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#77
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Nargott

In your understanding, "balance" won't be affected, but in the understanding of many other players, it will; and they will be angry that you ruined the balance of the game by killing off choices.
:eek: And what does balance have to do with it? It will affect the game in a different way, in the game itself ;) Don't mix everything up again. Isn't balance and diversity the same thing? No. Ruining a weak upgrade really won't affect the balance much. But. The developers, unfortunately, made too few upgrades that are really worth using at different points. If they had made truly different and at the same time balanced upgrades, it would have greatly affected the balance, as they would complement each other, not replace each other, and not be as weak as they are now.
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#78
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Dyrman
:eek: And what does balance have to do with it? It will affect something else, the game itself ;) Don't lump everything together again. Isn't balance and diversity the same thing? No. Ruining a weak upgrade really won't affect the balance much.
I'm just explaining a more general concept of balance, and you keep insisting on your narrower point of view. Call it balance whatever you want, just keep in mind that others may understand something different by this term than just "overall equality of forces."

In particular, the meaning is clear: your price balance is disrupted, which will make housing conversion an automatic action (without a choice). The same thing threatens your warehouses and mines if you leave cheap warehouses that give significant discounts, motivating the mass construction of warehouses and mines.

If you think that automatic housing conversion and the widespread development of warehouses and mines is good (i.e., a change in gameplay, not the addition of new, balanced features), that's a different question.

Added 6 minutes later
Unfortunately, the developers made too few upgrades that are really worth using at different points.
The developers made enough, but poorly balanced upgrades. What prevents you from focusing on this hot topic, rather than controversial changes to the overall gameplay? Although this niche is already occupied by my mod, I won't refuse good competition.
Разработчик Heroes 5.5 WarGame Edition.
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#79
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Nargott
I'm just explaining a more general concept of balance, and you keep insisting on your narrower point of view. Call it balance whatever you want, just keep in mind that others may understand something different by this term than just "overall equality of forces."
The game balance won't be particularly affected, but the upgrade balance will. I just want to emphasize that the overall game balance is more important than the specific balance you're focusing on.
Nargott

In particular, the meaning is clear: your price balance is disrupted, which will make housing conversion an automatic action (without a choice). The same thing threatens your warehouses and mines if you leave cheap warehouses that give significant discounts, encouraging the mass construction of warehouses and mines.
So, is it better to upgrade mines and not build a capitol in any case? And it will take 35+ rare resources for all the mines.
Nargott

If you think that automatic housing conversion and widespread development of warehouses and mines is good (i.e., a change in gameplay, not the addition of new, balanced features), then that's a different question.
I've said it before, and I'll say it again: balance should be done only after all the new features are added, and not developed initially, while maintaining balance. This will create a more chaotic building pyramid. Well, everyone has their own method... For now, I'm just outlining what I want to do....
Nargott

The developers have made enough upgrades, but they are poorly balanced. What prevents focusing on this hot topic, rather than controversial changes to the overall gameplay? Although this niche is already occupied by my mod, I won't refuse good competition.
For now, I want to focus on resource components and heroes. It's a bit difficult to consider everything at once. If there is a need, then this stage will simply be later ;)
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#80
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Dyrman

I’ve said it before, and I’ll say it again: balance should only be adjusted after all the new features are implemented, not developed from the start while maintaining balance.
Understood, so we won’t discuss prices for now.

Then, regarding the ideas in general, without reference to prices:

1. City conversion - against (it encourages larger, homogeneous armies and blurs the difference between the types of captured cities, similar to Heroes 6)

2. Dwelling conversion - against (for the same reasons)

3. Mine development - against (it’s more interesting to find new mines and resources when needed, rather than developing old ones)

4. Ten shots for the tent - against (it encourages prolonging battles for resurrection, similar to Heroes 6)

I don’t have any serious objections to the remaining ideas for now.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#81
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I would improve the demons even further, then you wouldn't be so smug:smile44:
P.S.: Please make a mod, details in the section - Heroes of Might and Magic V - Urgashci...
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#82
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Nargott

1. City conversion - against (it encourages larger, more homogeneous armies, and blurs the difference between the types of captured cities)
Adds a new sabotage tactic, which allows you to involve other heroes in the game. Conversion is also quite expensive. Now, cities are more vulnerable than before. Conversion can be tied to the city and hero level through direct comparison. For example, at level 15, you can convert a city up to level 15. But again, the tactics change – they will be different.
Nargott

2. Dwelling conversion - against (for the same reasons)
I don't see any downsides here, but there aren't any significant advantages either, only minor ones. But not converting dwellings is already just a tribute to city conversion. Either allow both to be converted, or neither.
Nargott

3. Mine development - against (it's more interesting to find new mines and resources when needed, rather than developing old ones)
Developing mines will be a mutually exclusive alternative to the capitol. I've decided to try both for now. But this is not a final decision.
Nargott

4. Ten shots for the tent - against (it encourages prolonging battles for resurrection, in the style of Heroes 6)
The tent is expensive, and engineers don't have it initially ;) Try buying it to support development first... :)
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
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#83
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Dyrman
Developing mines will be a mutually exclusive alternative to the capitol. I’ve decided to try both for now. But this is not a final decision.
As far as I understand, you don’t have a mutually exclusive choice. You build a warehouse in a non-capital city, gaining access to mine upgrades, and that’s it.
Dyrman
The tent is expensive, and engineers don’t have it initially ;) Try buying it to boost development... :)
The point is that you are ruining the gameplay for heroes who play using the tent. Previously, there were 3 healers, which was usually enough for healing in a normal battle, and there was no motivation to drag the battle out using the tent. But now there is. It’s a small thing, but it’s unpleasant (I rate this as a definitely negative change).

If you wanted to strengthen the tent in this way, then it will work for breaking through defenses, at the cost of longer battles.
But not converting dwellings is just a tribute to the city conversion.
Just say it directly – it’s a tribute to Heroes 6. Even in HoMM 3.5 WoG, city conversion did not involve converting dwellings, if I remember correctly.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#84
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Nargott
As far as I understand, there is no mutual exclusion. You build a warehouse in a non-capital city, gaining access to mine upgrades, and that's it.

There is. Both won't be present in any city ;) You still need to reach the second city, and that takes a considerable amount of time. Why are you ignoring the gameplay on the map again? Moreover, there will be an incentive to capture the second city ;)

Added 2 minutes ago
Nargott

Just say it directly - it's a tribute to Heroes 6. Even in HoMM 3.5 WoG, city conversions didn't include housing conversions, if I remember correctly.
What tribute? And besides, the first version of the mod was released 2 years ago, I've already said that (of course, there was nothing about two-player mode, but there still isn't). You need to at least play the sixth game. I don't play it at all ;) The fact that you're comparing it doesn't mean that I'm following some tradition... It would be more appropriate to say "like in the sixth game" ;)

Added 8 minutes ago
Nargott

If you wanted to strengthen the tent in this way, then it will work for breaking through, at the cost of longer battles.
Is a long battle a bad thing? I apologize, but I want to be sarcastic, but that would be off-topic, as it relates to another mod :)
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Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
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#85
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Dyrman
Yes. There's still a second town to reach. Why are you ignoring the gameplay on the map itself?

Based on experience with Heroes 3 maps, new towns are usually captured within the first week (I haven't played on Heroes 5 maps for a long time).
I understand that Heroes 5 maps are more complex, longer, and less playable (in my opinion), but not to that extent. Or are you spending months on IRMG without capturing a second town?
Dyrman
Is a long battle a bad thing? Sorry, but I want to be sarcastic, but that would be off-topic :)
A long battle in clearing a dungeon, when a player deliberately prolongs the battle to resurrect themselves repeatedly, is not just bad, but disgustingly bad, in my opinion. Minimum tactics, maximum time waste. I would reduce the number of healers to 5, restoring the standard initiative. This is definitely enough for the vast majority of battles (without deliberate prolongation), from start to finish.
Разработчик Heroes 5.5 WarGame Edition.
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#86
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Nargott
Or are you stuck in IRMG for months without a second town?
In IRMG, it is usually captured earlier than on regular maps. There are some easy opportunities there. But no one will have both buildings in any town ;) And 2 months of gameplay is already too much...
Nargott

A long battle where a player deliberately prolongs the fight to resurrect again is not just bad, but terribly bad, in my opinion. It requires minimal tactics and takes up a lot of time.
The Tent has low Initiative. It won't allow for resurrecting as effectively. And the AI will also damage various armies, and if you buy a Tent for a hero at the start (which also requires a Forge), hmm... some races simply won't have enough starting money due to the triple price :)

But IRMG, for example, is very rich in resources, but one resource might never appear; it has happened before. Improving mines will help with this.
An opponent might get a free town of their own, while I don't, and conversion will help with that, even though it is quite expensive.
The dwellings that appear might not be the ones you want - converting dwellings will help, and neutral dwellings, of course, cannot be reconverted; they are there.
The Capitol costs a good amount of money, but if the map has many gold mines, then I'll ignore it and build a Warehouse instead.
It will be a choice, so to speak!

Each race also has additional buildings. You can focus on increasing army size or something else. For example, the Dwarven building will allow Dwarven units that are in mines at the beginning of the day to perform additional work and bring in more resources (determined by the unit's strength). - This is even cool and can replace an upgrade :) We still need to think about it)
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#87
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I apologize, but I want to be sarcastic, but that would be off-topic, as it relates to another mod.
In the unnamed mod you mentioned, in "long battles," an equal AI army is defeated in 3 rounds, i.e., even faster than in the original. Therefore, I don't see the point in giving more than 5 healers to the tent, except for the purpose of deliberately prolonging the battle.

Added 3 minutes ago
Dyrman
The tent has low Initiative. It won't allow for as effective resurrection. And the AI also has various armies, and if you buy a tent for the hero at the start (which also requires a forge), hmm... some races simply won't have enough starting money due to the triple price.
You don't understand what I'm talking about. What does the balance of whether it's profitable or not to buy and the strength of the tent have to do with it? I didn't say anywhere that your tent became stronger.
Your tent definitely performs worse due to the reduced initiative, but in order for it to perform better, the player is forced to prolong the battle. Are you striving for that?

Added 12 minutes ago
But, for example, IRMG is very rich in resources, but one may never appear; it has happened. Improving mines will help with this.
The opponent may get a free native city, and I may not; conversion will help with this, although it is indeed expensive.
The wrong dwellings may appear; converting dwellings will help; neutral dwellings, of course, cannot be reconverted; they are there.
In my opinion, it would be easier for you to play on well-balanced, non-random maps, since what you are doing is nothing more than trying to fight against the factor of randomness.

Ask Moza how he overcomes your problems, because in TE, he also plays on IRMG.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#88
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Nargott

In my opinion, it would be easier for you to play on well-balanced, non-random maps, because what you are doing is nothing more than trying to fight against the element of randomness.
Maps on IRMG are considered well-balanced. The templates are well done.

Added after 1 minute
Nargott

Ask Moza how he overcomes your problems, because he plays on IRMG in TE.
No way ;) Unless resources are harder to get there.
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#89
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Each faction also has an additional building. This allows for focusing on increasing army size or other strategies.
Such (creative) ideas are indeed interesting, and I support them.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#90
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Nargott

You don't understand what I'm talking about. What does the balance of whether it's advantageous or disadvantageous to buy and the strength of the tent have to do with it? I didn't write anywhere that your tent became stronger.
Your tent definitely performs weaker due to the reduced initiative, but in order for it to perform better, the player is forced to prolong the battle. Are you striving for that?
I understand. But the factor of prolonging is offset by the price of the tent, as heroes will run around with the tent less often. In general, (1+1+1+1+1=5, and also 2+2+0+0+1=5) - in general, there won't be much difference in time. They will still manage to defeat more neutrals than you can resurrect and end up in a deficit. And 13 general rounds against a neutral isn't that much. Either nothing will be left of it, or you will be badly damaged. Although I wanted to make it 10 rounds specifically :)). But the initiative is now 8 ). Therefore, I will reduce it to a maximum of 8 shots ), and then the ballista will have an initiative of 9 to 18 shots, not 20 ))
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#91
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Dyrman
Mod Name: AnotherGame
Status: Development discontinued
Version: 1.0a6 (beta)
Heroes 5 Version: only 3.1
Scope: Standard multiplayer maps and maps created by the Heroes Map Editor with a special modified version. (For the mod to work on fan-made maps, the map must allow scripts if none exist)...

Dear Dyrman, could you tell us why you decided to stop working on this mod? In my opinion, the idea is original. In particular, I am pleased with the possibility of improving standard mines, converting cities, and the fact that the number of heroes to choose from for each race has been increased to 10.