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He doesn't need that much luck anyway, unless it's to avoid taking the corresponding skills and artifacts. Regarding the new specializations: in my map, I implemented an additional specialization for this very Nibros in the form of a daily bonus to certain parameters (i.e., each day, something is temporarily increased, such as attack, defense, or even experience; this is determined randomly. The next day, this bonus is removed and replaced with something else). Something like that. ------ Oh, so you gave Talannar machines? Well, now he's a completely different hero ;)
Well, this specialization is for my elf (see above). I have a hero that's similar to yours (see above).
Yes, I saw it. But it's very weak. Firstly, it overlaps with Spell Power. Secondly, you need to consider that luck doesn't actually increase above five. So, it's very weak compared to the others.
Similar... Let's see, I see Alaron, Kaspar, Wolfenstein. Well, the situations are similar there too, but different.
I also noticed that Naadira's special ability has been significantly strengthened. At level 25, will it summon 75 ghosts per unit? That's crazy. In my opinion, Naadira's special ability doesn't need to be strengthened: it's designed for small but hard-to-kill units of ghosts due to their incorporeality, and that's already strong enough.
Yes, I saw it. But it's very weak. First, it overlaps with the Core game. Second, you need to consider that luck doesn't actually increase above five. So, it's very weak compared to the others. Similar... Let's see, Alaron, Kaspar, Wolfenstein. Well, the situations are similar there, yes, but different. I also noticed that Naadira's special ability has been significantly strengthened. At level 25, will he raise 75 specters per unit? That's crazy. In my opinion, Naadira's special ability doesn't need to be strengthened: it's designed for small, but hard-to-kill units of specters due to their incorporeality, and that's already strong enough.
5 luck at level 20 would be good. And the Skill of the Unit (SU) for the Elves gives a bonus to damage of about 30-40 percent. And still, 5 is better than 1) also, the enemy may have artifacts that reduce luck, the week may be unlucky for the rangers, etc. But the special ability, in any case, replaces 3 skills and 1 artifact....
Usually, by level 25, the game is already over, if it even gets to that... For some reason, players don't like Nadya (they rarely play her, and it's not even necessary to fight the specters). Here, it's more about increasing the interest in playing with this hero. You just need to test it; in any case, the main tactic for a player without losses is raising units... it would also be good to change something here. If, after changing all the heroes, it's still too strong, then we'll lower the special ability. For now, it's all temporary. But as a suggestion, I've taken it into account;
Added 10 minutes later Also, esteemed comrade psatkha would like to see a similar idea to 6 in the heroes: Resurrecting creatures for money.
I'll say right away that it's feasible, and now, how I see it: Attach the ability to resurrect units in the castle to the Capitol (since this is the only unique building for a single player that is not found in other castles) of the Necromancer. How exactly? Temporarily increase the next weekly growth - it's simple.
In the long term, Necromancers, given the absence of captured castles, begin to weaken (those who disagree, argue (keep in mind that their Town Economy has already been reduced and they don't have Mentorship)). Since the Capitol is a level 15 castle, the creatures usually won't grow in the first almost two weeks (especially since the accumulation is for a week ahead). Also, the Necromancer's breakthrough is important, as they practically don't lose troops (raising, tent). Therefore, the effect will not be too noticeable at the start, which will not greatly enhance the rushing capabilities, but it will be able to level the playing field with other races later.
The only thing is, if the Necromancer has many castles, but they need to be conquered, bought, or converted, which also costs money. Those who are for and against, please express your opinion.
Since there is a conversion mechanic, it makes even more sense to proceed this way; otherwise, Necropolis loses its classic advantage: after all, previously only it could effectively utilize captured castles, and now, it seems, everyone will be able to.
Since there is a conversion mechanic, it makes even more sense to implement it this way; otherwise, Necropolis loses its classic advantage: because before, only it could effectively use captured castles, and now, it seems, everyone can.
But it's not that simple: conversion destroys all buildings, and it might not even be desirable for Necropolis to convert a built castle, unless, of course, it's afraid of losing it immediately... We could also borrow something else from the sixth game, but only something useful.
Please, provide more detailed instructions on what to do with the file "Download IRMG 1.6.2 AG".
This is a random map generator for IRMG, modified for this mod.
If anyone needs the parameters for the main settings for this random map generator, here they are (these are usually used for tournaments, so you can use them as a standard):
1. "Zones Compatibility Factor" = 1.5
2. "Monster Strength Factor" = 1.0
3. "Portal Connection Only" - disabled (i.e., the button is not pressed)
4. "No obstacles On Map" - disabled
5. "Single Faction Guard" - Disabled
6. "Selected Faction guard only" - disabled
7. "Different Faction" - enabled
8. "Disable Instant Travel" - disabled
9. "Chaos week" - disabled
Isn't that a bit too low? Unlike the Berserker, Retribution has a very limited and significantly delayed effect, and therefore should trigger much more powerfully, by a factor of several times.
Hunter's initiative has been increased by 4, invisibility has been removed, and now the enemy does not resist.
So, am I understanding correctly that the overpowered invisibility has been transformed into overpowered combat ability? Was there no other way besides removing invisibility?
Now mines can be upgraded for 7500 gold (except for the abandoned and dwarf mines).
What does this mean? The price is quite high, so the effect should be just as devastating?
A starting spell has been added for all factions: city conversion. Cost: 10 rare resources + 10,000 gold. Available to the hero when visiting a "foreign" city.
I fundamentally do not support city conversion. However, as long as the price remains high, it may be interesting as a rare opportunity. The question is, what exactly happens during the conversion.
Added 45 minutes ago Dyrman
Also, esteemed comrade psatkha would like to see a similar idea from Heroes 5, namely: Resurrecting creatures for money.
The question is, why resurrect creatures in this way? Is there not enough necromancy to replenish troops and get free raiders from under the mark for resurrection?
Now, it turns out that a Necromancer can lose his army in the final battle, and then buy it back and win immediately?
However, I would support such an idea in the specific case of a particular creature. For example, a similar redemption for angels (who are immortal according to lore). But not for all undead.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
It's nice to see an old acquaintance on this forum :)
Nargott
Overall, the mod looks interesting (especially considering the scripts), I support the initiative.
Actually, the mod is about 2 years old. I didn't share it within the clan before.Nargott
Question: why does she have so many free healers? To deliberately prolong battles?
The tent initiative is reduced. And the fairy could already handle a horde of zombies ;) Yes, and let's not forget about the increased cost ;) Nargott
This is probably so that no one builds it.
It's forbidden within the clan during tournaments; I just allowed it, albeit in this way ;) Nargott
Isn't that a bit too little? Unlike the shock troops, revenge has a very limited and significantly delayed application, and therefore should trigger much more powerfully, by a factor of several times.
It was done based on complaints from users ;)
Nargott
That is, I understand correctly, the overpowered invisible units have been reclassified as overpowered soldiers? Was there really no other way besides removing invisibility?
This was also done at the request of users. And quite recently ;) I've already figured out how to keep invisibility and eliminate the rush of dark elves by linking the two abilities into a combo (without touching the initiative).Nargott
What does this mean? The price is quite high, so the effect should be just as devastating?
The price is one week +. It doubles the resource growth rate ;) Actually, for HotA, that's still not much... Nargott
I fundamentally don't support conversion. However, as long as the price remains high, it may be interesting as a rare opportunity. The question is, what exactly happens during conversion.
The city changes race, destroying all buildings. Nargott
The question is, why resurrect creatures in this way? Isn't there enough necromancy to replenish the army and get free raiders from under the mark for resurrection? Now, it turns out that a necromancer can lose his army in the final battle, and then buy himself out and immediately win?
However, I would support such an idea in the specific case of a particular creature. For example, a similar buyout for angels (who are immortal in lore). But not for all undead.
This is also at the request of users ;)
In general, I want to make some features optional ;)
There are many requests, but the balance is already a mess ;) Although the mod should first find its form, and then it can be balanced (that's my method).
By the way, I fixed about 5 bugs and will release a new version soon (I'm still thinking about whether to give the dark elves a bonus), additionally changed the hunters, + HotA was updated (although there are bugs in the new version in the league), and also added new features ;)
The tent's initiative is reduced. And the fairy could already defeat a horde of zombies anyway ;) Yes, and let's not forget about the increased cost ;)
No, we're not talking about how much the tent is buffed or nerfed. Why give such a motivation, prolonging battles for free resurrection? Was this feature borrowed from Heroes 6? Cases with fairies and zombies are isolated, and this is an additional factor. In my opinion, it's worth leaving the tent with a normal initiative and 3 shots. This is enough for battles that aren't too drawn out. The question is, is it possible to change the amount of healing from the tent?
It's forbidden within the clan during tournaments; I just allowed it, albeit in this way ;)
Maybe you also prohibit sieges? This is a very strange restriction; I've never heard of significantly strengthening a Castle being considered overpowered.
For 10,000 gold, you can buy аж 250 warriors for your army! And for 10 crystals, at an exchange rate of 1 to 200 gold, you can get another 50. That is, your tower costs as much as 300 warriors. Mobile warriors that can be transferred to a hero and used throughout the game, and not just in rare, isolated moments of a siege. At least cut the price in half.
It was made this way due to complaints from players ;)
Yeah. They saw that Revenge, starting from turn 3-4, when the endgame is on the map, begins to deal damage exceeding that of ordinary attackers, and they started complaining about it being overpowered. But the fact that you can only win an equal battle with Revenge (if you make it to the endgame with decent forces), and with Meteor Shower you can win any battle, is not taken into account. Well, okay, that's the opinion of the players.
This was also done at the request of players. And quite recently ;) I've already come up with a way to keep invisibility and remove the Dark Elf rush by linking the two abilities into a combo (without touching the initiative).
Well, that's great. Because replacing invisibility with retaliation would be one thing, but +4 to initiative is a bit much.
The price is one week + . It doubles the resource growth rate ;) Actually, for IRMG, this is still not enough...
I don't know what time frame you're playing on, but this seems like an exaggeration. The Capitol costs 10,000 and gives +2,000 gold per day. Even a very unprofitable warehouse costs only 5,000 and 5 stone. In my opinion, the mine upgrade should be reduced in price to 1000-2000 (except for the gold mine). I hope the upgrade is not repeatable?
The city changes race, destroying all buildings. This is also at the request of players ;)
Well, this implementation is still acceptable.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Is this feature borrowed from Heroes of Might and Magic VI?
No. Nargott
The question is, has a way been found to change the amount of healing from the tent?
No. Nargott
Maybe you also have sieges banned? This is a very strange restriction; I've never heard of significantly strengthening a Castle being considered overpowered.
Yeah. They saw how Revenge deals damage starting around turn 3-4, when it’s already endgame on the map, and starts dealing more damage than regular units, so they complained about it being overpowered. But the fact that you can only win an equal battle with Revenge (if you make it to the endgame with decent forces), while Meteorite can win any battle, for some reason isn't taken into account. Well, whatever, that's what people think.
It won't hurt much. Although I would even be in favor of a slight buff to Skilled Light Magic. Nargott
Well, that's great. Because replacing Invisibility with Retaliation would be one thing, but +4 to Initiative is a bit too much.
I said that Invisibility will be there ;) There's no point in discussing this anymore. Nargott
I don't know what stage of the game you play at, but this looks like overkill. The Capitol costs 10,000 and gives +2,000 gold per day. Even a very unprofitable warehouse costs only 5,000 and 5 stone. In my opinion, upgrading mines should have their price lowered to 1000-2000 (except for the Gold mine). I hope the upgrade is not repeatable?
1000-2000? Heh. No one forces you to upgrade all the mines. Although I was also thinking about making it 5000 + 5 stone and 5 wood, but that’s not quite right... The price wasn't just made up; it came from the lowest prices on the market + self-sufficiency. This resulted in the price having to be 7001 gold. I added 499 just because, for aesthetics.