Posts from "Necropolis" - changes to creatures of levels 6-7.
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Ah, yes, slow zombies with dragon stats and fast dragons with zombie stats. Everything is correct. And the level of creatures doesn't matter at all in Heroes.
Lower-level creatures are built earlier or (in the case of levels 1-2) additionally brought by heroes, and often by dwellings, so in the end, on a normal game timeline, a level 1 creature can easily outperform a level 7 creature in strength. How can you compare units of different levels based on their base growth rate if the number of growth rates for lower-level units in an army will be much greater.
In general, levels don't matter here; it's simply about comparing "all other things being equal," i.e., with equal Power for the unit. The catch is that the developers only take into account strength stats + initiative + some abilities in this parameter, but speed and most other abilities are not taken into account, so formally, a slow stack of zombies is as good as fast dancers, for example. But in reality, the advantage in speed is crucial, which is why all slow units suffer (except for those with strong uncounted abilities, like dwarven warriors, for example).
Added 9 minutes ago
Necropolis units, with a few exceptions, are weaker than their counterparts in other cities, which is more than compensated for by the necromantic abilities to create a huge number of troops. I don't think zombies are weak in any way: when the enemy has a little more than a hundred of the same furies or knights, and you have a thousand zombies, they will definitely compete for the top spot ;)
-skeletons
-ghosts
-vampires (alt)
-liches
-and in this mod, also levels 6-7
I.e., almost the entire army.
Added 9 minutes ago
I don't think zombies are weak in any way: when the enemy has a little more than a hundred of the same furies or knights, and you have a thousand zombies, they will definitely compete for the top spot ;)
As for practice, raising zombies with necromancy makes sense only when the hero is Orson; under him, zombies play the way they should play without him. In all other cases, vampires, skeletons, and liches will be raised because they deliver on their Power, but zombies do not.
Added 18 minutes ago
Right now, that's the case. At least at the same level. The only exception is Furies, but there the growth rate in a long game is too small, so it evens out a little later.
The only serious drawback that zombies and wyverns have in common is their limited usefulness when clearing neutral creatures... But every faction has such units, and they are not always slow.
And the argument about wyverns is also artificial, because it's not difficult for a necromancer to achieve the number of zombies I mentioned, while it's not always possible to get a large number of wyverns, even if you really want to.
Having a unit just survive until the end of the battle is not the best role for slow units.
For example, in my mod, slow units represent their main combat force and threat, while fast flying units have more opportunities, but physically they are much weaker. It should be something like that; otherwise (if a slow unit has the same physical stats as a fast flying unit), the slow unit simply becomes a second-rate cannon fodder. By "flying units" I mean units with top speeds; in previous installments of the series, they all had the class ability "Flight." In Heroes 5, for some reason, even infantry can have top speeds, falling into the "flying unit" category even without that ability.
I won't even mention that pao-kai can sometimes dominate an entire battle, and legends are told about this on this forum.
The only serious drawback that zombies and wyverns have in common is their limited usefulness in clearing neutral creatures... But every castle has such units, and they are not always slow.
Wyverns are weak because they lack the "Blood" trait, and the developers, when calculating their Power, accidentally or intentionally confused them with executioners in terms of large size (i.e., executioners are calculated as large, while wyverns are calculated as small).
As I mentioned before, a Necromancer won't raise zombies (it's simply not profitable), except in rare cases (Orson).
For example, in my mod, slow units represent their main combat force and threat.
Wyverns are weak because they have no Blood + the developers, when calculating Power, accidentally or intentionally confused them with the Executioner line in terms of large size (i.e., Executioners are calculated as large, and Wyverns are calculated as small).
He doesn't need to raise them. Zombies have good growth, which practically doubles with the presence of any secondary castle. And they hardly die in battles.
You have a different concept, the concept of tanks. The original zombies have the concept of cannon fodder. I'm not going to judge which is better; they are simply fundamentally different, both of which are viable.
Added 23 minutes later
After all, troops always act together, and zombies work well with other units, being the thickest cannon fodder in the Necropolis, holding out until the very end in any battle.
But I've been playing with champions for over a year, ever since a modder created an alt-upgrade. I also noticed them back in NCF. Of course, I have my own vision for a level 6-7 Necropolis unit.
So, without being too clever, I slightly increased the HP of all three undead units and added abilities from zombies of the corresponding level. And at level 7, I initially had dragons with increased incorporeality, which I replaced with these wonderful riders. True, they are not upgraded, but visually, in my opinion, they look more impressive than paladins, so it's logical that they are also stronger. ;)
Non-upgraded: 220 HP, 40-65 damage, curse.
Upgraded: black, not a caster, flies, has the Flash ability from the vampire upgrade, curse, death gaze, 275 HP (? I have increased HP on a lot of level 7 units, and not just level 7, so it's somewhat justified), 45-72 damage.
Purple: death strike, strike of sorrow, 265 HP, 38-80 damage - also a good unit.
True, I've increased the price - if you have such strong units at level 7, please pay accordingly for them.
P.S. It's a pity that there are no hazardous bucks for champions, to complete the picture.
Regarding the winged undead, this could be developed as a basis for the faceless ones.