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Posts from ASW – Alternative hero leveling. Auto-translated

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#91
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Nargott

If this perk isn't related to summoning, then my opinion of it is negative.
In other words, you no longer care about archers.
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#92
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I'm talking about the city, and you're deflecting with a village.
What are you talking about regarding the city? I clearly stated from the beginning: it's about the breakthrough. Or does the elf not need a breakthrough?

But you decided to give the phantom by bypassing the summoning paths, okay.

Added after 59 seconds
So, you don't care about the archers anymore.
What do you mean? I don't care about the elf who gets a great summon without actually summoning. In the case of the dwarves, I didn't object because the necessary rearrangement of spells goes beyond the scope of the project. But I definitely care about the archers; that's why the summon is needed. THE ENTIRE summon, not in pieces.
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#93
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Nargott

But you decided to give the phantom ability by bypassing the summoning paths, okay.
I've written this to you here more than once;
And give it like this. The phantom has long needed to be available to all races.
Nargott
What do you mean? I don't care about an elf who gets a great summoning ability without summoning. But I do care about archers, because that's what summoning is for.
Will you reread what you wrote?
Nargott
If this perk isn't in the summoning tree, then my attitude towards it is - no.
And now it's about an elf? Well, well...
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#94
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Chaos is basically only useful for elves for the enchantment and in the context of druids (if you give them Wasps and make the damage a little more significant, then Chaos is not so necessary). Without these 2 factors, it's useless to them. But Light + Summoning are suitable in themselves, based on the essence of the elven army. I won't explain why.

Added 3 minutes ago
And just give it to them like that. Phantom has long needed to be available to all races.
It's even worse. Let's give resurrection to all races, because it's really needed. Why only the Necropolis can resurrect?
Will you reread what you wrote?
What's not clear? I would prefer an elf who has the spells he needs with the right summoning, rather than being given them for some unclear reason. As you said in Heroes 6? Casual gameplay?
And now it's an elf? Well, well...
And in a more detailed way? You just don't understand.

Added 12 minutes ago
By the way, regarding summoning in the final version, why be stingy? With expert summoning, I can create copies of dragons, which, considering the initiative and high level of the hero, will definitely go at least once, i.e., they will already pay for themselves.

In your version with the free Phantom, you won't be able to summon dragons without the summoning skill. Unless you completely remove the Phantom's restrictions.
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#95
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The methods are clear. By sweeping away everything in your path, you never look back, simply because you don't want to notice that there might be something much better there than what you can build.
Thanks to the city classes, you can keep all the old, good things and introduce something new and unusual, which is therefore alluring (and this alone makes the argument pointless). The Elf, unique in its own way, can compete with the Chaos of the Mages with a small amount of magic. But now, they want to turn the Elf into a semi-academic, just because of one spell – a swarm of wasps (+hive), which could reveal the atmosphere of the Elf. This won't bring anything new besides that. It feels like the greatest motto of the developers will come true in the game as well: "We do it just for the sake of doing it."
Like the changing of day and night, constantly different points of view on the same aspects force you to simply not argue, because it's pointless, just to defend your own point of view. Oh, it's a waste of time to engage in these pointless debates; I could have already created a full mod by now. And the opponent will definitely never understand that two opposite answers can be right at the same time.
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#96
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There's a strange discussion going on here. It's as if the Elf has some problems with dealing damage. Although the idea of replacing Chaos with Summon is interesting, wouldn't it make the Elf a bit overpowered?
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



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#97
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Thanks to the city classes, you can keep all the old good things and introduce something new and unusual, and therefore alluring (and this alone is enough reason why the debate is pointless).
So, I don't know why you're starting a debate about guilds here (whether to remove Chaos or not). Create your own city classes, but that's a separate topic.

My opinion on whether the Elf needs a Summoning school: definitely yes, if there's a source for the spells.

Leveling up in a useless Chaos just to play with blue druids and a rain of spells in the endgame? No, no, no. But if you want to leave that option for the Elf, go ahead. Just give him Summoning. Those wasps are useless without the Summoning skill.

Added 3 minutes ago
The methods are clear. Sweeping away everything in your path, you never look back, simply because you don't want to notice that there might be something much better than what you can build.
The idea is interesting.

Added 3 minutes ago
As if the Elf has any problems with breaking through defenses.
Thanks to the unpatched overpowered archers, there are no problems. But the proposed upgrades can be used in conjunction with other mods, as I understand it.

Added 1 minute ago
Although the idea of replacing Chaos with Summoning is interesting, won't it make the Elf a bit overpowered?
Probably. The Elf's units are already the strongest (in the original game), and now he'll have schools that fit him perfectly.

Added 2 minutes ago
So, now we need to turn the Elf into a semi-academic.
By the way, Chaos would be useful for the academic. Instead of Light. However, this is again a question of the guild, since it's not a problem for the academic to level up any of the schools.
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#98
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Nargott
Just give him the Summoning skill. Those wasps are useless without it.
And with the skill, they become Dire Wasps. In theory, an elf doesn't need anything but light. And here, you're adding summoning. It's the same as giving an elf darkness and arguing that it will be good, because there's no point in either summoning or darkness.
And it's nonsense to remove the enchanted ballista and enchanted arrow from the elf. Why are you doing that?
Nargott

Thanks to the un-fixed overpowered arrows, there are no problems. But the proposed upgrades can be used in conjunction with other mods, as I understand it.
They can.
Nargott
Create your own city classes, but that's a separate topic.
But giving an elf summoning is not a separate topic? According to the stated goals, it doesn't even relate to this mod, and you're trying to lead me into heresy.

Giving an elf summoning only sparks interest and a desire to try this wonder. There's nothing else to it.
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#99
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Isn't giving a summon to an elf a separate topic? Based on the stated goals, it doesn't even relate to this mod, and you're leading me down a rabbit hole.
Listen, some of your ideas are the real rabbit holes.
You yourself said that the chances of capturing schools are part of the project.
You could also give an elf Darkness and argue that it would be good, because there's no point in either the Summoning or Darkness skills.
So, you really don't understand why an elf needs Summoning? Okay. The discussion is closed.
And it's nonsense to remove the enchanted ballista and enchanted arrow from the elf. Why are you doing this?
I'm not talking nonsense. An example was given. I emphasized that it was just an example. I'm not even suggesting it. What does this have to do with the topic of your ASW?
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#100
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Nargott

He himself said that the chances of capturing schools were included in that project.
So, the chance of capturing summons will change, but how will that help the elf get spells? Think about it.

Added 2 minutes later
Nargott

That is, you really don't understand what the elf needs summons for? Okay. The argument is closed.
You use it for overpowered units, it's clear. And now we can close this.

Added 47 seconds later
Nargott

Don't talk nonsense. An example was given. I emphasized that this is an example off the top of my head. I'm not even suggesting it. What does this have to do with the topic of your ASW?
Why write something that has nothing to do with the topic?
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#101
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Well, the chance of acquiring a summoning skill will change, but how will that help an elf get spells? Think about it.
You're the one steering the conversation towards guilds and some irrelevant city classes. I don't care about them. I just said that there's no need for those classes. They don't relate to the topic anyway.

Added 4 minutes later
You're giving it for an overpowered build; it's obvious.
Haha. So, first you say that summoning is just as necessary for an elf as it is for some random Dark faction. Then you say that summoning for an elf is overpowered. Don't you see the contradiction? The point is that summoning is a boost for an elf, precisely because it suits him better due to the characteristics of his army (archers + initiative).
Why write things that are not related to the topic?
Is there nothing else to criticize? Should we also discuss some of the WGE rules, as well as TE and WoG?
The example was just off the top of my head. It wasn't a suggestion for implementation, but an illustration of the idea of moving unique skills to racial bonuses and evenly distributing perks. Whether you'll take anything from it or not is up to you. The example doesn't mean that I think that's exactly how it should be done.
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#102
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Nargott
You are the one steering the conversation towards guilds and some random city classes. I don't care about them. I just said that there is no need for these classes. They are not relevant to the topic anyway.
Cities can actually make the progression different even within the same game, unlike changing the school of magic, where the hero will almost always rely on their native schools of magic. City classes only change the native school of magic; you are doing the same thing. By saying that city classes are a different topic, you are automatically saying that changing the native school is also a different topic, but you are suggesting it... Strange... very strange.

Added 2 minutes later
Nargott

Haha. So, first you say that Summoning is just as necessary for an Elf as some useless Darkness. Then you say that Summoning for an Elf is overpowered. Don't you feel the contradiction? The point is that Summoning is an enhancement for the Elf, but precisely because it suits his army better (archers + initiative).
Where is the contradiction?
Summoning is definitely not needed because he is doing well even without it. Or do you need something overpowered?
Or, in your opinion, if it's not needed, does it automatically mean it's bad? That's the problem with your judgments...
Nargott

What contradiction? Whether you take anything from it or not is up to you. The example doesn't mean that I think that's exactly how it should be done.
You say it in such a way that I shouldn't do it, but I am obliged to, which is fundamentally wrong.
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#103
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City classes only change the native school of magic; you're doing the same thing. By saying that city classes are a separate topic, you're automatically saying that changing the native school is also a separate topic, but you're suggesting it... Strange... very strange.
Don't you see the difference between upgrading and the guild of the starting city?
The native school is the one that is primarily supported by upgrades (chances). And city schools are a separate topic.
For example, why would I need your tricks with cities if, in the first few weeks, I capture several other cities and easily get in the guilds what wasn't in the starting city (for example, Light for a demon)? Or learn these spells on the map? It will be easier and faster than returning to the first city.

Added 3 minutes ago
Summoning is not necessary, because it's already good without it. Or do you need an overpowered unit?
Overpowered means something that plays too strongly, right?
I need the schools in which it plays stronger. That is, the ones that best suit its gameplay, that most correspond to its nature.
And questions of overall balance (where to increase, where to reduce) are already a separate topic. Reduce the blue archers to an adequate level, and it will be beneficial.

The problem with your projects is that they are done in pieces. You can't rely on the balance being maintained in each of them separately. To achieve overall balance, you need a general mod (like TE, for example). The balance requirements in ASW are the balance of upgrades, not the overall balance of power. In practice, any of your changes affects the overall balance. And in the most unpredictable way.


Added 1 minute ago
You're saying that I shouldn't do this anymore, but that I'm obliged to, which is fundamentally wrong.
I don't see any logic.
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#104
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Nargott
Don't you see the difference between leveling up and the starting town's guild?
The primary school is the one that is primarily supported by leveling up (through skills). And town schools are a separate issue.
For example, why would I need your tricks with towns if I capture several other towns in the first few weeks and easily get in the guilds what wasn't available in the starting town? Or learn those spells on the map? It will be easier and faster than returning to the first town.
You never consider many aspects, seeing only one. First, the class of towns is determined for all towns at once; second, even your ideology of capturing a town with a different guild is absurd, because leveling up each subsequent town is already an element of strategy; third, in the later stages, you can obtain almost all the spells you need on the map; fourth, you would break the strategy on the global map, where a town is a key point not only for generating an army but also for spells (heroes are RPGs, no, I haven't heard of that; there are Knowledge Banks for reducing the speed and influence of spells).

Added 5 minutes later
Nargott

Is "imba" something that plays too strongly?
I need exactly those schools in which it plays more strongly. That is, those that best suit its gameplay, that best reflect its nature.
And questions of overall balance (where to increase, where to decrease) are already a different topic. Reduce the blue archers to an adequate level, and it will be profitable.
I don't know how long I need to keep hammering home the idea that the mod doesn't affect your projects, and since it doesn't, it's built for 3.1 – that's obvious. No, we need to stir up everything around it, just for the sake of a subjective point of view.
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#105
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I don't know how long I need to keep repeating that the mod doesn't affect your projects, and since it doesn't, it's obviously built for version 3.1.
And how long do I need to keep repeating that the "general balance" in your system is already being distorted by definition? If you're running away from changes to the general balance, then you shouldn't change anything in the system.
You never consider multiple perspectives, only seeing one. First, the class of cities is determined for all cities at once; second, even your idea of capturing a city with another guild is absurd, because you can capture a non-native city and also develop the guild; third, in the late game, you can obtain almost all the spells you need on the map; fourth, you would break the strategy on the global map, where the city is a key point not only for generating an army, but also for spells (heroes are RPGs, no, I haven't heard of that).
Too much fantasy (about what I'm considering and what I would break), too few arguments. City classes help in supporting spell upgrades (if we're talking about a starting city), but their influence is much less (simply because the starting city is not the only object on the map). In the end, create a topic about city classes (but first, make sure that it is technically feasible), and we can talk about it there.

And as for the fact that city classes apply to all cities, what difference does it make, from the point of view of obtaining spells, whether we encounter a new class Inferno with Darkness + Light on the map, or an old Castle with Darkness + Light?
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