What do the red and green color highlights mean?
Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
Do you like the WarGame Edition global mod?
- Goblin Sentinels => Goblin Bandits.
Since these goblins are the most dangerous opponents, being champions in damage among the light weight class (outstanding damage + double strike), the status of simple sentinels did not suit them very well, despite the fact that they run far.
- Goblin Trappers => Goblin Beastmasters? (the English version is also Goblin Trappers)
- Guardians of Horn => Mountain Defenders (to have a normal concise option - mountaineers), while in the English version it is still Forge Defenders
- Fearsome Raiders => Lightning Raiders (better reflects the status of a unit with 1 attack)
- prismatic breath => iridescent breath
Further, there will be improvements to units that are only slightly different.
1) Monks/clerics/adepts. Too similar in stats, except for spells. You can take away 1 attack from the monks (from 2 to 1) so that they run more actively in melee. Clerics should have a greater emphasis on spells and significantly reduce attack. Adepts should be given an interesting combination of shooting without penalty + shooting at half strength, so that they also run to attack at close range.
2) Fairies/dryads. Too similar in stats and combat abilities (with the only difference being that dryads attack more often and weaker). You can take away the retaliation from the fairies in favor of an increase in defense, especially since retaliation does not go well with invisibility.
3) Young/ancient ents. Very similar in stats and abilities. You can remove the infinite retaliation from the young ents (which appears in the ancient ones when defending). Instead, give them "burning" (it will have to be renamed to "destruction", including for Red Dragons). A very interesting combination with entangling.
4) Lamias/spirits. You can make an even greater difference in stats: the former tank, the latter deal damage (and quickly collapse after the first hit).
5) Vampire Lords/Nosferatu. Weak differences in stats. You can weaken the attack of the Nosferatu and add infinite retaliation, a very interesting combination with vampirism.
6) Imps/parasites/devils. Similar in stats, identical in abilities, except for mana. You can give retaliation to the devils, at the cost of defense. Give parasites the rage from imps (since they spend the first half of the battle accumulating mana). Give imps "taste of blood" (increase attack by 8 and initiative by 2 for 1 round when taking damage). Unlike Vikings, imps do not have a heavy class, and they cannot retaliate with increased damage, but when they hit and receive a counterattack, they have time to make the next attack stronger (initiative allows, the turn comes faster than the effect ends). From an atmospheric point of view, it is simply explained: imps devour their own corpses, gaining strength.
7) Cerberuses/fire elementals. Very similar in stats. You can increase the attack of fire elementals and add a piercing attack on their own (i.e., so that their splash can damage their own, like acid hydra, dark dragons, or siege cyclops). As practice shows, a piercing attack on their own gives a very strong difference, in the case of a large splash area.
8) Crimson/ash nightmares. Weak difference in abilities. You can swap the ash and fiery ones, i.e., give the ash ones panic terror (50% chance to scare the enemy when he attacks), and the fiery ones - a draining aura plus, in addition, fire skin and immunity to fire (they are burning!).
9) Rock golems/mountaineers. Similar in abilities. You can take away the protection from arrows from the mountaineers and give it to the rock golems, and in return give them a retaliatory attack (an interesting combination with furious retaliation). Moreover, retaliation is actively used by red dwarves: berserkers with frenzy and armored ones with claw strike.
10) Granite Golems. The overpowered wall of spikes needs to be removed. Instead, give protection from arrows, protection from magic, and significantly increase attack (making them a champion in attack damage among the light weight class of heavy class). That is, the essence of the unit will not change, but they will deal high damage in a direct way, and not from hits on themselves.
P.S. Although, the unique "burning" cooldown still does not want to be duplicated on ents. Perhaps, "self-healing" would look better: catch enemies and sit in wait, especially since retaliation also increases with this tactic, i.e., the essence of the unit does not change.
Regarding Ents, I think self-regeneration looks more logical (recovering strength with young roots).
Trap-setting goblins: options include Hunter Goblins, Pest Goblins (LOL) – we couldn’t come up with anything else with my wife =).
Let's think logically. Goblins set these traps for beasts, and out of habit, do they also set them during combat encounters? Then, indeed, they are beastmasters. But there's a discrepancy here; they also set traps against humans, elves, and other humanoid creatures. If they set traps specifically for a particular advantage in battle, then they are, of course, trappers.
Furthermore, it can be noted that traps are most effective against beasts, which in most cases (except for neutral wolves) are large in size, making it much more likely that they will walk into a trap.
Okay, your arguments have swayed my opinion. Let there be Goblin Beastmasters. What have you decided regarding the Ents?
By "offensive" abilities, I mean abilities that allow units to influence the battlefield (in stats, this corresponds to attack and damage), and by "defensive" abilities, I mean abilities that allow them to resist influence (in stats, this corresponds to defense and health).
Although, of course, I would like to try the combination of entanglement + burning, but for this, it is necessary to use the combination of units "Ents + red dragons", which is not suitable for duels. Let this be another motivation to develop several cities and mix troops of different races in one army when playing on a map.
I wanted to confess that I registered on this forum only because of you and your project. I'm really looking forward to it. I'm more than confident that if you finish your creation, it will be a hit in the Heroes of Might and Magic V modding community. I hope you have enough motivation, even without my encouragement.
Zealous rebels => Partisan rebels
Light archers => Assault archers
Accurate shooters => Long-range shooters
Guard swordsmen => Guardsmen swordsmen
Heavy armored warriors => Legionary armored warriors
Battle griffins => Storm griffins
Militant monks => Battle monks
Holy clerics => Field clerics
Knights of Justice => Retinue knights
Great champions => Arena champions
Angels of Life => Angel Regents
Assassins of the League => Assassin Poisoners
Dungeon gladiators => Interceptor gladiators
Brave rudiaries => Fierce giants
Formidable raiders => Lightning raiders
Vengeful snipers => Sniper Avengers
Mighty ents => Young ents
High vampires => Vampire Lords
Ominous liches => Unholy liches
Dark spellcasters => Plague liches
Lords of the Dead => High liches
Fatal dragons => Dragons of Fate
Imp-leeches => Voracious imps
Devil parasites => Infernal parasites
Imp-leeches => Devil collectors
Blazing spawns => Sulfur spawns
Cerberus of the Gate => Untamed Cerberus
Demonesses of Agony => Demonesses of Agony
True nightmares => Crimson nightmares
Nightmares of Gehenna => Blazing nightmares
Guild wizards => Guild sorcerers
Sodomite ifrits => Volcanic ifrits
Olympic atlases => Mighty atlases
Ancient thunderers => Relentless thunderers
Stern highlanders => Defenders of Gorn
Vandal bonecrushers => Reckless bonecrushers
Viking berserkers => Impulsive Vikings
Defenders of Gorn => Fire-wielding jarls
Zealous rebels => Guerrilla rebels
I like it.
Accurate archers => Long-range archers
Long-range? The adjective is not used for people, but for artillery. I have never seen it used for people. I suggest "elite archers" - this was used in "Rome: Total War" to denote a similar unit: regular archers had a short range, while elite archers had a long range, and this was the main difference. Another option is "garrison archers" to show the value of such units in defending a city.
Guard swordsmen => Guard swordsmen
Just guards. The type of weapon is never specified in such cases; just remember the "cardinal's guards," who were armed like musketeers. And yet, no one called them guard musketeers.
Heavy armored men => Armored legionaries
Legionaries are, by definition, armored men, if I'm not mistaken. Even if not, maybe "heavy legionaries" would be better?
Battle griffins => Storm griffins
Cat-dogs... Griffins are griffins. Storms are storms.
Militant monks => Battle monks
It sounds paradoxical. First, battle monks, then berserk hamsters... There are special names for people who live in a monastery but are not monks, but are warriors (in Russia, for example, these are "black monks"; you could call them that. No, I understand that in Heroes, monks are traditionally a combat unit, and you, Nargott, are not to blame for this, but talking about "battle monks" is still too much, in my humble opinion.
Holy clerics => Field clerics
I don't understand how clerics are related to fields... Maybe "campaign clerics"?
Knights of Justice => Retinue knights
Retinue or knight-retinue would sound better, in my opinion.
Angels of Life => Angel Regents
Whose regents?
Assassin League => Assassin Poisoners
"Poisoner" already includes murder, that is, assassination; it's redundant.
Dungeon gladiators => Interceptor gladiators
What do you mean?
Ghastly liches => Unholy liches
So, does that mean all other liches are pure as the driven snow? Well, somehow... They could be cursed liches.
Moreover, in Ashan, the undead are devout, but unholy liches are unlikely to be.
Blazing spawns => Sulfur spawns
Some not-so-euphonious Anglicism, these "spawns". It sounds like slang, and it is. It's better to come up with a replacement.
Impulsive? Well, that's like in some psychological questionnaire; you could add eccentric Vikings, introverted Vikings, or something like that. It's better to have something like "furious Vikings".
Defenders of Gorn => Fire-throwing jarls
Fire-throwing? You were probably trying to replace the word "fiery," which is used too often and therefore not very good to use. But "fire-throwing" refers to weapons, not to jarls; the word doesn't fit here. You could then have "jarls of fire" or something like that, but definitely not fire-throwing.
As for the term "fiery," in its pure form, it is used in WGE only once (Fiery Dragons). In all other cases, it was possible to avoid a direct repetition (Flame Veterans, Blazing Nightmares, Fire-breathing Hounds, Fire-throwing Jarls, Sulfur Spawns).
They are all very bad. Many have already been debated. The further we go, the worse it gets.
Zealous rebels => Partisan rebels
Accurate archers => Long-range archers
Guard swordsmen => Guard swordsmen
Battle griffons => Storm griffons
Holy clerics => Field clerics
Viking berserkers => Impulsive vikings
Guild wizards => Guild mages
Ominous liches => Unholy liches
Defenders of Goran => Fire-breathing jarls
Vandal bone crushers => Reckless bone crushers
And it sounds bad.
Pure nightmares => Crimson nightmares
Dungeon gladiators => Interceptor gladiators
Light archers => Assault archers
Dark spellcasters => Plague liches
NHF 0.90 : NHF - группа в VK
Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
Nargott, ask a girl to come up with names, preferably someone with a literary background.
They're all terrible. Many have already been debated. The more we come up with, the worse they get.
As for compound names, you're clearly not the best advisor here. You can't give advice on something you dislike. And this is proven by the fact that you can't offer anything constructive, only express your negative opinion, which is already known (due to your style), and doesn't matter. You can familiarize yourself with the naming style here.
I defended my field units, and now I don't like them... well, well...
How do "guild" and "wizard" relate? Maybe then "Hieromonk Notre Dame de Paris" or "Hussars of the Mexican Army"?
Light Archers => Assault Archers
It's easier to call siege units with indirect fire.
I'll leave the rest without comment.
Wizard and sorcerer are synonymous. Look at the root. And of these two, I chose the most concise and sonorous option. In some localizations of Heroes 3, "mages" were translated as "sorcerers."
You wouldn't try to excuse that, would you?
Don't confuse meaning and inconsistency at the root.
Imagine the Brothers Grimm in Russian fairy tales:smile24:. Tom Sawyer in Timur and His Gang:smile17:. And the Terminator in the Adventures of Elektronik:smile47:.
And instead of a loaf of bread, they bring baguettes with salt.... :smile16:
NHF 0.90 : NHF - группа в VK
Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
According to your logic, "Hussars-Muchachos" is a normal name (Wild West riders), but for some reason, no one will call them that.
You can't excuse yourself here.
Don't confuse meaning and inconsistency at the root.
Imagine the Brothers Grimm in Russian fairy tales:smile24. Tom Sawyer in Timur and His Team:smile17. And the Terminator in the Adventures of Elektronik:smile47.
And instead of a loaf of bread, they bring baguettes with salt.... :smile16
If a few more people express their disagreement with guild wizards, then I will consider returning the guild mages.
Long-range weapon, yes, long-range person??? Horror!!
Moreover, you don't need to distort the context: it's not a long-range person, but a long-range shooter (warrior). Which implies the use of long-range weapons, i.e., long-range class crossbows with light bolts.