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Posts from CIS-2014 in Minsk.

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In reply to =Stinger=
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#47
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=Stinger=
Could you make the Counterspell spell an area-of-effect spell?
And Fire Shield too :smile51:
#48
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or for example

move resurrect and sacrifice into the water
Dimension Door - into fire (two jumps on expert, raise price to around 40-50)
magic mirror - set percentage to 50% on basic, on advanced 50% and cannot be dispelled, on expert - 50% for all and cannot be dispelled; it would be good if upon casting it removed already cast garbage (curses, slows, etc.) with the same probability
raise the price of fly slightly, for example to 25 or 30

regarding all other spellbooks, changes in wt (minor movement across levels, change of prices, change of spell power) - ignore them; they are entirely correct decisions moving in the right direction
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#49
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no, it shouldn't be moved, but rather enhanced or modified to improve the weak spells.
for example, the Mirror spell could be reworked to provide a +20% bonus to experience points.
#50
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Counter-Strike on expert difficulty is already very crowded.
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In reply to =Stinger=
#51
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=Stinger=
Could you make the Counterstrike spell an area-of-effect spell?)...
It already is an area-of-effect spell :smile01: ... They already said that.
This reminds me of the reasoning of well-fed, wise seals with the "burden" of past tournaments. :)
The same people are still around, and soon the time will come for this, the very time when dreams come true (as Wilde said).
So, how does shuffling the schools of magic popularize the game? (One of the reasons why I don't play WT, and especially how sacrilegious it is to have Death Ripple in water). It doesn't. Without attracting new players, each such tournament is like a funeral song (although this is a slightly different topic). As for the balance... Why should the schools of magic be equal? And should it be - the balance - in specific terms? At some point, simple healing or blessing can become decisive. Why do I need explosions or Armageddon on level 117, and, in fact, the spellbook itself, for example, in balance or on a CM or on Jebus, when I have miners, Crags, Tazi, spheres of suppression, cloaks of renunciation? Why should I drag the game out to the statistical terms of the second or third week to fit into someone's balance of schools of magic? It is permissible only in the most general sense, and even then, it is unattainable - at the level of philosophical laws. [Look at the real world: the largest GDPs are in some two-million Qatar, but with real oil wealth ($100-140 thousand) and the country is hosting the World Cup in the desert, and in microscopic Luxembourg - a parasitic oasis for global financial traffic, and the largest country in the world with huge reserves of natural resources is squandering them and "playing games" with the powerful of this world. And this is against the backdrop of fundamentalism, where cutting human heads is the same as cutting sheep heads, or not so long ago, the massacre in Rwanda.]
And most importantly. Heroes is a GAME, i.e., an activity in which the process itself is important, and not the result. The game is played according to the rules. The author creates the rules. And if the author created a balance with his vision, reflecting a specific historical (mythical) field, then what kind of imbalance can we even talk about? There is a model where Earth is stronger than Fire, and Air is stronger than Water (conditionally)... If you want a model that is different from the author's, then you are simply looking for and using a different one.
In reply to rebellious
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#52
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rebellious
It's already quite widespread :smile01: ... They already said so.
This reminds me of the reasoning of well-fed, wise seals with the "burden" of past tournaments. :)
The same faces are always around, and soon the time will come when dreams come true (as Wilde said).
So, how does shuffling the schools of magic popularize the game? (One of the reasons why I don't play WT, and especially the sacrilege of DD in water). It doesn't. Without attracting new players, each such tournament is like a funeral song (although this is a slightly different topic). As for the balance... Why should the schools of magic be equal? And should it be balanced in terms of specifics? At some point, simple healing or blessing can become decisive. Why do I need explosions or Armageddons on day 117, and, in fact, the spellbook itself, for example, in balance or on CM or on Jebus, when I have miners, Crags, buckets, spheres of suppression, cloaks of renunciation? Why should I drag the game out to the statistical deadlines of the second or third week to fit into someone's balance of schools of magic? It is permissible only in the most general, and moreover, unattainable form - at the level of philosophical laws. [Look at the real world: the largest GDPs are in some two-million Qatar, but with real oil wealth ($100-140 thousand) and the country is hosting the World Cup in the desert, and in microscopic Luxembourg - a parasitic oasis for global financial traffic, and the largest country in the world is squandering its vast natural resources and "playing games" with the powerful of this world. And this is against the backdrop of fundamentalism, where cutting human heads is the same as cutting sheep heads, or not so long ago, the massacre in Rwanda.]
And most importantly. Heroes is a GAME, i.e., an activity in which the process itself is important, and not the result. The game is played according to the rules. The author creates the rules. And if the author created a balance with his vision, reflecting a specific historical (mythical) field, then what kind of imbalance can we even talk about? There is a model where Earth is stronger than Fire, and Air is stronger than Water (conditionally)... If you want a model that differs from the author's, then you are simply looking for and using a different one.
Good post. Ariputra would be pleased.
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In reply to Сатир
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#53
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Satyr
Good post. Ariputra would be pleased.
Yours is also great :D
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#54
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[caption]Balancing the game, including balancing the schools of magic, significantly increases interest in the game, as it increases the diversity of strategies.[/caption]
=Stinger=
it shouldn't be about porting, but about strengthening or changing the bad spells.

+1
=Stinger=
rework Mirror into +20% to HP, for example.

But that's not a good idea. How is Mirror related to +20% to HP? There should be game logic. Just make it available to everyone on Expert difficulty and increase the reflection chance.
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#55
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As a dedicated offline player and a true SoD enthusiast, I still dare to offer a couple of suggestions.
1. I support the idea of convincing Baratorch to add the ability to connect external modules to the HD mod for playing with non-standard (relative to SoD) rules. And, if he agrees, to develop a kind of compromise set of rules for tournaments, something in between SoD and WT.
2. Instead of shuffling individual spells between schools of magic (which will inevitably confuse true SoD players), you could try to equalize the probabilities of appearance:
1) of elemental magic skills in heroes;
2) of individual spells in the mage guilds of cities.
That is, in SoD we have:
1) some hero classes cannot acquire the skill of magic of certain elements (Barbarians - water magic, Rangers - fire magic);
2) depending on the racial affiliation of the castle, the probability of the appearance of spells of different schools varies.
So, this injustice needs to be eliminated! :) Down with racial prejudices!:smile19: Give water to the Barbarians, etc.!
The only obvious and reasonable restrictions that need to be left are: the inability to acquire necromancy skills by heroes of other races and the non-appearance of "specialized" necromantic spells (wave of death, raising undead) in castles of other races.
Of course, players will strive to acquire some schools of magic earlier than others: first - earth and air, then - fire and water. But at least all heroes (and therefore all players) will be on an equal footing.
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In reply to Wicc
#56
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Wicc
Yes, given the current number of Mee and asm players, it seems like the CIS tournament will have to be held on SoD.


That is, switching from a version with a more or less acceptable balance to a version where the balance is much worse and there is no prospect of improvement in the future. And claiming that the reason for this is the lack of changes in the first version, which further distances it from the second version, to which it is proposed to switch.
This is exactly in line with the logic of "I'll spite my mother and freeze my ears off."

The reason for such a transition could be either a critical number of bugs in HotA, which doesn't seem to be the case, or a sudden enlightenment that has made most of the potential tournament participants appreciate the charms of SoD gameplay.

Wicc
For now, it makes a pleasant impression, both in terms of the concept and what has already been done. If the developers also turn out to be adequate and not lazy (I can't assess this parameter yet), then it may well compete with HotA as the main alternative to SoD.

HotA will be able to compete with HotA as the main alternative to SoD if changes are made in the same direction as in TE/HotA.
Judging by the posts of the person who seems to be responsible for balancing the multiplayer in the HotA project, there is no reason to expect this.
The idea is that it is the same SoD with a new city and bug fixes, and not an alternative.
In reply to <Ivor>
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#57
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Kostya, in modding, unlike in the original game, there are no silver-colored units, which is very important for official tournaments. The latest version of the mod has an increased number of desynchronizations due to the implemented, but flawed, functionality of ballistics and artillery – if you think about it, you can continue listing the issues.
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#58
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Judging by the lively discussion, this thread could be moved to a separate topic so that the limited information about the upcoming event, which will (hopefully) be posted periodically, doesn't get lost in a sea of speculation about what needs to be moved where and which schools of magic are better.
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#59
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To prevent information from getting lost, it simply needs to be updated in the first post of the thread. Ivory deserves respect for his "I'll spite my mother and freeze my ears off" attitude. He managed to express in words what needed to be said.
In reply to PReDS
#60
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PReDS
Kostya, in this mod, unlike in VT, there are no mid-tier units, which is very important for official tournaments. The latest version of VT has an increased number of desynchronizations due to its flawed, but functional, ballistics and artillery – if you think about it, you can continue listing the issues.

What's the price of belladonna these days? It's probably gotten cheaper, right? Does the mod no longer work with VT?
In reply to PReDS
#61
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PReDS
Kostya, in modding, unlike in Warlords Tactics (WT), there are no gray areas; this is very important for official tournaments. The latest version of WT has an increased number of desynchronizations due to its flawed, albeit functional, ballistics and artillery – if you think about it, you can continue listing them.

I'm not saying there are no bugs. I'm just saying that the shortcomings of WT, which could lead to a possible version change, need to be stated more clearly, rather than making such abstract statements as "the project is doomed" or "it's all going downhill."
Moreover, simultaneous turns shouldn't be brought into this.

Regarding bug fixes, a more precise formulation of the community's request for their correction could help achieve a positive result. After all, fixing bugs in WT is an easier task than creating a balancing patch based on HD+.

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