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Please treat this topic seriously. It is well known that the question of which is better – TE or SOD – has caused many pointless arguments. I propose that we once again constructively focus on the essence of the differences, without delving into interpersonal conflicts. So, I would highlight two types of differences: 1) Global – new features that have no analogues in SOD, adding completely new nuances to the game. For example, hero classes, creature experience, chess clocks. 2) Local – useful features that improve the game: disabling native secondary skills, prompting when receiving a skill in a hut, disabling artifacts, transferring an army with one button, etc. And for a long time, the idea has been circulating to develop a special settings system for TE, which would bring the game as close as possible to SOD. If this idea can be implemented, the judges will be relieved of a huge headache when developing the rules, and players, even those patriotically inclined towards SOD, will be able to play easily and with a smile. Therefore, before developing such a system, I want to ask whether it is needed. Please answer two main questions: 1) Would you like to play TE that is close to SOD? 2) If so, what problems might arise with installing TE (nowhere to get it, no bandwidth to download it, etc.) I hope for your understanding.
http://dreamcatcher.metroland.ru/
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Dreamcatcher;148388
Please treat this topic seriously. It is well known that the question of which is better – TE or SOD – has caused many pointless arguments.
Therefore, before developing such a system, I want to ask whether it is even necessary. Please answer two main questions:
1) Would you like to play TE that is closer to SOD?
2) If so, what problems might arise with installing TE (nowhere to get it, not enough bandwidth to download it, etc.)
I don't think you can say "better" – these are two versions, each with its own nuances.
1) I want it if:
a) the slowdown is at level 1
b) the magic portal is in Earth Magic, etc. (everything as in SOD)
c) hero classes can be disabled.
d) creature experience can be disabled (maybe I'm wrong, and it can be disabled)
e) Solmyr, Alamar, etc. should have their specialties returned – they're not that great anyway :)
f) maybe even the Elves will be, I've only played TE a couple of times...

2) No problems with installation – I can help others myself.
and my personal IMHO – you can make an open and accessible link to a ready-made TE for everyone without any interviews...
В. Уэйтс©
Но поскольку я нищий,
у меня лишь есть мечты.
Я разостлал свои мечты пред вашими ногами.
Ступайте бережно, ибо вы ступаете по моим мечтам.

временно ушел с форума, переодически заглядываю. кому нужен пишите в скайп ewgeniy1985. в аське 384385000 очень редко.
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I can play on either version... but if we're talking about a SOD-like version, I'd like to see it with some TE features – specifically, transferring an army with one button, splitting it into groups with one button... and huts like in TE, i.e., you can choose whether or not to take the skill... like Zhenya wants, all spells should be in their respective places and with their respective magic types...
Also, this version should have a time limit like in TE – i.e., you get XXX+XX time... IMHO, it's very convenient...
Also, make it possible to speed up the units' speed in battle... (I mean the game process itself)...
1) Would you like to play a TE version that is close to SOD?
2) If yes, what problems might arise with installing TE (nowhere to get it, not enough traffic to download it, etc.)
1) Yes
2) There is a possibility to download and play... installing it is not a problem at all, and if it will be a separate patch for TE or SOD (VOGU), to create such a version, it will be even better ;)

Sincerely ;)
играю на уровне AI !!:smile32: ;)
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I liked the ability to transfer an army with a single button, as well as the changes to the "mana regeneration" skill and increased vision range. It would also be nice to return magic to its original levels and elements, and to restore the visibility of air and earth. Hero specializations should also be removed.
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Another advantage of TE is that it can be downgraded to SOD :) since most of the new features are optional. What can and should be disabled: 1. Hero classes 2. Creature experience and taxes 3. Chess clocks 4. Ban on spells of viewing and clairvoyance. 5. Modified hero skills. What is better to leave: 1. Replacing scrolls with piles of gold. 2. Replacing cartographers with veils of darkness. 3. Replacing hill forts with magical forests. 4. Bank 5. Choice of neutral city types (goodbye to familiar secondary cities) 6. Ban on seafaring spells and artifacts. 7. Ban on the Angel Wings artifact. 8. Limitation on DD and Hit-and-Run. 9. Built-up dwellings of the second level at the start. 10. Advanced witch huts. Moving spells across magic levels and books is fixed in another way; I'm still figuring out how. These are the main points; if I forgot anything, I'll add it later.
http://dreamcatcher.metroland.ru/
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Dreamcatcher, what principle was used to create the list of things that can and should be disabled? In my opinion, #1 and #5 are what make the game so enjoyable!
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StickyFingaz;148427
Dreamcatcher, what principle was used to create the list of things that can and should be disabled? In my opinion, #1 and #5 are the best parts of the game!

1 and 5 - from which paragraph? :)
The list was compiled based on my own understanding. So, study it, make suggestions. Then we'll vote on it officially.
http://dreamcatcher.metroland.ru/
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The relocation of spells across magic levels and spellbooks is being addressed in a different way; I'm still figuring out how.
This is already being done through game modification; there are no such options built into the game.
Which of the following is better to keep:
1. Replacing scrolls with piles of gold.
2. Replacing cartographers with shrouds.
3. Replacing hill forts with magical forests.
4 Bank
5. Choosing types of neutral towns (goodbye, familiar secondary towns)6. Banning seafaring spells and artifacts.
7. Banning the Angel Wings artifact.
8. Limiting damage-dealing and hit-and-run tactics.
9. Pre-built level 2 dwellings at the start.
10. Advanced witch huts.
I agree with all of this... except for the bank. What's the point of it? Borrowing money isn't fun... (even if it's 1000 gold, for example, before facing a Fortress; that 1000 gold could be very useful... IMHO, this should be disabled).
The issue of familiar secondary towns is debatable. Of course, it all depends on luck. Sometimes, familiar secondary towns add a special flavor to the game, so we need to think about it.
играю на уровне AI !!:smile32: ;)
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StickyFingaz;148427
Dreamcatcher, what principle was used to create the list of things that can and should be disabled? In my opinion, #1 and #5 are the best parts of TE!
So, what are the problems? Do you like TE? Do you want to play TE? Play TE. Here, the suggestion is to turn TE into SoD:D, and I really like that:smile23:. Dear Dreamcatcher, please let me know if you need any help... if I have enough knowledge, I am at your disposal;)
В. Уэйтс©
Но поскольку я нищий,
у меня лишь есть мечты.
Я разостлал свои мечты пред вашими ногами.
Ступайте бережно, ибо вы ступаете по моим мечтам.

временно ушел с форума, переодически заглядываю. кому нужен пишите в скайп ewgeniy1985. в аське 384385000 очень редко.
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Dear Dreamcatcher, please let me know if you need any help... if I have the knowledge, I'm at your service.
me too ;)))... Want to be useful ;) =)))))))))
играю на уровне AI !!:smile32: ;)
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In general, the best approach would be to make everything optional, rather than deciding what to keep and what to remove – that’s just my opinion.
В. Уэйтс©
Но поскольку я нищий,
у меня лишь есть мечты.
Я разостлал свои мечты пред вашими ногами.
Ступайте бережно, ибо вы ступаете по моим мечтам.

временно ушел с форума, переодически заглядываю. кому нужен пишите в скайп ewgeniy1985. в аське 384385000 очень редко.
In reply to StickyFingaz
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IMHO
The main advantages of TE:
1. Army transfer.
2. Balanced starting armies.
3. Mandatory presence of a second generator in the castle.
4. Replacement of scrolls, cartographers, and hill forts.
5. Normal hero specializations (no specialists in Eagle Eye, which is completely useless!!!)
6. Necro-patch and modified growth rate of some creatures (especially Phoenixes)

Disadvantages:
1. Creature experience.
2. Hero classes.
3. Spells are not in their usual places (although this is debatable; it might be for the better, but it's just not familiar).
4. Bank (I am strongly against it).
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I'm in favor of SOD with the TE interface. That is, I still prefer the classic SOD (although I have nothing against TE).
In general, I'm in favor of returning all spells to their original places; frankly, I'm against the bank and definitely against army experience.
However, I'm happy with the ability to transfer armies and artifacts with one button, the separation into individual units, the hit-and-run limit, and replacing Eagle Eye as a specialization....
Если тебе не везёт в жизни, - играй в какую-нибудь другую игру:rolleyes:
Лидер клана "Из многих единое"

Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
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Oh, I don't understand anything. Sometimes TE moves away from SoD, and now it's getting closer...
We have a great game that thousands, if not tens of thousands, of people play.
Most people just want to play a little in their free time, but here there are classes, options, new spells.
I've read many times about the maximum convergence of TE and SoD, and each time this hybrid turns out to be 100% TE.
You can and should try it, but the result will be the same.
In reply to Nagan-4
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What can and should be disabled:
1. Hero classes
2. Creature experience and taxes
3. Chess clock
4. Ban on viewing and vision spells.
5. Modified hero skills.

1 - I support this
2 - I support this with both hands. I read reports from TE players, and I can't figure out how some battles are conducted. Then I remember about experience. When a pikeman levels up to the stats of an angel, or wyverns end up with 130 hits. Definitely against it. Heroes with experience are no longer heroes.
3 - for
4 - idk
5 - idk
What is better to keep:
1. Replacing scrolls with piles of gold.
2. Replacing cartographers with veils of darkness.
3. Replacing heal-forts with magic forest.
4. Bank
5. Choice of neutral city types (farewell, dear secondary towns)
6. Ban on sailing spells and artifacts.
7. Ban on the Angel Wings artifact.
8. Limitation on DD and Hit-and-run.
9. Built-up second-level dwellings at the start.
10. Advanced witch huts.

1 - would be quite good, otherwise by the end of the game so many unnecessary scrolls accumulate in ten identical copies.
2 - for
3 - for
4 - definitely against the bank
5 - ban the dear secondary towns
6 - for
7 - for
8 - for
9 - for
10 - for

Also "for" moving magic to its respective element, that is, as in regular SoD.

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