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Posts from NHF – new heroes for Heroes V 3.1.

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So, you're rejecting the specialization from point 2? That's a shame. By the way, here's another idea: When a hero obtains ore (from mines, mills, and treasure chests), they also receive golems in their army, the number of which depends on the hero's level and the amount of ore found.
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Ple-Sen
So, are you rejecting the specialization from point 2? That's a shame.

Most likely, yes, it's not quite a "special" ability...
Ple-Sen
By the way, I have another idea:
When a hero obtains ore (from a vein, mill, or treasure), they also receive golems in their army, the number of which depends on the hero's level and the amount of ore found.
And that's interesting: it would be perfect as a hero's special ability.
Ore is used everywhere, so the special ability won't be too narrow. The only thing is that Razazak already has something similar with golems, although you could give stone gargoyles instead (ore = stone).
Besides, the hero, by creating them, should logically lose the ore resource. Therefore, it could be done like this (description of the special ability): "The hero can create stone gargoyles from ore."

In general, for a mage, this is an interesting direction, to create something from resources. You could also create elementals (crystals - air, gems - water, sulfur - fire, mercury - stone).

I'm not sure whether to make the army automatically replenish when a resource is taken or to make it cost a resource, so I'm waiting for more opinions. You could also tie each resource to a creature
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Fagus is a critical bug for a hero (his special ability stops working):
If a hero is in a town when the script accesses him, an error occurs stating that the object cannot be found on the global map, which is logical.
Wow, that's unexpected. Thanks for pointing it out.
 

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Ment
Wow, that’s unexpected. Thanks for pointing it out.
The problem is most likely in these messages:
ShowFlyingSign('/MapObjects/Inferno/NewHeroes/Fagus/bonus8.txt','Fagus',1, 3);
Add a condition so that if the hero is in a town, the messages fly out from the town, or use a message.


Added 20 minutes ago
Ple-Sen
So, you are rejecting the specialization from point 2? That’s a pity.
By the way, I have another idea:
When receiving ore (from deposits, mills, and treasuries), the hero also receives golems in his army, the number of which depends on the hero's level and the amount of ore found.
After some thought, I came up with this scheme:
The hero receives gargoyles at the beginning of the week according to the formula:

14 (basic gargoyle increase) *________(Number of stones)________ * ______ (Hero level)
________________________________ --------------------------------_____------------------------
________________________________14 (min stone increase per week)_____ 40(maximum level)

By shortening 14 and 14, we get: Number of stones * Hero level / 40
But although the formula is logical, it gives too small an increase at the start.
Therefore, it is probably better to use this one: Square root (Hero level * number of stones)
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In reply to Dyrman
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Dyrman
Important note for Hafad:
- On weaker computers, his script takes 10-20 minutes to load, and then it still lags quite a bit.
Configuration: Pentium 4 3.0, Radeon 9200 video card, 2 GB DDR1 RAM.
I have no idea what to do about this. Besides the loop
for i, mob in GetObjectNamesByType("CREATURE") do
SetObjectEnabled(mob, nil);
Trigger(OBJECT_TOUCH_TRIGGER, mob, "TouchMob");
end;
there's nothing else that seems to be causing a slowdown. Could disabling objects and enabling a trigger take so long to load?
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In reply to RedHeavenHero
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RedHeavenHero
I have no idea what to do with this. There's nothing else loading besides this loop:
for i, mob in GetObjectNamesByType("CREATURE") do
SetObjectEnabled(mob, nil);
Trigger(OBJECT_TOUCH_TRIGGER, mob, "TouchMob");
end;
Could disabling objects and enabling a trigger really take that long to load?
Most likely, yes, it's exactly that :(

Added 4 hours and 4 minutes later
I'm uploading the corrected version of the mod. I've temporarily disabled the scripts for Hafad, fixed/redone 9 heroes (including fixing the error for Fagus). Version Alpha 1, build 36. >>>Download<<<
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I also fixed the bug with Fagus.
Oh, you already fixed it! You started displaying the message above the city, right?
 

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In reply to Ment
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Ment
Oh, you already removed it. You started displaying the message above the city, right?
Yes. It took only 5 seconds and a couple of lines, so it wasn't too much work (if there had been a lot to redo, I probably wouldn't have bothered :). And the new version of the mod was just begging to be posted on the forum ;)

Added after 2 hours 36 minutes
Dyrman
Fagus - critical bug for the hero (his special ability stops working):
If the hero is in a town when the script accesses him, an error pops up saying that the object cannot be found on the global map, which makes sense :)
The same thing happens with Kiina :mad:

Added after 14 hours 1 minute
Map support added:
Idu na Vy! 1.2.2
Absolyutnaya Vlast 1.6.2
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In reply to RedHeavenHero
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RedHeavenHero
Does the Hafad script load with interface blocking? And how does it "lag"?
No. You load the map, and it starts to lag: it's almost impossible to rotate the camera. At that moment, the animation of objects on the map is slowed down. Well, the game just lags. If you comment out the Hafad script, the map will definitely work normally within a day.
The larger the map, the more it lags - probably just because there are more monsters on the map.
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In reply to Dyrman
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Try placing `SetObjectEnabled` and `Trigger` inside `startThread` functions. I don't have the ability to test the script under these conditions (even on the "incredible" setting, it takes several seconds to load).
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RedHeavenHero
Try putting SetObjectEnabled and Trigger into startThread functions. I don't have the ability to test the script under these conditions (even on a "powerful" machine, it takes several seconds to load :().
On my fairly powerful computer, it's the same. But on the configuration mentioned above, it's terrible. The game settings are already set to almost the minimum.

Random map in Heroes of Might and Magic.
Without disabling objects, it loads faster. But here, all the other scripts are likely influencing it as well.
Out of 5 attempts, the map froze 4 times, and once I didn't even notice it against the general background.
We'll keep testing...
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I've read through various suggestions and realized that heroes are being created solely "to make the game easier": playing with them will be much simpler than with the original heroes, among whom there are also overpowered ones like Hafiz and Ingvar. But the point isn't to exploit overpowered heroes, but to PLAY! :smile07: Exactly... these heroes don't quite fit into the overall game concept, where you should be able to play with Irbeth just as well as with Sinithar or Leto, and with Svey as well as with Inga or Karli. Of course, this is just my personal opinion, but still... And, of course, I have my own suggestions, which, in my opinion, are not overpowered :D :D :D


Haven

Adrian

Adrian has served in the Imperial Fleet for many years, and thanks to his experience, the ships he commands sail much faster.

Specialization

Navigator: the hero moves on a ship 2% faster for each hero level (1% if you prefer); the "Navigation" skill provides an additional 0.3% for each hero level (this can be removed if it seems too overpowered).
Starting skills: Logistics, Navigation; racial skill.
Starting spells: Summon Ship


Dimitri

Born literally on the battlefield, Dimitri is hardened and strong like no other commander. His opponents claim that he has not only iron muscles but also iron skin. Unfortunately, his soul is probably made of iron too, as he doesn't spare his warriors in offensive attacks.

Specialization

Iron Soul: upon the first attack of a friendly unit, 50% of the "Defense" parameter is immediately deducted from the unit, plus 1% per level, and added to the "Attack" parameter (similar to Wingard, only there it's Initiative).
Starting skills: racial skill, Experienced Commander; Fundamentals of Dark Magic.
Starting spells: Haste, Disruption Field

Angela

Angela was born in Al-Safir, a city of mages, where her father was an ambassador from the Empire. From childhood, she developed in three areas: political, physical, and magical. And in war, where politics is no longer so important, she uses not only brute force but also her magical skills.

Specialization:

Knight-Mage: Summoning spells require 1 less mana; the "Magic Power" parameter for Summoning spells increases by 1 for every 4 hero levels, starting from the first (I chose 4 because Magic Power is already low for knights).
Starting skills: racial skill; Strong Summoning Magic.
Starting spells: Summon Wasps, Magic Fist


Moderad (from the Spanish word for slowing down :D)

Moderad is a knight who lived on the border with the necromancers. Despite the hostility between the Empire and Erathia, he, thanks to his persistence and determination, learned to use Dark Magic with a skill that is sometimes unattainable even for necromancers.

Specialization:

Hypnotist: the "Slow" spell is enhanced: it reduces the unit's "Initiative" by 1% per hero level (essentially, it's Myv, but with Slow).
Starting skills: racial skill; Dark Magic, Master of Minds.
Starting spells: Slow, Mass Slow
In reply to Vaishan))
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Vaishan))
I read through various suggestions and realized: heroes are being created solely "to make the game easier": it will be much easier to play with them than with the original ones, among which there are also overpowered heroes like Hafiz and Ingvar. The point is not to cheat, but to PLAY!:smile07: that's exactly it... these heroes don't really fit into the overall concept of the game, where, ideally, you should play with Irbeth just as well as with Sinistar or Leto, and with Svey as well as with Inga or Carli. Well, of course, this is just my IMHO, but still... And, of course, I have my own suggestions, IMHO, not overpowered:D :D :D
Again, no examples :mad:
Firstly, the balance will be adjusted at the end, and secondly, specific details are needed; otherwise, this message doesn't carry any meaning.
Vaishan))

Seafarer: the hero moves on a ship 2% faster for each hero level (1% if you want); the "Navigation" skill provides an additional 0.3% for each hero level (this can be removed if it seems overpowered)
The specialization is not very applicable. -
Vaishan))

Iron Will: upon the first attack of a friendly unit, the unit immediately loses 50% + 1% for each level from the "Defense" parameter and it is added to the "Attack" parameter (similar to Wingamel, only there it's Initiative)
It looks like Forest Fury. Not feasible -
Vaishan))

Knight-Mage: summoning spells require 1 less mana unit; the "Magic" parameter for summoning spells increases by 1 for every 4 hero levels, starting from the first (I chose 4 because Knights already have low Magic)
Not feasible -
Vaishan))

Wealthy: the "Luck of the Road" and "Spoils" skills are enhanced: the hero finds 3% more resources in resource piles for each hero level, starting from the first; resources obtained using the "Spoils" skill increase by 5% for each hero level.
Rolf, Geirmund -
Vaishan))

THIS IS JUST THE BEGINNING, I'LL FINISH IT LATER!
We'll wait ;)
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In reply to Dyrman
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Dyrman

The ability is not very useful. -
The core of the game lies in the fact that you can CHOOSE heroes. Therefore, on a sea map (like Rose of Winds, for example), he will be very effective;
Dyrman

It's similar to Forest Fury.
In what way?
Dyrman
Not feasible *2
In a technical sense? Or in what sense?
Dyrman

Rolf, Geirmund
Still, it's not quite right:)

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