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Posts from NHF – new heroes for Heroes V 3.1.

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#426
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And if magic skill exceeds knowledge, should it also only be reduced by half the difference? Or when magic skill exceeds knowledge by half of the knowledge value?:smile04:
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In reply to RedHeavenHero
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#427
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RedHeavenHero
And if the spell power exceeds the knowledge, should it also only be reduced by half the difference?
According to the description, the spell power cannot exceed the knowledge.
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In reply to Dyrman
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#428
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Dyrman
According to the description, it cannot exceed the knowledge stat.
I mean the condition in the script.
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In reply to RedHeavenHero
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#429
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RedHeavenHero
I mean the condition in the script.
Then you didn't quite understand what I meant. The formula reflects the percentage of each knowledge stat increase, meaning that the new skill point (SP) will always be equal to this formula.

Added 4 minutes later
Here's an example: Let's say, 10 spells and 14 knowledge at the start. A knowledge stat comes: spells = 10 + (14-10)/2 = 12 12/15 Another knowledge stat comes: spells = 12 + (15-12)/2 = 13 13/16 A spell stat comes: +1 spell 14/16 +4 to the spell stat comes: +2 to the spell. 16/16 If we want to keep the excess, then the difference when exceeding can be calculated as zero (16-18) == 0.
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#430
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Apparently, "It cannot be understood with the mind; it must be simply memorized." I'll see later what comes of it...:)
But I don't understand how it will be possible to determine her true magic. Won't the specialist confuse the enhancement with the result of her own actions?
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#431
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RedHeavenHero
Won't the specialist confuse the experience boost with the result of their own actions?
It's quite vague, and it will be difficult to distinguish, as it is calculated at the moment.
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Карты для HeroesV:
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#432
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I'll still add a Necromancer who can convert enemy towns.
So, on maps with many enemy towns, will the Necromancer's Town Experience (TE) be off the charts?:)
Okay, never mind, TE aside, I'm interested in this: let's say I've moved quite far away from my town, and there's no portal to the town yet. Suddenly, our "nasty guy" pops up out of nowhere, converts my town, and runs away. If I retake the town, will I be left with a Necropolis that I don't need (assuming I'm not playing as a Necromancer)?
In reply to YORICK-85
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#433
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YORICK-85
So, on maps with many towns, the Necropolis's magic will be off the charts?:)
Okay, never mind, I'm more interested in this: let's say I've moved quite far from the castle, and there's no portal to the town yet. Suddenly, our "nasty guy" pops up out of nowhere, converts my town, and runs away. If I take the town back, I'm left with a Necropolis that I don't need (assuming I'm not a Necromancer)?
It would be better to make the conversion temporary, based on how long the Necromancer player owns the town, and preferably with the buildings preserved.

Added 4 minutes later
Dyrman
It's quite vague, and it will be difficult to distinguish, as it is calculated at the moment.
Maybe save a variable that contains not the actual magic value, but the value that the special ability has changed it to?
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In reply to YORICK-85
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#434
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YORICK-85
So, on maps with many towns, Necropolis will have an extremely high Town Economy (TE)?:)
Okay, forget about TE, I'm interested in this: let's say I've moved quite far from my castle, and there's no portal to the town yet. Suddenly, our "nasty guy" pops up out of nowhere, converts my town, and runs away. After retaking the town, I'm left with a Necropolis that I don't need (assuming I'm not playing as Necropolis)?
Yes, this special ability is designed for that. Necropolis can already convert armies anyway.
Some have a special ability to steal armies, while others can turn a town into a Necropolis.

Added after 11 minutes
RedHeavenHero
It would be better to make the conversion based on the duration of the Necromancer's ownership of the town, and preferably with the buildings preserved.
But how will Necropolis buildings help the opponent?
RedHeavenHero

Maybe save a variable containing not the true magic value, but the value that the special ability has changed it to?
In this case, the true value is the one that existed before the special ability was used, and in each iteration, it's the previous value.

Added after 7 minutes
But all these formulas are terribly ugly...
Maybe we should give this special ability to the Dwarves?
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In reply to Dyrman
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#435
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Dyrman
How can Necropolis buildings help an opponent?
Nope.
Necropolis captures a town, converts it.
The former owner (or any other player) captures it back, converts it back, and the buildings are restored.
Dyrman
The true state in this case is the one that existed before the spell was cast, and in each iteration, it's the previous state.
Ah, I see. Then it's a different matter. I thought the true state was what it would be if the spell hadn't been cast at all.
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In reply to RedHeavenHero
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#436
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RedHeavenHero
Nah.
Necropolis captures a town, converts it.
The former owner (or another player) recaptures it and converts it back; the buildings are restored.
Hmm, so what's the point and uniqueness of the special ability then?
RedHeavenHero

Ah, I see. Then it's a different matter. I thought you meant what would happen if the special ability didn't exist at all.
I gave an example. With that example, it would definitely be clear.
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#437
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Dyrman
Hmm, so what's the point and uniqueness of the specialist then?
Otherwise, the Necromancer will be overpowered. You build and build your city, but suddenly a converter appears and destroys everything in your city. Result: a twice-dead rusher and a city-type graveyard.
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In reply to RedHeavenHero
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#438
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RedHeavenHero
Otherwise, Necropolis will be overpowered. I built and built my city, but suddenly a Converter appears and destroys everything in your city.
Result: a twice-dead rusher and a city-type Necropolis.
I saved up and saved up my army, and then Wing killed everyone on his first turn. What a disappointment. :)
Wouldn't a hero, knowing his opponent, allow his city to be taken?
Besides, 95% of games end either in a final battle in the field or with the first city capture.
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#439
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I suggest that the city conversion isn't immediate, but happens after a certain time limit. The higher the level, the shorter the limit. This way, a level 1 hero who follows the main hero around won't be able to use the special ability to annoy the opponent (unless the opponent takes a very long time to react), while a high-level hero will be able to (the ability to annoy the opponent is important because he doesn't have other special abilities; as Dyrman said, he needs to stand out in some way, and he won't be better than other Necropolis heroes in combat).
 

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In reply to Dyrman
#440
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Knowing the opponent, would a hero allow their city to be taken?
Moreover, 95% of games end either in a final battle on the map or with the first city being captured.
But there are different situations... You might not know about such an opponent. For example, I hired a Converter as a disposable unit, and the opponent will only see the main hero in the tavern...

Added 5 minutes later
I was a little late with my post. The idea of a mental attack seems good.

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