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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

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In reply to Nargott
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5 years ago
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Nargott
I think it might be worth trying to introduce free spells costing 0 mana into the game.
Hmm... a radical, but interesting idea.
In reply to Waterfall_13
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5 years ago
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Waterfall_13
Hmm... a radical, but interesting idea.
It's not that radical – just remember an ability like Inspiration, which is free and reusable.
But for Inspiration, you pay with a level, so even though it's free, it will be quite powerful (50% shift), while ordinary spells costing 0 mana will be much weaker than paid ones.
Specifically – 60% of the power of spells costing 1 mana.
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5 years ago
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Currently, we are debugging and balancing the prices in the city layouts.

The Human castle layout with prices is attached.
Starting buildings are highlighted in red.
The prices for buildings are significantly lower than in the original game because fewer resources are provided, and creatures need to be bought out before the end of the week to prevent them from disappearing. At the same time, hiring creatures is, on average, twice as expensive (and the gold cost almost always exceeds the cost of the building itself).

On the map, all resource piles provide 1 rare resource or 2 wood or ore (in the original, 2-4 or 4-7), and chests and ingots always provide 500 gold.
The starting resources for players on a regular map are 6000 gold, 4 wood/ore, and 2 rare resources (the second player receives a bonus of 8000 gold).

The starting resources for players on the Arena are 500 gold, 4 wood/ore, and 2 rare resources (5500 gold less due to the purchase of 2 heroes).
Starting from day 1, players receive 8 portions of resources daily for construction.
Each portion initially has a 10% chance of generating 1 rare resource or 2 wood or ore, and a 40% chance of generating 500 gold.
The chance of obtaining each type of resource in a portion depends on the amount of current resources and is equal to 12% - X% for rare resources and 12% - X/2% for wood and ore.
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5 years ago
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Economic balance (know-how):

Resource Acquisition Value = Resource Expenditure Value * Resource Variability1/3

Resource Expenditure Value = Base Resource Value * Resource Scarcity

Resource Variability = Resource Demand / Gold Demand

Resource Scarcity
= Resource Demand / Resource Supply

Resource Demand
= Resource Need / Sum (Need of All Resources)


Resource Need = Base Value * Required Resource Quantity (for all expenses: building a city, buying troops, heroes, war machines)

Resource Supply = Resource Production / Sum (Production of All Resources)

Resource Production = Base Resource Value * Resource Quantity on the Map

Base Resource Value - is set arbitrarily as a kind of standard, in gold (example: 1 rare resource = 500 gold, 1 common resource = 250 gold).

Comments:
The degree applied to Variability is determined based on the following considerations: for 8 ways of using a resource, a multiplier of x2 is offered to the value, compared to 1 way.

Examples:

Let there be 70 piles of gold of 500, and 5 piles of resources of 1 rare or 2 common. Then:

Gold Production = 500 * 70 = 35000
Rare Resource Production = 500 * 5 = 2500, total 10000 for 4 rare
Common Resource Production = 250 * 2 * 5 = 2500, total 5000 for 2 common
Total Resource Production = 35000 + 10000 + 5000 = 50000

Gold Supply = 35000 / 50000 = 70%
Resource Supply = 2500 / 50000 = 5% for each of the other resources

Let's assume that the construction and purchase require as many resources as there are on the map (or proportionally). Then:

Gold Demand = 70%
Resource Demand = 5% for each of the other resources

Resource Scarcity = 1 in this case (a completely balanced map and city composition, without bias)
Resource Expenditure Value = Base Resource Value in this case, i.e. 500 for rare and 250 for common resources.

Resource Variability = 5% / 70% = 1/14, i.e. gold is relevant 14 times more often than any of the resources.
Accordingly, the Resource Acquisition Value decreases by approximately 2.4 times to 200 for rare and 100 for common resources.

How this will work for cities:
The Resource Expenditure Value will be taken into account, depending on the Scarcity. If, for example, a city requires twice as much Mercury as Crystals for construction (with an equal supply from the map), then this means that each Mercury has twice the value of a Crystal.
Which is logical: it is clear that for Necropolis, the consumption of each unit of Mercury is critical, unlike Crystals. And if Mercury is replaced with Crystal in the same amount in any of the buildings, then this will actually be a cheaper building.
But even more importantly, the value of obtaining Mercury for Necropolis will increase even more, by 2.5 times (more can be bought for this resource + this resource is required more often).

5 years ago
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Please tell me how to reduce the damage from a spell on myself? Is it even possible?
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5 years ago
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Fixed bugs on the Arena, started testing the Human Castle on a new scheme. Made the following conclusions: 1) Building prices need to be increased; removed the "tempo" discount of 1000 for each building (thus, for example, the town hall/magistrate/capitol will cost 2000/4000/7000 instead of 1000/3000/6000) to make construction more challenging and less free. 2) The optimal construction end date is still day 15 (start of week 3), not 21 (end of week 3). The longer the game lasts, the more imbalanced the Capitol building line becomes. Building a Capitol on day 8 (or earlier) gives a significant advantage over builds without a Capitol in the first 1-2 weeks. Also, with too many buildings, the individuality of builds is lost, and the build order becomes too monotonous (in the first 1-2 weeks, we build income and growth, in the 3rd week, we build upgrades and a guild). 3) The "crystal" cost of Angels is extremely annoying because it significantly limits their construction and upgrade. It's possible to miss the crystals and not be able to buy them (every unit counts). I'm leaning towards removing resources from the cost of tier-7 units altogether, making it purely gold-based.

Added 3 hours 12 minutes ago
Trying to figure out how to make the Shipyard available in the city because I want to tie the turn skip of construction to the Shipyard (instead of the Market, which I want to make a playable building or a starting building - it will provide a Warehouse). So far, everything is in vain: the map editor is clearly not known for its user-friendly interface.
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5 years ago
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In the city properties (select + space), you can set up a shipyard that is built immediately, but the city must be located near water. The green marker on the water will indicate that the city is located near water when placing the city.
In reply to }{0TT@6bI4
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5 years ago
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I apologize, but I have a few questions.

1. Is this mod designed for Heroes 5.5?

2. Only the dual part is ready so far, is that correct?

3. Why does the link to the project website lead to a website with hentai content?)

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5 years ago
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I'm not the mod author, but I'll answer 2 of the questions. 1. This mod has nothing to do with Might & Magic: Heroes 5.5. **Nargott**, during the stream with Remix, you mentioned wanting to rename it to avoid confusion, right? This was during the mod review. 3. It was stated for the tank class that the project website is unavailable...
In reply to }{0TT@6bI4
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5 years ago
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}{0TT@6bI4
I'm not the mod author, but I'll answer 2 of the questions.
1. This mod has nothing to do with Might and Magic: Heroes 5.5. Nargott, you mentioned on the stream with Remix that you wanted to rename it to avoid confusion? This was during the mod review.
3. It was mentioned that the project website is unavailable for tank players...

Thank you for the answers.

The name is indeed a bit misleading.

As for the website, I read that it's not working, but I thought I could at least admire a nice "placeholder" page since there's already a link.

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5 years ago
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The idea is very interesting. Especially since it encourages everything I like: mixing Factions and engaging in tactical combat. I do prefer single-player, though. I'll see how it goes.

So far, I've noticed that many changes work even without the executable file. But some mods require their own executables, for example, NCF (Yes, I felt like trying something new in Heroes today, and I installed a bunch of stuff at once. If it doesn't crash, it will be an engineering miracle. But so far, everything has launched.)

From this, the question arises: what exactly does the WGE executable file generally control, and what will not work without it?
And also, if I risk replaying a campaign through the current version of WGE, what is the probability that something will break in it and it will become unplayable?
And yes, am I correct in understanding that the latest version of WGE is in the first post?

P.S. I know that the creatures from NCF are unlikely to fit into the balance of the original game, and even less so into the balance of WGE. But, on the other hand, they are still neutral, so their imbalance will simply add randomness to the map. The main problem, it seems, will be that the AI has no idea how to take all these mechanics into account during combat.
5 years ago
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HELLO, COULD YOU PLEASE TELL ME IF THERE ARE ANY MAPS SIMILAR TO THE "RTA" MOD, SO THAT I CAN IMMEDIATELY START THE FINAL BATTLES FOR VERSION 3.0?
In reply to imhiko
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5 years ago
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imhiko
The idea is very interesting. Especially since it encourages everything I like: mixing Factions, engaging in tactical combat. I actually prefer single-player. I'll see how it goes.

So far, I've noticed that many changes work even without the executable file. And some mods require their own executables, for example, NCF (Yes, today I felt like getting new experiences in Heroes and I installed a bunch of things at once. If it doesn't crash, it will be an engineering miracle. But so far, everything has started up.)

Hence the question: what exactly does the WGE executable file generally control, and what exactly won't work without it?
And also, if I risk replaying some Campaign through the current version of WGE, what is the probability that something will break in it and it will become unplayable?
And yes, do I understand correctly that the latest version of WGE is in the first post?

P.S. I know that the creatures from NCF are unlikely to fit into the balance of the original game, and even less so into the balance of WGE. But, on the other hand, they are still neutral, so their imbalance will simply add randomness to the map. The main problem, it seems, will be that the AI has no idea how to take all these mechanics into account during combat.

In a Campaign, even if nothing breaks, the AI will simply overwhelm you because no one will reduce the number of its units. You will most likely not want to check this after the first garrison.

In reply to KirkaKarma
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5 years ago
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KirkaKarma

I am very sorry, but a few questions have come up.

1. Is this mod a setup for Heroes 5.5?

2. Am I correct in understanding that only the duel part is ready so far?

3. Why does the link to the project website lead to a hentai site?))

1. No. The names 5.5 arose independently of each other; the projects did not overlap — one was in the Russian-speaking internet, the other in the English-speaking one.
That said, later in my project, I began using the same tools for editing the exe as those used in the English version. From a technical standpoint, that is what unites them.
But from a conceptual standpoint, both projects are complete opposites:
- The English 5.5 focuses on single-player and very late game, so perks and stats are weakened
- Our project focuses on Multiplayer; everything is initially centered around combat, and the map gameplay is planned to be very dynamic (2-3 weeks), so perks and stats are strengthened

2. Yes, but the duel part is also awaiting a fundamental update.

3. I removed the link to the website from the signature. There are no plans to restore it for now, as all efforts are better spent on the development of the game itself, and information can be gathered from the forums.
}{0TT@6bI4
In the city properties (selection + space), you can set a shipyard to be built immediately, but only if the city is located near water. The fact that the city is located near water will be indicated by a green marker on the water when placing the city
Thanks, I'll try it.
}{0TT@6bI4
1. This mod has nothing to do with Might and Magic: Heroes 5.5. Nargott, during the stream with Remix, you mentioned that you wanted to rename it to avoid confusion? That was when the mod review happened.
I'll rename it when the release happens.
}{0TT@6bI4
The idea is very interesting. Especially since it encourages everything I like: mixing Factions, conducting tactical combat. In real life, however, I prefer single-play. I'll see how it turns out)

I've noticed so far that many changes work even without the exe. And some mods require their own exes, for example NCF (Yes, today I felt like getting new impressions in Heroes and installed a bunch of things at once. If it doesn't crash — it will be an engineering miracle. But so far everything has launched.)

Hence the question: what exactly does the WGE exe handle in general terms, and what exactly will go wrong without it?
And one more thing. If I risk replaying some Campaign through the current version of WGE, how likely is it that something will break and make it unbeatable?
And yes, do I understand correctly that the latest version of WGE is in the first post?

At the moment, the exe affects:
- number of hero classes (24 instead of 8)
- starting ATB spread 0-15% instead of 0-25%
- tent heal

You can have several exes simultaneously by renaming them and launching the one you need. It's even easier to have several installed game folders, each for a separate global mod or the original.

The mod will likely never be tailored for Campaigns. I've finished the Campaigns, and after that it's not interesting, unless some of the map makers write new campaigns.

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Currently testing city build-up in Arena mode, the efficiency of different builds using the human Castle as an example. For now, I don't quite like that too few resources are given and early development of the income branch is critical for buying troops (town hall on day 1, magistrate on day 3, capitol on day 5 or 8). On the other hand, if there are too many, the interest in building disappears. It is necessary to balance resources so that one could avoid building income entirely and still buy all troops, but without upgrades, and so that from a troop count perspective this option has advantages (because from a money perspective it obviously loses).

Starting bonuses will be as follows:
- 3000 gold
- either +2 of each resource (tried +3 — it's significantly stronger than gold)
- or 2 minor artifacts (exactly 2, because one is not enough to compensate for the advantages provided by early gold or resources)

The second player also receives an additional +3000 gold (compensation for the first-move advantage), but at the same time cannot build on the Arena on the last, 15th day and does not receive income for it (but receives growth for 3 weeks and income from hiring garrison troops for 2 weeks, just like the first player).

Training will still be paid (at a rate of 100% of the cost of the creatures being trained). I tried the free version; firstly, it's not as interesting (you don't need to adjust the economy for it), and secondly, it gives an undue advantage to the strongest unit (and thus pushes out other builds without training).

Arena is a mode (map) that is currently tailored toward city build-up (refining builds) and shows the efficiency of builds at the end (in terms of gold, troops, magic). In the future, leveling and a finale will be added based on the Arena (but not in the immediate releases).

Each turn of construction on the Arena generates 10 portions of income ("collected by heroes from the map"), with each portion containing 500 gold or 1 rare resource or 2 wood or ore. The chance of a particular resource appearing in a portion = 15% - amount of resource held by the player (and 15 - amount/2 for wood or ore); gold is dropped based on the remainder principle (the lower the chances for resources, the higher for gold, and vice versa).
In addition, each turn of construction provides income from the city (from the prefecture/town hall/magistrate/capitol).

Furthermore, at the end of week 2, the player receives income equal to the troops bought in the city garrison during week 1.
And at the end of all construction — income equal to the troops bought in the garrison during week 2 (plus those bought in week 1).
This income reflects the fact that early hired troops "pay off in the breakthrough."

I am also thinking about introducing "income" from the Mages' Guild on the Arena, at the end of week 1, end of week 2, and end of construction, equal to 1000 gold for each floor number (i.e., a total of 1/3/6/10/15 thousand gold for guild levels 1/2/3/4/5).
This income will reflect the fact that early-developed magic also "pays off in the breakthrough."
And by design, building the guild will be an alternative to the income branch, less efficient in terms of gold, but sufficient for buying troops.

That is, 3 types of build-up should work:
1) meat + gold (artifacts) — in this version a magistrate/capitol is built plus many troops
2) meat + magic — in this version a high-level Mages' Guild is built plus many troops
3) magic + gold (artifacts) — in this version a magistrate/capitol plus a high-level guild are built, and troops are bought based on the remainder

A total of up to 15 slots are allocated for a city "build" on the Arena (15 construction turns, 14 for the second player) out of 28-29 possible:
1) 3 slots for town hall/magistrate/capitol (administration is there from the start)
2) 2 slots for Stronghold/Castle (fort is there from the start)
3) 4-5 slots for Mages' Guild (some castles have a starting level 1 Mages' Guild)
4) 6-7 slots for basic troops (some castles have a starting level 1 dwelling)
5) 7 slots for troop upgrades
6) 3 slots for additional buildings: smithy, market, warehouse (shipyard is not relevant on the Arena and will be used as a skip day of construction)
7) 3 slots for racial buildings (for example, humans have farms, stables, training halls)

At the same time, some buildings are "pass-through" (for example, Smithy — Swordsmen, Mages' Guild — Monks, Stables — Knight), so a maximum meat build of "all troops with all upgrades under the castle" will not be possible. The theoretical maximum for troop development is 6 levels with 6 upgrades (or 5 upgrades and a castle), or all 7 levels with 3 upgrades (or 2 upgrades and a castle).

For dwarves, the scheme will differ in that there will be 2 guilds, each with 3 levels (Mages' Guild and Runes' Guild). That is, dwarves will not be able to obtain magic higher than level 3 from the city.
For orcs, the scheme will differ in that instead of a Mages' Guild they will have a shouter building up to level 3, plus 4 slots for racial buildings (traveler's hut, slave market, pile of skulls, centaur farms).

The same rate as 3 markets (from 3 cities) will apply to the Market on the Arena immediately, meaning at the external market rate (5:1 instead of 10:1). For now, the external market is always available, even without building a market (this is convenient for testing builds with favorable resource layouts).

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