Maybe this is a feature to encourage players to always buy armies.
Regarding balance:
I think the skeletons (the first units for the Necromancers) are slightly over-buffed in terms of attack; they one-shot almost everyone, even the highest-tier units, even in a ranged unit build.
Also, Liches require too much quartz; without a mine, it's impossible to gather that much on the map. As a result, I made dragons a week earlier than Liches, which seems a bit strange to me
In reply to Myafk
User Avatar
5 years ago
Auto-translated

Myafk

4) If you don't buy back your army in the castle, it won't increase in size the following week, but will replenish up to the normal growth rate. This might be a feature to encourage players to always buy back their armies.

That's exactly why it was implemented – to prevent you from ignoring everything and then buying tons of soldiers. Either you have an economy that can support buying the entire army, or you shouldn't build/buy the entire army. With a well-developed hero, you won't need to buy troops so often when clearing the map of neutral creatures.

User Avatar
5 years ago
Auto-translated
AndreyG
Good afternoon, are there any streams of the current version of the mod?

Good afternoon!

No, there are no streams yet; everything will be after the release of the duels in the next version.

Myafk
I'll bump the topic, maybe the author will wake up.
I played with a friend in this mod on a map, and we noticed bugs:
1) As far as I understand, upgrading buildings should increase the growth rate (there is a clear description about this), but in reality, it does not increase, but immediately gives the maximum number upon construction.
2) The "sacrifice" button for the Shadow League does not work; the game crashes when clicked.
3) Some strange skills sometimes appear in attack, for example, +1 to maximum damage for the Forest faction (I thought it might work for everyone, but no, it didn't give me anything for the Necromancer), and other things like Necromantic resistance for the Shadow League, Dwarven defense, etc.
4) If you don't buy an army in the castle, it won't increase next week, but will be replenished to the growth rate; maybe this is a feature so that you always buy armies)
Regarding the balance:
I think skeletons (the first units for Necromancers) are slightly over-buffed in terms of attack; they one-shot almost everyone, even the last-tier units, even in the archer spec.
Also, liches require too much quartz; without a mine, it is impossible to collect so much on the map. As a result, I made dragons a week earlier than liches, which seems a bit strange to me.

1) It's not a bug; growth rates do not increase when upgrading; instead, it gives a one-time number of creatures plus the ability to change grades.

2-3) I will take note of it; I haven't looked at it yet.

4) This is a feature to increase the role of the economy.

5) Tier 5-6 undead are top-tier in strength, while tier 7 is less powerful, so the building is cheaper.

Инквизитор Окабэ †
Is there any news?

There will be. I don't want to promise anything yet; development is spontaneous. The immediate goal is to release the duels with very significant changes (essentially, a reboot).

АЗАЗЕЛЬ
Can this mod be combined with the NHF mod?

No. The balance is fundamentally different here. In fact, WGE can only be compatible with interface or graphical mods; everything else requires special adaptation. But individual ideas for implementation are welcome; feel free to suggest them.

vasik
Could the author share the source code?
I want to do one interesting thing, and I need the source code for this (both the original game and 5.5 for comparison) + a description and parameters of the DLL functions called from the game.

I don't have the game's source code; I don't modify the executable myself; I only use the tools already available for this (the same ones used in 5.5).

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I am currently working on spells; I think I will not add 5th-level spells to the duels (with the exception of creatures). I will make them epic and powerful, with such prices:

Level 1) 1-2 mana

Level 2) 3-5 mana

Level 3) 6-10 mana

Level 4) 12-20 mana

Level 5) 30-50 mana

To compare with the original prices, you need to multiply the mana prices by 3 (since in WGE, you only get 5 mana per unit of knowledge, and heroes formally have lower parameters).

That is, in fact, 5th-level spells will cost as much as 90-150 mana in the original. Not to mention the enhanced Armageddon, the most expensive spell in the game (300 mana!).

The main point is that 5th-level spells should only be available to a select few (with very high knowledge) and should be used normally no more than 1-2 times per battle, and not spammed every turn in the final. In fact, the presence of such spells makes Knowledge relevant in a VERY wide range, no less than Magic (mana will never be excessive). I think this implementation is especially interesting when a 5th-level spell can cost 50 times more than a 1st-level spell; you immediately feel the scale of high-level magic. Moreover, in WGE, each race has heroes with high knowledge who can afford them.

In the duels, you can indirectly evaluate 5th-level spells (as well as mass versions of buffs/debuffs) through some creatures (with special weakened versions of these spells).

In reply to Nargott
5 years ago
Auto-translated
Thank you for the mod! It’s very interesting to explore!
User Avatar
5 years ago
Auto-translated

The distribution of spells in duels will be as follows. Each race (except Orcs) has 2 primary magic schools, from which 3 sets are created:

1) two sets of the type: advanced school + basic school (examples: Light > Darkness, Darkness > Light)
2) one set of the type: two advanced schools (example: Light + Darkness)

Basic school (4 spells):
- 2 spells costing 1-2 mana (all 1st circle)
- 2 spells costing 3-5 mana (2nd circle or outer)

Advanced school (6 spells):
- 2 spells costing 1-2 mana (all 1st circle)
- 2 spells costing 3-5 mana (2nd circle or outer)
- 2 spells costing 6-10 mana (3rd circle or outer)

Advanced school (6 spells):
- 2 spells costing 1-2 mana (all 1st circle)
- 2 spells costing 3-5 mana (2nd circle or outer)
- 1 spell costing 6-10 mana (3rd circle or outer)
- 1 spell costing 12-20 mana (4th circle or outer)

Regular spells are generated in the guild, 2 per level.
Outer spells (2 in each school) formally have 0 circle, and are not generated in the guild (their granting will be tied to hero perks).

In Chaos and Darkness: outer spells correspond in price to the 2nd and 3rd circles.
In Light: outer spells correspond in price to the 3rd and 4th circles.
In Summoning: outer spells correspond in price to the 2nd and 4th circles, however, Earthquake (corresponding to the 2nd circle) is not used in duels, and therefore is not granted.

In total:
- 1st circle spells are very common: a single spell is found in 9-12 heroes out of 24 (9 Light/Summoning, 12 Darkness/Chaos)
- 2nd circle spells are common: in 6-9 heroes (6 Light, 8 Darkness/Chaos, 9 Summoning)
- 3rd circle spells are rare: in 3-5 heroes (3 Light, 4 Darkness/Chaos, 4-5 Summoning)
- 4th circle spells are very rare: in 1-2 heroes (1 Light/Summoning, 2 Darkness/Chaos)
- 5th circle spells are not granted to heroes in duels (they are only found in units)

Statistics

Welcome our newest member: recijeb