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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

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13 years ago
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New video - Heroes5WGE-Duel-Mirror
Full mirror match, Human vs. Human (19 minutes). Everyone knows what a mirror match is in the classic game, which is why it's shown on the WGE mod for comparison.

Another video - Heroes5WGE-Duel Dwarf-Undead (1 hour, 3 battles). Necropolis vs. Fortress (pros and cons). There are some sound issues (the background noise needs to be turned down).
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13 years ago
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Information about videos on WGE has been added to the topic header: streaming channels and video channels. You can visually see how the mod is played there.

Currently, a tournament is being held on the League using the tournament version of WGE-Duel 0.9, which differs from the latest one published here. The latest videos are made using the tournament version. Post #149 lists the main differences.

Immediately after the tournament, release version 1.0 will be released, in which overpowered elements identified during the tournament will be fixed.
13 years ago
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Dear Nargott, I am eagerly awaiting your mod. I check your website almost every day, but unfortunately, nothing has changed on it for many months (as is the case here...). I wish you good luck, success, creativity, inspiration, and a speedy release of the mod.
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13 years ago
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Technically, I implemented a system of boosts (one-time creature spawns from building certain structures) through scripts. Currently, the default setting is a 50% boost from basic dwellings and a 100% boost from upgraded ones (the boost is relative to the base spawn rate). For units of levels 6-7, the base boost is 100%. However, you can play around with the boosts in any way you like – you don't necessarily have to tie them to spawn rates. You can implement dwellings with a high boost but a low subsequent spawn rate, or vice versa. The question is whether this makes sense, or whether it's better to stick with the previous system of -50% / 100% (or perhaps revert to 100% / 100% boosts). Just like with boosts, you can create any kind of scripted effects that occur when building specific structures – after all, event handling for building has already been implemented. In the near future, I hope to implement scripted handling of hero turns in a similar way (primarily, preventing turn chains) – this is the most important task I'm assigning to scripts.

Added 20 hours 40 minutes ago
I've just implemented scripted handling of hero turns. Now: 1) After a battle (neutral creatures that are released don't count), 50% of the total turn points (available at the beginning of the day or at the time of hiring) are deducted, down to 0. 2) When artifacts/machines/units are exchanged, the meeting of both heroes is tracked, and their turn points are equalized (i.e., the hero with more turn points loses the excess). If the heroes met, but no exchange took place, no turn points are deducted.

All scripts work in multiplayer mode without simultaneous turns. Other modes are not yet supported. Single-player can be played through a multiplayer hotseat, replacing the opponent with AI. Multiplayer with simultaneous turns, in my opinion, is not needed in WGE, at least until games are played on open, dynamic maps. Because it will break very quickly.

I'll post a link to the alpha version of the WGE standard in a few days; I need time for closed testing and refining some features.

In addition, the following changes are currently in effect in the alpha version: 1) City tiers have been shifted from 1/3/6/9/12/15 to 1/3/5/7/9/11. 2) Boosts have been configured (i.e., the classic system of spawn rates + boosts has been retained – changes to starting spawn rates, in particular from upgrades). 3) Starting city construction has been linked to scripts: - Level 4 for Red (fort, tavern, dwelling-1) - The other players may start with level 5 (+ dwelling-2), with a probability of (N - 1) / (Total - 1), where N is the player number and Total is the total number of players on the map; thus, in a 1-on-1 game, the blue player (No. 2) always starts with a level 5 city (100%). - All neutral cities are level 6 (fort + Stronghold + dwellings-1-2-3). 4) The base movement range of heroes is 36 cells (instead of 25).

In addition, a small separate fix-mod has been implemented to improve the camera. The map zoom range has been increased by 20% (very relevant on HD, where the scales suffer), and the maximum viewing angle has been raised to 90 (full vertical). It's much more convenient to play with these settings. All of this will be available in the coming days.
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13 years ago
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There is an issue with the display of growth on the recruitment screen. Changing the growth mechanics is only possible via scripts, which are invisible from the perspective of growth forecast displays. Thus, two options are possible:

1) Keep the old mechanics. As a result, almost all bonus extensions ("farms") would be scrapped due to their insignificance. For example, what are +5 peasants? This building takes a whole day for the town and will never be constructed in a dynamic game, i.e., under normal WGE-standard conditions.

2) Modify the mechanics. As a result, absolute control over growth becomes possible. The cost will be the removal of all growth forecasts, except for the ability to right-click to see the base weekly growth value. This is a plus from a gameplay perspective, but a minus from an interface perspective (the player will have to manually account for growth modifications from fortifications, artifacts, etc.). However, the downside isn't that great—in a dynamic game, growth might not happen at all (end on week 1), or only occur once (end on week 2), making the one-time arrival a more important concept, which is displayed correctly.

I will describe the modified mechanics as I see them:

1) Levels 1-3: 50% (arrival for base building) + 50 / 100 / 150 / 200% (growth from next week: without fort, with fort, Stronghold, Castle
2) Levels 4-5: 50% + 50 / 100 / 100 / 150%
3) Levels 6-7: 100% + 100%
4) Upgrades for levels 1-7: 100% arrival for the upgrade without changing subsequent weekly growth (+ access to alternative creature versions)
5) Bonus extensions ("farms") + 100% growth
6) Fort gives +50% weekly growth to levels 1-5 (available from the start, so the actual weekly growth for these levels starts at 100%)
7) Stronghold gives (50% arrival + 50% growth) to already built creatures of levels 1-3
Castle gives (50% arrival + 50% growth) to already built creatures of levels 1-5
9) External dwellings do not provide +1 to growth

Example №1: peasants (level 1) - base growth 24.
Arrivals: for base dwelling 12 (50%), for upgrade +24 (100%), for Stronghold/Castle +12 each (50%). Total - up to 60.
Growth: for base dwelling 12 (50%), for fort/Stronghold/Castle +12 each (50%), for extension (farms) +24 (100%). Total - up to 72.

Example №2: griffins (level 4) - base growth 6.
Arrivals: for base 3 (50%), for upgrade +6 (100%), for Castle +3 (50%). Total - up to 12.
Growth: for base 3 (50%), for fort/Castle +3 each (50%). Total - up to 9.

Example №3: dragon (level 7) - base growth 1.
Arrivals: for base 1, for upgrade +1. Total - up to 2.
Growth: for base 1. Total - 1.

This system has the following advantages:

1) Lower levels, as usual, have weak and cheap growth, but if desired, they can be boosted to top levels (Stronghold/Castle)
2) Upgrades for 1-5 compete with base buildings (even those of higher levels) - they provide twice the arrival, but lose out on subsequent growth (they do not provide any)
3) Levels 6-7 (tops) stand apart and have a different arrival/growth dynamic: immediate powerful arrival (100%), but further growth is not boosted by fortifications
4) Bonus units from external dwellings do not ruin growth balance
5) Stronghold/Castle are specialized, meaning they are not mandatory universal buildings to buff everything and everyone
6) Extensions provide relevant bonuses (no "+5 peasants" syndrome)
7) Distinction between arrival and subsequent growth (different strategies for maximum arrival vs. maximum growth)
distinction between group and individual construction (for maximum effect from the Stronghold, a full group of dwellings for levels 1-3 is needed, whereas individually it is more effective to boost to higher levels, skipping the lower ones; the same applies to the Castle (levels 1-5 vs. tops)).

As a reminder, all of this will work with reduced town thresholds of 1/3/5/7/9/11 (starting at 4-5), i.e., under conditions where non-linear development is possible dynamically, without stalling while waiting for a level.
13 years ago
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Why do demons deal so much damage?
In reply to Trolol
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13 years ago
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Trolol
Why do demons have such high damage?
High – compared to what?
They are difficult to defeat due to their retreat ability, so their direct damage has been increased for balance.
13 years ago
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Okay, then everything is clear. I just didn't quite like that, because I almost didn't make it with the Djinn, and then I took so much damage. But overall, the mod is great, I personally liked it. I don't know about everyone else, but I really liked it.
13 years ago
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I just didn't look at the abilities back then.

Added after 23 hours and 4 minutes
I apologize, but I have a question - why do people have such a high counterattack? For example, the knights have an attack of 7 damage units, but the counterattack is 102! Honestly, I put them in to help the archers, and when enemies like ents attack them, they get killed by the counterattack!
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13 years ago
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WGE-S Alpha (20 MB) is available for download. A brief description and installation instructions are included in the same archive.

Added 3 minutes later
Trolol
I just didn't look at the abilities.

Added 23 hours and 4 minutes later
I apologize, but I have a question - why do people have such a high counterattack? For example, for the Knights, the attack is 7 damage units, but the counterattack is 102! Honestly, I put them in to help the Archers, and when the Ents attacked them, they were killed by the counterattack!
It seems you have other mods installed as well. This situation is only possible if there is a conflict between mods. Remove all other mods to a different location while playing WGE.
13 years ago
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It’s not just this mod that I have.

Added 2 minutes later
I have all the mods removed. Could it be because I have version 3.0 of Heroes?
In reply to Trolol
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13 years ago
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Trolol
I don't have only this mod installed

Added 2 minutes ago
I have all mods removed. Could it be because I have version 3.0 of Heroes?
This mod is for version 3.1.

In 3.0, at least the main settings file is different, so it doesn't recognize some of the WGE settings. Update to 3.1.
13 years ago
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Okay, I understand. The first two files worked for me, but the update (which you recently uploaded) didn't. Thanks, I'll update.

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