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 Nargott
User Avatar
15 years ago
Auto-translated
Nargott
He's already been reduced in size. For example, the base growth rate for peasants is 12.
I meant the weekly growth rate.
In reply to LightWarrior
User Avatar
15 years ago
Auto-translated
LightWarrior
I meant the weekly increase :)
I understand ;)

Theoretically, one-time increases have one major advantage that I forgot to mention: they motivate players to either play quickly (rush), develop their strategy (medium-length games), or actively expand (capture cities and dwellings), which is thus encouraged. In the original game, instead of expansion in a long game, creatures simply accumulated: the longer you waited, the more troops you gathered.

But how it will work in practice remains to be seen. I'm not afraid to experiment, especially since no one will stop me from rolling back in case of failure ;)
User Avatar
15 years ago
Auto-translated
Yes, the next ones will be elves.

But elves already exist in Duel (dark and light).
In reply to $an4es
User Avatar
15 years ago
Auto-translated
$an4es
But there are elves in the duel (dark and light).
There are only dark elves. Light elves are not ready yet (only sketches so far).

Of course, you can play duels with light elves, but they haven't been balanced yet.
User Avatar
15 years ago
Auto-translated
A-a-a! Otherwise, I see that some of the changes seem quite significant to me.)
I'll play more and try to offer suggestions.
In reply to $an4es
User Avatar
15 years ago
Auto-translated
$an4es
A-a-a! I see that some of them turned out to be quite strong, in my opinion.)
I'll play more and try to offer suggestions.
Haha, of course! ))
I've assigned them characteristics for now, without taking abilities into account; naturally, they will be lower.
User Avatar
15 years ago
Auto-translated
Something about the Great Druids doesn't quite appeal to me, even though I rarely play as Sylvan. They look like ordinary elves, not very imposing. If necessary, reduce their stats to make them better.
In reply to $an4es
User Avatar
15 years ago
Auto-translated
$an4es
Something about the large druids doesn't quite sit right with me, even though I don't play as the Elves very often.
They still look like ordinary elves, not very large. If you need to, you can reduce their stats.
For now, there's no need to play as the Elves, as they are not yet ready. Priests, Cerberuses, and Executioners are also planned to be large. Druids are large for the same reasons as liches: they require a lot of space for spellcasting (this is a justification from a realism perspective). In the original game, there were too many small ranged spellcasters: monks, mages, druids, priests, witches, and only one large one - the lich. The picture will be more diverse if the spellcasters are distributed evenly by size: 3 large (liches, druids, priests) and 3 small (monks, mages, witches). (This is a justification from a diversity perspective) The third justification is balance. Senior druids have a very powerful ability called "energy channel," which cannot be edited. No matter how much you weaken the parameters (within reasonable limits), the druids will still be too powerful for their small size (unless their initiative is reduced to extremely low values of 5-6), because their main role (supporting the hero) consists of this very channel, and not their parameters. Finally, the fourth justification: in Heroes of Might and Magic, absolutely every unit is unique and occupies its own unique typical niche, in terms of aggressiveness, survivability, speed, activity (initiative), as well as class (large or small, ranged or melee, protected or unprotected). According to these requirements, there should be exactly as many large units as there are small ones. There are two counterarguments. First, druids and priests don't look large. But liches don't look large either - an exception was made for them because they are spellcasters. The same "exception" could easily be made for the former. Second, the Elves, Dwarves, Demons, and Orcs factions may end up with too massive armies, which may feel too cramped due to the extra four squares, especially given the reduced speeds. Whether this is too much or not will be shown in test battles; it is too early to argue about this issue in advance.
User Avatar
15 years ago
Auto-translated
Does the mod affect the graphical aspects of the game?
In reply to NikBond
User Avatar
15 years ago
Auto-translated
NikBond
Does the mod affect the graphical aspects?
I personally don't work on the graphical aspects, so for now – it doesn't. However, there are plans to involve people from outside and repaint some textures, at the very least.
For example, the Elves will have emerald, gold, and azure dragons, and the Mages are planned to have marble, onyx, and obsidian gargoyles, stone, steel, and diamond golems. There may also be Ifrits as one of the types of Djinns.
In reply to Nargott
User Avatar
15 years ago
Auto-translated
I've added level 3 spells for dueling heroes. I'm particularly highlighting Raise Dead, which for 14 mana resurrects 330 HP, i.e., significantly more than Chaos (Lightning for 10 mana deals only 160 damage). I've removed the HP penalty for raising undead. Thus, Raise Dead is used as a counter to targeted Chaos spells. The second key point is the addition of Remove Curse, which costs only 5 mana and thus cheaply counters enchantments. The third key point is the addition of the Ring of Cold, which for 15 mana deals 144 damage (a very strong effect; for comparison, the budget Fireball deals 100 damage for 9 mana).
Among other added level 3 spells: plague for 11 mana (90 damage per turn, 10 rounds), slow for 9 (reduces initiative to 60%), punishing strike for 13 (+10 to attack), wall of swords for 10 (168 HP for the area), lightning for 10 (160 damage).

I adjusted the damage from the Secret Crystal, reducing the damage from 180 to 120 (it was overpowered before). I increased the damage from the Swarm of Wasps from 80 to 100 (this is because a knockback of 0.6 doesn't push into negative values).

I reduced the mana for dueling heroes from 50 to 30 (because in real conditions, with 10 knowledge, they would hardly have a full 50 mana), which significantly affected the magical tactics (the cost became more noticeable).

I assigned the creatures their actual strength levels instead of formal ones. The Hydra is now the same level 7 creature as the Black Dragon. Accordingly, a hero attack now deals only 32% damage to the Hydra (it was 50%). Now the Hydra is much more dangerous because it doesn't die from 2 hero attacks
14 years ago
Auto-translated
The last post dates back to 2011. Is the mod still being worked on, or is it dead? The idea is actually very appealing.
User Avatar
14 years ago
Auto-translated
The last message dates back to 2011. Is the mod still being worked on, or is it dead? The idea is actually very appealing.
Work on the mod is ongoing, but the main discussions take place on the heroes.ag.ru forums. Currently, the mod is close to releasing the tactical mode (duel presets). The release will be published on this forum as well (heroesworld).

Added 7 minutes later
Just in case, I'll post links to the pre-release version for review:
WGE-Duel8Beta
Info
This version contains almost finished creatures from all 8 factions (with the exception of some details that may be changed, especially the spell set for Warlocks).
14 years ago
Auto-translated
Thank you for your response, I will be following the mod there.
User Avatar
14 years ago
Auto-translated
Thank you for your response, I will follow the mod's development there.
You can also follow the mod (and discuss it) here, as the release will be published everywhere, and that other resource simply became the historical "workshop."
So, I'm not urging you to necessarily switch to that resource – discuss it wherever it's more convenient for you.

Statistics

Welcome our newest member: recijeb