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Why doesn't Orbog have the "Orcish" starting skill for education? I mean, I noticed that the perks aren't "Orcish," and I got my second education perk at level 18!?:confused:
This has already been noted on the AGRU resource. But thanks anyway. I'm glad people are trying out the mod. The oversight has already been fixed for the next build. The new build will only be released when a few more new heroes are completed.
I'd like to share my opinion on some heroes; please don't consider it spam. First of all, I want to talk about the heroes that I consider "overpowered." So far, I've found two heroes who rely on quantity rather than quality: Kiira and Aglion. When playing as Kiira, after three months of gameplay, my army was approximately as follows: 1.5k archmages, 2k dancers, 4k sprites. With this hero, you have to run around with two or three empty slots and collect elves. And after level 20, these units become quite large! With her diplomacy, she gathers about 35-40% of the units that appear, and if you also find a leadership hat, it's just... terrible. Furthermore, this is just my opinion, but these elven units really "clutter" the map; by the 4th or 5th month, it's impossible to move around! (A nostalgic moment – it reminds me of Aglail's mission in the original Heroes of Might and Magic 5). But as for Aglion, Kiira doesn't even come close! By the end of the third month, you can gather 1k imps. And then their growth becomes catastrophic (for other heroes). 150, 200, 600, 1500 – for EACH battle! Any week of growth is a joy! It's worse than the "original" Necromancer with his skeletons :D. As a result, by the 4.5th month of the game, I had 230k imps... I suggest tying the imps to the absolute day, like Sandro's skeletons, and I don't even know what to do about Kiira...
Also, it seems to me that the Knight-Monk Octavio's special ability is not very useful. Of course, a knight with education and an initial bonus of at least 1 monk is good, but a monk specializing in knowledge (which knights don't have much of) seems a bit weak. Let him at least increase the growth rate like Uric, if you don't want to make a copy of the training ability.
Regarding Kiina. Perhaps old units could be removed after a few days, as is done in A1C1M3? So they don't clutter the map.
We're waiting for Ment. The number of units has been reduced several times already. I think it's a good suggestion.
Added after 59 seconds YORICK-85
And also, it seems to me that the Knight-Monk Octavio's special ability is not very useful. Of course, a knight with education and an initial bonus of min 1 monk is good, but a monk for knowledge (which knights don't have much of) seems a bit weak. Let him at least increase the growth rate like Uric, if you don't want to make a copy of the training ability.
That's exactly how it will be, but for all the cities of the Haven faction that are allies, so that you don't even have to visit them for the ability to take effect, so that at least some ability brings benefits to the allies.
I have some ideas regarding the heroes. All three heroes seem like Orcs to me. No. 1 – "Feast on Bones" – the hero receives 1 morale after each victory for every 8 levels until the next battle. No. 2 – "Raider" – the hero destroys mines, receiving a monthly resource supply (or another amount). He doesn't destroy them in terms of animation, but simply makes them inaccessible to everyone, including himself. I anticipate objections that there is a Dwarf with a similar special ability, but he is an engineer and can restore them, while the Orc barbarian's credo is "attack, burn, break, and destroy," and for some, the "scorched earth" tactic might be appealing. No. 3 – the hero can destroy artifacts, receiving experience for it (like a sacrificial altar). There is a hero who creates artifacts; you are planning one who steals them, but why not one who destroys them? It would create an imbalance :D There is also No. 4, although it is a bit absurd. All creatures of the Horde can use a rune (I envision either a berserker rune or a battle rage rune) once per battle, for triple the resource cost. The backstory would be something like: An Orc loved to raid Dwarf cities. During one of these raids, goblins stole a piece of stone. The Orc was upset; his army was almost defeated, and all he got as loot was a stone. But the shaman of his tribe recognized that the stone was not ordinary, but a Dwarf rune. Since then, he has been able to use it in battle. I'm not sure if this is feasible, though...
I have some ideas regarding the heroes. All three heroes seem like Orcs to me. No. 1 - "Feast on Bones" - the hero receives 1 morale after each victory for every 8 levels until the next battle.
o_o So, he never benefits from the morale bonus? :) I would like a more interesting dependency for morale than 1/8 of the level. - YORICK-85
No. 2 - "Raider" - the hero destroys mines, receiving a monthly resource allowance (or another amount). He doesn't destroy them in terms of animation, but simply makes them inaccessible to everyone, including himself. I anticipate objections that there is a Dwarf with a similar special ability, but he is an engineer and can restore them, while the Orc barbarian's credo is "loot, burn, break, and destroy," and for some, the "scorched earth" tactic might be appealing...
Regarding the similarity, it is quite similar (part of another special ability), which I don't like, and it was anticipated. - YORICK-85
No. 3 - the hero can destroy artifacts, receiving experience for it (like a sacrificial altar). There is a hero who creates artifacts; you are planning one who steals them, but why not one who destroys them? Imbalance :D
The implementation will be quite ugly. Balancing will only be possible after all 64 heroes are created. Right now, they are just "sketches." - YORICK-85
There is also No. 4, although it is a bit absurd. All creatures of the Horde can use a rune (I imagine either Berserk or Battle Fury) once per battle for three times the resource cost. Biography: The Orc loved to raid Dwarf cities. In one of the raids, goblins stole a piece of stone. The Orc was upset; his army was almost defeated, and all they got as loot was a stone. But the shaman of his tribe recognized that the stone was not ordinary but a Dwarf rune. Since then, he has been able to use it in battle. However, I don't know if this is feasible...
This cannot be done at a simple modding level (only by hacking the "exe"). -
QUOTE=Dyrman]o_o So, he never uses the morale bonus? :) I would like a more interesting dependence on morale than 1/8 of the level. - -
Well, I don't know... I was guided by the principle of "Occam's razor" (in this context, the simplest solution is the most correct). Although I agree about the banality. But what are the alternatives? Like a second Shagrat, only a moralist, or a dependence on a certain number of creatures, like Freyr or Kubera? Something like that also smells of banality and repetition. And I can't think of anything else, maybe you, Dyrman, will be luckier :smile12:
There is a hero who creates artifacts, you are planning one who steals them, and why not one who destroys them? It's an imbalance :D
That was irony with a touch of humor :p
Or maybe an aura of courage for all units (like the second grade of the Minotaur)? All creatures have a positive morale, which cannot be lower than +1.
Here's another idea. As far as I understand, with basic modding, you can manipulate stats (Vincent, Havraag, Iona). Therefore, I suggest a hero with the following specialty: the hero receives +1 to attack for every 4 levels. Moreover, all of his defense is converted into attack (i.e., defense is always 0, and attack is a very large value). In principle, the bonus for 1/4 of a level can be removed if it seems too overpowered. By the way, regarding Iona. I generally enjoyed playing as her, but there are a couple of things that aren't ideal. In fact, magic and knowledge are merged into one stat, which gives this hero a rather large advantage (for mages, the main stat is knowledge). For example, I started with a simple artifact bonus, and I got the Helm of Chaos (magic and knowledge turned out to be +6). Naturally, having such high magic at level 1, I quickly cleared all the initial enemies. Then, with Chaos magic, my hero turned into a rusher, destroying everything in his path (although I don't really like this playstyle). Result: level 32; knowledge-magic 52 (with bonuses and artifacts). I repeat: I really enjoyed playing as this hero, but I still think it disadvantages other heroes.
I have another idea. As I understand it, at a basic modding level, you can manipulate stats (Vincent, Huvrag, Iona).
Not basic, but ordinary ;) Manipulation of stats and the capabilities of the city and the global map.YORICK-85
I repeat once again: I really enjoyed playing with this hero, but I still think it disadvantages other heroes.
It does disadvantage them. I noticed that you play for longer periods, which is more suitable for single-player than multiplayer. It would be better to make the decision more complex, although you could give a halved bonus: SP = SP + (K - SP) / 2.
Added after 1 hour 46 minutes I will still add a Necromancer who can convert enemy cities.