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Posts from What needs to be fixed in the Tribes of the East in patch 3.1?

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I remembered another bug. Sometimes, when playing as Orcs, all summoning spells might be missing in the city. But after replaying the same map, everything is back in place. And about the new Rakshasa, do they attack their own units when they retaliate against an enemy? This happened a couple of times!
Варвары рулят!!
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With Kshatriyas, it's not a bug! This ability works the same way as the Cyclops' attack, hitting both allies and enemies.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
In reply to Tre Kronor
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Tre Kronor;180464
Bug:
When playing against a mage with the "magic mirror" ability, the enemy hero starts "bouncing" everything, starting from their own spells (when they try to cast a spell, nothing happens) and ending with "positive" spells that I try to use on my own units (resurrection, mass haste, etc.). I cast resurrection, for example - the spell reflection icon flashes and that's it... nothing happens... it's outrageous:mad:

This isn't the magic mirror; it's "blocking enemy spells" (I don't remember the exact name of this ability), which blocks the next enemy spell with 100% probability - this ability is available not only to mages, but to almost everyone.

Added after 23 hours and 13 minutes
The counterspell is called that ability. )))
In reply to morealyz
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morealyz;181745
This isn't a magic mirror; it's a "block enemy spell" (I don't remember the exact name of this ability), which blocks the next enemy spell with 100% probability. This ability is available not only to mages but to almost everyone.

Added 23 hours 13 minutes ago
This ability is called a counterspell.)))

Heh, it just dawned on me today that it was a counterspell...
What a terrible Heroes player...:)

Regarding changes and additions...
I would slightly adjust the bonuses from the "recruit troops" skill. What's with the +3 peasants, +2 archers, and +1 infantry? It's not even funny. Something like +13, +12, and +11 would be more noticeable. Or, if you want to keep it as is (i.e., +3, etc.), then change it in the other direction, i.e., +1 Angel, +2 Cavalier, etc.).
And I would also get rid of the stupid training restrictions, which ruined all the good things about playing as the Knight faction.
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Tre Kronor
I would slightly adjust the bonuses from the "recruit troops" skill... What is this, +3 peasants, +2 archers, and +1 pikeman... it's not even funny... Something like +13, +12, and +11 would be more noticeable, or, if you keep it as is (i.e., +3, etc.), then change it to something else, i.e., +1 Angel, +2 Knight, etc.
Are you kidding me? This isn't even funny :)
No, seriously, the bonus isn't great, but almost doubling the increase is too much. Maybe then make diplomacy with a 90% chance of joining? Or increase treasury management to 2000-3000 gold? And to completely ruin the balance, increase the speed aura from 1 to 3.
Tre Kronor
And also, get rid of the stupid training restrictions, which ruined all the fun of playing as a Knight.
Yeah, but then it would only be fun to play as the Knight.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
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Those who enjoy unlimited training and necromancy should play versions 1.0-1.4 and 2.0. These versions are great for playing as Knights and Necromancers.
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To completely disrupt the balance, increase the speed aura from 1 to 3.

Or even better, up to +5 to speed, haha)))
Those who like unlimited training and necromancy play versions 1.0-1.4 and 2.0. It's delightful to play as Knights and Necromancers in these versions.

But I still prefer Necromancers in Haven, and as for Knights, it would indeed be nice to increase the number of trainable units from 20 to at least 30.
Чую время пришло и захлопнулась дверь
Ангел пропел и полопалась кожа...
Мы выпили жизнь, но не стали мудрей,
Мы прожили смерть, но не стали моложе...

Агата Кристи
Ты должен быть сильным,
Ты должен уметь сказать: Руки прочь, прочь от меня,
Ты должен быть сильным, иначе зачем тебе быть?!

КИНО
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I like almost everything, except for the "Portal to Town" spell. It should have been made the same as in "Heroes of Might and Magic III" (so that you could teleport to any town of your choice) or "Summon Reinforcements" should be possible from any town.
ДУРАКОВ ОЧЕНЬ МАЛО, НО ОНИ РАССТАВЛЕНЫ ТАК ГРАМОТНО, ЧТО ВСТРЕЧАЮТСЯ НА КАЖДОМ ШАГУ.
Прошу прощения у Arandor-а. Я слишком резко отреагировал. Просто очень люблю спорт. Извини...[/SIZE]
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Yes, regarding the names, I think the old names were much better, like Zealots and Death Knights. And in the campaigns, where Asha is used instead of Ascha, although it's actually more correct to say Asha, but Ascha is already so much more common and it sounds much better.
In reply to S-t-i-n-g
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I like almost everything, except for the "Portal to Town" spell. It should be made like in "Heroes 3" (so you can teleport to any town of your choice) or "Summon Reinforcements" should be possible from any town.
And the further the town, the more mana is needed :) Otherwise, it becomes a cheat. I also think that it should be fixed, but in a different way - prohibit teleporting to a town at the end of the turn, but only at the beginning. It's ridiculous.
I would slightly adjust the bonuses from the "Recruitment" skill... What is this +3 peasant, +2 archer, and +1 pikeman... it's not even funny... Something like +13, +12, and +11 would be more noticeable, or if you leave it as it is (i.e., +3, etc.), then change it in another way, i.e., +1 Angel, +2 Cavalier, etc.)
Are you kidding? That's not even funny.
No, seriously, the bonus isn't great, but almost doubling the increase is too much. Maybe then make diplomacy with a 90% chance of joining? Or treasury management for 2000-3000 gold? And to completely ruin the balance, increase the speed aura from 1 to 3. Yeah, that's too much. But I also think that 3 peasants, 2 archers, and one swordsman is too little. You could, for example, make it always work, and not just when the hero is in the town. However, this is only good for some factions, but not for the Dark Elves....
And also, get rid of the stupid training restrictions, thanks to which all the advantages of playing as a Knight were ruined.
Hey, there's a little intelligent child here, no need for such words :) Well, don't train peasants, train monks. Although the limit should be increased - either reduce the price, because I have a heart attack every time I see these prices :)
So back off your rules,
Back off your jive!
Cause I'm sick of not living,
To stay alive,
Leave me alone!
I'm not asking a lot -
I just don't want to be controlled,
That's all I want.
All I want!
(с)The Offspring
In reply to Полосатая
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Kitty;182202
The further the city, the more mana is needed :) Otherwise, it becomes a cheat. I also think it should have been fixed, but in a different way - by prohibiting teleporting to the city at the end of the turn, but only at the beginning. It's an outrage.

No, the distance to the city doesn't matter at all. Summoning one creature (whether it's a devil or an archdevil) consumes one mana - that's the whole "formula," meaning, for example, the Town Portal spell has the lowest mana cost due to the increase. And there's no need to change anything for the Knights. What kind of "game feature" is it if you can create almost an unlimited number of archers? No, everything is fine with them, in my opinion.
Армия баранов под предводительством льва сильнее армии львов под предводительством барана.

God save us everyone
Will we burn inside the fires of a thousand suns...
In reply to Vayshan
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In my opinion, the following things need to be adjusted: 1. Reduce the Fury of Orcs (the situation where the remaining few points of Fury absorb almost 2k damage is simply annoying). 2. Reduce the duration of Stalkers' invisibility. 3. Adjust the Golden Golems :D (otherwise, Golemageddon dominates if you're not playing as the Academy). And SIGNIFICANTLY REDESIGN the SKILL WHEEL, especially regarding abilities in standard skills (restore the Warlocks' monopoly on Warlock's Luck, etc.).
Порою люди не со зла
Творят настолько черные дела,
Что до таких блистательных идей
Не вдруг дойдет и записной Злодей

Темный адепт клана GODS
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Guys! What's the point of talking about a patch when they're already starting on the sixth one? There won't be a patch, 100%. And 70% of what you mentioned has already been fixed in the test environment. /topic/4843/ - register and play!
So many centuries
So many Gods
We were the prisoners of our own fantasy
But now we are marching
Against these Gods
I'm the wizard, I will change it all
Valhalla - Deliverance
Why've you ever forgotten me


19.08.2008 СК Олимпийский.Я запомню это навсегда!!!

Как играть онлайн в Герои 5??Ответ здесь
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No, a patch is one thing, and a fan-made mod is something completely different. Many people are still skeptical about it... By the way, where did you get the information that the developers are already working on the sixth installment?
Армия баранов под предводительством льва сильнее армии львов под предводительством барана.

God save us everyone
Will we burn inside the fires of a thousand suns...
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AMATEUR!!!!!!????? Seriously? A mod created by the best online player using existing templates is amateur? And the fact that a lot of professionals helped refine it – is that also amateur? You’re unbelievable.
So many centuries
So many Gods
We were the prisoners of our own fantasy
But now we are marching
Against these Gods
I'm the wizard, I will change it all
Valhalla - Deliverance
Why've you ever forgotten me


19.08.2008 СК Олимпийский.Я запомню это навсегда!!!

Как играть онлайн в Герои 5??Ответ здесь

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