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Posts from Harmony - Troop Symmetry Auto-translated

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#154
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psatkha
Well, in my opinion, it's already like in Heroes of Might and Magic III, but the color is not azure, but indigo, but that's not the point, the main thing is that someone has found their ideal! :smile08:

Sincerely, Psatkha
The tertiary color is much lighter, and its spikes are slightly lighter, not menacingly demonic-white.

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In reply to Nargott
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#155
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Nargott
The tertiary color is much lighter, and its spikes are slightly lighter as well, rather than ominously demonically white.

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Yeah, I didn't like the spikes either... but otherwise, it's almost like in Heroes of Might and Magic III ;)

Sincerely, Psatkha
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#156
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psatkha
Yeah, I didn't like the spikes either... but otherwise, it's almost like in the 3rd game ;)

Best regards, Psatkha
That coloring is closer to the one you did ;)

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#157
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Nargott
The coloring is closer to the one you did for the 3rd one ;)


Well, maybe – I'm not arguing! ;)

By the way, if you paint the crystalline one indigo, it will look like a sapphire dragon... :rolleyes:

Best regards, Psatkha
In reply to SRD
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#160
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And here’s another thing – don’t you think there’s a clear imbalance in the game regarding racial skills?
1) Necromancer – a significant boost to the army.
2) Demons – the same story (but only for the duration of the battle).
3) Rune – even some of the first-level runes immediately make them cheaters (I’m talking about the Rune of Energy, for example), but some runes are still quite adequate.
4) Magic – they are generally at a decent level, and given the low defense of their hero, a number of mini-artifacts are quite valuable – in short, a good racial skill.
5) Counterattack and Retraining – also quite useful, although it requires financial investment to implement.
6) Irresistible Magic – additional damage from chains and a guarantee that there is a real reason to develop Chaos, even if the circumstances make you wonder if it’s necessary.

Now let’s look at the Avenger skill – it’s difficult to implement: it seriously depends on the enemy (if the enemy is of one race, then it makes sense, with three races, it’s still somewhat useful, but if there are 7 different races, then it’s very useless), it depends on luck (40% + city buildings and the “Forest Trickery” skill), and you still need to find this enemy and exceed their growth by 2 weeks.
I think it should be changed somehow, for example:
-abandon the influence of His Majesty Random, let the damage be calculated as the specialization of Anven – damage to the sworn enemy
always greater and depends on the hero’s level.
-the first level of the skill allows you to choose one sworn enemy from each race, except for the Elven Alliance, the second – two sworn enemies from each race, except for the Elven Alliance, and the third – three
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#161
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Necromancy is not actually a very useful skill. Necromancers are strong because of their undead converter, not because of necromancy.
Preparation is one of the best faction skills, and only Orcish and Dwarven skills can compete with it.
The Avenger is not as strong as some others, but it doesn't require many resources. Plus, Elves have access to good skills: Rain of Arrows, Enchanted Arrow... It's easy for an Elf to learn Silent Stalker. Randomness? Well, that's just the concept of Elves in this game. In general, it's a good skill, even if it's a bit weak on its own, but it works well with other Elven abilities.
 

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In reply to Ment
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#162
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however, this skill is too dependent on the enemy, or rather, on their faction, and with a large variety of factions, the skill is almost impossible to implement. Furthermore, for example, the "Open Gate" skill does not depend on the presence or absence of a town, but the "Avenger" skill cannot be implemented without it (although this applies not only to the "Avenger" skill, but to others as well).
Suggest ways to eliminate this drawback (I'm talking about the dependence on the enemy faction, or rather, on the number of factions participating in battles, because with a number of 4 or more, this skill cannot be implemented in all battles, and it is only implemented in those battles).
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#164
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Given their wide variety, this skill is hardly ever used.
If we're talking about the single-player game, then the castles are inherently unbalanced, but that doesn't really matter there. As for multiplayer, everyone plays one-on-one, so this problem doesn't exist there.
 

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#165
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I disagree that it's always one-on-one; my friends and I play together, sometimes even with five of us (though we usually play with three).
And here's the latest version of the azure one (I swear, it's going to start appearing in my nightmares:D).
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In reply to SRD
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#166
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SRD
I disagree that it's always one-on-one; my friends and I play together, sometimes even with five of us (though usually just three).
And here's the latest azure version (it's starting to haunt my dreams:D).
This one is better. I'd like to see it in the game, maybe with a lighter azure skin.
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In reply to Nargott
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#167
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I won't make it any lighter – it would look too unnatural. I don't see the point in reducing the saturation or brightening it. I'm thinking about renaming the green dragon to "Forest" or "Woodland" dragon. The screenshot was somewhere above (a page or two back), and it's not entirely green there. Besides, if you think about mythology, green (which is also gold or yellow) clearly surpasses azure. (Gold is imperial, while azure is just one of the guardians – the guardian of the east).
In reply to SRD
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#168
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development option for the Sylvan faction:
1) either towards defense - lower initiative, but higher HP + scales (emerald)
2) or towards offense - higher initiative, but lower HP + immunity to slow (azure)
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