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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

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In reply to SRD
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#273
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SRD
That's exactly how all normal ones look, but yours are flickering.
Maybe the format is special; try updating your video codecs.
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In reply to Nargott
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#274
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I noticed I had this problem just now; they appeared intermittently, with some window popping up, and it only happened with YouTube.

Added after 20 hours and 13 minutes
I checked (changed the browser):smile54: - very interesting, and is it possible to download something if it's ready?
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#275
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Heroes League - you can download version 0.99 in this thread.
Release 1.0 is expected, and I will post it here as well (in one message). The differences are in the balance refinement (stats).
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#276
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In the next version, the ammunition of archers will be generally reduced. New ammunition values: 12: Rangers 9: Nomadic Centaurs 8: Hunters, Saboteurs 7: Mercenary Centaurs, Archers 6: Fire Imps, Crossbowmen, Elementals 5: Succubi, Snipers, Marauders, Marksmen 4: Lesser Imps, Vermin, Skeletons, Scouts 3: Lilim, Priests, Veterans, Oracles, Unholy Liches, Titans, Elemental Witches, Assassins, Throwers, Harpooners 2: Elders, Shamans, Mages, Guardians, Clerics, Adepts, Plague Liches, Greater Liches, Twilight Witches 1: Wizards, Druids, Monks (Note: when Stun is triggered, the shot is not consumed – this is a feature.) The change is due to the fact that a group of archers with an extremely high ammunition supply (for 6-8 rounds) did not play well (it was excessive). Now, archers are divided into 2 groups: - low ammunition (for 3-4.5 rounds, taking into account spells) - high ammunition (for 4.5-6 rounds, taking into account spells) As practice has shown, the optimal ammunition supply should not exceed 3-6 rounds (taking into account spells).
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#277
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Everything is great in the current version; we are looking forward to the mod's release.
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#278
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The plans also include improving the interface, specifically the display of the list of abilities for units. This is an important feature for new players who are not yet familiar with the new units. Currently, the abilities are arranged in a somewhat chaotic order, and often there are quite a few of them for each unit (5-10). Unfortunately, it is not possible to change the order in which they are displayed, but they can be colored differently. The abilities are divided into the following groups: - class-based (large size, flight, ranged attack, magic, heavy class) - standard (demons, elementals, undead, neutral, blood rage, magic resistance, ranged resistance, retaliation, enhanced attack, fury) - activated (lay on hands, devastating strike...) - area-of-effect attacks (fire breath, wide attack...) - immunities - auras (bully, aura of activity...) - static (cavalry bonus, ranged attack without penalty...) - special effects (magical attack, endless retaliation...) - random (stun, charge...) Which groups would it make sense to combine by color to avoid a mishmash? In my opinion, the following deserve separate colors: - class-based + standard (these are ubiquitous, non-unique abilities) - activated (options that are important to consider) - immunities (minor, passive abilities) - possibly, auras + area-of-effect (abilities that should be considered first when positioning units) - static + special effects + random: all the rest?
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#279
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I would divide them into: activated skills, passive standard + class skills, passive unique-unstable (random) skills, and finally, passive unique-stable skills. All kinds of immunities would fall into one of these groups accordingly. This makes it a bit simpler.
 

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#280
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Ment
I would divide them into: activated, passive standard + class-based, passive uniquely-unstable (random), and finally, passive uniquely-stable. All kinds of immunities would fall into one of these groups accordingly. This makes it a bit simpler.
So, area-of-effect, aura, static, effect, and immunities – all under one umbrella (uniquely-stable)? The number of random abilities is very small, and they are rare, so why do they need a special color?
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#281
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Yeah, that's true. There aren't many of them, I agree, but I would like to emphasize a couple of things here, namely the possibility that they won't trigger (which reduces their effectiveness, and also requires a bit of risk when using them). The second thing is their interaction with the "Soldier's Luck" skill.
But this is just my opinion; maybe they should be moved somewhere else and the number of groups reduced to three. I've always considered random effects to be special, especially in connection with the risks involved.
 

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#282
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And shouldn't immunities be highlighted as a separate category? In most cases, they don't play any significant role.
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#283
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Maybe they do... Perhaps. But then, along with auras and resistances, I think. There isn't much difference, except that auras can affect many creatures at once.
 

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#284
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Here's how I would prioritize what to look for when examining a unit.

First, auras or area-of-effect abilities,
then activated abilities,
next, immunities,
after that, class-specific/standard abilities,
and finally, static/effect/random abilities.

First, it's clear where to position units,
then, what abilities are used,
when casting, you can see which immunities apply,
class-specific abilities provide additional hints during casting/attack,
and finally, the unique features of a specific unit.
In reply to Ment
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#285
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Ment
They might deserve it... Perhaps. But then, along with auras and resistances, I think. There's not much difference, except that auras can affect many creatures at once.
In WGE, the 25%, 75%, and 50% fire resistances have been removed, leaving only 50% magic resistance. It is now a standard ability and is usually given to units that are very vulnerable to magic (due to low health/high physical defense), i.e., it is quite relevant. That's why it's called the "immunities" group.

As for auras, there are many important combat-related things: an aura of activity that gives +2 to initiative, an aura of protection from arrows, an aura that gives +5 to morale, an aura that gives -3 to morale, attack, and defense, etc.

Added 2 minutes later
Aks_kun
I'll set priorities for what I would pay attention to when examining a unit.

First, auras or area-of-effect auras,
then activated abilities,
then immunities,
then class/standard abilities,
and finally, static/effect/random abilities.

First, you can see where to place them,
then, what is used,
when casting, you can see which immunities there are,
class abilities are an additional hint when casting/attacking,
and then, the specific features of a particular unit.
So, you are suggesting priorities that can be applied to the method of division I proposed. Perhaps then we can move on to specifics, by color? Unfortunately, there is no technical way to change the order in which abilities are displayed.
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#286
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Generally, yes, the previous speaker seems to have explained everything clearly. Although 5 groups might be a bit too many, it's still acceptable, I suppose.
From the beginning of the aura or aura/area-of-effect
Red.
then activated abilities
Yellow/orange
then immunities
Green.
static/effect/random
I don't know.
class-based/standard
Default.
The principle is simply like a traffic light for the first three groups. And my associations with the colors are exactly like that. The aura is associated with fire, so it's red. Activated abilities are associated with yellow because of the yellow highlight of units when you hover over them. Immunities are always positive abilities, so they are green.
It should also be clear about class-based abilities.
Static/effect/random is difficult. Maybe purple? It will stand out against the other colors, which will emphasize the specificity of these features.
 

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#287
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Ment
Although 5 groups might be a bit too many.
From the perspective of a color mishmash, 5 groups might be too many, but the problem is that I can't find a good way to divide them into 2, 3, or 4 groups.

Added 2 minutes ago
Static/eye-catching/random is difficult. Maybe purple? It will stand out against other colors, which will emphasize the uniqueness of these features.
Yes, I was also thinking about that. I also agree with the other colors.

Blue was chosen after all. Purple turned out to be difficult to read.

Added 2 hours 4 minutes ago

The most colorful unit:


Added 11 minutes ago
Another option for formatting the list of abilities:
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