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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

4.5 (8 ratings)
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13 years ago
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There's an idea to add the much-needed invisibility effect to the game. A specific implementation: a dark ritual, where the hero disappears from the map until the next turn (the opponent won't see him). Or even not until the next turn, but until he doesn't want to make a move (a reverse ritual). The ability's name: "fade into shadow".
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13 years ago
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Is it possible to temporarily deprive a hero of its model and active tile?
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13 years ago
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Ment
Can you temporarily deprive a hero of their model and active tile?
Is it possible to do this? I was planning on hiding the hero in a secluded area of the map – a zone closed off from everyone else. However, that would require creating such a pocket for each player, and the maps would have to be special (not generated by the map editor).
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13 years ago
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Ment
M, temporarily deprive the hero of a model and an active tile?
A very stinky aura follows the hero ;) At first, "Haven" had no model, but it radiated so much....
And we'll have to discard the card where the opponent will be marked with a flag, like a radar ;) :)
What I suggested, discarding the hero into the mountains for the duration of the opponent's turn, is also not so relevant, because during his own turn, the opponent will see him.
In reply to Dyrman
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13 years ago
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Dyrman
The hero is followed by a very stinky aura ;) At first, "Haven" didn't have a model, but the aura was so strong....
This isn't a problem, because there's no need to drag a large army with an invisible unit. A large army makes a lot of noise; it's all realistic.
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13 years ago
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Or maybe the hero can change the Z coordinate to the minimum? The guy fell into the ground – like a mole burrowing in.
Or will this type of object not fall? Or into a corner in the underground? Or under his own castle.
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13 years ago
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No, if you're going to make a unit invisible, it should be able to move! Although, yes, there would be problems with the mini-map. But that's not so important if the hero can't be attacked because they don't have an active tile. The point here isn't about disinformation, but about guerrilla warfare ;)
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13 years ago
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I believe that invisibility until the first detection would be the most appropriate. Specifically: the hero is invisible during the opponent's turn. That is, if the opponent reveals the area with him, he will only find out about it on the next turn. This is a kind of ambush invisibility, similar to lurkers or zergs burying themselves in Starcraft. And on the minimap, he would not be displayed, as he can be hidden for the duration of the opponent's turn. And the inability to attack can be implemented as a separate feature.
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13 years ago
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Due to the release of the WGE alpha in standard format (map), a demonstration of the debut on week 1: expansion to 4 castles on day 6. The expansion is not ideal, with a decrease in income (and insufficient creature recruitment on day 7). http://www.youtube.com/watch?v=MRbO7mrKpkY&feature=youtu.be Description: Day 1 - broke through the guard in the first treasure location. Day 2 - broke through the guard in the second treasure location, formed a second army from the camp. Day 3 - moved to the second treasure location, captured the gold mine. Day 4 - broke through to the second hidden location via the first treasure location, broke through to the third hidden location via the second treasure location + formed a third army from the dungeon and elementals, breaking through from the second treasure location to the fourth hidden location. Day 5 - the second army captured the second hidden location. Day 6 - the first and third armies captured the third and fourth hidden locations. Day 7 - hunting for money + creature recruitment. And the second video, from the Nargott - MihailWGE game. A weak Human expansion, countered by a late Demon rush with an overpowered ballista on day 7. The video ends on day 9; I surrendered 5 turns later. Time control is experimental, 6 minutes per turn (in my opinion, 5 is optimal). http://www.youtube.com/watch?v=cOOAuRCWmeg&feature=em-upload_owner
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13 years ago
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I have a question: when and where can I download this mod?
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13 years ago
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evel185
I have a question: when and where can I download this mod?

/topic/7486/ – there you will find a description of the latest features. The link to the mod is in post #162.

But generally, I would wait for the next version of the alpha build because the current one has many drawbacks (unfinished aspects). The most pressing ones will be fixed. Estimated timeframe – closer to the end of the week. Improvements to city economy, replacement of housing descriptions with up-to-date ones (with correct growth rates indicated), ballista fix.
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13 years ago
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Thank you. It feels like playing a brand new installment. Everything is great. Here's another question – is there a skill wheel for this version? I don't understand how to collect and choose skills.
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13 years ago
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evel185
Thank you. It feels like playing a brand new installment. Everything is great. Here's another question - Is there a skill wheel for this version? I don't understand how to collect and which skills to choose.
The skill wheel will definitely be included - it will be integrated into the game. But for now, it's not available in the alpha version, and the skill progression itself isn't very well developed. If you're primarily interested in character progression, it's best to wait for newer versions.
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13 years ago
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I played and formed an opinion. Here's what I think (purely my opinion). It's impossible to complete the campaigns because a turn is wasted after each battle – there are missions where you need to move quickly. The skill wheel is decent, but it's difficult to get the maximum ability because the amulet is almost impossible to find. Now, I'll talk separately about the skills and their combinations...

Added 3 minutes ago
Attack. It's strange that to get Battle Fury, you need to take Tactics and Wild Rage. Tactics is fine, but Wild Rage should be for the Elves – it doesn't benefit other factions (or swap them – for example, Tactics, Battle Fury, and if anyone needs it, they can take Wild Rage). Also, the Attacking Warlock is only useful for the Dwarves; the others don't need to take it.

Added 1 minute ago
Defense, I think everything is good, only the Defensive Warlock is needed by Dwarves; the others don't need it.

Added 6 minutes ago
Luck and Leadership suit me personally. All the magic is also good. I have no complaints about Spellcraft and Education. In Machines, I would change the following. I think it's strange to take Brimstone, Catapult, and Fireball (since Fireball is for the Ballista). It would be better to have Ballista, Rapid Fire Ballista, and Fireball. This is my opinion.

Now, specifically about the skills of certain factions...

Added 2 minutes ago
Knights – everything is done well, but honestly, it would be better to replace Banishment with Prayer, but the one that was there before. It increased attack, defense, leadership, and initiative. It should be available only to Knights.

Added 2 minutes ago
Mage, Elf, Dwarf, Barbarian, Undead – they are all done wonderfully; I liked it!

Added 4 minutes ago
For the Demons, I would bring back Hellfire and Tempting Flame, as that was originally their advantage. And for the Necromancers, I would increase their magic, because their advantage is not noticeable. The hero's attack should be higher; otherwise, if there is no magic, it's useless. And please make it so that after a battle, the speed doesn't drop to half but returns to what it was before; otherwise, it's impossible to play the campaign. I have expressed my point of view. I'm interested in your opinion on this.
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13 years ago
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evel185
I played it and gave it a try. Here's what I think (purely my opinion). It's impossible to complete the campaigns because the turn is spent after the battle – there are missions where you need to move quickly. The wheel is not bad, but it's difficult to get the maximum ability, as the amulet is almost impossible to find. Now, I'll talk separately about the skills and their combination...
This is a multiplayer mod – it is not designed (or tested) for completing campaigns.
Attack. It turns out strangely that to get Battle Frenzy, you need to take Tactics and Wild Fury. Tactics is fine, but Wild Fury should be for Elves – it doesn't give any benefit to others (Or swap them – let's say Tactics, Battle Frenzy, and if anyone needs it, they can take Wild Fury). Also, Attacking Healer is only useful for Dwarves; there's no point for others to take it.
"Wild Fury" (the name will be changed) should work for all troops – the description is outdated. The same applies to "Attacking Healer."
The point is that Battle Frenzy is a mega-powerful perk (especially in WGE), and therefore it should not be taken before level 3 in the Attack tree.
Defense, I think everything is fine, only the defensive healer is needed for dwarves, the rest don't need it.
The same – it should work for everyone. Changing the name is not a problem. The essence is what matters.
Luck and Leadership suit me personally. All magic too. I have no complaints about Sorcery and Education. In Machines, I would change the following. I think it's strange to take Sulfur Rain - Catapult - Fire Arrows (as arrows are for a ballista). Let it be better: Ballista - Rapid-Fire Ballista - Fire Arrows. This is my opinion.
This may seem strange, but there is definitely a logic between sulfur shells and fire arrows. Fire Arrows is an overpowered perk (in WGE), so it should not be compatible with either the controlled or the double/triple ballista. It is a kind of alternative to the controlled triple ballista, but not a complement.
Knights – everything is done well, but honestly, it would be better to return Prayer instead of Banishment, but the one that was there. It increased attack, defense, leadership, and initiative. So that it is only available to knights.
Prayer is already available to the Barbarian Daughters of the Sky. For these reasons, it is no longer a purely knightly perk.
I would return Hellfire and Tempting Flame to Demons, as this was originally their advantage.
Demons have enough perks in the racial tree, even without fire – as many as 7. And the Elves are simply poor in the racial tree in terms of diversity. "Hellfire" is very suitable for Elves conceptually, as a elemental additional bonus with fire. Again, the name will be changed.
And for Warlocks, I would increase magic, because their advantage is not noticeable. The hero's attack should be made higher, because if there is no magic, then it is useless. And please make it so that after the battle, the speed does not drop to half, but returns as before, otherwise it is impossible to play in the campaign. I have expressed my point of view. I am interested in your opinion on this.
The point is that the balance of the mod is designed for fast mechanics and early stages (up to 2-3 weeks), and as a result, for fewer guards. In addition, Chaos here is not universal, but specialized – it works perfectly against high-defense units with 30+ defense, but it is not very good at penetrating high-hit points. Therefore, it makes sense for the Warlock to pump Darkness together with Chaos (or even instead of Chaos). In this regard, the branch with "Hellfire" should be very advantageous, as an alternative to Elemental Affinity and Arcane Wave.

Instead of completing campaigns, I would advise playing single-player against AI through the multiplayer menu, on those maps where scripts are enabled (as described in the instructions in the archive). Otherwise, there will be a million bugs, and it will not be the game that was intended – because no one knows how the mod scripts and the campaign scripts will work together, and whether they will work at all.

And I don't quite understand, does taking 50% of the turn for a battle make the hero's movement slower than it was? You should keep in mind that the hero's base movement range is now 36 cells, not 25, and he does not lose a turn when letting neutral creatures go without a fight. You can run at least 35 cells and have a battle at the end of the hero's turn – the range will be greater than it was in the original. The only thing you can't do is defeat several packs of neutrals in one turn without slowing down the turn.

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